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168 lines
6.1 KiB
168 lines
6.1 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef TEAM_OBJECTIVERESOURCE_H |
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#define TEAM_OBJECTIVERESOURCE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "shareddefs.h" |
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#define TEAM_ARRAY( index, team ) (index + (team * MAX_CONTROL_POINTS)) |
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//----------------------------------------------------------------------------- |
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// Purpose: An entity that networks the state of the game's objectives. |
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// May contain data for objectives that aren't used by your mod, but |
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// the extra data will never be networked as long as it's zeroed out. |
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//----------------------------------------------------------------------------- |
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class CBaseTeamObjectiveResource : public CBaseEntity |
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{ |
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DECLARE_CLASS( CBaseTeamObjectiveResource, CBaseEntity ); |
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public: |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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CBaseTeamObjectiveResource(); |
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~CBaseTeamObjectiveResource(); |
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virtual void Spawn( void ); |
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virtual int UpdateTransmitState(void); |
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virtual void ObjectiveThink( void ); |
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//-------------------------------------------------------------------- |
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// CONTROL POINT DATA |
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//-------------------------------------------------------------------- |
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public: |
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void ResetControlPoints( void ); |
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// Data functions, called to set up the state at the beginning of a round |
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void SetNumControlPoints( int num ); |
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int GetNumControlPoints( void ) { return m_iNumControlPoints; } |
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void SetCPIcons( int index, int iTeam, int iIcon ); |
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void SetCPOverlays( int index, int iTeam, int iIcon ); |
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void SetTeamBaseIcons( int iTeam, int iBaseIcon ); |
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void SetCPPosition( int index, const Vector& vPosition ); |
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void SetCPVisible( int index, bool bVisible ); |
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void SetCPRequiredCappers( int index, int iTeam, int iReqPlayers ); |
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void SetCPCapTime( int index, int iTeam, float flTime ); |
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void SetCPCapPercentage( int index, float flTime ); |
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float GetCPCapPercentage( int index ); |
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void SetTeamCanCap( int index, int iTeam, bool bCanCap ); |
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void SetBaseCP( int index, int iTeam ); |
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void SetPreviousPoint( int index, int iTeam, int iPrevIndex, int iPrevPoint ); |
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int GetPreviousPointForPoint( int index, int team, int iPrevIndex ); |
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bool TeamCanCapPoint( int index, int team ); |
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void SetCapLayoutInHUD( const char *pszLayout ) { Q_strncpy(m_pszCapLayoutInHUD.GetForModify(), pszLayout, MAX_CAPLAYOUT_LENGTH ); } |
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void SetWarnOnCap( int index, int iWarnLevel ); |
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void SetWarnSound( int index, string_t iszSound ); |
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// State functions, called many times |
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void SetNumPlayers( int index, int team, int iNumPlayers ); |
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void StartCap( int index, int team ); |
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void SetOwningTeam( int index, int team ); |
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void SetCappingTeam( int index, int team ); |
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void SetTeamInZone( int index, int team ); |
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void SetCapBlocked( int index, bool bBlocked ); |
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int GetOwningTeam( int index ); |
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void AssertValidIndex( int index ) |
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{ |
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Assert( 0 <= index && index <= MAX_CONTROL_POINTS && index < m_iNumControlPoints ); |
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} |
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int GetBaseControlPointForTeam( int iTeam ) |
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{ |
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Assert( iTeam < MAX_TEAMS ); |
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return m_iBaseControlPoints[iTeam]; |
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} |
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int GetCappingTeam( int index ) |
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{ |
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if ( index >= m_iNumControlPoints ) |
