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255 lines
8.4 KiB
C++
255 lines
8.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MULTIPLAY_GAMERULES_H
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#define MULTIPLAY_GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "gamerules.h"
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#ifdef CLIENT_DLL
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#define CMultiplayRules C_MultiplayRules
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#else
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extern ConVar mp_restartgame;
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extern ConVar mp_waitingforplayers_time;
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extern ConVar mp_waitingforplayers_restart;
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extern ConVar mp_waitingforplayers_cancel;
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extern ConVar mp_clan_readyrestart;
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extern ConVar mp_clan_ready_signal;
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extern ConVar nextlevel;
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#define VOICE_COMMAND_MAX_SUBTITLE_DIST 1900
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class CBaseMultiplayerPlayer;
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#endif
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#define MAX_SPEAK_CONCEPT_LEN 64
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#define MAX_VOICE_COMMAND_SUBTITLE 256
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typedef struct
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{
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#ifndef CLIENT_DLL
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// concept to speak
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int m_iConcept;
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// play subtitle?
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bool m_bShowSubtitle;
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bool m_bDistanceBasedSubtitle;
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char m_szGestureActivity[64];
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#else
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// localizable subtitle
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char m_szSubtitle[MAX_VOICE_COMMAND_SUBTITLE];
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// localizable string for menu
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char m_szMenuLabel[MAX_VOICE_COMMAND_SUBTITLE];
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#endif
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} VoiceCommandMenuItem_t;
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extern ConVar mp_timelimit;
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//
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class CBaseMultiplayerPlayer;
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class CSameTeamGroup
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{
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public:
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CSameTeamGroup();
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CSameTeamGroup( const CSameTeamGroup &src );
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// Different users will require different logic for whom to add (e.g., all SplitScreen players on same team, or all Steam Friends on same team)
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virtual void Build( CGameRules *pGameRules, CBasePlayer *pl ) = 0;
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virtual void MaybeAddPlayer( CBasePlayer *pl ) = 0;
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CBasePlayer *GetPlayer( int idx );
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int Count() const;
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int Score() const;
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static bool Less( const CSameTeamGroup &p1, const CSameTeamGroup &p2 );
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protected:
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CUtlVector< CBasePlayer * > m_Players;
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int m_nScore;
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};
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//=========================================================
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// CMultiplayRules - rules for the basic half life multiplayer
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// competition
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//=========================================================
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class CMultiplayRules : public CGameRules
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{
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public:
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DECLARE_CLASS( CMultiplayRules, CGameRules );
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// Functions to verify the single/multiplayer status of a game
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virtual bool IsMultiplayer( void );
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// Damage query implementations.
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virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
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virtual bool Damage_ShouldGibCorpse( int iDmgType ); // Damage types that gib the corpse.
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virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
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virtual bool Damage_NoPhysicsForce( int iDmgType ); // Damage types that don't have to supply a physics force & position.
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virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
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// TEMP: These will go away once DamageTypes become enums.
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virtual int Damage_GetTimeBased( void );
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virtual int Damage_GetShouldGibCorpse( void );
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virtual int Damage_GetShowOnHud( void );
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virtual int Damage_GetNoPhysicsForce( void );
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virtual int Damage_GetShouldNotBleed( void );
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CMultiplayRules();
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virtual ~CMultiplayRules() {}
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void LoadVoiceCommandScript( void );
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#ifndef CLIENT_DLL
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// GR_Think
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virtual void Think( void );
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virtual void RefreshSkillData( bool forceUpdate );
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virtual bool IsAllowedToSpawn( CBaseEntity *pEntity );
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virtual bool FAllowFlashlight( void );
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virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
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virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
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bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
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// Functions to verify the single/multiplayer status of a game
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virtual bool IsDeathmatch( void );
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virtual bool IsCoOp( void );
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// Client connection/disconnection
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// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in
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// svRejectReason
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// Only the client's name and remote address are provided to the dll for verification.
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virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
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virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
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virtual void ClientDisconnected( edict_t *pClient );
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// Client damage rules
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
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virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
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virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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// Client spawn/respawn control
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virtual void PlayerSpawn( CBasePlayer *pPlayer );
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virtual void PlayerThink( CBasePlayer *pPlayer );
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virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer );
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virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
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virtual CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
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virtual bool AllowAutoTargetCrosshair( void );
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// Client kills/scoring
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
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virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
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virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
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CBasePlayer *GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor ); // old version of method - kept for backward compat
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virtual CBasePlayer *GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor, CBaseEntity *pVictim ); // new version of method
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// Weapon retrieval
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virtual bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );// The player is touching an CBaseCombatWeapon, do I give it to him?
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// Weapon spawn/respawn control
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virtual int WeaponShouldRespawn( CBaseCombatWeapon *pWeapon );
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virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon );
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virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon );
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virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon );
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// Item retrieval
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virtual bool CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
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virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
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// Item spawn/respawn control
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virtual int ItemShouldRespawn( CItem *pItem );
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virtual float FlItemRespawnTime( CItem *pItem );
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virtual Vector VecItemRespawnSpot( CItem *pItem );
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virtual QAngle VecItemRespawnAngles( CItem *pItem );
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// Ammo retrieval
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virtual void PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount );
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// Healthcharger respawn control
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virtual float FlHealthChargerRechargeTime( void );
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virtual float FlHEVChargerRechargeTime( void );
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// What happens to a dead player's weapons
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virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
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// What happens to a dead player's ammo
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virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
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// Teamplay stuff
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virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";}
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
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virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
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virtual bool PlayTextureSounds( void ) { return FALSE; }
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virtual bool PlayFootstepSounds( CBasePlayer *pl );
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// NPCs
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virtual bool FAllowNPCs( void );
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// Immediately end a multiplayer game
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virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
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// Voice commands
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virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
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virtual VoiceCommandMenuItem_t *VoiceCommand( CBaseMultiplayerPlayer *pPlayer, int iMenu, int iItem );
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// Bugbait report
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bool IsLoadingBugBaitReport( void );
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virtual void ResetMapCycleTimeStamp( void ){ m_nMapCycleTimeStamp = 0; }
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virtual void HandleTimeLimitChange( void ){ return; }
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void IncrementMapCycleIndex();
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void HaveAllPlayersSpeakConceptIfAllowed( int iConcept );
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virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
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protected:
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virtual bool UseSuicidePenalty() { return true; } // apply point penalty for suicide?
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virtual void GetNextLevelName( char *szNextMap, int bufsize, bool bRandom = false );
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virtual void ChangeLevel( void );
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virtual void GoToIntermission( void );
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float m_flIntermissionEndTime;
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static int m_nMapCycleTimeStamp;
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static int m_nMapCycleindex;
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static CUtlStringList m_MapList;
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#else
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public:
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const char *GetVoiceCommandSubtitle( int iMenu, int iItem );
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bool GetVoiceMenuLabels( int iMenu, KeyValues *pKV );
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#endif
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private:
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CUtlVector< CUtlVector< VoiceCommandMenuItem_t > > m_VoiceCommandMenus;
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};
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inline CMultiplayRules* MultiplayRules()
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{
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return static_cast<CMultiplayRules*>(g_pGameRules);
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}
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#endif // MULTIPLAY_GAMERULES_H
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