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366 lines
16 KiB
366 lines
16 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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//========================================================= |
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// GameRules |
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//========================================================= |
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#pragma once |
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#ifndef GAMERULES_H |
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#define GAMERULES_H |
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//#include "weapons.h" |
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//#include "items.h" |
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class CBasePlayerItem; |
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class CBasePlayer; |
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class CItem; |
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class CBasePlayerAmmo; |
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// weapon respawning return codes |
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enum |
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{ |
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GR_NONE = 0, |
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GR_WEAPON_RESPAWN_YES, |
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GR_WEAPON_RESPAWN_NO, |
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GR_AMMO_RESPAWN_YES, |
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GR_AMMO_RESPAWN_NO, |
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GR_ITEM_RESPAWN_YES, |
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GR_ITEM_RESPAWN_NO, |
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GR_PLR_DROP_GUN_ALL, |
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GR_PLR_DROP_GUN_ACTIVE, |
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GR_PLR_DROP_GUN_NO, |
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GR_PLR_DROP_AMMO_ALL, |
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GR_PLR_DROP_AMMO_ACTIVE, |
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GR_PLR_DROP_AMMO_NO |
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}; |
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// Player relationship return codes |
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enum |
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{ |
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GR_NOTTEAMMATE = 0, |
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GR_TEAMMATE, |
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GR_ENEMY, |
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GR_ALLY, |
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GR_NEUTRAL |
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}; |
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class CGameRules |
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{ |
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public: |
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virtual ~CGameRules(){} |
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virtual void RefreshSkillData( void );// fill skill data struct with proper values |
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virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc. |
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virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch). |
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virtual BOOL FAllowFlashlight( void ) = 0;// Are players allowed to switch on their flashlight? |
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virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// should the player switch to this weapon? |
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virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) = 0;// I can't use this weapon anymore, get me the next best one. |
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// Functions to verify the single/multiplayer status of a game |
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virtual BOOL IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch) |
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virtual BOOL IsDeathmatch( void ) = 0;//is this a deathmatch game? |
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virtual BOOL IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules? |
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virtual BOOL IsCoOp( void ) = 0;// is this a coop game? |
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virtual const char *GetGameDescription( void ) { return "Half-Life"; } // this is the game name that gets seen in the server browser |
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// Client connection/disconnection |
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virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) = 0;// a client just connected to the server (player hasn't spawned yet) |
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virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating |
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virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server |
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virtual void UpdateGameMode( CBasePlayer *pPlayer ) {} // the client needs to be informed of the current game mode |
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// Client damage rules |
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage? |
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virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker? |
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virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; } |
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// Client spawn/respawn control |
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virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game |
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virtual void PlayerThink( CBasePlayer *pPlayer ) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted |
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virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now? |
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virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn? |
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virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction. |
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virtual BOOL AllowAutoTargetCrosshair( void ) { return TRUE; }; |
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virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { return FALSE; }; // handles the user commands; returns TRUE if command handled properly |
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virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ); // the player has changed userinfo; can change it now |
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// Client kills/scoring |
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player? |
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virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) = 0;// Called each time a player dies |
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )= 0;// Call this from within a GameRules class to report an obituary. |
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// Weapon retrieval |
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virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him? |
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virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// Called each time a player picks up a weapon from the ground |
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// Weapon spawn/respawn control |
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virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ) = 0;// should this weapon respawn? |
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virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) = 0;// when may this weapon respawn? |
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virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) = 0; // can i respawn now, and if not, when should i try again? |
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virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) = 0;// where in the world should this weapon respawn? |
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// Item retrieval |
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virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item? |
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virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit, longjump) |
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// Item spawn/respawn control |
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virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn? |
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virtual float FlItemRespawnTime( CItem *pItem ) = 0;// when may this item respawn? |
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virtual Vector VecItemRespawnSpot( CItem *pItem ) = 0;// where in the world should this item respawn? |
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// Ammo retrieval |
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virtual BOOL CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry );// can this player take more of this ammo? |
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virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world |
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// Ammo spawn/respawn control |
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virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) = 0;// should this ammo item respawn? |
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virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) = 0;// when should this ammo item respawn? |
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virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) = 0;// where in the world should this ammo item respawn? |
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// by default, everything spawns |
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// Healthcharger respawn control |
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virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself? |
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virtual float FlHEVChargerRechargeTime( void ) { return 0; }// how long until a depleted HealthCharger recharges itself? |
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// What happens to a dead player's weapons |
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virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ) = 0;// what do I do with a player's weapons when he's killed? |
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// What happens to a dead player's ammo |
