//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: CTF Flag Capture Zone. // //=============================================================================// #ifndef FUNC_CAPTURE_ZONE_H #define FUNC_CAPTURE_ZONE_H #ifdef _WIN32 #pragma once #endif #include "triggers.h" // This class is to get around the fact that DEFINE_FUNCTION doesn't like multiple inheritance class CCaptureZoneShim : public CBaseTrigger { virtual void ShimTouch( CBaseEntity *pOther ) = 0; public: void Touch( CBaseEntity *pOther ) { return ShimTouch( pOther ) ; } }; //============================================================================= // // CTF Flag Capture Zone class. // DECLARE_AUTO_LIST( ICaptureZoneAutoList ); class CCaptureZone : public CCaptureZoneShim, public ICaptureZoneAutoList { DECLARE_CLASS( CCaptureZone, CCaptureZoneShim ); public: DECLARE_SERVERCLASS(); CCaptureZone(); void Spawn(); virtual void Activate(); virtual void ShimTouch( CBaseEntity *pOther ) OVERRIDE; void Capture( CBaseEntity *pOther ); bool IsDisabled( void ); void SetDisabled( bool bDisabled ); // Input handlers void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); int UpdateTransmitState( void ); void PlayerDestructionThink( void ); private: CNetworkVar( bool, m_bDisabled ); // Enabled/Disabled? int m_nCapturePoint; // Used in non-CTF maps to identify this capture point COutputEvent m_outputOnCapture; // Fired a flag is captured on this point. COutputEvent m_OnCapTeam1; COutputEvent m_OnCapTeam2; COutputEvent m_OnCapTeam1_PD; COutputEvent m_OnCapTeam2_PD; DECLARE_DATADESC(); float m_flNextTouchingEnemyZoneWarning; // don't spew warnings to the player who is touching the wrong cap bool m_bShouldBlock; float m_flCaptureDelay; float m_flCaptureDelayOffset; }; //============================================================================= // // CTF Flag Detection Zone class. // DECLARE_AUTO_LIST( IFlagDetectionZoneAutoList ); class CFlagDetectionZone : public CBaseTrigger, public IFlagDetectionZoneAutoList { DECLARE_CLASS( CFlagDetectionZone, CBaseTrigger ); public: CFlagDetectionZone(); void Spawn(); void StartTouch( CBaseEntity *pOther ); void EndTouch( CBaseEntity *pOther ); bool IsDisabled( void ) { return m_bDisabled; } void SetDisabled( bool bDisabled ); bool IsAlarmZone( void ){ return m_bShouldAlarm; } // Input handlers void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); void InputTest( inputdata_t &inputdata ); void FlagDropped( CBasePlayer *pPlayer ); void FlagPickedUp( CBasePlayer *pPlayer ); void FlagCaptured( CBasePlayer *pPlayer ); private: bool EntityIsFlagCarrier( CBaseEntity *pEntity ); bool m_bDisabled; // Enabled/Disabled? bool m_bShouldAlarm; COutputEvent m_outputOnStartTouchFlag; // Fired when a flag or player holding the flag touches COutputEvent m_outputOnEndTouchFlag; COutputEvent m_outputOnDroppedFlag; COutputEvent m_outputOnPickedUpFlag; // Entities currently being touched by this trigger CUtlVector< EHANDLE > m_hTouchingPlayers; DECLARE_DATADESC(); }; // Fire output for detection zones if entity is in a the zone void HandleFlagDroppedInDetectionZone( CBasePlayer *pPlayer ); void HandleFlagPickedUpInDetectionZone( CBasePlayer *pPlayer ); void HandleFlagCapturedInDetectionZone( CBasePlayer *pPlayer ); #endif // FUNC_CAPTURE_ZONE_H