You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
390 lines
16 KiB
390 lines
16 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
//========================================================= |
|
// GameRules |
|
//========================================================= |
|
#pragma once |
|
#ifndef GAMERULES_H |
|
#define GAMERULES_H |
|
//++ BulliT |
|
#define NORMAL 3 |
|
#define ARENA 4 |
|
#define LMS 5 |
|
#define LTS 6 |
|
//-- Martin Webrant |
|
|
|
//#include "weapons.h" |
|
//#include "items.h" |
|
class CBasePlayerItem; |
|
class CBasePlayer; |
|
class CItem; |
|
class CBasePlayerAmmo; |
|
|
|
// weapon respawning return codes |
|
enum |
|
{ |
|
GR_NONE = 0, |
|
|
|
GR_WEAPON_RESPAWN_YES, |
|
GR_WEAPON_RESPAWN_NO, |
|
|
|
GR_AMMO_RESPAWN_YES, |
|
GR_AMMO_RESPAWN_NO, |
|
|
|
GR_ITEM_RESPAWN_YES, |
|
GR_ITEM_RESPAWN_NO, |
|
|
|
GR_PLR_DROP_GUN_ALL, |
|
GR_PLR_DROP_GUN_ACTIVE, |
|
GR_PLR_DROP_GUN_NO, |
|
|
|
GR_PLR_DROP_AMMO_ALL, |
|
GR_PLR_DROP_AMMO_ACTIVE, |
|
GR_PLR_DROP_AMMO_NO |
|
}; |
|
|
|
// Player relationship return codes |
|
enum |
|
{ |
|
GR_NOTTEAMMATE = 0, |
|
GR_TEAMMATE, |
|
GR_ENEMY, |
|
GR_ALLY, |
|
GR_NEUTRAL |
|
}; |
|
|
|
#include "agglobal.h" |
|
#include "agarena.h" |
|
#include "aglms.h" |
|
|
|
class CGameRules |
|
{ |
|
public: |
|
virtual ~CGameRules(){} |
|
|
|
virtual void RefreshSkillData( void );// fill skill data struct with proper values |
|
virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc. |
|
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch). |
|
|
|
virtual BOOL FAllowFlashlight( void ) = 0;// Are players allowed to switch on their flashlight? |
|
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// should the player switch to this weapon? |
|
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) = 0;// I can't use this weapon anymore, get me the next best one. |
|
|
|
// Functions to verify the single/multiplayer status of a game |
|
virtual BOOL IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch) |
|
virtual BOOL IsDeathmatch( void ) = 0;//is this a deathmatch game? |
|
virtual BOOL IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules? |
|
virtual BOOL IsCoOp( void ) = 0;// is this a coop game? |
|
virtual const char *GetGameDescription( void ) { return "DMC"; } // this is the game name that gets seen in the server browser |
|
|
|
// Client connection/disconnection |
|
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) |
|
virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating |
|
virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server |
|
virtual void UpdateGameMode( CBasePlayer *pPlayer ) {} // the client needs to be informed of the current game mode |
|
|
|
// Client damage rules |
|
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage? |
|
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker? |
|
virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; } |
|
|
|
// Client spawn/respawn control |
|
virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game |
|
virtual void PlayerThink( CBasePlayer *pPlayer ) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted |
|
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now? |
|
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn? |
|
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction. |
|
|
|
virtual BOOL AllowAutoTargetCrosshair( void ) { return TRUE; }; |
|
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { return FALSE; }; // handles the user commands; returns TRUE if command handled properly |
|
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) {} // the player has changed userinfo; can change it now |
|
|
|
// Client kills/scoring |
|
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player? |
|
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) = 0;// Called each time a player dies |
|
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )= 0;// Call this from within a GameRules class to report an obituary. |
|
|
|
// Weapon retrieval |
|
virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him? |
|
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// Called each time a player picks up a weapon from the ground |
|
|
|
// Weapon spawn/respawn control |
|
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ) = 0;// should this weapon respawn? |
|
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) = 0;// when may this weapon respawn? |
|
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) = 0; // can i respawn now, and if not, when should i try again? |
|
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) = 0;// where in the world should this weapon respawn? |
|
|
|
// Item retrieval |
|
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item? |
|
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit, longjump) |
|
|
|
// Item spawn/respawn control |
|
virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn? |
|
virtual float FlItemRespawnTime( CItem *pItem ) = 0;// when may this item respawn? |
