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game/server/team.h
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151
game/server/team.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Team management class. Contains all the details for a specific team
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TEAM_H
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#define TEAM_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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#include "utlvector.h"
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#include "cs_player.h"
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class CBasePlayer;
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class CTeamSpawnPoint;
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class CTeam : public CBaseEntity
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{
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DECLARE_CLASS( CTeam, CBaseEntity );
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public:
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CTeam( void );
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virtual ~CTeam( void );
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DECLARE_SERVERCLASS();
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virtual void Precache( void ) { return; };
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virtual void Think( void );
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virtual int UpdateTransmitState( void );
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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virtual void Init( const char *pName, int iNumber );
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//-----------------------------------------------------------------------------
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// Data Handling
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//-----------------------------------------------------------------------------
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virtual int GetTeamNumber( void ) const;
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virtual void SetName( const char *pName );
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virtual const char *GetName( void );
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virtual void UpdateClientData( CBasePlayer *pPlayer );
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virtual int ShouldTransmitToPlayer( CBasePlayer* pRecipient, CBaseEntity* pEntity );
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virtual void SetClanName( const char *pName );
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virtual const char *GetClanName( void );
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virtual void SetClanID( uint32 iClanID );
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virtual uint32 GetClanID( void );
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virtual void SetFlagImageString( const char *pName );
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virtual const char *GetFlagImageString( void );
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virtual void SetLogoImageString( const char *pName );
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virtual const char *GetLogoImageString( void );
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virtual void SetNumMapVictories( int numVictories );
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//-----------------------------------------------------------------------------
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// Spawnpoints
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//-----------------------------------------------------------------------------
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virtual void InitializeSpawnpoints( void );
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virtual void AddSpawnpoint( CTeamSpawnPoint *pSpawnpoint );
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virtual void RemoveSpawnpoint( CTeamSpawnPoint *pSpawnpoint );
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virtual CBaseEntity *SpawnPlayer( CBasePlayer *pPlayer );
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//-----------------------------------------------------------------------------
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// Players
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//-----------------------------------------------------------------------------
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virtual void InitializePlayers( void );
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virtual void AddPlayer( CBasePlayer *pPlayer );
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virtual void RemovePlayer( CBasePlayer *pPlayer );
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virtual int GetNumPlayers( void );
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virtual CBasePlayer *GetPlayer( int iIndex );
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static int TeamGGSortFunction( CCSPlayer* const *entry1, CCSPlayer* const *entry2 );
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virtual void DetermineGGLeaderAndSort( void );
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virtual int GetGGLeader( int nTeam );
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//-----------------------------------------------------------------------------
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// Scoring
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//-----------------------------------------------------------------------------
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virtual void AddScore( int score ) { m_scoreTotal += score; }
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virtual void AddScoreFirstHalf( int score ) { m_scoreFirstHalf += score; }
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virtual void AddScoreSecondHalf( int score ) { m_scoreSecondHalf += score; }
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virtual void AddScoreOvertime( int score ) { m_scoreOvertime += score; }
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virtual void SetScore( int score ) { m_scoreTotal = score; }
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virtual void SetScoreFirstHalf( int score ) { m_scoreFirstHalf = score; }
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virtual void SetScoreSecondHalf( int score ) { m_scoreSecondHalf = score; }
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virtual void SetScoreOvertime( int score ) { m_scoreOvertime = score; }
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virtual int GetScore( void ) { return m_scoreTotal; }
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virtual int GetScoreFirstHalf( void ) { return m_scoreFirstHalf; }
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virtual int GetScoreSecondHalf( void ) { return m_scoreSecondHalf; }
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virtual int GetScoreOvertime( void ) { return m_scoreOvertime; }
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virtual void ResetScores( void );
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virtual void ResetTeamLeaders( void );
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void MarkSurrendered() { m_bSurrendered = 1; }
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void AwardAchievement( int iAchievement );
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virtual int GetAliveMembers( void );
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#if defined ( CSTRIKE15 )
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virtual int GetBotMembers( CUtlVector< class CCSBot* > *pOutVecBots = NULL );
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virtual int GetHumanMembers( CUtlVector< class CCSPlayer* > *pOutVecPlayers = NULL );
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#endif
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float m_flLastPlayerSortTime;
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static int m_nStaticGGLeader_CT;
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static int m_nStaticGGLeader_T;
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int m_nLastGGLeader_CT;
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int m_nLastGGLeader_T;
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public:
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CUtlVector< CTeamSpawnPoint * > m_aSpawnPoints;
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CUtlVector< CBasePlayer * > m_aPlayers;
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// Data
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CNetworkString( m_szTeamname, MAX_TEAM_NAME_LENGTH );
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CNetworkString( m_szClanTeamname, MAX_TEAM_NAME_LENGTH );
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CNetworkString( m_szTeamFlagImage, MAX_TEAM_FLAG_ICON_LENGTH );
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CNetworkString( m_szTeamLogoImage, MAX_TEAM_LOGO_ICON_LENGTH );
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CNetworkString( m_szTeamMatchStat, MAX_PATH );
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CNetworkVar( int, m_numMapVictories );
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CNetworkVar( uint32, m_iClanID );
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CNetworkVar( int, m_bSurrendered );
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CNetworkVar( int, m_scoreTotal );
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CNetworkVar( int, m_scoreFirstHalf );
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CNetworkVar( int, m_scoreSecondHalf );
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CNetworkVar( int, m_scoreOvertime );
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int m_iDeaths;
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CNetworkVar( int, m_nGGLeaderEntIndex_CT );
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CNetworkVar( int, m_nGGLeaderEntIndex_T );
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bool m_bGGHasLeader_CT;
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bool m_bGGHasLeader_T;
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// Spawnpoints
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int m_iLastSpawn; // Index of the last spawnpoint used
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CNetworkVar( int, m_iTeamNum ); // Which team is this?
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};
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extern CUtlVector< CTeam * > g_Teams;
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extern CTeam *GetGlobalTeam( int iIndex );
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extern int GetNumberOfTeams( void );
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extern const char* GetTeamName( int iTeam );
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#endif // TEAM_H
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