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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_func_resource.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/tf_func_resource.h')
| -rw-r--r-- | game/server/tf2/tf_func_resource.h | 153 |
1 files changed, 153 insertions, 0 deletions
diff --git a/game/server/tf2/tf_func_resource.h b/game/server/tf2/tf_func_resource.h new file mode 100644 index 0000000..c22410a --- /dev/null +++ b/game/server/tf2/tf_func_resource.h @@ -0,0 +1,153 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Resource collection entity +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef TF_FUNC_RESOURCE_H +#define TF_FUNC_RESOURCE_H +#pragma once + +#include "utlvector.h" +#include "props.h" +#include "techtree.h" +#include "entityoutput.h" +#include "ihasbuildpoints.h" + +class CBaseTFPlayer; +class CTFTeam; +class CResourceChunk; +class CResourceSpawner; + +//----------------------------------------------------------------------------- +// Purpose: Defines an area from which resources can be collected +//----------------------------------------------------------------------------- +class CResourceZone : public CBaseEntity, public IHasBuildPoints +{ + DECLARE_CLASS( CResourceZone, CBaseEntity ); +public: + CResourceZone(); + + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + virtual void Spawn( void ); + virtual void Precache( void ); + virtual void Activate( void ); + + // Inputs + void InputSetAmount( inputdata_t &inputdata ); + void InputResetAmount( inputdata_t &inputdata ); + void InputSetActive( inputdata_t &inputdata ); + void InputSetInactive( inputdata_t &inputdata ); + void InputToggleActive( inputdata_t &inputdata ); + + void SetActive( bool bActive ); + bool GetActive() const; + + bool IsEmpty( void ); + bool PointIsWithin( const Vector &vecPoint ); + + // need to transmit to players who are in commander mode + int ShouldTransmit( const CCheckTransmitInfo *pInfo ); + + // Team handling + void SetOwningTeam( int iTeamNumber ); + CTFTeam *GetOwningTeam( void ); + + // Resource handling + bool RemoveResources( int nResourcesRemoved ); + int GetResources( void ) const { return m_nResourcesLeft; } + + // Resource Chunks + bool ShouldSpawnChunk( void ); + void SpawnChunk( const Vector &vecOrigin ); + void RemoveChunk( CResourceChunk *pChunk, bool bReturn ); + + // Resource Spawners + void AddSpawner( CResourceSpawner *pSpawner ); + + // Zone increasing.... + void AddZoneIncreaser( float rate ); + void RemoveZoneIncreaser( float rate ); + + CNetworkVar( float, m_flClientResources ); // Amount sent to clients (0->1 range) + + float GetResourceRate() const { return m_flResourceRate; } + +// IHasBuildPoints +public: + virtual int GetNumBuildPoints( void ) const; + virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType ); + virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles ); + virtual int GetBuildPointAttachmentIndex( int iPoint ) const; + virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject ); + virtual float GetMaxSnapDistance( int iPoint ) { return 128; } + virtual int GetNumObjectsOnMe( void ); + virtual CBaseEntity *GetFirstObjectOnMe( void ); + virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType ); + virtual void RemoveAllObjects( void ); + virtual bool ShouldCheckForMovement( void ) { return false; } + virtual int FindObjectOnBuildPoint( CBaseObject *pObject ); + virtual void GetExitPoint( CBaseEntity *pPlayer, int iPoint, Vector *pAbsOrigin, QAngle *pAbsAngles ); + +private: + void RecomputeClientResources( ); + + // Team handling + float m_flTestTime; // Time to next check to see if we've been captured. + + bool m_bActive; + + // Resource handling + int m_iTeamGathering; // Team that's gathering from this resource + Vector m_vecGatherPoint; // Position for the resource collector to be to gather from this point + QAngle m_angGatherPoint; // Angles for the collector to be at on the point + + // Resources + CNetworkVar( int, m_nResourcesLeft ); // Amount of the resource that's left + int m_nMaxResources; // Max resources at this zone + float m_flResourceRate; // Time between each suck from this zone by resource pumps + float m_flBaseResourceRate; + + // Resource chunks in this zone + int m_iMaxChunks; + float m_flRespawnTimeModifier; // speed deltas imposed by zone increasers + float m_flChunkValueMin; + float m_flChunkValueMax; + CUtlVector< CResourceChunk* > m_aChunks; + + COutputEvent m_OnEmpty; + + EHANDLE m_hResourcePump; + + // Resource spawners in this zone + CUtlVector< CResourceSpawner* > m_aSpawners; +}; + +//----------------------------------------------------------------------------- +// Purpose: A resource chunk spawning point +//----------------------------------------------------------------------------- +class CResourceSpawner : public CBaseAnimating +{ + DECLARE_CLASS( CResourceSpawner, CBaseAnimating ); +public: + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + void Spawn( void ); + void Precache( void ); + void Activate( void ); + void SetActive( bool bActive ); + + void SpawnChunkThink( void ); + +public: + CHandle<CResourceZone> m_hZone; + CNetworkVar( bool, m_bActive ); +}; + +void ConvertResourceValueToChunks( int iResources, int *iNumProcessed, int *iNumNormal ); + +#endif // TF_FUNC_RESOURCE_H |