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177 lines
6.1 KiB
177 lines
6.1 KiB
1 year ago
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#ifndef ASW_GAME_RESOURCE_H
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#define ASW_GAME_RESOURCE_H
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#pragma once
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#include "baseentity.h"
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#include "asw_shareddefs.h"
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#include "asw_marine_profile.h"
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class CASW_Marine_Resource;
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class CASW_Objective;
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class CASW_Player;
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class CASW_Scanner_Info;
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class CASW_Campaign_Info;
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class CASW_Campaign_Save;
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class CASW_Marine_Profile;
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class CASW_Marine;
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#define ASW_LEADERID_LEN 128
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// This class holds central game data that all clients should know about
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class CASW_Game_Resource : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CASW_Game_Resource, CBaseEntity );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CASW_Game_Resource();
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virtual ~CASW_Game_Resource();
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// info about each marine
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CNetworkArray( EHANDLE, m_MarineResources, ASW_MAX_MARINE_RESOURCES );
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// mission objectives for this level
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CNetworkArray( EHANDLE, m_Objectives, ASW_MAX_OBJECTIVES );
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// which marines from the roster have been selected
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CNetworkVar( bool, m_bOneMarineEach );
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CNetworkVar( int, m_iMaxMarines );
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void SetMaxMarines(int iMaxMarines, bool bOneEach) { m_iMaxMarines = iMaxMarines; m_bOneMarineEach = bOneEach; }
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// ready status of players
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CNetworkArray( bool, m_bPlayerReady, ASW_MAX_READY_PLAYERS );
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bool IsPlayerReady(CASW_Player *pPlayer);
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bool IsPlayerReady(int iPlayerEntIndex);
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int m_iCampaignVote[ASW_MAX_READY_PLAYERS]; // which campaign map this player has chosen, if any
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// checking if we can start the game yet or not
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bool AreAllOtherPlayersReady(int iPlayerEntIndex);
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// which player is the leader
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CNetworkHandle (CASW_Player, m_Leader);
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CNetworkVar(int, m_iLeaderIndex);
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void RememberLeaderID();
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const char* GetLastLeaderNetworkID();
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void SetLastLeaderNetworkID(const char* szID);
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CASW_Player* GetLeader();
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CASW_Scanner_Info* GetScannerInfo();
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CNetworkHandle(CASW_Scanner_Info, m_hScannerInfo);
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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CASW_Objective* GetObjective(int i);
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void FindObjectivesOfClass(const char *szClass);
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void FindObjectives(); // searches through all entities to find the objectives
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int GetMarineResourceIndex( CASW_Marine_Resource *pMR );
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CASW_Marine_Resource* GetFirstMarineResourceForPlayer( CASW_Player *pPlayer ); // returns the first marine resource controlled by this player
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bool IsRosterSelected(int i);
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bool IsRosterReserved(int i);
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void SetRosterSelected(int i, int iSelected); // 0 = unselected 1 = selected 2 = reserved
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bool AtLeastOneMarine(); // is at least one marine selected?
