Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_raid_logic.h
// Raid game mode singleton manager
// Michael Booth, November 2009
#ifndef TF_RAID_LOGIC_H
#define TF_RAID_LOGIC_H
#ifdef TF_RAID_MODE
#include "tf_gamerules.h"
#include "player_vs_environment/tf_population_manager.h"
class CBaseDoor;
//-----------------------------------------------------------------------
class CRaidLogic : public CPointEntity, public CGameEventListener { DECLARE_CLASS( CRaidLogic, CPointEntity ); public: DECLARE_DATADESC();
CRaidLogic(); virtual ~CRaidLogic();
virtual void Spawn( void ); void Reset( void ); void Update( void );
virtual void FireGameEvent( IGameEvent *event );
void DrawDebugDisplay( float deltaT );
CTeamControlPoint *GetContestedPoint( void ) const; // return the next control point that can be captured
bool IsWaitingForRaidersToLeaveSafeRoom( void ) const; // returns true if all raiders have not yet left the spawn room for the first time
bool IsMobSpawning( void ) const; // return true if a mob is trying to spawn right now
bool IsSentryGunArea( CTFNavArea *area ) const; // return true if this area should contain an enemy sentry gun
int GetWandererCount( void ) const; // how many wanderers exist at the moment?
CTFPlayer *GetFarthestAlongRaider( void ) const; // return raider who is farthest through the map
float GetMaximumRaiderIncursionDistance( void ) const; // return incursion distance of farthest along raider
float GetIncursionDistanceAtEnd( void ) const; // return maximum incursion distance at end of route
CTFNavArea *GetEscapeRouteStart( void ) const; CTFNavArea *GetEscapeRouteEnd( void ) const;
CTFNavArea *FindSniperSpawn( void ); CTFNavArea *FindSentryArea( void );
CTFNavArea *FindSpawnAreaAhead( void ); CTFNavArea *FindSpawnAreaBehind( void );
CTFNavArea *SelectRaidSentryArea( void ) const; // choose unpopulated sentry area nearest the invaders
CTFPlayer *SelectRaiderToAttack( void ); // pick a member of the raiding (blue) team for a red defender to attack
virtual int UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
CBaseEntity *GetRescueRespawn( void ) const; // return entity positioned within next valid rescue closet area for to respawn players in
private: bool LoadPopulationFromFile( void );
int m_priorRaiderAliveCount;
int m_wandererCount; int m_engineerCount; int m_demomanCount; int m_heavyCount; int m_soldierCount; int m_pyroCount; int m_spyCount; int m_sniperCount; int m_squadCount;
void OnRoundStart( void ); bool Unspawn( CTFPlayer *who ); void CullObsoleteEnemies( float minIncursion, float maxIncursion );
// void SpawnMobs( CUtlVector< CTFNavArea * > *spawnAreaVector );
CountdownTimer m_mobSpawnTimer; CountdownTimer m_mobLifetimeTimer; CTFNavArea *m_mobArea; int m_mobCountRemaining; int m_mobClass;
// void SpawnEngineers( void );
CountdownTimer m_engineerSpawnTimer;
// void SpawnSpecials( CUtlVector< CTFNavArea * > *spawnAheadVector, CUtlVector< CTFNavArea * > *spawnAnywhereVector );
CountdownTimer m_specialSpawnTimer;
CTFNavArea *SelectMobSpawn( CUtlVector< CTFNavArea * > *spawnAreaVector, RelativePositionType where ); // bool SpawnSquad( CTFNavArea *spawnArea );
void StartMobTimer( float duration );
bool m_isWaitingForRaidersToLeaveSpawnRoom; bool m_wasCapturingPoint; bool m_didFailLastTime;
CHandle< CTFPlayer > m_farthestAlongRaider; // raider with highest incursion distance
float m_incursionDistanceAtEnd;
void BuildEscapeRoute( void ); CUtlVector< CTFNavArea * > m_escapeRouteVector; // a vector of areas in order along the escape route
CTFNavArea *m_farthestAlongEscapeRouteArea; CTFNavArea *FindEarliestVisibleEscapeRouteAreaNearTeam( CTFNavArea *viewArea ) const; // given a viewing area, return the earliest escape route area near the team that is visible
CUtlVector< CTFNavArea * > m_sniperSpotVector; // a vector of good sniping areas
CUtlVector< CTFNavArea * > m_sentrySpotVector; // a vector of good sentry areas
CUtlVector< CTFNavArea * > m_actualSentrySpotVector; // a vector of areas to actually place sentry guns
CUtlVector< CTFNavArea * > m_rescueClosetVector; // a vector of areas to respawn raiders
CUtlVector< CTFNavArea * > m_miniBossHomeVector; int m_miniBossIndex;
CUtlVector< CBaseDoor * > m_gateVector; // vector of gates that open when point is captured
};
inline bool CRaidLogic::IsSentryGunArea( CTFNavArea *area ) const { return m_actualSentrySpotVector.HasElement( area ); }
inline int CRaidLogic::GetWandererCount( void ) const { return m_wandererCount; }
inline CTFNavArea *CRaidLogic::GetEscapeRouteStart( void ) const { return m_escapeRouteVector.Count() ? m_escapeRouteVector[0] : NULL; }
inline CTFNavArea *CRaidLogic::GetEscapeRouteEnd( void ) const { return m_escapeRouteVector.Count() ? m_escapeRouteVector[ m_escapeRouteVector.Count()-1 ] : NULL; }
inline CTFPlayer *CRaidLogic::GetFarthestAlongRaider( void ) const { return m_farthestAlongRaider; }
inline bool CRaidLogic::IsWaitingForRaidersToLeaveSafeRoom( void ) const { return m_isWaitingForRaidersToLeaveSpawnRoom; }
inline bool CRaidLogic::IsMobSpawning( void ) const { return m_mobLifetimeTimer.HasStarted() && !m_mobLifetimeTimer.IsElapsed(); }
inline float CRaidLogic::GetIncursionDistanceAtEnd( void ) const { return m_incursionDistanceAtEnd; }
extern CRaidLogic *g_pRaidLogic;
#endif // TF_RAID_MODE
#endif // TF_RAID_LOGIC_H
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