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369 lines
16 KiB
C
369 lines
16 KiB
C
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/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef GAMERULES_H
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#define GAMERULES_H
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//=========================================================
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// GameRules
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//=========================================================
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//#include "weapons.h"
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//#include "items.h"
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class CBasePlayerItem;
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class CBasePlayer;
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class CItem;
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class CBasePlayerAmmo;
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// weapon respawning return codes
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enum
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{
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GR_NONE = 0,
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GR_WEAPON_RESPAWN_YES,
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GR_WEAPON_RESPAWN_NO,
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GR_AMMO_RESPAWN_YES,
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GR_AMMO_RESPAWN_NO,
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GR_ITEM_RESPAWN_YES,
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GR_ITEM_RESPAWN_NO,
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GR_PLR_DROP_GUN_ALL,
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GR_PLR_DROP_GUN_ACTIVE,
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GR_PLR_DROP_GUN_NO,
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GR_PLR_DROP_AMMO_ALL,
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GR_PLR_DROP_AMMO_ACTIVE,
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GR_PLR_DROP_AMMO_NO,
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};
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// Player relationship return codes
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enum
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{
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GR_NOTTEAMMATE = 0,
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GR_TEAMMATE,
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GR_ENEMY,
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GR_ALLY,
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GR_NEUTRAL,
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};
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class CGameRules
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{
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public:
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virtual ~CGameRules() {}
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virtual void RefreshSkillData( void );// fill skill data struct with proper values
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virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc.
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virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
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virtual BOOL FAllowFlashlight( void ) = 0;// Are players allowed to switch on their flashlight?
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virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// should the player switch to this weapon?
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virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) = 0;// I can't use this weapon anymore, get me the next best one.
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// Functions to verify the single/multiplayer status of a game
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virtual BOOL IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch)
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virtual BOOL IsDeathmatch( void ) = 0;//is this a deathmatch game?
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virtual BOOL IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules?
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virtual BOOL IsCoOp( void ) = 0;// is this a coop game?
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virtual const char *GetGameDescription( void ) { return "Half-Life"; } // this is the game name that gets seen in the server browser
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// Client connection/disconnection
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virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) = 0;// a client just connected to the server (player hasn't spawned yet)
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virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating
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virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server
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virtual void UpdateGameMode( CBasePlayer *pPlayer ) {} // the client needs to be informed of the current game mode
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// Client damage rules
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage?
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virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker?
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virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; }
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// Client spawn/respawn control
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virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game
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virtual void PlayerThink( CBasePlayer *pPlayer ) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
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virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now?
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virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn?
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virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction.
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virtual BOOL AllowAutoTargetCrosshair( void ) { return TRUE; };
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virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { return FALSE; }; // handles the user commands; returns TRUE if command handled properly
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virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) {} // the player has changed userinfo; can change it now
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// Client kills/scoring
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player?
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virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) = 0;// Called each time a player dies
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )= 0;// Call this from within a GameRules class to report an obituary.
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virtual bool CanPlayerBeKilled(CBasePlayer* inPlayer) { return true; }
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// Weapon retrieval
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virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him?
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virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// Called each time a player picks up a weapon from the ground
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// Weapon spawn/respawn control
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virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ) = 0;// should this weapon respawn?
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virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) = 0;// when may this weapon respawn?
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virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) = 0; // can i respawn now, and if not, when should i try again?
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virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) = 0;// where in the world should this weapon respawn?
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// Item retrieval
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virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item?
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virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit, longjump)
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// Item spawn/respawn control
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virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn?
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virtual float FlItemRespawnTime( CItem *pItem ) = 0;// when may this item respawn?
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virtual Vector VecItemRespawnSpot( CItem *pItem ) = 0;// where in the world should this item respawn?
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// Ammo retrieval
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virtual BOOL CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry );// can this player take more of this ammo?
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virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world
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// Ammo spawn/respawn control
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virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) = 0;// should this ammo item respawn?
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virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) = 0;// when should this ammo item respawn?
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virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) = 0;// where in the world should this ammo item respawn?
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// by default, everything spawns
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// Healthcharger respawn control
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virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself?
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virtual float FlHEVChargerRechargeTime( void ) { return 0; }// how long until a depleted HealthCharger recharges itself?
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// What happens to a dead player's weapons
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virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ) = 0;// what do I do with a player's weapons when he's killed?
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// What happens to a dead player's ammo
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virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ) = 0;// Do I drop ammo when the player dies? How much?
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// Teamplay stuff
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virtual const char *GetTeamID( CBaseEntity *pEntity ) = 0;// what team is this entity on?
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) = 0;// What is the player's relationship with this entity?
