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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/passtime_ballcontroller.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/server/tf/passtime_ballcontroller.cpp')
-rw-r--r--game/server/tf/passtime_ballcontroller.cpp170
1 files changed, 170 insertions, 0 deletions
diff --git a/game/server/tf/passtime_ballcontroller.cpp b/game/server/tf/passtime_ballcontroller.cpp
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+++ b/game/server/tf/passtime_ballcontroller.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "tf_passtime_ball.h"
+#include "passtime_ballcontroller.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+namespace
+{
+ int SortDescendingPriority( CPasstimeBallController *const *ppA, CPasstimeBallController *const *ppB )
+ {
+ return static_cast< CPasstimeBallController* >( *ppB )->GetPriority()
+ - static_cast< CPasstimeBallController* >( *ppA )->GetPriority();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// static
+int CPasstimeBallController::ApplyTo( CPasstimeBall *pBall )
+{
+ // Sort controllers by iPriority, then call Apply until one returns true.
+ // From then on, skip controllers with a lower iPriority.
+ // This sorts the autolist, but that should be OK.
+ auto &controllers = GetAutoList();
+ controllers.Sort( &SortDescendingPriority );
+ int iMinPriority = INT_MIN;
+ int iNumControllers = 0;
+
+ for ( auto controller : controllers )
+ {
+ if ( !controller->IsEnabled() || !controller->IsActive() )
+ {
+ continue;
+ }
+
+ if ( controller->GetPriority() < iMinPriority )
+ {
+ break;
+ }
+
+ if ( controller->Apply( pBall ) )
+ {
+ iMinPriority = controller->GetPriority();
+ ++iNumControllers;
+ }
+ }
+ return iNumControllers;
+}
+
+//-----------------------------------------------------------------------------
+// static
+int CPasstimeBallController::DisableOn( const CPasstimeBall *pBall )
+{
+ auto &controllers = GetAutoList();
+ int iCount = 0;
+ for ( auto pController : controllers )
+ {
+ if ( pController->IsEnabled() )
+ {
+ pController->SetIsEnabled( false );
+ ++iCount;
+ }
+ }
+ return iCount;
+}
+
+//-----------------------------------------------------------------------------
+// static
+void CPasstimeBallController::BallCollision( CPasstimeBall *pBall,
+ int iCollisionIndex, gamevcollisionevent_t *pEvent )
+{
+ auto &controllers = GetAutoList();
+ for ( auto pController : controllers )
+ {
+ if ( pController->IsEnabled() && pController->IsActive() )
+ {
+ pController->OnBallCollision( pBall, iCollisionIndex, pEvent );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// static
+void CPasstimeBallController::BallPickedUp( CPasstimeBall *pBall,
+ CTFPlayer *pCatcher )
+{
+ auto &controllers = GetAutoList();
+ for ( auto pController : controllers )
+ {
+ if ( pController->IsEnabled() && pController->IsActive() )
+ {
+ pController->OnBallPickedUp( pBall, pCatcher );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// static
+void CPasstimeBallController::BallDamaged( CPasstimeBall *pBall )
+{
+ auto &controllers = GetAutoList();
+ for ( auto pController : controllers )
+ {
+ if ( pController->IsEnabled() && pController->IsActive() )
+ {
+ pController->OnBallDamaged( pBall );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// static
+void CPasstimeBallController::BallSpawned( CPasstimeBall *pBall )
+{
+ auto &controllers = GetAutoList();
+ for ( auto pController : controllers )
+ {
+ if ( pController->IsEnabled() && pController->IsActive() )
+ {
+ pController->OnBallSpawned( pBall );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+CPasstimeBallController::CPasstimeBallController( int iPriority )
+ : m_bEnabled( false )
+ , m_iPriority( iPriority ) {}
+
+
+//-----------------------------------------------------------------------------
+void CPasstimeBallController::SetIsEnabled( bool bEnabled )
+{
+ if ( m_bEnabled == bEnabled )
+ {
+ return;
+ }
+
+ m_bEnabled = bEnabled;
+
+ if ( bEnabled )
+ {
+ OnEnabled();
+ }
+ else
+ {
+ OnDisabled();
+ }
+}
+
+//-----------------------------------------------------------------------------
+bool CPasstimeBallController::IsEnabled() const
+{
+ return m_bEnabled;
+}
+
+//-----------------------------------------------------------------------------
+int CPasstimeBallController::GetPriority() const
+{
+ return m_iPriority;
+}
+