/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #define BLUE 2 #define RED 1 #include "voice_gamemgr.h" //========================================================= // Flags //========================================================= class CItemFlag : public CBaseEntity { public: void Spawn( void ); BOOL Dropped; float m_flDroppedTime; void EXPORT FlagThink( void ); private: void Precache ( void ); void Capture(CBasePlayer *pPlayer, int iTeam ); void ResetFlag( int iTeam ); void Materialize( void ); void EXPORT FlagTouch( CBaseEntity *pOther ); // BOOL MyTouch( CBasePlayer *pPlayer ); }; class CCarriedFlag : public CBaseEntity { public: void Spawn( void ); CBasePlayer *Owner; int m_iOwnerOldVel; private: void Precache ( void ); void EXPORT FlagThink( void ); }; class CResistRune : public CBaseEntity { private: void EXPORT RuneRespawn ( void ); public: void EXPORT RuneTouch ( CBaseEntity *pOther ); void Spawn( void ); void EXPORT MakeTouchable ( void ); int m_iRuneFlag; bool m_bTouchable; bool dropped; }; class CStrengthRune : public CBaseEntity { private: void EXPORT RuneRespawn ( void ); public: void EXPORT RuneTouch ( CBaseEntity *pOther ); void Spawn( void ); void EXPORT MakeTouchable ( void ); int m_iRuneFlag; bool m_bTouchable; bool dropped; }; class CHasteRune : public CBaseEntity { private: void EXPORT RuneRespawn ( void ); public: void EXPORT RuneTouch ( CBaseEntity *pOther ); void EXPORT MakeTouchable ( void ); void Spawn( void ); int m_iRuneFlag; bool m_bTouchable; bool dropped; }; class CRegenRune : public CBaseEntity { private: void EXPORT RuneRespawn ( void ); public: void EXPORT RuneTouch ( CBaseEntity *pOther ); void Spawn( void ); void EXPORT MakeTouchable ( void ); int m_iRuneFlag; bool m_bTouchable; bool dropped; }; class CGrapple : public CBaseEntity { public: //Yes, I have no imagination so I use standard touch, spawn and think function names. //Sue me! =P. void Spawn ( void ); void EXPORT OnAirThink ( void ); void EXPORT GrappleTouch ( CBaseEntity *pOther ); void Reset_Grapple ( void ); void EXPORT Grapple_Track ( void ); float m_flNextIdleTime; }; #define STEAL_SOUND 1 #define CAPTURE_SOUND 2 #define RETURN_SOUND 3 #define RED_FLAG_STOLEN 1 #define BLUE_FLAG_STOLEN 2 #define RED_FLAG_CAPTURED 3 #define BLUE_FLAG_CAPTURED 4 #define RED_FLAG_RETURNED_PLAYER 5 #define BLUE_FLAG_RETURNED_PLAYER 6 #define RED_FLAG_RETURNED 7 #define BLUE_FLAG_RETURNED 8 #define RED_FLAG_LOST 9 #define BLUE_FLAG_LOST 10 #define RED_FLAG_STOLEN 1 #define BLUE_FLAG_STOLEN 2 #define RED_FLAG_DROPPED 3 #define BLUE_FLAG_DROPPED 4 #define RED_FLAG_ATBASE 5 #define BLUE_FLAG_ATBASE 6 #define MAX_TEAMNAME_LENGTH 16 #define MAX_TEAMS 32 #define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH class CThreeWave : public CHalfLifeMultiplay { public: CThreeWave(); virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ); virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ); virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ); virtual BOOL IsTeamplay( void ); virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ); virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ); virtual const char *GetTeamID( CBaseEntity *pEntity ); virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ); virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ); virtual void InitHUD( CBasePlayer *pl ); virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor ); virtual const char *GetGameDescription( void ) { return "3Wave CTF"; } // this is the game name that gets seen in the server browser virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); virtual void Think ( void ); virtual int GetTeamIndex( const char *pTeamName ); virtual const char *GetIndexedTeamName( int teamIndex ); virtual BOOL IsValidTeam( const char *pTeamName ); virtual void ChangePlayerTeam( CBasePlayer *pPlayer, int iTeam ); virtual void PlayerSpawn( CBasePlayer *pPlayer ); void JoinTeam ( CBasePlayer *pPlayer, int iTeam ); int TeamWithFewestPlayers ( void ); virtual void ClientDisconnected( edict_t *pClient ); void GetFlagStatus( CBasePlayer *pPlayer ); virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer ); virtual void PlayerThink( CBasePlayer *pPlayer ); void PlayerTakeDamage( CBasePlayer *pPlayer , CBaseEntity *pAttacker ); int iBlueFlagStatus; int iRedFlagStatus; int iBlueTeamScore; int iRedTeamScore; float m_flFlagStatusTime; private: void RecountTeams( void ); BOOL m_DisableDeathMessages; BOOL m_DisableDeathPenalty; BOOL m_teamLimit; // This means the server set only some teams as valid char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH]; };