//========= Copyright 1996-2005, 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)), 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() // Global list of client side team entities CUtlVector< C_Team * > g_Teams; //================================================================================================= // C_Team functionality //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_Team::C_Team() { m_iScore = 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() { 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; }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |