mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 01:23:04 +00:00
231 lines
6.4 KiB
C++
231 lines
6.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef TEAM_TRAIN_WATCHER_H
|
|
#define TEAM_TRAIN_WATCHER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "cbase.h"
|
|
#include "trigger_area_capture.h"
|
|
#include "shareddefs.h"
|
|
#include "envspark.h"
|
|
#include "GameEventListener.h"
|
|
|
|
class CFuncTrackTrain;
|
|
class CPathTrack;
|
|
class CTeamControlPoint;
|
|
|
|
#define TEAM_TRAIN_ALERT_DISTANCE 750 // alert is the VO warning
|
|
#define TEAM_TRAIN_ALARM_DISTANCE 200 // alarm is the looping sound played at the control point
|
|
|
|
#define TEAM_TRAIN_ALERT "Announcer.Cart.Warning"
|
|
#define TEAM_TRAIN_FINAL_ALERT "Announcer.Cart.FinalWarning"
|
|
#define TEAM_TRAIN_ALARM "Cart.Warning"
|
|
#define TEAM_TRAIN_ALARM_SINGLE "Cart.WarningSingle"
|
|
|
|
#define TW_THINK "CTeamTrainWatcherThink"
|
|
#define TW_ALARM_THINK "CTeamTrainWatcherAlarmThink"
|
|
#define TW_ALARM_THINK_INTERVAL 8.0
|
|
|
|
// #define TWMASTER_THINK "CTeamTrainWatcherMasterThink"
|
|
|
|
DECLARE_AUTO_LIST( ITFTeamTrainWatcher );
|
|
|
|
class CTeamTrainWatcher : public CBaseEntity, public CGameEventListener, public ITFTeamTrainWatcher
|
|
{
|
|
DECLARE_CLASS( CTeamTrainWatcher, CBaseEntity );
|
|
public:
|
|
DECLARE_SERVERCLASS();
|
|
DECLARE_DATADESC();
|
|
|
|
CTeamTrainWatcher();
|
|
~CTeamTrainWatcher();
|
|
|
|
virtual void UpdateOnRemove( void );
|
|
virtual int UpdateTransmitState();
|
|
|
|
void InputRoundActivate( inputdata_t &inputdata );
|
|
void InputEnable( inputdata_t &inputdata );
|
|
void InputDisable( inputdata_t &inputdata );
|
|
|
|
void InputSetNumTrainCappers( inputdata_t &inputdata );
|
|
void InputOnStartOvertime( inputdata_t &inputdata );
|
|
void InputSetSpeedForwardModifier( inputdata_t &inputdata );
|
|
void InputSetTrainRecedeTime( inputdata_t &inputdata );
|
|
void InputSetTrainCanRecede( inputdata_t &inputdata );
|
|
|
|
// ==========================================================
|
|
// given a start node and a list of goal nodes
|
|
// calculate the distance between each
|
|
// ==========================================================
|
|
void WatcherActivate( void );
|
|
|
|
void WatcherThink( void );
|
|
void WatcherAlarmThink( void );
|
|
|
|
CBaseEntity *GetTrainEntity( void );
|
|
bool IsDisabled( void ) { return m_bDisabled; }
|
|
|
|
bool TimerMayExpire( void );
|
|
|
|
void StopCaptureAlarm( void );
|
|
|
|
void SetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger ); // only used for train watchers that control the train movement
|
|
|
|
virtual void FireGameEvent( IGameEvent * event );
|
|
|
|
int GetCapturerCount( void ) const; // return the number of players who are "capturing" the payload, or -1 if the payload is blocked
|
|
|
|
void ProjectPointOntoPath( const Vector &pos, Vector *posOnPath, float *distanceAlongPath ) const; // project the given position onto the track and return the point and how far along that projected position is
|
|
bool IsAheadOfTrain( const Vector &pos ) const; // return true if the given position is farther down the track than the train is
|
|
|
|
bool IsTrainAtStart( void ) const; // return true if the train hasn't left its starting position yet
|
|
bool IsTrainNearCheckpoint( void ) const; // return true if the train is almost at the next checkpoint
|
|
|
|
float GetTrainDistanceAlongTrack( void ) const;
|
|
Vector GetNextCheckpointPosition( void ) const; // return world space location of next checkpoint along the path
|
|
|
|
#if defined( STAGING_ONLY ) && defined( TF_DLL )
|
|
