mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
700 lines
22 KiB
C++
700 lines
22 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/multiplayerArena.cpp $
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// $Revision:: 48 $
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// $Author:: Steven $
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// $Date:: 7/23/02 2:55p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// Description:
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//
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#ifndef __MP_MODIFIERS_HPP__
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#define __MP_MODIFIERS_HPP__
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#include "g_local.h" // common game stuff
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#include "player.h" // for Player
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#include "item.h"
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#include "PlayerStart.h" // for PlayerDeathmatchStart
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#include "container.h" // for Container
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#include "str.h" // for str
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#include "mp_shared.hpp"
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#include "equipment.h"
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class MultiplayerModifier
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{
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private:
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public:
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MultiplayerModifier() {};
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virtual ~MultiplayerModifier() {};
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virtual void init( int maxPlayers ) {};
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virtual void initItems( void ) {};
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virtual void start( void ) {};
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virtual bool shouldKeepItem( MultiplayerItem *item ) { return false; }
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virtual bool shouldKeepNormalItem( Item *item ) { return true; }
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virtual void itemKept( MultiplayerItem *item ) {};
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virtual bool checkRule( const char *rule, bool defaultValue, Player *player = NULL ) { return defaultValue; }
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virtual bool checkGameType( const char *rule ) { return false; }
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virtual bool doesPlayerHaveItem( Player *player, const char *itemName ) { return false; }
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virtual int getStat( Player *player, int statNum, int value ) { return value; }
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virtual int getIcon( Player *player, int statNum, int value ) { return value; }
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virtual int getScoreIcon( Player *player, int index, int value ) { return value; }
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virtual int getInfoIcon( Player *player ) { return 0; }
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virtual float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath ) { return damage; };
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virtual void playerFired( Player *attackingPlayer ) {};
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virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath ) {};
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virtual void playerSpawned( Player *player ) {};
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virtual void matchOver( void ) {};
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virtual void itemTouched( Player *player, MultiplayerItem *item ) {};
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virtual void itemDestroyed( Player *player, MultiplayerItem *item ) {};
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virtual float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath ) { return damage; }
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virtual void itemUsed( Entity *entity, MultiplayerItem *item ) {};
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virtual void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment ) {};
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virtual bool canGivePlayerItem( int entnum, const str &itemName ) { return true; }
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virtual void addPlayer( Player *player ) {};
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virtual void removePlayer( Player *player ) {};
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virtual void joinedTeam( Player *player, const str &teamName ) {};
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virtual void applySpeedModifiers( Player *player, int *moveSpeed ) {};
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virtual void applyJumpModifiers( Player *player, int *jumpSpeed ) {};
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virtual void applyAirAccelerationModifiers( Player *player, int *airAcceleration ) {};
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virtual bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name ) { return true; }
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virtual void pickedupItem( Player *player, MultiplayerItemType itemType, const char *itemName ) {};
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virtual void update( float frameTime ) {};
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virtual int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points ) { return points; }
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virtual void playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer ) {};
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virtual void playerCommand( Player *player, const char *command, const char *parm ) {};
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virtual void matchStarted( void ) {};
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virtual void matchStarting( void ) {};
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virtual void matchRestarted( void ) {};
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virtual void matchEnded( void ) {};
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virtual str getSpawnPointType( Player *player ) { return ""; }
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virtual float getSpawnPointPriority( Player *player ) { return 0.0f; }
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virtual bool isValidPlayerModel( Player *player, str modelToUse, bool defaultValue ) { return defaultValue; }
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virtual str getDefaultPlayerModel( Player *player, str modelName ) { return modelName; }
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virtual void playerChangedModel( Player *player ) {};
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virtual bool skipWeaponReloads( void ) { return false; }
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};
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class DestructionPlayerData
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{
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public:
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float _lastHealTime;
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float _damageDone;
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float _healthHealed;
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DestructionPlayerData() { reset(); }
