Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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// AgCTF.h: interface for the AgCTF class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(__AG_CTF_H__)
#define __AG_CTF_H__
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define CTF_TEAM1_NAME "blue"
#define CTF_TEAM2_NAME "red"
class AgCTFFileItemCache;
class AgCTFFileItem
{
char m_szName[32];
Vector m_vOrigin;
Vector m_vAngles;
public:
AgCTFFileItem();
virtual ~AgCTFFileItem();
void Show();
friend class AgCTFFileItemCache;
};
class AgCTFFileItemCache
{
bool m_bInitDone;
typedef list<AgCTFFileItem*> AgCTFFileItemList;
AgCTFFileItemList m_lstFileItems;
void Load(CBasePlayer* pPlayer = NULL);
void Save(CBasePlayer* pPlayer = NULL);
public:
AgCTFFileItemCache();
virtual ~AgCTFFileItemCache();
void Init();
void Add(const AgString& sItem,CBasePlayer* pPlayer);
void Del(CBasePlayer* pPlayer);
void List(CBasePlayer* pPlayer);
};
class AgCTF
{
int m_iTeam1Captures;
int m_iTeam2Captures;
int m_iPlayerFlag1;
int m_iPlayerFlag2;
enum CTFStatus { Waiting, Countdown, Spawning, Playing};
CTFStatus m_Status;
float m_fNextCountdown;
float m_fMatchStart;
AgString m_sWinner;
public:
AgCTF();
virtual ~AgCTF();
bool CaptureLimit();
void ResetCaptures();
void ResetScore(bool bResetCaptures = true);
void SendCaptures(CBasePlayer* pPlayer);
void Think();
void RoundBasedThink();
void PlayerInitHud(CBasePlayer* pPlayer);
void ClientDisconnected(CBasePlayer* pPlayer);
void ClientConnected(CBasePlayer* pPlayer);
void PlayerKilled(CBasePlayer* pPlayer,entvars_t *pKiller);
void AddPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
void PlayerDropFlag(CBasePlayer* pPlayer, bool bPlayerDrop = false);
void RoundOver(const char* pszWinner);
AgCTFFileItemCache m_FileItemCache;
};
class AgCTFFlag : public CBaseEntity
{
public:
void Spawn( void );
float m_fNextTouch;
bool m_bDropped;
char m_szTeamName[64];
float m_fNextReset;
static void ResetFlag(const char *pTeamName);
void ResetFlag();
private:
void Precache ( void );
void Capture(CBasePlayer *pPlayer, const char *pTeamName);
void Materialize( void );
void FlagTouch( CBaseEntity *pOther );
BOOL MyTouch( CBasePlayer *pPlayer );
void Think( void );
};
class AgCTFPlayerFlag : public CBaseEntity
{
public:
void Spawn( void );
virtual void UpdateOnRemove( void );
CBasePlayer* m_pOwner;
char m_szTeamName[64];
private:
void Precache ( void );
void Think( void );
};
#endif // !defined(__AG_CTF_H__)