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-rw-r--r--game/server/dod/dod_objective_resource.h86
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diff --git a/game/server/dod/dod_objective_resource.h b/game/server/dod/dod_objective_resource.h
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+++ b/game/server/dod/dod_objective_resource.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: DOD's objective resource, transmits all objective states to players
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef DOD_OBJECTIVE_RESOURCE_H
+#define DOD_OBJECTIVE_RESOURCE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "dod_shareddefs.h"
+
+class CDODObjectiveResource : public CBaseEntity
+{
+ DECLARE_CLASS( CDODObjectiveResource, CBaseEntity );
+public:
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+
+ virtual void Spawn( void );
+ virtual int UpdateTransmitState(void);
+
+ void ResetControlPoints( void );
+
+ // Data functions, called to set up the state at the beginning of a round
+ void SetNumControlPoints( int num );
+ void SetCPIcons( int index, int iAlliesIcon, int iAxisIcon, int iNeutralIcon, int iTimerCapIcon, int iBombedIcon );
+ void SetCPPosition( int index, const Vector& vPosition );
+ void SetCPVisible( int index, bool bVisible );
+ void SetCPRequiredCappers( int index, int iReqAllies, int iReqAxis );
+ void SetCPCapTime( int index, float flAlliesCapTime, float flAxisCapTime );
+
+ // 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 SetBombPlanted( int index, bool bPlanted );
+ void SetBombsRequired( int index, int iBombsRequired );
+ void SetBombsRemaining( int index, int iBombsRemaining );
+ void SetBombBeingDefused( int index, bool bBeingDefused );
+
+ void AssertValidIndex( int index )
+ {
+ Assert( 0 <= index && index <= MAX_CONTROL_POINTS && index < m_iNumControlPoints );
+ }
+
+private:
+ CNetworkVar( int, m_iNumControlPoints );
+
+ // data variables
+ CNetworkArray( Vector, m_vCPPositions, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_bCPIsVisible, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iAlliesIcons, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iAxisIcons, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iNeutralIcons, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iTimerCapIcons, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iBombedIcons, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iAlliesReqCappers,MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iAxisReqCappers, MAX_CONTROL_POINTS );
+ CNetworkArray( float, m_flAlliesCapTime, MAX_CONTROL_POINTS );
+ CNetworkArray( float, m_flAxisCapTime, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_bBombPlanted, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iBombsRequired, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iBombsRemaining, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_bBombBeingDefused,MAX_CONTROL_POINTS );
+
+ // state variables
+
+ // change when players enter/exit an area
+ CNetworkArray( int, m_iNumAllies, MAX_CONTROL_POINTS );
+ CNetworkArray( int, m_iNumAxis, MAX_CONTROL_POINTS );
+
+ // changes when a cap starts. start and end times are calculated on client
+ CNetworkArray( int, m_iCappingTeam, MAX_CONTROL_POINTS );
+
+ // changes when a point is successfully captured
+ CNetworkArray( int, m_iOwner, MAX_CONTROL_POINTS );
+};
+
+extern CDODObjectiveResource *g_pObjectiveResource;
+
+#endif //DOD_OBJECTIVE_RESOURCE_H \ No newline at end of file