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void reset( void ) { _lastHealTime = 0.0f; _damageDone = 0.0f; _healthHealed = 0.0f; }
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};
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class ModifierDestruction : public MultiplayerModifier
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{
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private:
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static const float _defaultObjectHealth;
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static const int _pointsForDestroyingObject;
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static const float _objectHealRate;
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static const float _maxGuardingDist;
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static const float _minDamageForPoints;
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static const float _minHealingForPoints;
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static const int _pointsForDamage;
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static const int _pointsForHealing;
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static const int _pointsForDestroying;
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static const int _pointsForGuarding;
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MultiplayerItem * _redDestructionObject;
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MultiplayerItem * _blueDestructionObject;
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float _redLastDamageSoundTime;
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float _blueLastDamageSoundTime;
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int _maxPlayers;
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DestructionPlayerData * _destructionPlayerData;
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float _redObjectLasthealth;
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float _blueObjectLasthealth;
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bool _blueObjectDestroyed;
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bool _redObjectDestroyed;
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float _respawnTime;
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float findDistanceToTeamsObject( const str &teamName, const Vector &position );
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void updateObjectAnim( MultiplayerItem *destructionObject, float health, float lastHealth, float maxHealth );
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int getStage( float health, float maxHealth );
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public:
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ModifierDestruction();
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~ModifierDestruction();
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/* virtual */ void init( int maxPlayers );
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/* virtual */ int getStat( Player *player, int statNum, int value );
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/* virtual */ void addPlayer( Player *player );
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/* virtual */ void playerSpawned( Player *player );
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/* virtual */ void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
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/* virtual */ bool shouldKeepItem( MultiplayerItem *item );
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/* virtual */ void itemDestroyed( Player *player, MultiplayerItem *item );
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/* virtual */ float itemDamaged( MultiplayerItem *item, Player *attackingPlayer, float damage, int meansOfDeath );
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/* virtual */ void itemUsed( Entity *entity, MultiplayerItem *item );
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/* virtual */ void update( float frameTime );
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/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
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/* virtual */ bool checkGameType( const char *rule );
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};
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class ModifierOneFlag : public MultiplayerModifier
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{
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private:
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public:
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ModifierOneFlag() {};
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~ModifierOneFlag() {};
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/* virtual */ bool shouldKeepItem( MultiplayerItem *item );
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/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
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/* virtual */ bool checkGameType( const char *rule );
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/* virtual */ void addPlayer( Player *player );
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};
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class EliminationPlayerData
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{
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public:
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bool _eliminated;
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EliminationPlayerData() { reset(); }
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void reset( void ) { _eliminated = false; }
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};
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class ModifierElimination : public MultiplayerModifier
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{
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private:
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static const int _pointsForBeingLastAlive;
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bool _respawning;
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bool _playerEliminated;
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int _maxPlayers;
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EliminationPlayerData* _playerEliminationData;
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bool _matchOver;
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float _matchStartTime;
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int _eliminatedIconIndex;
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bool _needPlayers;
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int _eliminatedTextIndex;
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int _nextRoundTextIndex;
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void reset( void );
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int numPlayersAliveOnTeam( const str &teamName );
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public:
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ModifierElimination();
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~ModifierElimination();
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/* virtual */ void init( int maxPlayers );
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/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
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/* virtual */ void update( float frameTime );
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/* virtual */ int getStat( Player *player, int statNum, int value );
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/* virtual */ int getScoreIcon( Player *player, int index, int value );
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/* virtual */ void addPlayer( Player *player );
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/* virtual */ void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
