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