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286 lines
7.5 KiB
286 lines
7.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entities for use in the Robot Destruction TF2 game mode.
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//
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//=========================================================================//
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#ifndef TF_LOGIC_HALLOWEEN_2014_H
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#define TF_LOGIC_HALLOWEEN_2014_H
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#include "cbase.h"
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#include "tf_shareddefs.h"
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#ifdef GAME_DLL
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#include "tf_player.h"
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#else
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#include "c_tf_player.h"
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#endif
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#ifdef CLIENT_DLL
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#define CTFMinigameLogic C_TFMinigameLogic
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#define CTFMiniGame C_TFMiniGame
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#define CTFHalloweenMinigame C_TFHalloweenMinigame
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#define CTFHalloweenMinigame_FallingPlatforms C_TFHalloweenMinigame_FallingPlatforms
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#endif
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#define MINIGAME_INVALID -1
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DECLARE_AUTO_LIST( IMinigameAutoList );
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class CTFMiniGame : public CBaseEntity
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#ifdef GAME_DLL
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, public CGameEventListener
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#endif
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, public IMinigameAutoList
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{
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public:
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enum EScoringType
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{
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SCORING_TYPE_POINTS = 0,
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SCORING_TYPE_PLAYERS_ALIVE,
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NUM_SCORING_TYPES
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};
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enum EMinigameType
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{
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MINIGAME_GENERIC = 0,
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MINIGAME_HALLOWEEN2014_COLLECTION,
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MINIGAME_HALLOWEEN2014_PLATFORMS,
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MINIGAME_HALLOWEEN2014_SOCCER,
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// don't change the order of these first three types because the TF_HALLOWEEN_DOOMSDAY_WIN_MINIROUNDS achievement depends on it
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NUM_MINIGAME_TYPES
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};
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DECLARE_CLASS( CTFMiniGame, CBaseEntity )
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DECLARE_NETWORKCLASS();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFMiniGame();
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#ifdef GAME_DLL
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virtual void Spawn() OVERRIDE;
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virtual void Precache() OVERRIDE;
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virtual void FireGameEvent( IGameEvent * event ) OVERRIDE;
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virtual int UpdateTransmitState() OVERRIDE { return SetTransmitState( FL_EDICT_ALWAYS ); }
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void InputScoreTeamRed( inputdata_t &inputdata );
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void InputScoreTeamBlue( inputdata_t &inputdata );
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void InputChangeHudResFile( inputdata_t &inputdata );
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virtual void ScorePointsForTeam( int nTeamNum, int nPoints );
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virtual void TeleportAllPlayers();
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virtual void OnTeleportPlayerToMinigame( CTFPlayer *pPlayer );
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virtual void ReturnAllPlayers();
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const char *GetTeamSpawnPointName( int nTeamNum ) const;
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const bool AllowedInRandom() const { return m_bMinigameAllowedInRamdomPool; }
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virtual void UpdateDeadPlayers( int nTeam, COutputEvent& eventWin, COutputEvent& eventAllDead, bool& bCanWin );
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EMinigameType GetMinigameType() const { return m_eMinigameType; }
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void SetAdvantagedTeam ( int iAdvantageTeam ) { m_iAdvantagedTeam = iAdvantageTeam; }
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#else
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const char *GetResFile() const { return m_pszHudResFile; }
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int GetMaxScore( void ) const { return m_nMaxScoreForMiniGame; }
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int GetScoreForTeam( int nTeamNum ) const;
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#endif
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protected:
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#ifdef GAME_DLL
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virtual void InternalHandleInputScore( inputdata_t &inputdata ){}
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virtual void SuddenDeathTimeStartThink();
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COutputEvent m_OnRedHitMaxScore;
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COutputEvent m_OnBlueHitMaxScore;
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COutputEvent m_OnTeleportToMinigame;
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COutputEvent m_OnReturnFromMinigame;
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COutputEvent m_OnAllRedDead;
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COutputEvent m_OnAllBlueDead;
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COutputEvent m_OnSuddenDeathStart;
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const char *m_pszTeamSpawnPoint[ TF_TEAM_COUNT ];
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bool m_bMinigameAllowedInRamdomPool;
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bool m_bIsActive;
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string_t m_iszHudResFile;
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EMinigameType m_eMinigameType;
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string_t m_iszYourTeamScoreSound;
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string_t m_iszEnemyTeamScoreSound;
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float m_flSuddenDeathTime; // -1: No sudden death, 0: In sudden death, >0: Sudden death time.
