aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/client/c_team.cpp
blob: ba688cc7fba2bb448746cbc180adf425293cabb9 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side CTeam class
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_team.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

//-----------------------------------------------------------------------------
// Purpose: RecvProxy that converts the Team's player UtlVector to entindexes
//-----------------------------------------------------------------------------
void RecvProxy_PlayerList(  const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	C_Team *pTeam = (C_Team*)pOut;
	pTeam->m_aPlayers[pData->m_iElement] = pData->m_Value.m_Int;
}


void RecvProxyArrayLength_PlayerArray( void *pStruct, int objectID, int currentArrayLength )
{
	C_Team *pTeam = (C_Team*)pStruct;
	
	if ( pTeam->m_aPlayers.Size() != currentArrayLength )
		pTeam->m_aPlayers.SetSize( currentArrayLength );
}


IMPLEMENT_CLIENTCLASS_DT_NOBASE(C_Team, DT_Team, CTeam)
	RecvPropInt( RECVINFO(m_iTeamNum)),
	RecvPropInt( RECVINFO(m_iScore)),
	RecvPropInt( RECVINFO(m_iRoundsWon) ),
	RecvPropString( RECVINFO(m_szTeamname)),
	
	RecvPropArray2( 
		RecvProxyArrayLength_PlayerArray,
		RecvPropInt( "player_array_element", 0, SIZEOF_IGNORE, 0, RecvProxy_PlayerList ), 
		MAX_PLAYERS, 
		0, 
		"player_array"
		)
END_RECV_TABLE()

BEGIN_PREDICTION_DATA( C_Team )
	DEFINE_PRED_ARRAY( m_szTeamname, FIELD_CHARACTER, MAX_TEAM_NAME_LENGTH, FTYPEDESC_PRIVATE ),
	DEFINE_PRED_FIELD( m_iScore, FIELD_INTEGER, FTYPEDESC_PRIVATE ),
	DEFINE_PRED_FIELD( m_iRoundsWon, FIELD_INTEGER, FTYPEDESC_PRIVATE ),
	DEFINE_PRED_FIELD( m_iDeaths, FIELD_INTEGER, FTYPEDESC_PRIVATE ),
	DEFINE_PRED_FIELD( m_iPing, FIELD_INTEGER, FTYPEDESC_PRIVATE ),
	DEFINE_PRED_FIELD( m_iPacketloss, FIELD_INTEGER, FTYPEDESC_PRIVATE ),
	DEFINE_PRED_FIELD( m_iTeamNum, FIELD_INTEGER, FTYPEDESC_PRIVATE ),
END_PREDICTION_DATA();

// Global list of client side team entities
CUtlVector< C_Team * > g_Teams;

//=================================================================================================
// C_Team functionality

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
C_Team::C_Team()
{
	m_iScore = 0;
	m_iRoundsWon = 0;
	memset( m_szTeamname, 0, sizeof(m_szTeamname) );

	m_iDeaths = 0;
	m_iPing = 0;
	m_iPacketloss = 0;

	// Add myself to the global list of team entities
	g_Teams.AddToTail( this );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
C_Team::~C_Team()
{
	g_Teams.FindAndRemove( this );
}


void C_Team::RemoveAllPlayers()
{
	m_aPlayers.RemoveAll();
}

void C_Team::PreDataUpdate( DataUpdateType_t updateType )
{
	BaseClass::PreDataUpdate( updateType );
}


//-----------------------------------------------------------------------------
// Gets the ith player on the team (may return NULL) 
//-----------------------------------------------------------------------------
C_BasePlayer* C_Team::GetPlayer( int idx )
{
	return (C_BasePlayer*)cl_entitylist->GetEnt(m_aPlayers[idx]);
}


int C_Team::GetTeamNumber() const
{
	return m_iTeamNum;
}


//=================================================================================================
// TEAM HANDLING
//=================================================================================================
// Purpose: 
//-----------------------------------------------------------------------------
char *C_Team::Get_Name( void )
{
	return m_szTeamname;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int C_Team::Get_Score( void )
{
	return m_iScore;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int C_Team::Get_Deaths( void )
{
	return m_iDeaths;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int C_Team::Get_Ping( void )
{
	return m_iPing;
}

//-----------------------------------------------------------------------------
// Purpose: Return the number of players in this team
//-----------------------------------------------------------------------------
int C_Team::Get_Number_Players( void )
{
	return m_aPlayers.Size();
}

//-----------------------------------------------------------------------------
// Purpose: Returns true if the specified player is on this team
//-----------------------------------------------------------------------------
bool C_Team::ContainsPlayer( int iPlayerIndex )
{
	for (int i = 0; i < m_aPlayers.Size(); i++ )
	{
		if ( m_aPlayers[i] == iPlayerIndex )
			return true;
	}

	return false;
}


void C_Team::ClientThink()
{
}


//=================================================================================================
// GLOBAL CLIENT TEAM HANDLING
//=================================================================================================
// Purpose: Get the C_Team for the local player
//-----------------------------------------------------------------------------
C_Team *GetLocalTeam( void )
{
	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

	if ( !player )
		return NULL;
	
	return GetPlayersTeam( player->index );
}

//-----------------------------------------------------------------------------
// Purpose: Get the C_Team for the specified team number
//-----------------------------------------------------------------------------
C_Team *GetGlobalTeam( int iTeamNumber )
{
	for (int i = 0; i < g_Teams.Count(); i++ )
	{
		if ( g_Teams[i]->GetTeamNumber() == iTeamNumber )
			return g_Teams[i];
	}

	return NULL;
}

//-----------------------------------------------------------------------------
// Purpose: Returns the number of teams you can access via GetGlobalTeam() (hence the +1)
//-----------------------------------------------------------------------------
int GetNumTeams()
{
	return g_Teams.Count() + 1; 
}

//-----------------------------------------------------------------------------
// Purpose: Get the team of the specified player
//-----------------------------------------------------------------------------
C_Team *GetPlayersTeam( int iPlayerIndex )
{
	for (int i = 0; i < g_Teams.Count(); i++ )
	{
		if ( g_Teams[i]->ContainsPlayer( iPlayerIndex ) )
			return g_Teams[i];
	}

	return NULL;
}

//-----------------------------------------------------------------------------
// Purpose: Get the team of the specified player
//-----------------------------------------------------------------------------
C_Team *GetPlayersTeam( C_BasePlayer *pPlayer )
{
	return GetPlayersTeam( pPlayer->entindex() );
}

//-----------------------------------------------------------------------------
// Purpose: Returns true if the two specified players are on the same team
//-----------------------------------------------------------------------------
bool ArePlayersOnSameTeam( int iPlayerIndex1, int iPlayerIndex2 )
{
	for (int i = 0; i < g_Teams.Count(); i++ )
	{
		if ( g_Teams[i]->ContainsPlayer( iPlayerIndex1 ) && g_Teams[i]->ContainsPlayer( iPlayerIndex2 ) )
			return true;
	}

	return false;
}

//-----------------------------------------------------------------------------
// Purpose: Get the number of team managers
//-----------------------------------------------------------------------------
int GetNumberOfTeams( void )
{
	return g_Teams.Size();
}