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return TEAM_UNASSIGNED; |
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return m_iCappingTeam[index]; |
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} |
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void SetTimerInHUD( CBaseEntity *pTimer ) |
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{ |
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m_iTimerToShowInHUD = pTimer ? pTimer->entindex() : 0; |
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} |
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void SetStopWatchTimer( CBaseEntity *pTimer ) |
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{ |
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m_iStopWatchTimer = pTimer ? pTimer->entindex() : 0; |
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} |
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int GetTimerInHUD( void ) { return m_iTimerToShowInHUD; } |
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// Mini-rounds data |
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void SetPlayingMiniRounds( bool bPlayingMiniRounds ){ m_bPlayingMiniRounds = bPlayingMiniRounds; } |
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bool PlayingMiniRounds( void ){ return m_bPlayingMiniRounds; } |
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void SetInMiniRound( int index, bool bInRound ) { m_bInMiniRound.Set( index, bInRound ); } |
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bool IsInMiniRound( int index ) { return m_bInMiniRound[index]; } |
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void UpdateCapHudElement( void ); |
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// Train Path data |
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void SetTrainPathDistance( int index, float flDistance ); |
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private: |
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CNetworkVar( int, m_iTimerToShowInHUD ); |
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CNetworkVar( int, m_iStopWatchTimer ); |
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CNetworkVar( int, m_iNumControlPoints ); |
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CNetworkVar( bool, m_bPlayingMiniRounds ); |
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CNetworkVar( bool, m_bControlPointsReset ); |
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CNetworkVar( int, m_iUpdateCapHudParity ); |
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// data variables |
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CNetworkArray( Vector, m_vCPPositions, MAX_CONTROL_POINTS ); |
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CNetworkArray( int, m_bCPIsVisible, MAX_CONTROL_POINTS ); |
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CNetworkArray( float, m_flLazyCapPerc, MAX_CONTROL_POINTS ); |
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CNetworkArray( int, m_iTeamIcons, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS ); |
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CNetworkArray( int, m_iTeamOverlays, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS ); |
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CNetworkArray( int, m_iTeamReqCappers, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS ); |
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CNetworkArray( float, m_flTeamCapTime, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS ); |
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CNetworkArray( int, m_iPreviousPoints, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS * MAX_PREVIOUS_POINTS ); |
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CNetworkArray( bool, m_bTeamCanCap, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS ); |
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CNetworkArray( int, m_iTeamBaseIcons, MAX_TEAMS ); |
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CNetworkArray( int, m_iBaseControlPoints, MAX_TEAMS ); |
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CNetworkArray( bool, m_bInMiniRound, MAX_CONTROL_POINTS ); |
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CNetworkArray( int, m_iWarnOnCap, MAX_CONTROL_POINTS ); |
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CNetworkArray( string_t, m_iszWarnSound, MAX_CONTROL_POINTS ); |
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CNetworkArray( float, m_flPathDistance, MAX_CONTROL_POINTS ); |
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// change when players enter/exit an area |
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CNetworkArray( int, m_iNumTeamMembers, MAX_CONTROL_POINTS * MAX_CONTROL_POINT_TEAMS ); |
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// changes when a cap starts. start and end times are calculated on client |
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CNetworkArray( int, m_iCappingTeam, MAX_CONTROL_POINTS ); |
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CNetworkArray( int, m_iTeamInZone, MAX_CONTROL_POINTS ); |
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CNetworkArray( bool, m_bBlocked, MAX_CONTROL_POINTS ); |
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// changes when a point is successfully captured |
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CNetworkArray( int, m_iOwner, MAX_CONTROL_POINTS ); |
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// describes how to lay out the cap points in the hud |
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CNetworkString( m_pszCapLayoutInHUD, MAX_CAPLAYOUT_LENGTH ); |
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// Not networked, because the client recalculates it |
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float m_flCapPercentages[ MAX_CONTROL_POINTS ]; |
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}; |
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extern CBaseTeamObjectiveResource *g_pObjectiveResource; |
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inline CBaseTeamObjectiveResource *ObjectiveResource() |
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{ |
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return g_pObjectiveResource; |
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} |
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#endif // TEAM_OBJECTIVERESOURCE_H
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