//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef DOD_AREA_CAPTURE_H #define DOD_AREA_CAPTURE_H #ifdef _WIN32 #pragma once #endif #include "triggers.h" #include "dod_control_point.h" #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 class CAreaCapture : public CBaseTrigger { public: DECLARE_CLASS( CAreaCapture, CBaseTrigger ); virtual void Spawn( void ); virtual void Precache( void ); virtual bool KeyValue( const char *szKeyName, const char *szValue ); void area_SetIndex( int index ); bool IsActive( void ); bool CheckIfDeathCausesBlock( CDODPlayer *pVictim, CDODPlayer *pKiller ); private: void EXPORT AreaTouch( CBaseEntity *pOther ); void Think( void ); void StartCapture( int team, int capmode ); void EndCapture( int team ); void BreakCapture( bool bNotEnoughPlayers ); void SwitchCapture( int team ); void SendNumPlayers( CBasePlayer *pPlayer = NULL ); void SetOwner( int team ); //sets the owner of this point - useful for resetting all to -1 void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputRoundInit( inputdata_t &inputdata ); private: int m_iCapMode; //which capture mode we're in int m_bCapturing; int m_nCapturingTeam; //the team that is capturing this point int m_nOwningTeam; //the team that has captured this point float m_flCapTime; //the total time it takes to capture the area, in seconds float m_fTimeRemaining; //the time left in the capture int m_nAlliesNumCap; //number of allies required to cap int m_nAxisNumCap; //number of axis required to cap int m_nNumAllies; int m_nNumAxis; bool m_bAlliesCanCap; bool m_bAxisCanCap; //used for catchup capping int m_iCappingRequired; //how many players are currently capping int m_iCappingPlayers; //how many are required? bool m_bActive; COutputEvent m_AlliesStartOutput; COutputEvent m_AlliesBreakOutput; COutputEvent m_AlliesCapOutput; COutputEvent m_AxisStartOutput; COutputEvent m_AxisBreakOutput; COutputEvent m_AxisCapOutput; COutputEvent m_StartOutput; COutputEvent m_BreakOutput; COutputEvent m_CapOutput; int m_iAreaIndex; //index of this area among all other areas CControlPoint *m_pPoint; //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 DECLARE_DATADESC(); }; #endif //DOD_AREA_CAPTURE_H