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virtual int GetTeamIndex( const char *pTeamName ) { return -1; }
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virtual const char *GetIndexedTeamName( int teamIndex ) { return ""; }
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virtual BOOL IsValidTeam( const char *pTeamName ) { return TRUE; }
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virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) {}
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virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { return ""; }
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// Sounds
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virtual BOOL PlayTextureSounds( void ) { return TRUE; }
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virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ) { return TRUE; }
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// Monsters
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virtual BOOL FAllowMonsters( void ) = 0;//are monsters allowed
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// Immediately end a multiplayer game
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virtual void EndMultiplayerGame( void ) {}
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};
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extern void InstallGameRules( void );
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//=========================================================
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// CHalfLifeRules - rules for the single player Half-Life
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// game.
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//=========================================================
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class CHalfLifeRules : public CGameRules
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{
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public:
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CHalfLifeRules ( void );
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// GR_Think
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virtual void Think( void );
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virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity );
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virtual BOOL FAllowFlashlight( void ) { return TRUE; };
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virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
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virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
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// Functions to verify the single/multiplayer status of a game
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virtual BOOL IsMultiplayer( void );
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virtual BOOL IsDeathmatch( void );
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virtual BOOL IsCoOp( void );
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// Client connection/disconnection
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virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
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virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
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virtual void ClientDisconnected( edict_t *pClient );
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// Client damage rules
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
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// Client spawn/respawn control
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virtual void PlayerSpawn( CBasePlayer *pPlayer );
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virtual void PlayerThink( CBasePlayer *pPlayer );
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virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer );
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virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
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virtual BOOL AllowAutoTargetCrosshair( void );
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// Client kills/scoring
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
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virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
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// Weapon retrieval
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virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
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// Weapon spawn/respawn control
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virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon );
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virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon );
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virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon );
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virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon );
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// Item retrieval
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virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
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virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
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// Item spawn/respawn control
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virtual int ItemShouldRespawn( CItem *pItem );
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virtual float FlItemRespawnTime( CItem *pItem );
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virtual Vector VecItemRespawnSpot( CItem *pItem );
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// Ammo retrieval
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virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount );
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// Ammo spawn/respawn control
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virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo );
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virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo );
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virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo );
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// Healthcharger respawn control
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virtual float FlHealthChargerRechargeTime( void );
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// What happens to a dead player's weapons
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virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
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// What happens to a dead player's ammo
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virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
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// Monsters
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virtual BOOL FAllowMonsters( void );
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// Teamplay stuff
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virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";};
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
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};
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//=========================================================
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// CHalfLifeMultiplay - rules for the basic half life multiplayer
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// competition
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//=========================================================
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class CHalfLifeMultiplay : public CGameRules
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{
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public:
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CHalfLifeMultiplay();
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// GR_Think
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virtual void Think( void );
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virtual void RefreshSkillData( void );
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virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity );
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virtual BOOL FAllowFlashlight( void );
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virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
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virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
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// Functions to verify the single/multiplayer status of a game
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virtual BOOL IsMultiplayer( void );
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virtual BOOL IsDeathmatch( void );
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virtual BOOL IsCoOp( void );
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// Client connection/disconnection
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// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in
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// svRejectReason
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// Only the client's name and remote address are provided to the dll for verification.
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virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
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virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
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virtual void ClientDisconnected( edict_t *pClient );
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virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode
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// Client damage rules
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virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
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virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
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// Client spawn/respawn control
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virtual void PlayerSpawn( CBasePlayer *pPlayer );
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virtual void PlayerThink( CBasePlayer *pPlayer );
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virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer );
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virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
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virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
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virtual BOOL AllowAutoTargetCrosshair( void );
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virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
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// Client kills/scoring
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virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
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virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
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virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
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// Weapon retrieval
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virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
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virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him?
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// Weapon spawn/respawn control
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virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon );
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virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon );
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virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon );
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virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon );
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// Item retrieval
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virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
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virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
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// Item spawn/respawn control
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virtual int ItemShouldRespawn( CItem *pItem );
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virtual float FlItemRespawnTime( CItem *pItem );
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virtual Vector VecItemRespawnSpot( CItem *pItem );
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// Ammo retrieval
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virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount );
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// Ammo spawn/respawn control
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virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo );
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virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo );
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virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo );
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// Healthcharger respawn control
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virtual float FlHealthChargerRechargeTime( void );
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virtual float FlHEVChargerRechargeTime( void );
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// What happens to a dead player's weapons
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virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
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// What happens to a dead player's ammo
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virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
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// Teamplay stuff
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virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";}
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virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
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virtual BOOL PlayTextureSounds( void ) { return FALSE; }
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virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol );
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// Monsters
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virtual BOOL FAllowMonsters( void );
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// Immediately end a multiplayer game
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virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
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||
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protected:
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virtual void ChangeLevel( void );
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||
|
virtual void GoToIntermission( void );
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||
|
float m_flIntermissionEndTime;
|
||
|
BOOL m_iEndIntermissionButtonHit;
|
||
|
virtual void SendMOTDToClient( edict_t *client );
|
||
|
};
|
||
|
|
||
|
extern DLL_GLOBAL CGameRules* g_pGameRules;
|
||
|
|
||
|
#endif
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