Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef TEAM_TRAIN_WATCHER_H
#define TEAM_TRAIN_WATCHER_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "trigger_area_capture.h"
class CFuncTrackTrain;
class CPathTrack;
class CTeamControlPoint;
#define TF_TRAIN_ALERT_DISTANCE 750 // alert is the VO warning
#define TF_TRAIN_ALARM_DISTANCE 200 // alarm is the looping sound played at the control point
#define TF_TRAIN_ATTACK_ALERT "Announcer.Cart.AttackWarning"
#define TF_TRAIN_DEFEND_ALERT "Announcer.Cart.DefendWarning"
#define TF_TRAIN_ATTACK_FINAL_ALERT "Announcer.Cart.AttackFinalWarning"
#define TF_TRAIN_DEFEND_FINAL_ALERT "Announcer.Cart.DefendFinalWarning"
#define TF_TRAIN_ALARM "Cart.Warning"
class CTeamTrainWatcher : public CBaseEntity
{
DECLARE_CLASS( CTeamTrainWatcher, CBaseEntity );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CTeamTrainWatcher();
virtual int UpdateTransmitState();
void InputRoundActivate( inputdata_t &inputdata );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputSetNumTrainCappers( inputdata_t &inputdata );
void InputOnStartOvertime( inputdata_t &inputdata );
// ==========================================================
// given a start node and a list of goal nodes
// calculate the distance between each
// ==========================================================
void WatcherActivate( void );
void WatcherThink( void );
CBaseEntity *GetTrainEntity( void );
bool IsDisabled( void ) { return m_bDisabled; }
bool TimerMayExpire( void );
void StopCaptureAlarm( void );
private:
void StartCaptureAlarm( CTeamControlPoint *pPoint );
void PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap );
private:
bool m_bDisabled;
// === Data ===
// pointer to the train that we're checking
CHandle<CFuncTrackTrain> m_hTrain;
// start node
CHandle<CPathTrack> m_hStartNode;
// goal node
CHandle<CPathTrack> m_hGoalNode;
string_t m_iszTrain;
string_t m_iszStartNode;
string_t m_iszGoalNode;
// list of node associations with control points
typedef struct
{
CHandle<CPathTrack> hPathTrack;
CHandle<CTeamControlPoint> hCP;
float flDistanceFromStart;
bool bAlertPlayed;
} node_cp_pair_t;
node_cp_pair_t m_CPLinks[MAX_CONTROL_POINTS];
int m_iNumCPLinks;
string_t m_iszLinkedPathTracks[MAX_CONTROL_POINTS];
string_t m_iszLinkedCPs[MAX_CONTROL_POINTS];
float m_flTotalPathDistance; // calculated only at round start, node graph
// may get chopped as the round progresses
float m_flSpeedLevels[3];
// === Networked Data ===
// current total progress, percentage
CNetworkVar( float, m_flTotalProgress );
CNetworkVar( int, m_iTrainSpeedLevel );
CNetworkVar( int, m_nNumCappers );
bool m_bWaitingToRecede;
CNetworkVar( float, m_flRecedeTime );
float m_flRecedeTotalTime;
float m_flRecedeStartTime;
COutputEvent m_OnTrainStartRecede;
bool m_bCapBlocked;
float m_flNextSpeakForwardConceptTime; // used to have players speak the forward concept every X seconds
CHandle<CTriggerAreaCapture> m_hAreaCap;
};
#endif //TEAM_TRAIN_WATCHER_H