//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef TRIGGER_AREA_CAPTURE_H #define TRIGGER_AREA_CAPTURE_H #ifdef _WIN32 #pragma once #endif #include "basemultiplayerplayer.h" #include "triggers.h" #include "team_control_point.h" class CTeamTrainWatcher; #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 #define MAX_AREA_CAPPERS 9 //----------------------------------------------------------------------------- // Purpose: An area entity that players must remain in in order to active another entity // Triggers are fired on start of capture, on end of capture and on broken capture // Can either be capped by both teams at once, or just by one // Time to capture and number of people required to capture are both passed by the mapper //----------------------------------------------------------------------------- // This class is to get around the fact that DEFINE_FUNCTION doesn't like multiple inheritance class CTriggerAreaCaptureShim : public CBaseTrigger { virtual void AreaTouch( CBaseEntity *pOther ) = 0; public: void Touch( CBaseEntity *pOther ) { return AreaTouch( pOther ) ; } }; DECLARE_AUTO_LIST( ITriggerAreaCaptureAutoList ); class CTriggerAreaCapture : public CTriggerAreaCaptureShim, public ITriggerAreaCaptureAutoList { DECLARE_CLASS( CTriggerAreaCapture, CTriggerAreaCaptureShim ); public: CTriggerAreaCapture(); // Derived, game-specific area triggers must override these functions public: // Display a hint about capturing zones to the player virtual void DisplayCapHintTo( CBaseMultiplayerPlayer *pPlayer ) { return; } // A team has finished capturing the zone. virtual void OnEndCapture( int iTeam ) { return; } virtual void OnStartCapture( int iTeam ) { return; } public: virtual void Spawn( void ); virtual void Precache( void ); virtual bool KeyValue( const char *szKeyName, const char *szValue ); bool IsActive( void ); bool CheckIfDeathCausesBlock( CBaseMultiplayerPlayer *pVictim, CBaseMultiplayerPlayer *pKiller ); void UpdateNumPlayers( bool bBlocked = false ); void UpdateOwningTeam( void ); void UpdateCappingTeam( int iTeam ); void UpdateTeamInZone( void ); void UpdateBlocked( void ); void ForceOwner( int team ); // by the control_point_round to force an owner of this point (so we can play a specific round) bool TeamCanCap( int iTeam ){ return m_TeamData[iTeam].bCanCap; } CHandle GetControlPoint( void ){ return m_hPoint; } int GetOwningTeam( void ) { return m_nOwningTeam; } bool IsBlocked( void ) { return m_bBlocked; } void SetTrainWatcher( CTeamTrainWatcher *pTrainWatcher ){ m_hTrainWatcher = pTrainWatcher; } // used for train watchers that control train movement CTeamTrainWatcher *GetTrainWatcher( void ) const { return m_hTrainWatcher; } virtual void StartTouch(CBaseEntity *pOther) OVERRIDE; virtual void EndTouch(CBaseEntity *pOther) OVERRIDE; float GetCapTime() const { return m_flCapTime; } protected: virtual bool CaptureModeScalesWithPlayers() const; private: virtual void AreaTouch( CBaseEntity *pOther ) OVERRIDE; void CaptureThink( void ); void StartCapture( int team, int capmode ); void EndCapture( int team ); void BreakCapture( bool bNotEnoughPlayers ); void IncrementCapAttemptNumber( void ); void SwitchCapture( int team ); void SendNumPlayers( void ); void SetOwner( int team ); //sets the owner of this point - useful for resetting all to -1 void InputRoundSpawn( inputdata_t &inputdata ); void InputCaptureCurrentCP( inputdata_t &inputdata ); void InputSetTeamCanCap( inputdata_t &inputdata ); void InputSetControlPoint( inputdata_t &inputdata ); void SetCapTimeRemaining( float flTime ); void HandleRespawnTimeAdjustments( int oldTeam, int newTeam ); void GetNumCappingPlayers( int team, int &numcappers, int *cappingplayers ); void SetNumCappers( int nNumCappers, bool bBlocked = false ); private: int m_iCapMode; //which capture mode we're in bool m_bCapturing; int m_nCapturingTeam; //the team that is capturing this point int m_nOwningTeam; //the team that has captured this point int m_nTeamInZone; //if there's one team in the zone, this is it. float m_flCapTime; //the total time it takes to capture the area, in seconds float m_fTimeRemaining; //the time left in the capture float m_flLastReductionTime; bool m_bBlocked; struct perteamdata_t { perteamdata_t() { iNumRequiredToCap = 0; iNumTouching = 0; iBlockedTouching = 0; bCanCap = false; iSpawnAdjust = 0; iNumRequiredToStartCap = 0; } int iNumRequiredToCap; int iNumTouching; int iBlockedTouching; // Number of capping players on the cap while it's being blocked bool bCanCap; int iSpawnAdjust; int iNumRequiredToStartCap; }; CUtlVector m_TeamData; struct blockers_t { CHandle hPlayer; int iCapAttemptNumber; float flNextBlockTime; }; CUtlVector m_Blockers; bool m_bActive; COutputEvent m_OnStartTeam1; COutputEvent m_OnStartTeam2; COutputEvent m_OnBreakTeam1; COutputEvent m_OnBreakTeam2; COutputEvent m_OnCapTeam1; COutputEvent m_OnCapTeam2; COutputEvent m_StartOutput; COutputEvent m_BreakOutput; COutputEvent m_CapOutput; COutputInt m_OnNumCappersChanged; COutputInt m_OnNumCappersChanged2; CHandle m_hPoint; //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 bool m_bStartTouch; CHandle m_hTrainWatcher; // used for train watchers that control train movement DECLARE_DATADESC(); }; #endif // TRIGGER_AREA_CAPTURE_H