cs16-client-legacy/dlls/gamerules.h

398 lines
16 KiB
C++

/***
*
* 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.
*
****/
class CBasePlayerItem;
class CBasePlayer;
class CItem;
class CBasePlayerAmmo;
#define MAX_MOTD_CHUNK 60
#define MAX_MOTD_LENGTH 1536
#define STARTMONEY_MAX 32000
#define STARTMONEY_MIN 800
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
};
enum
{
GR_NOTTEAMMATE = 0,
GR_TEAMMATE,
GR_ENEMY,
GR_ALLY,
GR_NEUTRAL
};
class CGameRules
{
public:
virtual void RefreshSkillData(void);
virtual void Think(void) = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight(void) = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
virtual BOOL IsMultiplayer(void) = 0;
virtual BOOL IsDeathmatch(void) = 0;
virtual BOOL IsTeamplay(void) { return FALSE; }
virtual BOOL IsCoOp(void) = 0;
virtual const char *GetGameDescription(void) { return "Counter-Strike"; }
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void ClientDisconnected(edict_t *pClient) = 0;
virtual void UpdateGameMode(CBasePlayer *pPlayer) {}
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) { return TRUE; }
virtual BOOL ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target) { return TRUE; }
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
virtual BOOL AllowAutoTargetCrosshair(void) { return TRUE; }
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) { return FALSE; }
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) { return FALSE; }
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) {}
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry);
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlHealthChargerRechargeTime(void) = 0;
virtual float FlHEVChargerRechargeTime(void) { return 0; }
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBaseEntity *pPlayer, CBaseEntity *pTarget) = 0;
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 ""; }
virtual BOOL PlayTextureSounds(void) { return TRUE; }
virtual BOOL FAllowMonsters(void) = 0;
virtual void EndMultiplayerGame(void) {}
virtual BOOL IsFreezePeriod(void) { return m_bFreezePeriod; }
virtual void ServerDeactivate(void) {}
virtual void CheckMapConditions(void) {}
public:
BOOL m_bFreezePeriod;
BOOL m_bBombDropped;
};
extern char *GetTeam(int teamNo);
extern void Broadcast(const char *sentence, int pitch = 100 );
extern CGameRules *InstallGameRules(void);
class CHalfLifeRules : public CGameRules
{
public:
CHalfLifeRules(void);
public:
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);
virtual BOOL IsMultiplayer(void);
virtual BOOL IsDeathmatch(void);
virtual BOOL IsCoOp(void);
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
virtual void InitHUD(CBasePlayer *pl);
virtual void ClientDisconnected(edict_t *pClient);
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
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 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);
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon);
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon);
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon);
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon);
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
virtual int ItemShouldRespawn(CItem *pItem);
virtual float FlItemRespawnTime(CItem *pItem);
virtual Vector VecItemRespawnSpot(CItem *pItem);
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo);
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo);
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo);
virtual float FlHealthChargerRechargeTime(void);
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
virtual BOOL FAllowMonsters(void);
virtual const char *GetTeamID(CBaseEntity *pEntity) { return ""; }
virtual int PlayerRelationship(CBaseEntity *pPlayer, CBaseEntity *pTarget);
};
#define MAX_MAPS 100
#define MAX_VIPQUEUES 5
enum
{
WINSTATUS_CT = 1,
WINSTATUS_TERRORIST,
WINSTATUS_DRAW
};
#define Target_Bombed 1
#define VIP_Escaped 2
#define VIP_Assassinated 3
#define Terrorists_Escaped 4
#define CTs_PreventEscape 5
#define Escaping_Terrorists_Neutralized 6
#define Bomb_Defused 7
#define CTs_Win 8
#define Terrorists_Win 9
#define Round_Draw 10
#define All_Hostages_Rescued 11
#define Target_Saved 12
#define Hostages_Not_Rescued 13
#define Terrorists_Not_Escaped 14
#define VIP_Not_Escaped 15
#define Game_Commencing 16
#include "voice_gamemgr.h"
class CHalfLifeMultiplay : public CGameRules
{
public:
CHalfLifeMultiplay(void);
public:
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);
virtual BOOL IsMultiplayer(void);
virtual BOOL IsDeathmatch(void);
virtual BOOL IsCoOp(void);
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
virtual void InitHUD(CBasePlayer *pl);
virtual void ClientDisconnected(edict_t *pClient);
virtual void UpdateGameMode(CBasePlayer *pPlayer);
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker);
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_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd);
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer);
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);
