NS/main/source/mod/AvHGamerules.h

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//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: NS high-level game rules
//
// $Workfile: AvHGamerules.h $
// $Date: 2002/11/15 04:46:18 $
//
//-------------------------------------------------------------------------------
// $Log: AvHGamerules.h,v $
// Revision 1.52 2002/11/15 04:46:18 Flayra
// - Changes to for profiling and for improving AddToFullPack performance
//
// Revision 1.51 2002/11/12 02:24:57 Flayra
// - HLTV updates
//
// Revision 1.50 2002/11/06 01:40:01 Flayra
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
//
// Revision 1.49 2002/11/03 04:49:45 Flayra
// - Moved constants into .dll out of .cfg
// - Particle systems update much less often, big optimization
// - Team balance fixes
//
// Revision 1.48 2002/10/28 20:34:53 Flayra
// - Reworked game reset slightly, to meter out network usage during game reset
//
// Revision 1.47 2002/10/20 21:10:41 Flayra
// - Optimizations
//
// Revision 1.46 2002/10/16 00:56:22 Flayra
// - Prototyped curl support for NS stats
// - Added player auth stuff (server string)
// - Added concept of secondary weapons
// - Removed disconnect sound
// - Fixed MOTD
// - Added "order needed" alert
//
// Revision 1.45 2002/10/03 18:44:03 Flayra
// - Play disconnected sound quieter because of mass exodus effect
// - Added functionality to allow players to join a team and run around freely before game countdown starts. Game resets when countdown starts.
// - Added new alien alerts
//
// Revision 1.44 2002/09/23 22:16:01 Flayra
// - Added game victory status logging
// - Fixed commander alerts
// - Added new alerts
// - Particle system changes, only send them down when connecting or map changes
//
// Revision 1.43 2002/09/09 19:51:13 Flayra
// - Removed gamerules dictating alien respawn time, now it's in server variable
//
// Revision 1.42 2002/08/16 02:35:09 Flayra
// - Blips now update once per second, instead of once per player per second
//
// Revision 1.41 2002/08/09 01:01:42 Flayra
// - Removed error condition for map validity, allow marines to have only one primary weapon, adjust weapon weights
//
// Revision 1.40 2002/08/02 22:00:23 Flayra
// - New alert system that's not so annoying and is more helpful. Tweaks for new help system.
//
// Revision 1.39 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.38 2002/07/23 17:03:21 Flayra
// - Resource model changes, refactoring spawning to fix level 5 redemption bug without code duplication
//
// Revision 1.37 2002/07/08 16:59:14 Flayra
// - Don't pick up empty weapons, added handicapping, check map validity when loaded, reset players just like all other entities, fixed spawn bug code where it was counting non-team spawns
//
// Revision 1.36 2002/07/01 21:32:44 Flayra
// - Visibility update now updates world for primal scream and umbra, don't update reliable network messages every tick (big optimization)
//
// Revision 1.35 2002/06/25 17:59:03 Flayra
// - Added timelimit (switches map after a game finishes), added info_locations, tried adding team balance (not sure it works yet), give resources for kills
//
// Revision 1.34 2002/06/10 19:54:30 Flayra
// - New minimap support, more attempts to fix picking up of alien weapons
//
// Revision 1.33 2002/05/28 17:40:32 Flayra
// - Minimap refactoring, hive sight "under attack", reinforcement refactoring, don't delete entities marked as permanent (it was deleting hives!), allow players to join the opposite team until this can be fixed for real (server retry gets around this code so this is just an inconvenience), things build fast with cheats
