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