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/* virtual */ void matchStarting( void );
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};
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/* typedef enum
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{
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DIFFUSION_NONE,
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DIFFUSION_BOMBER,
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DIFFUSION_DIFFUSER
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} DiffusionType;
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class DiffusionPlayerData
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{
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public:
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DiffusionType _diffusionSpecialty;
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MultiplayerItem * _item;
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DiffusionPlayerData() { reset(); }
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void reset( void ) { _diffusionSpecialty = DIFFUSION_NONE; _item = NULL; }
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}; */
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class DiffusionBombPlace
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{
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public:
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MultiplayerItem * _item;
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bool _armed;
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float _totalArmingTime;
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float _totalDisarmingTime;
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float _lastArmingTime;
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float _lastDisarmingTime;
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float _totalArmedTime;
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DiffusionBombPlace();
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void reset( void );
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};
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class ModifierDiffusion : public MultiplayerModifier
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{
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private:
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static const float _timeNeededToArmBomb;
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static const float _timeNeededToDisarmBomb;
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static const float _maxGuardingDist;
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static const float _maxArmingPause;
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static const float _maxDisarmingPause;
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static const float _maxBombOnGroundTime;
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static const int _pointsForArmingBomb;
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static const int _pointsForExplodingBomb;
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static const int _pointsForDisarmingBomb;
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static const int _pointsForGuardingBase;
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static const int _pointsForGuardingTheBomber;
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static const int _pointsForGuardingBomb;
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static const int _pointsForKillingTheBomber;
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static const int _teamPointsForBombing;
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int _bomber;
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int _bombArmedByPlayer;
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int _lastBomber;
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float _bombDroppedTime;
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float _timeNeededForBombToExplode;
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DiffusionBombPlace _redBombPlace;
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DiffusionBombPlace _blueBombPlace;
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MultiplayerItem * _bomb;
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MultiplayerItem * _tempBombItem;
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Entity * _attachedBomb;
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float _tempBombItemTime;
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//DiffusionPlayerData *_playerDiffusionData;
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int _maxPlayers;
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int _bomberIconIndex;
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int _diffuserIconIndex;
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int _bombNormalIconIndex;
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int _bombPlacedIconIndex;
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int _bombArmedIconIndex;
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int _redBombPlaceArmedIconIndex;
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int _blueBombPlaceArmedIconIndex;
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int _bombCarriedByRedTeamIconIndex;
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int _bombCarriedByBlueTeamIconIndex;
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int _bombInBaseIconIndex;
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int _bombOnGroundIconIndex;
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float _respawnTime;
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void dropBomb( Player *player );
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void respawnBomb( bool quiet = false );
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bool playerOnOffense( Player *player );
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Player * getBomber( void );
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void makeBomber( Player *player );
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void clearBomber( void );
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bool withinGuardDistance( const Vector &origin1, const Vector &origin2 );
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bool playerGuardedBomber( Player *attackingPlayer, Player *killedPlayer );
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bool playerGuardedBase( Player *attackingPlayer, Player *killedPlayer );
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bool playerGuardedBomb( Player *attackingPlayer, Player *killedPlayer );
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void attachBomb( Player *player );
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public:
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ModifierDiffusion();
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~ModifierDiffusion();
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/* virtual */ void init( int maxPlayers );
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/* virtual */ bool shouldKeepItem( MultiplayerItem *item );
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///* virtual */ void start( void );
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/* virtual */ void matchStarted( void );
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/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
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/* virtual */ void update( float frameTime );
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/* virtual */ void itemTouched( Player *player, MultiplayerItem *item );
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/* virtual */ void itemUsed( Entity *entity, MultiplayerItem *item );
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/* virtual */ int getStat( Player *player, int statNum, int value );