//
// Revision 1.32 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_GAMERULES_H
#define AVH_GAMERULES_H
#include "dlls/gamerules.h"
//#include "mod/AvHCOCRuleset.h"
#include "mod/AvHTeam.h"
#include "mod/AvHMarineWeapons.h"
#include "types.h"
#include "mod/AvHMessage.h"
#include "mod/AvHEntityHierarchy.h"
#include "mod/AvHEntities.h"
#include "mod/AvHMiniMap.h"
#include "dlls/teamplay_gamerules.h"
#include "mod/AvHDramaticPriority.h"
#include "mod/AvHMapExtents.h"
#include "util/Tokenizer.h"
#include "mod/AvHSpawn.h"
class AvHPlayer;
class TeamPurchase
{
public:
TeamPurchase(edict_t* inPlayer, AvHMessageID inMessageID) : mPlayer(inPlayer), mUpgrade(inMessageID)
{}
edict_t* mPlayer;
AvHMessageID mUpgrade;
};
typedef vector< pair <string, int> > MapVoteListType;
typedef map< int, int > PlayerMapVoteListType;
typedef map< int, float > PlayerVoteTimeType;
class AvHGamerules : public CHalfLifeTeamplay //public CHalfLifeMultiplay/*, public AvHCOCRuleset*/
{
public:
AvHGamerules();
virtual ~AvHGamerules();
// this is the game name that gets seen in the server browser
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo );
virtual void BuildableBuilt(AvHBuildable* inBuildable);
virtual void BuildableKilled(AvHBuildable* inBuildable);
virtual void BuildMiniMap(AvHPlayer* inPlayer);
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer );
virtual const char* GetGameDescription(void);
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon );
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
virtual BOOL FShouldSwitchWeapon(CBasePlayer* inPlayer, CBasePlayerItem* inWeapon);
virtual bool GetCountdownStarted(void) const;
virtual bool GetGameStarted(void) const;
virtual int GetGameTime() const;
virtual void SetGameStarted(bool inGameStarted);
AvHEntityHierarchy& GetEntityHierarchy(AvHTeamNumber inTeam);
bool GetIsPlayerSelectableByPlayer(AvHPlayer* inTargetPlayer, AvHPlayer* inByPlayer);
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
void ProcessTeamUpgrade(AvHMessageID inUpgrade, AvHTeamNumber inNumber, int inEntity, bool inGive = true);
// Playtest functionality
void BalanceChanged();
// This isn't called yet, add in hooks?
void ClientKill( edict_t *pEntity );
virtual BOOL CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry );// can this player take more of this ammo?
virtual bool CanPlayerBeKilled(CBasePlayer* inPlayer);
virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib);
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
virtual void ClientDisconnected( edict_t *pClient );
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
virtual BOOL FAllowMonsters( void );
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer );
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
// TODO: Add splash damage parameter and outgoing float percentage damage? This way splash damage could do some damage in non-tourny mode?
virtual bool CanEntityDoDamageTo(const CBaseEntity* inAttacker, const CBaseEntity* inReceiver, float* outScalar = NULL);
//virtual edict_t* GetPlayerSpawnSpot( CBasePlayer *pPlayer );
virtual void PlayerThink( CBasePlayer *pPlayer );
void ComputeWorldChecksum(Checksum& outChecksum) const;
float GetMapGamma();
int GetNumCommandersOnTeam(AvHTeamNumber inTeam);
int GetNumActiveHives(AvHTeamNumber inTeam) const;
int GetNumEntities() const;
const AvHGameplay& GetGameplay() const;
const AvHMapExtents& GetMapExtents();
virtual BOOL IsMultiplayer( void );
