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174 lines
5.4 KiB
174 lines
5.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Round timer for team gamerules |
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// |
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//=============================================================================// |
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#ifndef TEAM_ROUND_TIMER_H |
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#define TEAM_ROUND_TIMER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#ifdef CLIENT_DLL |
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#define CTeamRoundTimer C_TeamRoundTimer |
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#endif |
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class CTeamRoundTimer : public CBaseEntity |
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{ |
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public: |
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DECLARE_CLASS( CTeamRoundTimer, CBaseEntity ); |
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DECLARE_NETWORKCLASS(); |
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CTeamRoundTimer(); |
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virtual ~CTeamRoundTimer(); |
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virtual void Spawn( void ); |
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virtual void Precache( void ); |
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virtual void Activate( void ); |
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// Returns seconds to display. |
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// When paused shows amount of time left once the timer is resumed |
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virtual float GetTimeRemaining( void ); |
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virtual int GetTimerMaxLength( void ); |
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virtual bool ShowInHud( void ); |
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virtual bool StartPaused( void ){ return m_bStartPaused; } |
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bool ShowTimeRemaining( void ) { return m_bShowTimeRemaining; } |
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bool IsDisabled( void ) { return m_bIsDisabled; } |
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int GetTimerState( void ){ return m_nState; } |
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bool IsTimerPaused( void ) { return m_bTimerPaused; } |
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#ifdef CLIENT_DLL |
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void InternalSetPaused( bool bPaused ) { m_bTimerPaused = bPaused; } |
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#else |
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void SetStopWatchTimeStamp( void ); |
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virtual void SetTimeRemaining( int iTimerSeconds ); // Set the initial length of the timer |
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virtual void AddTimerSeconds( int iSecondsToAdd, int iTeamResponsible = TEAM_UNASSIGNED ); // Add time to an already running ( or paused ) timer |
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virtual void PauseTimer( void ); |
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virtual void ResumeTimer( void ); |
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virtual void SetAutoCountdown( bool bAuto ){ m_bAutoCountdown = bAuto; } |
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void SetShowInHud( bool bShowInHUD ) { m_bShowInHUD = bShowInHUD; } |
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int UpdateTransmitState(); |
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void InputEnable( inputdata_t &input ); |
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void InputDisable( inputdata_t &input ); |
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void InputPause( inputdata_t &input ); |
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void InputResume( inputdata_t &input ); |
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void InputSetTime( inputdata_t &input ); |
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void InputAddTime( inputdata_t &input ); |
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void InputRestart( inputdata_t &input ); |
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void InputShowInHUD( inputdata_t &input ); |
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void InputRoundSpawn( inputdata_t &inputdata ); |
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void InputSetMaxTime( inputdata_t &input ); |
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void InputAutoCountdown( inputdata_t &input ); |
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void InputAddTeamTime( inputdata_t &input ); |
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void InputSetSetupTime( inputdata_t &input ); |
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#endif |
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void SetCaptureWatchState( bool bCaptureWatch ); |
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bool IsWatchingTimeStamps( void ) { return m_bInCaptureWatchState; } |
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void SetStopWatch( bool bState ) { m_bStopWatchTimer = bState; } |
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bool IsStopWatchTimer( void ) { return m_bStopWatchTimer; } |
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float GetStopWatchTotalTime( void ) { return m_flTotalTime; } |
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bool IsRoundMaxTimerSet( void ) { return m_nTimerMaxLength > 0; } |
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private: |
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void CalculateOutputMessages( void ); |
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#ifdef CLIENT_DLL |
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virtual void ClientThink(); |
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void OnPreDataChanged( DataUpdateType_t updateType ); |
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void OnDataChanged( DataUpdateType_t updateType ); |
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void SendTimeWarning( int nWarning ); |
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const char *GetTimeWarningSound( int nWarning ); |
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#else |
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void SetState( int nState, bool bFireOutput = true ); |
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void SetTimerThink( int nType ); |
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void EXPORT RoundTimerThink( void ); |
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void EXPORT RoundTimerSetupThink( void ); |
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static void SetActiveTimer( CTeamRoundTimer *pNewlyActive ); |
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#endif |
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private: |
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CNetworkVar( bool, m_bTimerPaused ); |
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CNetworkVar( float, m_flTimeRemaining ); |
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CNetworkVar( float, m_flTimerEndTime ); |
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CNetworkVar( bool, m_bIsDisabled ); |
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CNetworkVar( bool, m_bShowInHUD ); |
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CNetworkVar( int, m_nTimerLength ); // current timer's length (used in the timer panel if no max length is set) |
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CNetworkVar( int, m_nTimerInitialLength ); // initial length of the timer |
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CNetworkVar( int, m_nTimerMaxLength ); // max time the timer can have (0 is no max) |
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CNetworkVar( bool, m_bAutoCountdown ); // automatically count down the end of a round |
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CNetworkVar( int, m_nSetupTimeLength ); // current timer's setup time length (setup time is the time before the round begins) |
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CNetworkVar( int, m_nState ); // RT_STATE_SETUP or RT_STATE_NORMAL |
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CNetworkVar( bool, m_bStartPaused ); // start the timer paused when it spawns |
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CNetworkVar( bool, m_bShowTimeRemaining ); //show how much time is left (default) instead of how much time has passed. |
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CNetworkVar( bool, m_bInCaptureWatchState ); |
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CNetworkVar( float, m_flTotalTime ); |
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CNetworkVar( bool, m_bStopWatchTimer ); |
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bool m_bFireFinished; |
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bool m_bFire5MinRemain; |
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bool m_bFire4MinRemain; |
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bool m_bFire3MinRemain; |
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bool m_bFire2MinRemain; |
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bool m_bFire1MinRemain; |
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bool m_bFire30SecRemain; |
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bool m_bFire10SecRemain; |
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bool m_bFire5SecRemain; |
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bool m_bFire4SecRemain; |
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bool m_bFire3SecRemain; |
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bool m_bFire2SecRemain; |
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bool m_bFire1SecRemain; |
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#ifdef CLIENT_DLL |
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int m_nOldTimerLength; |
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int m_nOldTimerState; |
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#else |
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COutputEvent m_OnRoundStart; |
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COutputEvent m_OnFinished; |
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COutputEvent m_On5MinRemain; |
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COutputEvent m_On4MinRemain; |
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COutputEvent m_On3MinRemain; |
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COutputEvent m_On2MinRemain; |
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COutputEvent m_On1MinRemain; |
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COutputEvent m_On30SecRemain; |
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COutputEvent m_On10SecRemain; |
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COutputEvent m_On5SecRemain; |
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COutputEvent m_On4SecRemain; |
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COutputEvent m_On3SecRemain; |
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COutputEvent m_On2SecRemain; |
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COutputEvent m_On1SecRemain; |
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COutputEvent m_OnSetupStart; |
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COutputEvent m_OnSetupFinished; |
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float m_flNextOvertimeNag; |
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DECLARE_DATADESC(); |
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bool m_bPauseDueToWin; |
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bool m_bResetTimeOnRoundStart; |
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int m_nTimeToUseAfterSetupFinished; |
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#endif |
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}; |
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#ifdef CLIENT_DLL |
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extern CTeamRoundTimer *g_TeamRoundTimer; |
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#endif |
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#endif //TEAM_ROUND_TIMER_H
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