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon);
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon);
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon);
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon);
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
virtual int ItemShouldRespawn(CItem *pItem);
virtual float FlItemRespawnTime(CItem *pItem);
virtual Vector VecItemRespawnSpot(CItem *pItem);
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo);
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo);
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo);
virtual float FlHealthChargerRechargeTime(void);
virtual float FlHEVChargerRechargeTime(void);
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
virtual const char *GetTeamID(CBaseEntity *pEntity) { return ""; }
virtual int PlayerRelationship(CBaseEntity *pPlayer, CBaseEntity *pTarget);
virtual BOOL PlayTextureSounds(void) { return FALSE; }
virtual BOOL FAllowMonsters(void);
virtual void EndMultiplayerGame(void) { GoToIntermission(); }
virtual void CheckMapConditions(void);
virtual void ServerDeactivate(void);
virtual void CleanUpMap(void);
virtual void RestartRound(void);
virtual void CheckWinConditions(void);
virtual void RemoveGuns(void);
virtual void GiveC4(void);
virtual void ChangeLevel(void);
virtual void GoToIntermission(void);
virtual void SetRestartServerAtRoundEnd();
virtual BOOL ShouldRestart();
public:
void SendMOTDToClient(edict_t *client);
void InitializePlayerCounts(int &NumAliveTerrorist, int &NumAliveCT, int &NumDeadTerrorist, int &NumDeadCT);
BOOL NeededPlayersCheck(BOOL &bNeededPlayers);
BOOL VIPRoundEndCheck(BOOL bNeededPlayers);
BOOL PrisonRoundEndCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT, BOOL bNeededPlayers);
BOOL BombRoundEndCheck(BOOL bNeededPlayers);
BOOL TeamExterminationCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT, BOOL bNeededPlayers);
BOOL HostageRescueRoundEndCheck(BOOL bNeededPlayers);
void BalanceTeams(void);
BOOL IsThereABomber(void);
BOOL IsThereABomb(void);
BOOL TeamFull(int team_id);
BOOL TeamStacked(int newTeam_id, int curTeam_id);
void StackVIPQueue(void);
void CheckVIPQueue(void);
BOOL IsVIPQueueEmpty(void);
BOOL AddToVIPQueue(CBasePlayer *pPlayer);
void ResetCurrentVIP(void);
void PickNextVIP(void);
void CheckFreezePeriodExpired(void);
void CheckRoundTimeExpired(void);
void CheckLevelInitialized(void);
void CheckRestartRound(void);
BOOL CheckTimeLimit(void);
BOOL CheckMaxRounds(void);
BOOL CheckGameOver(void);
BOOL CheckWinLimit(void);
void CheckAllowSpecator(void);
void CheckGameCvar(void);
void DisplayMaps(CBasePlayer *pPlayer, int mapId);
void ResetAllMapVotes(void);
void ProcessMapVote(CBasePlayer *pPlayer, int mapId);
void UpdateTeamScores(void);
void SwapAllPlayers(void);
void TerminateRound(float tmDelay, int iWinStatus);
void QueueCareerRoundEndMenu(float tmDelay, int iWinStatus);
float TimeRemaining(void) { return m_iRoundTimeSecs - gpGlobals->time + m_fRoundCount; }
BOOL HasRoundTimeExpired(void);
BOOL IsBombPlanted(void);
void MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int team);
void CareerRestart(void);
BOOL IsCareer(void) { return FALSE; }
public:
CVoiceGameMgr m_VoiceGameMgr;
float m_fTeamCount;
float m_flCheckWinConditions;
float m_fRoundCount;
int m_iRoundTime;
int m_iRoundTimeSecs;
int m_iIntroRoundTime;
float m_fIntroRoundCount;
int m_iAccountTerrorist;
int m_iAccountCT;
int m_iNumTerrorist;
int m_iNumCT;
int m_iNumSpawnableTerrorist;
int m_iNumSpawnableCT;
int m_iSpawnPointCount_Terrorist;
int m_iSpawnPointCount_CT;
int m_iHostagesRescued;
int m_iHostagesTouched;
int m_iRoundWinStatus;
short m_iNumCTWins;
short m_iNumTerroristWins;
bool m_bTargetBombed;
bool m_bBombDefused;
bool m_bMapHasBombTarget;
bool m_bMapHasBombZone;
bool m_bMapHasBuyZone;
bool m_bMapHasRescueZone;
bool m_bMapHasEscapeZone;
int m_iMapHasVIPSafetyZone;
int m_bMapHasCameras;
int m_iC4Timer;
int m_iC4Guy;
int m_iLoserBonus;
int m_iNumConsecutiveCTLoses;
int m_iNumConsecutiveTerroristLoses;
float m_fMaxIdlePeriod;
int m_iLimitTeams;
bool m_bLevelInitialized;
bool m_bRoundTerminating;
bool m_bCompleteReset;
float m_flRequiredEscapeRatio;
int m_iNumEscapers;
int m_iHaveEscaped;
bool m_bCTCantBuy;
bool m_bTCantBuy;
float m_flBombRadius;
int m_iConsecutiveVIP;
int m_iTotalGunCount;
int m_iTotalGrenadeCount;
int m_iTotalArmourCount;
int m_iUnBalancedRounds;
int m_iNumEscapeRounds;
int m_iMapVotes[MAX_MAPS];
int m_iLastPick;
int m_iMaxMapTime;
int m_iMaxRounds;
int m_iTotalRoundsPlayed;
int m_iMaxRoundsWon;
int m_iStoredSpectValue;
float m_flForceCameraValue;
float m_flForceChaseCamValue;
float m_flFadeToBlackValue;
CBasePlayer *m_pVIP;
CBasePlayer *VIPQueue[MAX_VIPQUEUES];
float m_flIntermissionEndTime;
float m_flIntermissionStartTime;
int m_iEndIntermissionButtonHit;
float m_tmNextPeriodicThink;
bool m_bFirstConnected;
bool m_bInCareerGame;
float m_fCareerRoundMenuTime;
int m_iCareerMatchWins;
int m_iRoundWinDifference;
float m_fCareerMatchMenuTime;
bool m_bSkipSpawn;
BOOL m_bShouldRestart;
};
extern DLL_GLOBAL CHalfLifeMultiplay *g_pGameRules;