virtual BOOL IsDeathmatch( void );
virtual BOOL IsCoOp( void );
virtual void InitHUD( CBasePlayer *pPlayer );
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
virtual void PlayerSpawn( CBasePlayer *pPlayer );
virtual void ProcessRespawnCostForPlayer(AvHPlayer* inPlayer);
virtual void RewardPlayerForKill(AvHPlayer* inPlayer, CBaseEntity* inTarget, entvars_t* inInflictor = NULL);
bool RoamingAllowedForPlayer(CBasePlayer* inPlayer) const;
virtual void Think(void);
void RegisterServerVariable(const char* inName);
int GetNumServerVariables() const;
const std::string& GetServerVariable(int i) const;
bool GetCheatsEnabled(void) const;
bool GetIsCheatEnabled(const string& inCheatName) const;
void SetCheatEnabled(const string& inCheatName, bool inEnabledState = true);
float GetFirstScanThinkTime() const;
bool GetDrawInvisibleEntities() const;
bool GetEntityExists(const char* inName) const;
bool GetIsTesting(void) const;
bool GetIsValidFutureTeam(AvHPlayer inPlayer, int inTeamNumber) const;
bool GetCanJoinTeamInFuture(AvHPlayer* inPlayer, AvHTeamNumber theTeamNumber, string& outString) const;
AvHBaseInfoLocationListType GetInfoLocations() const;
int GetMaxWeight(void) const;
const char* GetSpawnEntityName(AvHPlayer* inPlayer) const;
Vector GetSpawnAreaCenter(AvHTeamNumber inTeamNumber) const;
float GetTimeGameStarted() const;
int GetTimeLimit() const;
int GetWeightForItemAndAmmo(AvHWeaponID inWeapon, int inNumRounds) const;
bool AttemptToJoinTeam(AvHPlayer* inPlayer, AvHTeamNumber theTeamNumber, bool inDisplayErrorMessage = true);
const AvHTeam* GetTeam(AvHTeamNumber inTeamNumber) const;
const AvHTeam* GetTeamA() const;
const AvHTeam* GetTeamB() const;
AvHTeam* GetTeam(AvHTeamNumber inTeamNumber);
AvHTeam* GetTeamA();
AvHTeam* GetTeamB();
AvHMapMode GetMapMode(void) const;
int GetServerTick() const;
AvHTeamNumber GetVictoryTeam() const;
float GetVictoryTime() const;
//void QueueTeamUpgrade(edict_t* inPlayer, AvHMessageID inUpgrade);
void DeleteAndResetEntities();
void PlayerDeathEnd(AvHPlayer* inPlayer);
void PostWorldPrecacheReset(bool inNewMap);
void PreWorldPrecacheReset();
void RegisterSpawnPoint(const string& inClassName, const Vector& inOrigin, const Vector& inAngles, const AvHTeamNumber& inTeamNumber);
void RespawnPlayer(AvHPlayer* inPlayer);
void TriggerAlert(AvHTeamNumber inTeamNumber, AvHAlertType inAlertType, int inEntIndex, AvHMessageID inMessageID = MESSAGE_NULL);
bool GetIsEntityUnderAttack(int inEntityIndex) const;
virtual bool GetArePlayersAllowedToJoinImmediately(void) const;
virtual bool GetIsTournamentMode(void) const;
virtual bool GetIsHamboneMode(void) const;
virtual bool GetIsIronMan(void) const;
virtual bool GetIsCombatMode(void) const;
virtual AvHTeamNumber GetCombatAttackingTeamNumber() const;
virtual bool GetIsNSMode(void) const;
virtual bool GetIsTrainingMode(void) const;
int GetBaseHealthForMessageID(AvHMessageID inMessageID) const;
int GetBuildTimeForMessageID(AvHMessageID inMessageID) const;
int GetCostForMessageID(AvHMessageID inMessageID) const;
CBaseEntity* GetRandomHiveSpawnPoint(CBaseEntity* inPlayer, const Vector& inOrigin, float inMaxDistance) const;
virtual edict_t* SelectSpawnPoint(CBaseEntity* inPlayer) const;
bool CanPlayerBeacon(CBaseEntity *inPlayer);
edict_t* SelectSpawnPoint(CBaseEntity* inEntity, const string& inSpawnEntityName) const;
const char* SetDefaultPlayerTeam(CBasePlayer *pPlayer);
void MarkDramaticEvent(int inPriority, CBaseEntity* inPrimaryEntity, bool inDramatic = false, CBaseEntity* inSecondaryEntity = NULL) const;
