ef2gamesource/dlls/game/mp_team.hpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

131 lines
6.1 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/multiplayerArena.cpp $
// $Revision:: 48 $
// $Author:: Steven $
// $Date:: 7/23/02 2:55p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// Description:
//
#include "_pch_cpp.h"
#include "mp_shared.hpp"
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/multiplayerArena.cpp $
// $Revision:: 48 $
// $Author:: Steven $
// $Date:: 7/23/02 2:55p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// Description:
//
#ifndef __MP_TEAM_HPP__
#define __MP_TEAM_HPP__
#include "g_local.h" // common game stuff
#include "player.h" // for Player
#include "item.h"
#include "PlayerStart.h" // for PlayerDeathmatchStart
#include "container.h" // for Container
#include "str.h" // for str
//-------------------------------------------------------------------
// SimpleAmmoType -- Defines a type of ammo and a quantity. Used for
// starting players with specified ammo in multiplayer.
//-------------------------------------------------------------------
class SimpleAmmoType : public Class
{
public:
SimpleAmmoType() : type(""), amount(0) { }
SimpleAmmoType(const str& ammoType, int ammoAmount) : type(ammoType), amount(ammoAmount) { }
str type;
int amount;
};
//-----------------------------------------------------------------------
// Team -- A multiplayer team. The team has a name, starting ammo, weapons,
// and health, and skins. The team class tracks kills and deaths
// on a team basis.
//-----------------------------------------------------------------------
class Team : public Class
{
private:
Container<Player*> _playerList ; // Players on this team
Container<str> _weaponList ; // starting weapons for just this team
Container<SimpleAmmoType> _ammoList ; // starting ammo for just this team
Container<PlayerDeathmatchStart*> _spawnpointList; // spawnpoints for just this team
unsigned int _maxPlayers ; // Maximum players on this team
unsigned int _startingHealth ; // starting health for just this team
unsigned int _wins ; // matches won
unsigned int _losses ; // matches lost
unsigned int _kills ; // kills of an opposing team
int _points;
unsigned int _deaths ; // kills of this team
bool _isFighting ; // true if match has begun
str _name ; // can be used to reference the team thru events
protected:
void _giveInitialConditions(Player *player); // gives initial health, ammo, and weapons to player
void _activatePlayer(Player* player); // prepares player for fight
void _deactivatePlayer(Player* player); // turns off fighting for player
public:
CLASS_PROTOTYPE( Team );
Team(const str& name="Unnamed Team");
virtual ~Team();
// Queries
bool isStartingHealth() { return (_startingHealth > 0) ? true : false ; }
bool isFighting() { return _isFighting ; }
// Gets
const str& getName() { return _name ; }
unsigned int getKills() { return _kills ; }
unsigned int getDeaths() { return _deaths ; }
int getPoints() { return _points ; }
unsigned int getWins() { return _wins ; }
unsigned int getLosses() { return _losses ; }
unsigned int getMaxPlayers() { return _maxPlayers ; }
unsigned int getActivePlayers() { return _playerList.NumObjects(); }
// Sets
void setStartingHealth(unsigned int h) { _startingHealth = h ; }
void setMaxPlayers(unsigned int players) { _maxPlayers = players ; }
// Match functions
void BeginMatch();
void EndMatch();
// Player functions
void AddPlayer(Player* player);
void RemovePlayer(Player* player);
// Initial conditions functions
void AddStartingWeapon(const str& weaponName);
void AddStartingAmmo( const SimpleAmmoType &ammo);
void AddSpawnpoint(PlayerDeathmatchStart* spawnpoint);
// Stat functions
void AddKill(Player* killer, Player* victim=NULL); // try to track who we killed
void AddDeath(Player* victim, Player* killer=NULL); // try to track who killed us
void addPoints( Player *killer, int points );
void Win();
void Lose();
};
#endif // __MP_TEAM_HPP__