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void RemoveAMarine(); // deselects a marine
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void RemoveAMarineFor(CASW_Player *pPlayer); // deselects a marine
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int m_iNumMarinesSelected;
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void SetLeader(CASW_Player *pPlayer);
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CASW_Marine_Resource* GetMarineResource(int i);
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bool AddMarineResource( CASW_Marine_Resource* m, int nPreferredSlot=-1 );
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void DeleteMarineResource( CASW_Marine_Resource *m );
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int GetMaxMarineResources() { return ASW_MAX_MARINE_RESOURCES; }
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int GetNumMarines(CASW_Player *pPlayer, bool bAliveOnly=false); // returns how many marines this player has selected (if player is null, it'll return the total)
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int m_NumObjectives;
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bool IsOfflineGame() const { return m_bOfflineGame || ( gpGlobals->maxClients == 1 ); }
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CNetworkVar( bool, m_bOfflineGame );
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int IsCampaignGame() { return m_iCampaignGame; }
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CNetworkVar(int, m_iCampaignGame); // is this a campaign game? -1 = unknown, 0 = single mission, 1 = campaign
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CASW_Campaign_Save* GetCampaignSave();
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CASW_Campaign_Save* CreateCampaignSave();
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const char* GetCampaignSaveName() { return m_szCampaignSaveName; }
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CNetworkHandle(CASW_Campaign_Save, m_hCampaignSave);
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char m_szCampaignSaveName[64]; // save name of our current campaign game
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CASW_Marine* FindMarineByVoiceType( ASW_Voice_Type voice );
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// skills
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int GetSlotForSkill( int nProfileIndex, ASW_Skill nSkillIndex );
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int GetMarineSkill( int nProfileIndex, int nSkillSlot );
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int GetMarineSkill( CASW_Marine_Resource *m, int nSkillSlot );
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void UpdateMarineSkills( CASW_Campaign_Save *pCampaign );
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bool SetMarineSkill( int nProfileIndex, int nSkillSlot, int nValue );
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// player medals
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CNetworkArray( string_t, m_iszPlayerMedals, ASW_MAX_READY_PLAYERS );
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// voting
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CNetworkArray(int, m_iKickVotes, ASW_MAX_READY_PLAYERS);
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CNetworkArray(int, m_iLeaderVotes, ASW_MAX_READY_PLAYERS);
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// returns current number of alive (non-KOed players)
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int CountAllAliveMarines( void );
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// returns count of all marines in these bounds
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int EnumerateMarinesInBox(Vector &mins, Vector &maxs);
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CASW_Marine* EnumeratedMarine(int i);
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CASW_Marine* m_pEnumeratedMarines[ASW_MAX_MARINE_RESOURCES];
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int m_iNumEnumeratedMarines;
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int GetAliensKilledInThisMission();
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CASW_Campaign_Info* m_pCampaignInfo;
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// money
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int GetMoney() { return m_iMoney; }
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void SetMoney( int iAmount ) { m_iMoney += iAmount; }
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void IncrementMoney( int iAmount ) { m_iMoney += iAmount; }
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CNetworkVar( int, m_iMoney );
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// random map generation
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CNetworkVar( float, m_fMapGenerationProgress );
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CNetworkString( m_szMapGenerationStatus, 128 );
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CNetworkVar( int, m_iRandomMapSeed ); // if set clients, will begin generating a random map based on this seed
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CNetworkVar( int, m_iNextCampaignMission );
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CNetworkVar( int, m_nDifficultySuggestion ); // 0 = none, 1 = harder, 2 = easier
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int m_iStartingEggsInMap;
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int m_iEggsKilled;
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int m_iEggsHatched; // how many eggs have hatched so far
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int m_iAliensKilledWithDamageAmp;
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bool m_bAwardedDamageAmpAchievement;
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int m_iElectroStunnedAliens;
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void OnMissionFailed( void );
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void OnMissionCompleted( bool bWellDone );
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static int s_nNumConsecutiveFailures;
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static bool s_bLeaderGivenDifficultySuggestion;
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private:
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CNetworkArray( int, m_iRosterSelected, ASW_NUM_MARINE_PROFILES );
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// skillslots
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CNetworkArray(int, m_iSkillSlot0, ASW_NUM_MARINE_PROFILES);
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CNetworkArray(int, m_iSkillSlot1, ASW_NUM_MARINE_PROFILES);
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CNetworkArray(int, m_iSkillSlot2, ASW_NUM_MARINE_PROFILES);
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CNetworkArray(int, m_iSkillSlot3, ASW_NUM_MARINE_PROFILES);
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CNetworkArray(int, m_iSkillSlot4, ASW_NUM_MARINE_PROFILES);
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CNetworkArray(int, m_iSkillSlotSpare, ASW_NUM_MARINE_PROFILES);
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};
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extern CASW_Game_Resource *g_pASWGameResource;
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inline CASW_Game_Resource* ASWGameResource()
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{
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return g_pASWGameResource;
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}
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#endif /* ASW_GAME_RESOURCE_H */
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