125 lines
4.4 KiB
C
125 lines
4.4 KiB
C
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//========= Copyright <20> 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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