HLua/ricochet/dlls/disc_arena.h

112 lines
2.8 KiB
C++

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