//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef DOD_BOMBTARGET_H #define DOD_BOMBTARGET_H #ifdef _WIN32 #pragma once #endif #include "baseanimating.h" #include "dod_control_point.h" #define DOD_BOMB_TARGET_MODEL_ARMED "models/weapons/w_tnt.mdl" #define DOD_BOMB_TARGET_MODEL_TARGET "models/weapons/w_tnt_red.mdl" #define DOD_BOMB_TARGET_MODEL_UNAVAILABLE "models/weapons/w_tnt_grey.mdl" class CDODBombTarget; class CDODBombTargetStateInfo { public: BombTargetState m_iState; const char *m_pStateName; void (CDODBombTarget::*pfnEnterState)(); // Init and deinit the state. void (CDODBombTarget::*pfnLeaveState)(); void (CDODBombTarget::*pfnThink)(); // Do a PreThink() in this state. void (CDODBombTarget::*pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; struct DefusingPlayer { CHandle m_pPlayer; float m_flDefuseTimeoutTime; float m_flDefuseCompleteTime; }; class CDODBombTarget : public CBaseAnimating { public: DECLARE_CLASS( CDODBombTarget, CBaseAnimating ); DECLARE_DATADESC(); DECLARE_NETWORKCLASS(); CDODBombTarget() {} virtual void Spawn( void ); virtual void Precache( void ); // Set these flags so players can use the bomb target ( for planting or defusing ) virtual int ObjectCaps( void ); // Inputs void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); // State Functions void State_Transition( BombTargetState newState ); void State_Enter( BombTargetState newState ); void State_Leave(); void State_Think(); void State_Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); int State_Get( void ) { return m_iState; } CDODBombTargetStateInfo* State_LookupInfo( BombTargetState state ); // Enter void State_Enter_INACTIVE( void ); void State_Enter_ACTIVE( void ); void State_Enter_ARMED( void ); // Leave void State_Leave_Armed( void ); // Think void State_Think_ARMED( void ); // Use void State_Use_ACTIVE( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void State_Use_ARMED( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); float GetBombTimerLength( void ); // Get the dod_control_point that we're linked to CControlPoint *GetControlPoint( void ); bool CanPlantHere( CDODPlayer *pPlayer ); void CompletePlanting( CDODPlayer *pPlantingPlayer ); void DefuseBlocked( CDODPlayer *pAttacker ); void PlantBlocked( CDODPlayer *pAttacker ); int GetTimerAddSeconds( void ) { return m_iTimerAddSeconds; } int GetBombingTeam( void ) { return m_iBombingTeam; } DefusingPlayer *FindDefusingPlayer( CDODPlayer *pPlayer ); void Explode( void ); void BombDefused( CDODPlayer *pDefuser ); void ResetDefuse( int index ); bool CanPlayerStartDefuse( CDODPlayer *pPlayer ); bool CanPlayerContinueDefusing( CDODPlayer *pPlayer, DefusingPlayer *pDefuseRecord ); private: // Control Point we're linked to string_t m_iszCapPointName; CControlPoint *m_pControlPoint; // Outputs COutputEvent m_OnBecomeActive; COutputEvent m_OnBecomeInactive; COutputEvent m_OnBombPlanted; COutputEvent m_OnBombExploded; COutputEvent m_OnBombDisarmed; // state CNetworkVar( int, m_iState ); CDODBombTargetStateInfo *m_pCurStateInfo; bool m_bStartDisabled; // timers for armed state float m_flExplodeTime; float m_flNextAnnounce; // player that planted this bomb CHandle m_pPlantingPlayer; // The team that is allowed to plant bombs here CNetworkVar( int, m_iBombingTeam ); // network the model indices of active bomb so we can change per-team CNetworkVar( int, m_iTargetModel ); CNetworkVar( int, m_iUnavailableModel ); int m_iTimerAddSeconds; // List of defusing players and time until completion CUtlVector< DefusingPlayer > m_DefusingPlayers; private: CDODBombTarget( const CDODBombTarget & ); }; #endif //DOD_BOMBTARGET_H