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.
126 lines
4.4 KiB
126 lines
4.4 KiB
//========= 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, bool bFinal = 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
|
|
|