mirror of
https://github.com/shawns-valve/halflife.git
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111 lines
2.8 KiB
C++
111 lines
2.8 KiB
C++
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef DISC_ARENA_H
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#define DISC_ARENA_H
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#pragma once
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#define MAX_ARENAS 16
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// Arena States
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#define ARENA_WAITING_FOR_PLAYERS 0
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#define ARENA_COUNTDOWN 1
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#define ARENA_BATTLE_IN_PROGRESS 2
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#define ARENA_SHOWING_SCORES 3
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// Arena Times
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#define ARENA_TIME_PREBATTLE 5
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#define ARENA_TIME_VIEWSCORES 3
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#define ARENA_TIME_ROUNDLIMIT 120 // Timelimit on rounds
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enum
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{
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GAME_LOST = 0,
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GAME_WON,
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GAME_DIDNTPLAY,
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};
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//-----------------------------------------------------------------------------
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// Arena object
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class CDiscArena : public CBaseEntity
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{
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public:
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void Spawn( void );
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void Reset( void );
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// Battle initialisation
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void StartBattle( void );
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void StartRound( void );
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void SpawnCombatant( CBasePlayer *pPlayer );
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void MoveToSpectator( CBasePlayer *pPlayer );
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void EXPORT StartBattleThink( void );
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// Battle running
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void EXPORT CountDownThink( void );
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void PlayerKilled( CBasePlayer *pPlayer );
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void PlayerRespawned( CBasePlayer *pPlayer );
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void BattleOver( void );
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void EXPORT CheckOverThink( void );
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void EXPORT FinishedThink( void );
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void RestoreWorldObjects( void );
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int ValidateCombatants( void );
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void EXPORT TimeOver( void );
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void EXPORT BattleThink( void );
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bool CheckBattleOver( void );
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// Client handling
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void AddClient( CBasePlayer *pPlayer, BOOL bCheckStart );
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void RemoveClient( CBasePlayer *pPlayer );
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void AddPlayerToQueue( CBasePlayer *pPlayer );
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void RemovePlayerFromQueue( CBasePlayer *pPlayer );
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CBasePlayer * GetNextPlayer( void );
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// Multiple Arena handling
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int IsFull( void );
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CBasePlayer *GetFirstSparePlayer( void );
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void PostBattle( void );
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// Game handling
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bool AllowedToFire( void );
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// Variables
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int m_iArenaState;
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int m_iPlayers;
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int m_iMaxRounds;
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int m_iCurrRound;
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int m_iPlayersPerTeam; // Current players per team
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int m_iSecondsTillStart;
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int m_iWinningTeam;
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int m_iTeamOneScore;
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int m_iTeamTwoScore;
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float m_flTimeLimitOver;
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BOOL m_bShownTimeWarning;
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// Queue
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EHANDLE m_pPlayerQueue;
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// Players in the current battle
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EHANDLE m_hCombatants[ 32 ];
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};
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extern CDiscArena *g_pArenaList[ MAX_ARENAS ];
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extern float g_iaDiscColors[33][3];
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int InArenaMode();
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#endif // DISC_ARENA_H
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