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int m_iAdvantagedTeam;
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#endif
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CNetworkString( m_pszHudResFile, MAX_PATH );
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CNetworkVar( int, m_nMaxScoreForMiniGame );
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CNetworkArray( int, m_nMinigameTeamScore, TF_TEAM_COUNT );
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CNetworkVar( EScoringType, m_eScoringType );
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};
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class CTFHalloweenMinigame : public CTFMiniGame
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{
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DECLARE_CLASS( CTFHalloweenMinigame, CTFMiniGame )
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DECLARE_NETWORKCLASS();
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public:
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#ifdef GAME_DLL
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CTFHalloweenMinigame();
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DECLARE_DATADESC();
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virtual void Spawn() OVERRIDE;
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virtual void FireGameEvent( IGameEvent * event ) OVERRIDE;
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virtual void TeleportAllPlayers() OVERRIDE;
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virtual void OnTeleportPlayerToMinigame( CTFPlayer *pPlayer ) OVERRIDE;
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virtual void ReturnAllPlayers() OVERRIDE;
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void InputKartWinAnimationRed( inputdata_t &inputdata );
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void InputKartWinAnimationBlue( inputdata_t &inputdata );
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void InputKartLoseAnimationRed( inputdata_t &inputdata );
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void InputKartLoseAnimationBlue( inputdata_t &inputdata );
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void InputEnableSpawnBoss( inputdata_t &inputdata );
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void InputDisableSpawnBoss( inputdata_t &inputdata );
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protected:
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virtual void InternalHandleInputScore( inputdata_t &inputdata ) OVERRIDE;
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private:
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void TeleportAllPlayersThink();
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EHANDLE m_hBossSpawnPoint;
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EHANDLE m_hHalloweenBoss;
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#endif // GAME_DLL
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};
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class CTFHalloweenMinigame_FallingPlatforms : public CTFHalloweenMinigame
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{
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DECLARE_CLASS( CTFHalloweenMinigame_FallingPlatforms, CTFHalloweenMinigame )
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DECLARE_NETWORKCLASS();
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public:
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#ifdef GAME_DLL
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CTFHalloweenMinigame_FallingPlatforms();
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DECLARE_DATADESC();
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void InputChoosePlatform( inputdata_t &inputdata );
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virtual void FireGameEvent( IGameEvent * event ) OVERRIDE;
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COutputInt m_OutputSafePlatform;
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COutputInt m_OutputRemovePlatform;
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private:
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CCopyableUtlVector< int > m_vecRemainingPlatforms;
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#endif
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};
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class CTFMinigameLogic : public CBaseEntity
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{
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DECLARE_CLASS( CTFMinigameLogic, CBaseEntity )
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DECLARE_NETWORKCLASS();
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public:
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CTFMinigameLogic();
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virtual ~CTFMinigameLogic();
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static CTFMinigameLogic* GetMinigameLogic() { return m_sMinigameLogic; }
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CTFMiniGame *GetActiveMinigame() const { return m_hActiveMinigame; }
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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virtual int UpdateTransmitState() OVERRIDE { return SetTransmitState( FL_EDICT_ALWAYS ); }
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void InputReturnFromMinigame( inputdata_t &inputdata );
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void InputTeleportToMinigame( inputdata_t &inputdata );
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void InputSetAdvantageTeam( inputdata_t &inputdata );
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void InputTeleportToRandomMinigame( inputdata_t &inputdata );
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#endif
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protected:
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static CTFMinigameLogic* m_sMinigameLogic;
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#ifdef GAME_DLL
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virtual void TeleportToMinigame( int nMiniGameIndex );
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virtual void ReturnFromMinigame();
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int m_iAdvantagedTeam;
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#endif
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CNetworkHandle( CTFMiniGame, m_hActiveMinigame );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CTFHalloweenFortuneTeller : public CBaseAnimating
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#ifdef GAME_DLL
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, public CGameEventListener
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#endif
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{
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DECLARE_CLASS( CTFHalloweenFortuneTeller, CBaseAnimating );
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DECLARE_DATADESC();
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enum ETellerType
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{
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TELLER_TYPE_EVERYBODY = 0,
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TELLER_TYPE_PERSONAL,
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NUM_TELLER_TYPES
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};
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public:
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CTFHalloweenFortuneTeller();
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~CTFHalloweenFortuneTeller();
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virtual void Spawn() OVERRIDE;
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virtual void UpdateOnRemove() OVERRIDE;
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#ifdef GAME_DLL
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void InputEnableFortuneTelling( inputdata_t & );
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void InputDisableFortuneTelling( inputdata_t & );
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void InputStartFortuneTelling( inputdata_t & );
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void InputEndFortuneTelling( inputdata_t & );
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#endif // GAME_DLL
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protected:
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virtual void Precache() OVERRIDE;
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#ifdef GAME_DLL
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void FireGameEvent( IGameEvent* pEvent );
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void UpdateFortuneTellerTime();
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void PauseTimer();
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void ResetTimer();
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void StartFortuneWarning();
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void StartFortuneTell();
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void EndFortuneTell();
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void TellFortune();
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void ApplyFortuneEffect();
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void StopTalkingAnim();
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void DanceThink();
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void SpeakThink();
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#endif // GAME_DLL
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private:
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#ifdef GAME_DLL
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COutputEvent m_OnFortuneWarning;
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COutputEvent m_OnFortuneTold;
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COutputEvent m_OnFortuneCurse;
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COutputEvent m_OnFortuneEnd;
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class CConditionFortuneTellerEffect* m_pActiveFortune;
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string_t m_iszRedTeleport;
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string_t m_iszBlueTeleport;
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bool m_bUseTimer;
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bool m_bWasUsingTimer;
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float m_flStartTime;
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float m_flPauseTime;
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#endif // GAME_DLL
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};
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#endif // TF_LOGIC_HALLOWEEN_2014
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