|
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
|
|
//
|
|
|
|
// Purpose:
|
|
|
|
//
|
|
|
|
// $Workfile: $
|
|
|
|
// $Date: $
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// $Log: $
|
|
|
|
//
|
|
|
|
// $NoKeywords: $
|
|
|
|
//=============================================================================//
|
|
|
|
|
|
|
|
#ifndef TEAMPLAY_GAMERULES_H
|
|
|
|
#define TEAMPLAY_GAMERULES_H
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "gamerules.h"
|
|
|
|
#include "multiplay_gamerules.h"
|
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
|
|
|
|
#define CTeamplayRules C_TeamplayRules
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
#include "takedamageinfo.h"
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// teamplay_gamerules.h
|
|
|
|
//
|
|
|
|
|
|
|
|
|
|
|
|
#define MAX_TEAMNAME_LENGTH 16
|
|
|
|
#define MAX_TEAMS 32
|
|
|
|
|
|
|
|
#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH
|
|
|
|
|
|
|
|
|
|
|
|
class CTeamplayRules : public CMultiplayRules
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
DECLARE_CLASS( CTeamplayRules, CMultiplayRules );
|
|
|
|
|
|
|
|
// Return the value of this player towards capturing a point
|
|
|
|
virtual int GetCaptureValueForPlayer( CBasePlayer *pPlayer ) { return 1; }
|
|
|
|
virtual bool TeamMayCapturePoint( int iTeam, int iPointIndex ) { return true; }
|
|
|
|
virtual bool PlayerMayCapturePoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return true; }
|
|
|
|
virtual bool PlayerMayBlockPoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return false; }
|
|
|
|
|
|
|
|
// Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers)
|
|
|
|
virtual bool PointsMayBeCaptured( void ) { return true; }
|
|
|
|
virtual void SetLastCapPointChanged( int iIndex ) { return; }
|
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
CTeamplayRules();
|
|
|
|
virtual ~CTeamplayRules() {};
|
|
|
|
|
|
|
|
virtual void Precache( void );
|
|
|
|
|
|
|
|
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
|
|
|
|
virtual void ClientSettingsChanged( CBasePlayer *pPlayer );
|
|
|
|
virtual bool IsTeamplay( void );
|
|
|
|
virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker, const CTakeDamageInfo &info );
|
|
|
|
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
|
|
|
|
virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
|
|
|
|
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, const CTakeDamageInfo &info );
|
|
|
|
virtual const char *GetGameDescription( void ) { return "Teamplay"; } // this is the game name that gets seen in the server browser
|
|
|
|
virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
|
|
|
|
virtual void Think ( void );
|
|
|
|
virtual int GetTeamIndex( const char *pTeamName );
|
|
|
|
virtual const char *GetIndexedTeamName( int teamIndex );
|
|
|
|
virtual bool IsValidTeam( const char *pTeamName );
|
|
|
|
virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer );
|
|
|
|
virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib );
|
|
|
|
virtual void ClientDisconnected( edict_t *pClient );
|
|
|
|
virtual bool TimerMayExpire( void ) { return true; }
|
|
|
|
|
|
|
|
// A game has been won by the specified team
|
|
|
|
virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false ) { return; }
|
|
|
|
virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false ) { return; }
|
|
|
|
|
|
|
|
// Used to determine if all players should switch teams
|
|
|
|
virtual void SetSwitchTeams( bool bSwitch ){ m_bSwitchTeams = bSwitch; }
|
|
|
|
virtual bool ShouldSwitchTeams( void ){ return m_bSwitchTeams; }
|
|
|
|
virtual void HandleSwitchTeams( void ){ return; }
|
|
|
|
|
|
|
|
// Used to determine if we should scramble the teams
|
|
|
|
virtual void SetScrambleTeams( bool bScramble ){ m_bScrambleTeams = bScramble; }
|
|
|
|
virtual bool ShouldScrambleTeams( void ){ return m_bScrambleTeams; }
|
|
|
|
virtual void HandleScrambleTeams( void ){ return; }
|
|
|
|
|
|
|
|
virtual bool PointsMayAlwaysBeBlocked(){ return false; }
|
|
|
|
|
|
|
|
protected:
|
|
|
|
bool m_DisableDeathMessages;
|
|
|
|
|
|
|
|
private:
|
|
|
|
void RecountTeams( void );
|
|
|
|
const char *TeamWithFewestPlayers( void );
|
|
|
|
|
|
|
|
bool m_DisableDeathPenalty;
|
|
|
|
bool m_teamLimit; // This means the server set only some teams as valid
|
|
|
|
char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
|
|
|
|
bool m_bSwitchTeams;
|
|
|
|
bool m_bScrambleTeams;
|
|
|
|
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
|
|
|
|
inline CTeamplayRules* TeamplayGameRules()
|
|
|
|
{
|
|
|
|
return static_cast<CTeamplayRules*>(g_pGameRules);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // TEAMPLAY_GAMERULES_H
|