|
virtual Vector VecItemRespawnSpot( CItem *pItem ) = 0;// where in the world should this item respawn? |
|
|
|
// Ammo retrieval |
|
virtual BOOL CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry );// can this player take more of this ammo? |
|
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world |
|
|
|
// Ammo spawn/respawn control |
|
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) = 0;// should this ammo item respawn? |
|
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) = 0;// when should this ammo item respawn? |
|
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) = 0;// where in the world should this ammo item respawn? |
|
// by default, everything spawns |
|
|
|
// Healthcharger respawn control |
|
virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself? |
|
virtual float FlHEVChargerRechargeTime( void ) { return 0; }// how long until a depleted HealthCharger recharges itself? |
|
|
|
// What happens to a dead player's weapons |
|
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ) = 0;// what do I do with a player's weapons when he's killed? |
|
|
|
// What happens to a dead player's ammo |
|
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ) = 0;// Do I drop ammo when the player dies? How much? |
|
|
|
// Teamplay stuff |
|
virtual const char *GetTeamID( CBaseEntity *pEntity ) = 0;// what team is this entity on? |
|
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) = 0;// What is the player's relationship with this entity? |
|
virtual int GetTeamIndex( const char *pTeamName ) { return -1; } |
|
virtual const char *GetIndexedTeamName( int teamIndex ) { return ""; } |
|
virtual BOOL IsValidTeam( const char *pTeamName ) { return TRUE; } |
|
virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) {} |
|
virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { return ""; } |
|
|
|
// Sounds |
|
virtual BOOL PlayTextureSounds( void ) { return TRUE; } |
|
virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ) { return TRUE; } |
|
|
|
// Monsters |
|
virtual BOOL FAllowMonsters( void ) = 0;//are monsters allowed |
|
|
|
// Immediately end a multiplayer game |
|
virtual void EndMultiplayerGame( void ) {} |
|
|
|
//++ BulliT |
|
AgArena m_Arena; |
|
AgLMS m_LMS; |
|
int m_iGameMode; |
|
float m_fGameStart; |
|
//-- Martin Webrant |
|
}; |
|
|
|
extern CGameRules *InstallGameRules( void ); |
|
|
|
|
|
//========================================================= |
|
// CHalfLifeRules - rules for the single player Half-Life |
|
// game. |
|
//========================================================= |
|
class CHalfLifeRules : public CGameRules |
|
{ |
|
public: |
|
CHalfLifeRules ( void ); |
|
|
|
// GR_Think |
|
virtual void Think( void ); |
|
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ); |
|
virtual BOOL FAllowFlashlight( void ) { return TRUE; }; |
|
|
|
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); |
|
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); |
|
|
|
// Functions to verify the single/multiplayer status of a game |
|
virtual BOOL IsMultiplayer( void ); |
|
virtual BOOL IsDeathmatch( void ); |
|
virtual BOOL IsCoOp( void ); |
|
|
|
// Client connection/disconnection |
|
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ); |
|
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating |
|
virtual void ClientDisconnected( edict_t *pClient ); |
|
|
|
// Client damage rules |
|
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); |
|
|
|
// Client spawn/respawn control |
|
virtual void PlayerSpawn( CBasePlayer *pPlayer ); |
|
virtual void PlayerThink( CBasePlayer *pPlayer ); |
|
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ); |
|
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ); |
|
|
|
virtual BOOL AllowAutoTargetCrosshair( void ); |
|
|
|
// Client kills/scoring |
|
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ); |
|
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); |
|
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); |
|
|
|
// Weapon retrieval |
|
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); |
|
|
|
// Weapon spawn/respawn control |
|
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ); |
|
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ); |
|
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ); |
|
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ); |
|
|
|
// Item retrieval |
|
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ); |
|
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ); |
|
|
|
// Item spawn/respawn control |
|
virtual int ItemShouldRespawn( CItem *pItem ); |
|
virtual float FlItemRespawnTime( CItem *pItem ); |
|
virtual Vector VecItemRespawnSpot( CItem *pItem ); |
|
|
|
// Ammo retrieval |
|
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ); |
|
|
|
// Ammo spawn/respawn control |
|
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ); |
|
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ); |
|
