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