169 lines
5.2 KiB
C++
169 lines
5.2 KiB
C++
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Round timer for team gamerules
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef TEAM_ROUND_TIMER_H
|
|
#define TEAM_ROUND_TIMER_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#ifdef CLIENT_DLL
|
|
#define CTeamRoundTimer C_TeamRoundTimer
|
|
#endif
|
|
|
|
class CTeamRoundTimer : public CBaseEntity
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CTeamRoundTimer, CBaseEntity );
|
|
DECLARE_NETWORKCLASS();
|
|
|
|
CTeamRoundTimer();
|
|
virtual ~CTeamRoundTimer();
|
|
|
|
virtual void Spawn( void );
|
|
virtual void Precache( void );
|
|
virtual void Activate( void );
|
|
|
|
// Returns seconds to display.
|
|
// When paused shows amount of time left once the timer is resumed
|
|
virtual float GetTimeRemaining( void );
|
|
virtual int GetTimerMaxLength( void );
|
|
virtual bool ShowInHud( void );
|
|
virtual bool StartPaused( void ){ return m_bStartPaused; }
|
|
|
|
bool IsDisabled( void ) { return m_bIsDisabled; }
|
|
int GetTimerState( void ){ return m_nState; }
|
|
|
|
bool IsTimerPaused( void ) { return m_bTimerPaused; }
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
void InternalSetPaused( bool bPaused ) { m_bTimerPaused = bPaused; }
|
|
|
|
#else
|
|
|
|
void SetStopWatchTimeStamp( void );
|
|
virtual void SetTimeRemaining( int iTimerSeconds ); // Set the initial length of the timer
|
|
virtual void AddTimerSeconds( int iSecondsToAdd, int iTeamResponsible = TEAM_UNASSIGNED ); // Add time to an already running ( or paused ) timer
|
|
virtual void PauseTimer( void );
|
|
virtual void ResumeTimer( void );
|
|
virtual void SetAutoCountdown( bool bAuto ){ m_bAutoCountdown = bAuto; }
|
|
|
|
void SetShowInHud( bool bShowInHUD ) { m_bShowInHUD = bShowInHUD; }
|
|
|
|
int UpdateTransmitState();
|
|
|
|
void InputEnable( inputdata_t &input );
|
|
void InputDisable( inputdata_t &input );
|
|
void InputPause( inputdata_t &input );
|
|
void InputResume( inputdata_t &input );
|
|
void InputSetTime( inputdata_t &input );
|
|
void InputAddTime( inputdata_t &input );
|
|
void InputRestart( inputdata_t &input );
|
|
void InputShowInHUD( inputdata_t &input );
|
|
void InputRoundSpawn( inputdata_t &inputdata );
|
|
void InputSetMaxTime( inputdata_t &input );
|
|
void InputAutoCountdown( inputdata_t &input );
|
|
void InputAddTeamTime( inputdata_t &input );
|
|
|
|
#endif
|
|
|
|
void SetCaptureWatchState( bool bCaptureWatch );
|
|
bool IsWatchingTimeStamps( void ) { return m_bInCaptureWatchState; }
|
|
void SetStopWatch( bool bState ) { m_bStopWatchTimer = bState; }
|
|
bool IsStopWatchTimer( void ) { return m_bStopWatchTimer; }
|
|
float GetStopWatchTotalTime( void ) { return m_flTotalTime; }
|
|
|
|
|
|
private:
|
|
void CalculateOutputMessages( void );
|
|
|
|
#ifdef CLIENT_DLL
|
|
virtual void ClientThink();
|
|
void OnPreDataChanged( DataUpdateType_t updateType );
|
|
void OnDataChanged( DataUpdateType_t updateType );
|
|
void SendTimeWarning( int nWarning );
|
|
const char *GetTimeWarningSound( int nWarning );
|
|
|
|
#else
|
|
void SetState( int nState );
|
|
void SetTimerThink( int nType );
|
|
void EXPORT RoundTimerThink( void );
|
|
void EXPORT RoundTimerSetupThink( void );
|
|
|
|
static void SetActiveTimer( CTeamRoundTimer *pNewlyActive );
|
|
#endif
|
|
|
|
private:
|
|
CNetworkVar( bool, m_bTimerPaused );
|
|
CNetworkVar( float, m_flTimeRemaining );
|
|
CNetworkVar( float, m_flTimerEndTime );
|
|
CNetworkVar( bool, m_bIsDisabled );
|
|
CNetworkVar( bool, m_bShowInHUD );
|
|
CNetworkVar( int, m_nTimerLength ); // current timer's length (used in the timer panel if no max length is set)
|
|
CNetworkVar( int, m_nTimerInitialLength ); // initial length of the timer
|
|
CNetworkVar( int, m_nTimerMaxLength ); // max time the timer can have (0 is no max)
|
|
CNetworkVar( bool, m_bAutoCountdown ); // automatically count down the end of a round
|
|
CNetworkVar( int, m_nSetupTimeLength ); // current timer's setup time length (setup time is the time before the round begins)
|
|
CNetworkVar( int, m_nState ); // RT_STATE_SETUP or RT_STATE_NORMAL
|
|
CNetworkVar( bool, m_bStartPaused ); // start the timer paused when it spawns
|
|
CNetworkVar( bool, m_bInCaptureWatchState );
|
|
CNetworkVar( float, m_flTotalTime );
|
|
CNetworkVar( bool, m_bStopWatchTimer );
|
|
|
|
bool m_bFireFinished;
|
|
bool m_bFire5MinRemain;
|
|
bool m_bFire4MinRemain;
|
|
bool m_bFire3MinRemain;
|
|
bool m_bFire2MinRemain;
|
|
bool m_bFire1MinRemain;
|
|
bool m_bFire30SecRemain;
|
|
bool m_bFire10SecRemain;
|
|
bool m_bFire5SecRemain;
|
|
bool m_bFire4SecRemain;
|
|
bool m_bFire3SecRemain;
|
|
bool m_bFire2SecRemain;
|
|
bool m_bFire1SecRemain;
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
int m_nOldTimerLength;
|
|
int m_nOldTimerState;
|
|
|
|
#else
|
|
COutputEvent m_OnRoundStart;
|
|
COutputEvent m_OnFinished;
|
|
COutputEvent m_On5MinRemain;
|
|
COutputEvent m_On4MinRemain;
|
|
COutputEvent m_On3MinRemain;
|
|
COutputEvent m_On2MinRemain;
|
|
COutputEvent m_On1MinRemain;
|
|
COutputEvent m_On30SecRemain;
|
|
COutputEvent m_On10SecRemain;
|
|
COutputEvent m_On5SecRemain;
|
|
COutputEvent m_On4SecRemain;
|
|
COutputEvent m_On3SecRemain;
|
|
COutputEvent m_On2SecRemain;
|
|
COutputEvent m_On1SecRemain;
|
|
|
|
COutputEvent m_OnSetupStart;
|
|
COutputEvent m_OnSetupFinished;
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
bool m_bPauseDueToWin;
|
|
bool m_bResetTimeOnRoundStart;
|
|
int m_nTimeToUseAfterSetupFinished;
|
|
#endif
|
|
};
|
|
|
|
#ifdef CLIENT_DLL
|
|
extern CTeamRoundTimer *g_TeamRoundTimer;
|
|
#endif
|
|
|
|
#endif //TEAM_ROUND_TIMER_H
|