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virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ) = 0;// Do I drop ammo when the player dies? How much? |
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// Teamplay stuff |
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virtual const char *GetTeamID( CBaseEntity *pEntity ) = 0;// what team is this entity on? |
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) = 0;// What is the player's relationship with this entity? |
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virtual int GetTeamIndex( const char *pTeamName ) { return -1; } |
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virtual const char *GetIndexedTeamName( int teamIndex ) { return ""; } |
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virtual BOOL IsValidTeam( const char *pTeamName ) { return TRUE; } |
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virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) {} |
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virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { return ""; } |
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// Sounds |
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virtual BOOL PlayTextureSounds( void ) { return TRUE; } |
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virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ) { return TRUE; } |
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// Monsters |
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virtual BOOL FAllowMonsters( void ) = 0;//are monsters allowed |
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// Immediately end a multiplayer game |
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virtual void EndMultiplayerGame( void ) {} |
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}; |
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extern CGameRules *InstallGameRules( void ); |
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//========================================================= |
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// CHalfLifeRules - rules for the single player Half-Life |
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// game. |
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//========================================================= |
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class CHalfLifeRules : public CGameRules |
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{ |
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public: |
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CHalfLifeRules ( void ); |
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// GR_Think |
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virtual void Think( void ); |
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virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ); |
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virtual BOOL FAllowFlashlight( void ) { return TRUE; }; |
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virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); |
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virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); |
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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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virtual BOOL IsDeathmatch( void ); |
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virtual BOOL IsCoOp( void ); |
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// Client connection/disconnection |
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virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ); |
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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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// 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 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, entvars_t *pKiller, entvars_t *pInflictor ); |
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); |
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// Weapon retrieval |
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virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); |
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// Weapon spawn/respawn control |
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virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ); |
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virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ); |
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virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ); |
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virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *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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// Ammo retrieval |
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virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ); |
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// Ammo spawn/respawn control |
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virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ); |
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virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ); |
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virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ); |
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// Healthcharger respawn control |
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virtual float FlHealthChargerRechargeTime( 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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// Monsters |
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virtual BOOL FAllowMonsters( void ); |
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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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}; |
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//========================================================= |
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// CHalfLifeMultiplay - rules for the basic half life multiplayer |
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// competition |
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//========================================================= |
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class CHalfLifeMultiplay : public CGameRules |
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{ |
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public: |
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CHalfLifeMultiplay(); |
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// GR_Think |
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virtual void Think( void ); |
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virtual void RefreshSkillData( void ); |
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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, CBasePlayerItem *pWeapon ); |
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virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); |
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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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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 szRejectReason[128] ); |
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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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virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode |
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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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// 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 edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer ); |
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virtual BOOL AllowAutoTargetCrosshair( void ); |
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virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ); |
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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, entvars_t *pKiller, entvars_t *pInflictor ); |
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); |
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// Weapon retrieval |
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virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); |
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virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him? |
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// Weapon spawn/respawn control |
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virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ); |
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virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ); |
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virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ); |
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virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *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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// Ammo retrieval |
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virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ); |
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// Ammo spawn/respawn control |
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virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ); |
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virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ); |
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virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ); |
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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 PlayTextureSounds( void ) { return FALSE; } |
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virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ); |
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// Monsters |
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virtual BOOL FAllowMonsters( void ); |
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// Immediately end a multiplayer game |
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virtual void EndMultiplayerGame( void ) { GoToIntermission(); } |
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protected: |
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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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BOOL m_iEndIntermissionButtonHit; |
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void SendMOTDToClient( edict_t *client ); |
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}; |
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extern DLL_GLOBAL CGameRules *g_pGameRules; |
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#endif // GAMERULES_H
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