Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF Flag Capture Zone.
//
//=============================================================================//
#ifndef FUNC_CAPTURE_ZONE_H
#define FUNC_CAPTURE_ZONE_H
#ifdef _WIN32
#pragma once
#endif
#include "triggers.h"
// This class is to get around the fact that DEFINE_FUNCTION doesn't like multiple inheritance
class CCaptureZoneShim : public CBaseTrigger
{
virtual void ShimTouch( CBaseEntity *pOther ) = 0;
public:
void Touch( CBaseEntity *pOther ) { return ShimTouch( pOther ) ; }
};
//=============================================================================
//
// CTF Flag Capture Zone class.
//
DECLARE_AUTO_LIST( ICaptureZoneAutoList );
class CCaptureZone : public CCaptureZoneShim, public ICaptureZoneAutoList
{
DECLARE_CLASS( CCaptureZone, CCaptureZoneShim );
public:
DECLARE_SERVERCLASS();
CCaptureZone();
void Spawn();
virtual void Activate();
virtual void ShimTouch( CBaseEntity *pOther ) OVERRIDE;
void Capture( CBaseEntity *pOther );
bool IsDisabled( void );
void SetDisabled( bool bDisabled );
// Input handlers
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
int UpdateTransmitState( void );
void PlayerDestructionThink( void );
private:
CNetworkVar( bool, m_bDisabled ); // Enabled/Disabled?
int m_nCapturePoint; // Used in non-CTF maps to identify this capture point
COutputEvent m_outputOnCapture; // Fired a flag is captured on this point.
COutputEvent m_OnCapTeam1;
COutputEvent m_OnCapTeam2;
COutputEvent m_OnCapTeam1_PD;
COutputEvent m_OnCapTeam2_PD;
DECLARE_DATADESC();
float m_flNextTouchingEnemyZoneWarning; // don't spew warnings to the player who is touching the wrong cap
bool m_bShouldBlock;
float m_flCaptureDelay;
float m_flCaptureDelayOffset;
};
//=============================================================================
//
// CTF Flag Detection Zone class.
//
DECLARE_AUTO_LIST( IFlagDetectionZoneAutoList );
class CFlagDetectionZone : public CBaseTrigger, public IFlagDetectionZoneAutoList
{
DECLARE_CLASS( CFlagDetectionZone, CBaseTrigger );
public:
CFlagDetectionZone();
void Spawn();
void StartTouch( CBaseEntity *pOther );
void EndTouch( CBaseEntity *pOther );
bool IsDisabled( void ) { return m_bDisabled; }
void SetDisabled( bool bDisabled );
bool IsAlarmZone( void ){ return m_bShouldAlarm; }
// Input handlers
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputTest( inputdata_t &inputdata );
void FlagDropped( CBasePlayer *pPlayer );
void FlagPickedUp( CBasePlayer *pPlayer );
void FlagCaptured( CBasePlayer *pPlayer );
private:
bool EntityIsFlagCarrier( CBaseEntity *pEntity );
bool m_bDisabled; // Enabled/Disabled?
bool m_bShouldAlarm;
COutputEvent m_outputOnStartTouchFlag; // Fired when a flag or player holding the flag touches
COutputEvent m_outputOnEndTouchFlag;
COutputEvent m_outputOnDroppedFlag;
COutputEvent m_outputOnPickedUpFlag;
// Entities currently being touched by this trigger
CUtlVector< EHANDLE > m_hTouchingPlayers;
DECLARE_DATADESC();
};
// Fire output for detection zones if entity is in a the zone
void HandleFlagDroppedInDetectionZone( CBasePlayer *pPlayer );
void HandleFlagPickedUpInDetectionZone( CBasePlayer *pPlayer );
void HandleFlagCapturedInDetectionZone( CBasePlayer *pPlayer );
#endif // FUNC_CAPTURE_ZONE_H