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124 lines
4.3 KiB
124 lines
4.3 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef TEAMPLAY_GAMERULES_H |
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#define TEAMPLAY_GAMERULES_H |
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#pragma once |
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#include "gamerules.h" |
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#include "multiplay_gamerules.h" |
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#ifdef CLIENT_DLL |
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#define CTeamplayRules C_TeamplayRules |
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#else |
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#include "takedamageinfo.h" |
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#endif |
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// |
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// teamplay_gamerules.h |
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// |
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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 CTeamplayRules : public CMultiplayRules |
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{ |
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public: |
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DECLARE_CLASS( CTeamplayRules, CMultiplayRules ); |
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// Return the value of this player towards capturing a point |
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virtual int GetCaptureValueForPlayer( CBasePlayer *pPlayer ) { return 1; } |
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virtual bool TeamMayCapturePoint( int iTeam, int iPointIndex ) { return true; } |
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virtual bool PlayerMayCapturePoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return true; } |
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virtual bool PlayerMayBlockPoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 ) { return false; } |
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// Return false if players aren't allowed to cap points at this time (i.e. in WaitingForPlayers) |
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virtual bool PointsMayBeCaptured( void ) { return true; } |
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virtual void SetLastCapPointChanged( int iIndex ) { return; } |
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#ifdef CLIENT_DLL |
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#else |
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CTeamplayRules(); |
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virtual ~CTeamplayRules() {}; |
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virtual void Precache( void ); |
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virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args ); |
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virtual void ClientSettingsChanged( CBasePlayer *pPlayer ); |
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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 bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker ); |
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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, const CTakeDamageInfo &info ); |
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virtual const char *GetGameDescription( void ) { return "Teamplay"; } // this is the game name that gets seen in the server browser |
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virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info ); |
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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 const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ); |
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virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib ); |
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virtual void ClientDisconnected( edict_t *pClient ); |
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virtual bool TimerMayExpire( void ) { return true; } |
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// A game has been won by the specified team |
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virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false ) { return; } |
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virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false ) { return; } |
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// Used to determine if all players should switch teams |
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virtual void SetSwitchTeams( bool bSwitch ){ m_bSwitchTeams = bSwitch; } |
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virtual bool ShouldSwitchTeams( void ){ return m_bSwitchTeams; } |
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virtual void HandleSwitchTeams( void ){ return; } |
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// Used to determine if we should scramble the teams |
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virtual void SetScrambleTeams( bool bScramble ){ m_bScrambleTeams = bScramble; } |
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virtual bool ShouldScrambleTeams( void ){ return m_bScrambleTeams; } |
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virtual void HandleScrambleTeams( void ){ return; } |
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protected: |
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bool m_DisableDeathMessages; |
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private: |
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void RecountTeams( void ); |
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const char *TeamWithFewestPlayers( void ); |
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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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bool m_bSwitchTeams; |
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bool m_bScrambleTeams; |
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#endif |
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}; |
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inline CTeamplayRules* TeamplayGameRules() |
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{ |
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return static_cast<CTeamplayRules*>(g_pGameRules); |
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} |
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#endif // TEAMPLAY_GAMERULES_H
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