#ifndef CTF_GAMERULES_H #define CTF_GAMERULES_H #define BLUE 2 #define RED 1 #ifndef NO_VOICEGAMEMGR #include "voice_gamemgr.h" #endif // Standard Scoring #define TEAM_CAPTURE_CAPTURE_BONUS 5 // what you get for capture #define TEAM_CAPTURE_TEAM_BONUS 10 // what your team gets for capture #define TEAM_CAPTURE_RECOVERY_BONUS 1 // what you get for recovery #define TEAM_CAPTURE_FLAG_BONUS 0 // what you get for picking up enemy flag #define TEAM_CAPTURE_FRAG_CARRIER_BONUS 2 // what you get for fragging a enemy flag carrier #define TEAM_CAPTURE_FLAG_RETURN_TIME 40 // seconds until auto return // bonuses #define TEAM_CAPTURE_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone // who has recently hurt your flag carrier #define TEAM_CAPTURE_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while // either you or your target are near your flag carrier #define TEAM_CAPTURE_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while // either you or your target are near your flag #define TEAM_CAPTURE_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a // capture to happen almost immediately #define TEAM_CAPTURE_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a // capture happens almost immediately // Radius #define TEAM_CAPTURE_TARGET_PROTECT_RADIUS 550 // the radius around an object being // defended where a target will be worth extra frags #define TEAM_CAPTURE_ATTACKER_PROTECT_RADIUS 550 // the radius around an object being // defended where an attacker will get extra frags when making kills // timeouts #define TEAM_CAPTURE_CARRIER_DANGER_PROTECT_TIMEOUT 4 #define TEAM_CAPTURE_CARRIER_FLAG_SINCE_TIMEOUT 2 #define TEAM_CAPTURE_FRAG_CARRIER_ASSIST_TIMEOUT 6 #define TEAM_CAPTURE_RETURN_FLAG_ASSIST_TIMEOUT 4 // Steal sounds #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 #define PLAYER_MAX_HEALTH_VALUE 100 #define PLAYER_MAX_ARMOR_VALUE 100 class CCTFMultiplay : public CHalfLifeMultiplay { public: CCTFMultiplay(); 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; #ifndef NO_VOICEGAMEMGR CVoiceGameMgr m_VoiceGameMgr; #endif 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]; }; #endif // CTF_GAMERULES_H