void DumpStats( void );
|
|
#endif // STAGING_ONLY && TF_DLL
|
|
|
|
private:
|
|
|
|
void StartCaptureAlarm( CTeamControlPoint *pPoint );
|
|
void PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap );
|
|
void InternalSetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger );
|
|
void InternalSetSpeedForwardModifier( float flModifier );
|
|
#ifdef GLOWS_ENABLE
|
|
void FindGlowEntity( void );
|
|
#endif // GLOWS_ENABLE
|
|
void HandleTrainMovement( bool bStartReceding = false );
|
|
void HandleSparks( bool bSparks );
|
|
|
|
private:
|
|
|
|
bool m_bDisabled;
|
|
bool m_bTrainCanRecede;
|
|
// === Data ===
|
|
|
|
// pointer to the train that we're checking
|
|
CHandle<CFuncTrackTrain> m_hTrain;
|
|
|
|
// start node
|
|
CHandle<CPathTrack> m_hStartNode;
|
|
|
|
// goal node
|
|
CHandle<CPathTrack> m_hGoalNode;
|
|
|
|
string_t m_iszTrain;
|
|
string_t m_iszStartNode;
|
|
string_t m_iszGoalNode;
|
|
|
|
// list of node associations with control points
|
|
typedef struct
|
|
{
|
|
CHandle<CPathTrack> hPathTrack;
|
|
CHandle<CTeamControlPoint> hCP;
|
|
float flDistanceFromStart;
|
|
bool bAlertPlayed;
|
|
} node_cp_pair_t;
|
|
|
|
node_cp_pair_t m_CPLinks[MAX_CONTROL_POINTS];
|
|
int m_iNumCPLinks;
|
|
|
|
string_t m_iszLinkedPathTracks[MAX_CONTROL_POINTS];
|
|
string_t m_iszLinkedCPs[MAX_CONTROL_POINTS];
|
|
|
|
float m_flTotalPathDistance; // calculated only at round start, node graph
|
|
// may get chopped as the round progresses
|
|
|
|
float m_flTrainDistanceFromStart; // actual distance along path of train, for comparing against m_CPLinks[].flDistanceFromStart
|
|
|
|
float m_flSpeedLevels[3];
|
|
|
|
// === Networked Data ===
|
|
|
|
// current total progress, percentage
|
|
CNetworkVar( float, m_flTotalProgress );
|
|
|
|
CNetworkVar( int, m_iTrainSpeedLevel );
|
|
|
|
CNetworkVar( int, m_nNumCappers );
|
|
|
|
bool m_bWaitingToRecede;
|
|
CNetworkVar( float, m_flRecedeTime );
|
|
float m_flRecedeTotalTime;
|
|
float m_flRecedeStartTime;
|
|
COutputEvent m_OnTrainStartRecede;
|
|
|
|
bool m_bCapBlocked;
|
|
|
|
float m_flNextSpeakForwardConceptTime; // used to have players speak the forward concept every X seconds
|
|
CHandle<CTriggerAreaCapture> m_hAreaCap;
|
|
|
|
CSoundPatch *m_pAlarm;
|
|
float m_flAlarmEndTime;
|
|
bool m_bAlarmPlayed;
|
|
|
|
// added for new mode where the train_watcher handles the train movement
|
|
bool m_bHandleTrainMovement;
|
|
string_t m_iszSparkName;
|
|
CUtlVector< CHandle<CEnvSpark> > m_Sparks;
|
|
float m_flSpeedForwardModifier;
|
|
int m_iCurrentHillType;
|
|
float m_flCurrentSpeed;
|
|
bool m_bReceding;
|
|
|
|
int m_nTrainRecedeTime;
|
|
|
|
#ifdef GLOWS_ENABLE
|
|
CNetworkVar( EHANDLE, m_hGlowEnt );
|
|
#endif // GLOWS_ENABLE
|
|
};
|
|
|
|
|
|
inline float CTeamTrainWatcher::GetTrainDistanceAlongTrack( void ) const
|
|
{
|
|
return m_flTrainDistanceFromStart;
|
|
}
|
|
|
|
inline int CTeamTrainWatcher::GetCapturerCount( void ) const
|
|
{
|
|
return m_nNumCappers;
|
|
}
|
|
|
|
|
|
/*
|
|
class CTeamTrainWatcherMaster : public CBaseEntity, public CGameEventListener
|
|
{
|
|
DECLARE_CLASS( CTeamTrainWatcherMaster, CBaseEntity );
|
|
|
|
public:
|
|
CTeamTrainWatcherMaster();
|
|
~CTeamTrainWatcherMaster();
|
|
|
|
void Precache( void );
|
|
|
|
private:
|
|
void TWMThink( void );
|
|
void FireGameEvent( IGameEvent *event );
|
|
|
|
bool FindTrainWatchers( void );
|
|
|
|
private:
|
|
CTeamTrainWatcher *m_pBlueWatcher;
|
|
CTeamTrainWatcher *m_pRedWatcher;
|
|
|
|
float m_flBlueProgress;
|
|
float m_flRedProgress;
|
|
};
|
|
|
|
extern EHANDLE g_hTeamTrainWatcherMaster;
|
|
*/
|
|
|
|
#endif //TEAM_TRAIN_WATCHER_H
|