Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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"
#include "shareddefs.h"
#include "envspark.h"
#include "GameEventListener.h"
class CFuncTrackTrain;
class CPathTrack;
class CTeamControlPoint;
#define TEAM_TRAIN_ALERT_DISTANCE 750 // alert is the VO warning
#define TEAM_TRAIN_ALARM_DISTANCE 200 // alarm is the looping sound played at the control point
#define TEAM_TRAIN_ALERT "Announcer.Cart.Warning"
#define TEAM_TRAIN_FINAL_ALERT "Announcer.Cart.FinalWarning"
#define TEAM_TRAIN_ALARM "Cart.Warning"
#define TEAM_TRAIN_ALARM_SINGLE "Cart.WarningSingle"
#define TW_THINK "CTeamTrainWatcherThink"
#define TW_ALARM_THINK "CTeamTrainWatcherAlarmThink"
#define TW_ALARM_THINK_INTERVAL 8.0
// #define TWMASTER_THINK "CTeamTrainWatcherMasterThink"
DECLARE_AUTO_LIST( ITFTeamTrainWatcher );
class CTeamTrainWatcher : public CBaseEntity, public CGameEventListener, public ITFTeamTrainWatcher
{
DECLARE_CLASS( CTeamTrainWatcher, CBaseEntity );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CTeamTrainWatcher();
~CTeamTrainWatcher();
virtual void UpdateOnRemove( void );
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 );
void InputSetSpeedForwardModifier( inputdata_t &inputdata );
void InputSetTrainRecedeTime( inputdata_t &inputdata );
void InputSetTrainCanRecede( inputdata_t &inputdata );
void InputSetTrainRecedeTimeAndUpdate( inputdata_t &inputdata );
// ==========================================================
// given a start node and a list of goal nodes
// calculate the distance between each
// ==========================================================
void WatcherActivate( void );
void WatcherThink( void );
void WatcherAlarmThink( void );
CBaseEntity *GetTrainEntity( void );
bool IsDisabled( void ) { return m_bDisabled; }
bool TimerMayExpire( void );
void StopCaptureAlarm( void );
void SetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger ); // only used for train watchers that control the train movement
virtual void FireGameEvent( IGameEvent * event );
int GetCapturerCount( void ) const; // return the number of players who are "capturing" the payload, or -1 if the payload is blocked
void ProjectPointOntoPath( const Vector &pos, Vector *posOnPath, float *distanceAlongPath ) const; // project the given position onto the track and return the point and how far along that projected position is
bool IsAheadOfTrain( const Vector &pos ) const; // return true if the given position is farther down the track than the train is
bool IsTrainAtStart( void ) const; // return true if the train hasn't left its starting position yet
bool IsTrainNearCheckpoint( void ) const; // return true if the train is almost at the next checkpoint
float GetTrainDistanceAlongTrack( void ) const;
Vector GetNextCheckpointPosition( void ) const; // return world space location of next checkpoint along the path
#if defined( STAGING_ONLY ) && defined( TF_DLL )
void DumpStats( void );
#endif // STAGING_ONLY && TF_DLL
float GetTrainProgress() { return m_flTotalProgress; }
private:
void StartCaptureAlarm( CTeamControlPoint *pPoint );
void PlayCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap );
void InternalSetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger );
void InternalSetSpeedForwardModifier( float flModifier );
#ifdef GLOWS_ENABLE
void FindGlowEntity( void );
#endif // GLOWS_ENABLE
void HandleTrainMovement( bool bStartReceding = false );
void HandleSparks( bool bSparks );
private:
bool m_bDisabled;
bool m_bTrainCanRecede;
// === 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_flTrainDistanceAccumulator;
float m_flTrainDistanceFromStart; // actual distance along path of train, for comparing against m_CPLinks[].flDistanceFromStart
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;
CSoundPatch *m_pAlarm;
float m_flAlarmEndTime;
bool m_bAlarmPlayed;
// added for new mode where the train_watcher handles the train movement
bool m_bHandleTrainMovement;
string_t m_iszSparkName;
CUtlVector< CHandle<CEnvSpark> > m_Sparks;
float m_flSpeedForwardModifier;
int m_iCurrentHillType;
float m_flCurrentSpeed;
bool m_bReceding;
int m_nTrainRecedeTime;
#ifdef GLOWS_ENABLE
CNetworkVar( EHANDLE, m_hGlowEnt );
#endif // GLOWS_ENABLE
};
inline float CTeamTrainWatcher::GetTrainDistanceAlongTrack( void ) const
{
return m_flTrainDistanceFromStart;
}
inline int CTeamTrainWatcher::GetCapturerCount( void ) const
{
return m_nNumCappers;
}
/*
class CTeamTrainWatcherMaster : public CBaseEntity, public CGameEventListener
{
DECLARE_CLASS( CTeamTrainWatcherMaster, CBaseEntity );
public:
CTeamTrainWatcherMaster();
~CTeamTrainWatcherMaster();
void Precache( void );
private:
void TWMThink( void );
void FireGameEvent( IGameEvent *event );
bool FindTrainWatchers( void );
private:
CTeamTrainWatcher *m_pBlueWatcher;
CTeamTrainWatcher *m_pRedWatcher;
float m_flBlueProgress;
float m_flRedProgress;
};
extern EHANDLE g_hTeamTrainWatcherMaster;
*/
#endif //TEAM_TRAIN_WATCHER_H