103 lines
3.3 KiB
C++
103 lines
3.3 KiB
C++
//========= Copyright 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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class CBasePlayer;
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class CTeamSpawnPoint;
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class CTeam : public CBaseEntity {
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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 const char *GetName(void);
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virtual void UpdateClientData(CBasePlayer *pPlayer);
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virtual bool ShouldTransmitToPlayer(CBasePlayer *pRecipient,
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CBaseEntity *pEntity);
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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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//-----------------------------------------------------------------------------
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// Scoring
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//-----------------------------------------------------------------------------
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virtual void AddScore(int iScore);
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virtual void SetScore(int iScore);
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virtual int GetScore(void);
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virtual void ResetScores(void);
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// Round scoring
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virtual int GetRoundsWon(void) { return m_iRoundsWon; }
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virtual void SetRoundsWon(int iRounds) { m_iRoundsWon = iRounds; }
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virtual void IncrementRoundsWon(void) { m_iRoundsWon++; }
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void AwardAchievement(int iAchievement);
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virtual int GetAliveMembers(void);
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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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CNetworkVar(int, m_iScore);
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CNetworkVar(int, m_iRoundsWon);
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int m_iDeaths;
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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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#endif // TEAM_H
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