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///* virtual */ int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points );
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/* virtual */ void addPlayer( Player *player );
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/* virtual */ void removePlayer( Player *player );
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/* virtual */ void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
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/* virtual */ void playerCommand( Player *player, const char *command, const char *parm );
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/* virtual */ void playerSpawned( Player *player );
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/* virtual */ void playerEventNotification( const char *eventName, const char *eventItemName, Player *eventPlayer );
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/* virtual */ int getIcon( Player *player, int statNum, int value );
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/* virtual */ int getScoreIcon( Player *player, int index, int value );
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/* virtual */ void playerChangedModel( Player *player );
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};
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typedef enum
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{
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SPECIALTY_NONE,
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SPECIALTY_INFILTRATOR,
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SPECIALTY_MEDIC,
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SPECIALTY_TECHNICIAN,
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SPECIALTY_DEMOLITIONIST,
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SPECIALTY_HEAVY_WEAPONS,
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SPECIALTY_SNIPER
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} SpecialtyType;
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class SpecialtyPlayerData
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{
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public:
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static const SpecialtyType _defaultSpecialty;
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SpecialtyType _specialty;
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MultiplayerItem * _item;
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float _lastUseTime;
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bool _forced;
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float _amountOfHealing;
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int _lastPlayer;
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float _lastPlayerTime;
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float _regenHoldableItemTime;
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SpecialtyPlayerData();
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void reset( void );
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};
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class SpecialtyItem
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{
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public:
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MultiplayerItem * _item;
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SpecialtyType _type;
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str _teamName;
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bool _needToRespawn;
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float _respawnTime;
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float _minimumRespawnTime;
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float _pickedupTime;
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};
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class ModifierSpecialties : public MultiplayerModifier
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{
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private:
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static const float _infiltratorMinRespawnTime;
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static const float _medicMinRespawnTime;
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static const float _technicianMinRespawnTime;
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static const float _demolitionistMinRespawnTime;
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static const float _heavyweaponsMinRespawnTime;
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static const float _sniperMinRespawnTime;
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static const float _startingInfiltratorHealth;
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static const float _startingInfiltratorMassModifier;
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static const float _startingMedicArmor;
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static const float _startingTechnicianArmor;
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static const float _startingDemolitionistArmor;
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static const float _startingHeavyWeaponsHealth;
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static const float _startingHeavyWeaponsArmor;
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static const float _startingHeavyWeaponsMassModifier;
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static const float _startingSniperArmor;
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static const float _startingNormalHealth;
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static const float _medicHealOtherRate;
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static const float _medicHealSelfRate;
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static const float _infiltratorMoveSpeedModifier;
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static const float _heavyWeaponsMoveSpeedModifier;
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static const float _infiltratorJumpSpeedModifier;
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static const float _infiltratorAirAccelerationModifier;
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static const float _technicianHoldableItemRegenTime;
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static const float _demolitionistHoldableItemRegenTime;
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static const bool _medicCanSeeEnemyHealth;
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static const float _amountOfHealingForPoints;
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static const int _pointsForHealing;
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static const bool _removeItems;
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SpecialtyPlayerData *_playerSpecialtyData;
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int _maxPlayers;
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Container<SpecialtyItem> _specialtyItems;
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int _infiltratorIconIndex;
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int _medicIconIndex;
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int _technicianIconIndex;
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int _demolitionistIconIndex;
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int _heavyweaponsIconIndex;
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int _sniperIconIndex;
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void putItemBack( Player *player );
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void removeItem( MultiplayerItem *item );
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void setupSpecialty( Player *player, SpecialtyType specialty, bool chosen );