void MarkDramaticEvent(int inPriority, short inPrimaryEntityIndex, bool inDramatic = false, short inSecondaryEntityIndex = 0) const;
void MarkDramaticEvent(int inPriority, short inPrimaryEntityIndex, bool inDramatic, entvars_t* inSecondaryEntity) const;
virtual void RecalculateHandicap(void);
void ServerExit();
void VoteMap(int inPlayerIndex, int inMapIndex);
bool GetMapVoteStrings(StringList& outMapVoteList);
void RemovePlayerFromVotemap(int inPlayerIndex);
protected:
void AutoAssignPlayer(AvHPlayer* inPlayer);
void PerformMapValidityCheck();
virtual void RecalculateMapMode( void );
bool GetDeathMatchMode(void) const;
//void PutPlayerIntoSpectateMode(AvHPlayer* inPlayer) const;
virtual void SendMOTDToClient( edict_t *client );
private:
void AwardExperience(AvHPlayer* inPlayer, int inTargetLevel, bool inAwardFriendliesInRange = true);
void CalculateMapExtents();
void CalculateMapGamma();
void CopyDataToSpawnEntity(const AvHSpawn& inSpawnEntity) const;
void JoinTeam(AvHPlayer* inPlayer, AvHTeamNumber theTeamNumber, bool inDisplayErrorMessage, bool inForce);
void PreWorldPrecacheInitParticles();
void PostWorldPrecacheInitParticles();
void InitializeMapVoteList();
int GetVotesNeededForMapChange() const;
void InitializeTechNodes();
void InternalResetGameRules();
int GetNumberOfPlayers() const;
void TallyVictoryStats() const;
void PostVictoryStatsToWeb(const string& inFormParams) const;
bool ReadyToStartCountdown();
void ResetGame(bool inPreserveTeams = false);
void SendGameTimeUpdate(bool inReliable = false);
void ProcessTeamUpgrades();
void ResetEntities();
CBaseEntity* SelectRandomSpawn(CBaseEntity* inPlayer, const string& inSpawnName) const;
void UpdateCheats();
void UpdateHLTVProxy();
void UpdatePlaytesting();
void UpdateCountdown(float inTime);
void UpdateEntitiesUnderAttack();
void UpdateGameTime();
void UpdateLOS();
void UpdateScripts();
void UpdateServerCommands();
void UpdateTimeLimit();
void UpdateWorldEntities();
void UpdateVictory(void);
void UpdateVictoryStatus(void);
bool mFirstUpdate;
bool mPreserveTeams;
bool mGameStarted;
AvHTeamNumber mVictoryTeam;
float mTimeCountDownStarted;
float mTimeGameStarted;
float mTimeOfLastHLTVProxyUpdate;
float mTimeOfLastGameTimeUpdate;
float mTimeSentCountdown;
float mTimeLastWontStartMessageSent;
float mTimeWorldReset;
bool mStartedCountdown;
bool mSentCountdownMessage;
bool mVictoryDraw;
AvHTeam mTeamA;
AvHTeam mTeamB;
float mVictoryTime;
AvHMapMode mMapMode;
float mLastParticleUpdate;
float mLastNetworkUpdate;
float mLastWorldEntityUpdate;
float mLastCloakableUpdate;
float mLastVictoryUpdate;
float mLastMapChange;
float mTimeOfLastPlaytestUpdate;
float mTimeOfLastHandicapUpdate;
float mTimeUpdatedScripts;
typedef vector<TeamPurchase> TeamPurchaseListType;
TeamPurchaseListType mPendingTeamUpgrades;
// Potentially marines vs. marines
AvHEntityHierarchy mTeamAEntityHierarchy;
AvHEntityHierarchy mTeamBEntityHierarchy;
AvHGameplay mGameplay;
bool mCalculatedMapGamma;
float mMapGamma;
typedef map<int, float> EntityUnderAttackListType;
EntityUnderAttackListType mEntitiesUnderAttack;
AvHMiniMap mMiniMap;
AvHMapExtents mMapExtents;
StringList mCheats;
AvHBaseInfoLocationListType mInfoLocations;
float mSavedTimeCountDownStarted;
SpawnListType mSpawnList;
mutable CBaseEntity* mSpawnEntity;
// Map voting
MapVoteListType mMapVoteList;
PlayerMapVoteListType mPlayersVoted;
PlayerVoteTimeType mPlayersVoteTime;
std::vector<std::string> mServerVariableList;
AvHTeamNumber mCombatAttackingTeamNumber;
};
AvHGamerules* GetGameRules();
void SetGameRules(AvHGamerules* inGameRules);
#endif