Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2005, 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"
#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
//-----------------------------------------------------------------------------
class CTriggerAreaCapture : public CBaseTrigger { DECLARE_CLASS( CTriggerAreaCapture, CBaseTrigger ); 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; }
public: virtual void Spawn( void ); virtual void Precache( void ); virtual bool KeyValue( const char *szKeyName, const char *szValue );
void SetAreaIndex( int index ); bool IsActive( void ); bool CheckIfDeathCausesBlock( CBaseMultiplayerPlayer *pVictim, CBaseMultiplayerPlayer *pKiller );
void UpdateNumPlayers( void ); 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<CTeamControlPoint> GetControlPoint( void ){ return m_hPoint; }
int GetOwningTeam( void ) { return m_nOwningTeam; }
bool IsBlocked( void ) { return m_bBlocked; }
private: void StartTouch(CBaseEntity *pOther); void EXPORT AreaTouch( CBaseEntity *pOther ); void EndTouch(CBaseEntity *pOther); 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 );
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; }
int iNumRequiredToCap; int iNumTouching; int iBlockedTouching; // Number of capping players on the cap while it's being blocked
bool bCanCap; int iSpawnAdjust; }; CUtlVector<perteamdata_t> m_TeamData;
struct blockers_t { CHandle<CBaseMultiplayerPlayer> hPlayer; int iCapAttemptNumber; }; CUtlVector<blockers_t> 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;
int m_iAreaIndex; //index of this area among all other areas
CHandle<CTeamControlPoint> 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
DECLARE_DATADESC(); };
#endif // TRIGGER_AREA_CAPTURE_H
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