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ); |
|
|
|
// Healthcharger respawn control |
|
virtual float FlHealthChargerRechargeTime( void ); |
|
|
|
// What happens to a dead player's weapons |
|
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ); |
|
|
|
// What happens to a dead player's ammo |
|
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ); |
|
|
|
// Monsters |
|
virtual BOOL FAllowMonsters( void ); |
|
|
|
// Teamplay stuff |
|
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";}; |
|
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ); |
|
}; |
|
|
|
//========================================================= |
|
// CHalfLifeMultiplay - rules for the basic half life multiplayer |
|
// competition |
|
//========================================================= |
|
class CHalfLifeMultiplay : public CGameRules |
|
{ |
|
public: |
|
CHalfLifeMultiplay(); |
|
|
|
// GR_Think |
|
virtual void Think( void ); |
|
virtual void RefreshSkillData( void ); |
|
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ); |
|
virtual BOOL FAllowFlashlight( void ); |
|
|
|
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); |
|
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ); |
|
|
|
// Functions to verify the single/multiplayer status of a game |
|
virtual BOOL IsMultiplayer( void ); |
|
virtual BOOL IsDeathmatch( void ); |
|
virtual BOOL IsCoOp( void ); |
|
|
|
// Client connection/disconnection |
|
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in |
|
// svRejectReason |
|
// Only the client's name and remote address are provided to the dll for verification. |
|
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ); |
|
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating |
|
virtual void ClientDisconnected( edict_t *pClient ); |
|
virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode |
|
|
|
// Client damage rules |
|
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ); |
|
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ); |
|
|
|
// Client spawn/respawn control |
|
virtual void PlayerSpawn( CBasePlayer *pPlayer ); |
|
virtual void PlayerThink( CBasePlayer *pPlayer ); |
|
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ); |
|
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ); |
|
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer ); |
|
|
|
virtual BOOL AllowAutoTargetCrosshair( void ); |
|
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ); |
|
|
|
// Client kills/scoring |
|
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ); |
|
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); |
|
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ); |
|
|
|
// Weapon retrieval |
|
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ); |
|
virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him? |
|
|
|
// Weapon spawn/respawn control |
|
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ); |
|
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ); |
|
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ); |
|
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ); |
|
|
|
// Item retrieval |
|
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ); |
|
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ); |
|
|
|
// Item spawn/respawn control |
|
virtual int ItemShouldRespawn( CItem *pItem ); |
|
virtual float FlItemRespawnTime( CItem *pItem ); |
|
virtual Vector VecItemRespawnSpot( CItem *pItem ); |
|
|
|
// Ammo retrieval |
|
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ); |
|
|
|
// Ammo spawn/respawn control |
|
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ); |
|
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ); |
|
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ); |
|
|
|
// Healthcharger respawn control |
|
virtual float FlHealthChargerRechargeTime( void ); |
|
virtual float FlHEVChargerRechargeTime( void ); |
|
|
|
// What happens to a dead player's weapons |
|
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ); |
|
|
|
// What happens to a dead player's ammo |
|
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ); |
|
|
|
// Teamplay stuff |
|
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";} |
|
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ); |
|
|
|
virtual BOOL PlayTextureSounds( void ) { return FALSE; } |
|
virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ); |
|
|
|
// Monsters |
|
virtual BOOL FAllowMonsters( void ); |
|
|
|
// Immediately end a multiplayer game |
|
virtual void EndMultiplayerGame( void ) { GoToIntermission(); } |
|
|
|
protected: |
|
virtual void ChangeLevel( void ); |
|
virtual void GoToIntermission( void ); |
|
float m_flIntermissionEndTime; |
|
float m_flIntermissionStartTime; |
|
BOOL m_iEndIntermissionButtonHit; |
|
void SendMOTDToClient( edict_t *client ); |
|
|
|
float m_flGameEndTime; |
|
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ); |
|
}; |
|
|
|
extern DLL_GLOBAL CGameRules *g_pGameRules; |
|
|
|
#endif // GAMERULES_H |
|
|
|
|