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SpecialtyItem * findSpecialtyItem( MultiplayerItem *item );
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void attachBackpack( Player *player );
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public:
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ModifierSpecialties();
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~ModifierSpecialties();
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/* virtual */ void init( int maxPlayers );
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/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
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/* virtual */ bool shouldKeepItem( MultiplayerItem *item );
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/* virtual */ bool shouldKeepNormalItem( Item *item );
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/* virtual */ void itemTouched( Player *player, MultiplayerItem *item );
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/* virtual */ void addPlayer( Player *player );
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/* virtual */ void removePlayer( Player *player );
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/* virtual */ void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
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/* virtual */ void playerSpawned( Player *player );
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/* virtual */ void applySpeedModifiers( Player *player, int *moveSpeed );
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/* virtual */ void applyJumpModifiers( Player *player, int *jumpSpeed );
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/* virtual */ void applyAirAccelerationModifiers( Player *player, int *airAcceleration );
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/* virtual */ bool canPickup( Player *player, MultiplayerItemType itemType, const char *item_name );
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/* virtual */ void update( float frameTime );
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/* virtual */ int getStat( Player *player, int statNum, int value );
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/* virtual */ int getIcon( Player *player, int statNum, int value );
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/* virtual */ int getScoreIcon( Player *player, int index, int value );
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/* virtual */ void playerUsed( Player *usedPlayer, Player *usingPlayer, Equipment *equipment );
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/* virtual */ void playerCommand( Player *player, const char *command, const char *parm );
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/* virtual */ str getSpawnPointType( Player *player );
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/* virtual */ float getSpawnPointPriority( Player *player ) { return 100.0f; }
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/* virtual */ void playerChangedModel( Player *player );
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};
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class HandicapPlayerData
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{
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public:
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float _handicap;
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HandicapPlayerData() { _handicap = 1.0f; }
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void reset( void ) { _handicap = 1.0f; }
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};
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|
|
|
class ModifierAutoHandicap : public MultiplayerModifier
|
|
{
|
|
private:
|
|
static const float _attackerHandicapModifier;
|
|
static const float _victimHandicapModifier;
|
|
|
|
HandicapPlayerData *_playerHandicapData;
|
|
public:
|
|
ModifierAutoHandicap();
|
|
~ModifierAutoHandicap();
|
|
|
|
/* virtual */ void init( int maxPlayers );
|
|
/* virtual */ void addPlayer( Player *player );
|
|
|
|
/* virtual */ float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath );
|
|
/* virtual */ void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
|
|
};
|
|
|
|
class PointsPerWeaponData
|
|
{
|
|
public:
|
|
str _name;
|
|
int _points;
|
|
};
|
|
|
|
class ModifierPointsPerWeapon : public MultiplayerModifier
|
|
{
|
|
private:
|
|
Container<PointsPerWeaponData> _weapons;
|
|
Container<PointsPerWeaponData> _projectiles;
|
|
|
|
public:
|
|
ModifierPointsPerWeapon() {};
|
|
~ModifierPointsPerWeapon();
|
|
|
|
/* virtual */ void init( int maxPlayers );
|
|
|
|
void readMultiplayerConfig( const char *configName );
|
|
bool parseConfigToken( const char *key, Script *buffer );
|
|
|
|
/* virtual */ int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points );
|
|
};
|
|
|
|
typedef enum
|
|
{
|
|
CONTROL_POINT_NONE,
|
|
CONTROL_POINT_ALPHA,
|
|
CONTROL_POINT_BETA,
|
|
CONTROL_POINT_DELTA,
|
|
CONTROL_POINT_GAMMA
|
|
} ControlPointType;
|
|
|
|
struct ControlPointData
|
|
{
|
|
MultiplayerItem * _controlPoint;
|
|
ControlPointType _controlPointType;
|
|
Team * _controllingTeam;
|
|
Team * _lastControllingTeam;
|
|
float _lastTime;
|
|
int _lastPlayerToTouch;
|
|
int _playerPointsAwardedForCapture;
|
|
};
|
|
|
|
class ModifierControlPoints : public MultiplayerModifier
|
|
{
|
|
private:
|
|
static const float _timeNeededToControl;
|
|
static const int _maxNumberAwardsForPlayerCapture;
|
|
static const int _pointsForEachAwardForCapture;
|
|
static const int _pointsForProtectingControlPoint;
|
|
static const int _maxGuardingDist;
|
|
|
|
Container<ControlPointData> _controlPoints;
|
|
|
|
int _alphaControlPointRedControlledIndex;
|
|
int _alphaControlPointBlueControlledIndex;
|
|
int _alphaControlPointNeutralControlledIndex;
|
|
|
|
int _betaControlPointRedControlledIndex;
|
|
int _betaControlPointBlueControlledIndex;
|
|
int _betaControlPointNeutralControlledIndex;
|
|
|
|
int _deltaControlPointRedControlledIndex;
|
|
int _deltaControlPointBlueControlledIndex;
|
|
int _deltaControlPointNeutralControlledIndex;
|
|
|
|
int _gammaControlPointRedControlledIndex;
|
|
int _gammaControlPointBlueControlledIndex;
|
|
int _gammaControlPointNeutralControlledIndex;
|
|
|
|
float findNearestControlledControlPoint( const str &teamName, const Vector &position );
|
|
ControlPointType getControlPointType( const str &name );
|
|
|
|
public:
|
|
ModifierControlPoints();
|
|
~ModifierControlPoints();
|
|
|
|
/* virtual */ void init( int maxPlayers );
|
|
|
|
/* virtual */ void addPlayer( Player *player );
|
|
/* virtual */ int getStat( Player *player, int statNum, int value );
|
|
|
|
/* virtual */ bool shouldKeepItem( MultiplayerItem *item );
|
|
/* virtual */ void itemTouched( Player *player, MultiplayerItem *item );
|
|
/* virtual */ void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
|
|
|
|
///* virtual */ int getPointsForKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, int points );
|
|
|
|
/* virtual */ void update( float frameTime );
|
|
|
|
/* virtual */ str getSpawnPointType( Player *player );
|
|
/* virtual */ float getSpawnPointPriority( Player *player ) { return 10.0f; }
|
|
|
|
/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
|
|
};
|
|
|
|
class ModifierInstantKill : public MultiplayerModifier
|
|
{
|
|
private:
|
|
static const float _instantKillDamage;
|
|
|
|
static const float _regenTime;
|
|
static const int _regenAmount;
|
|
|
|
float _lastRegenTime;
|
|
|
|
public:
|
|
ModifierInstantKill();
|
|
~ModifierInstantKill() {};
|
|
|
|
/* virtual */ void init( int maxPlayers );
|
|
float playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath );
|
|
/* virtual */ bool canGivePlayerItem( int entnum, const str &itemName );
|
|
/* virtual */ bool checkRule( const char *rule, bool defaultValue, Player *player = NULL );
|
|
/* virtual */ void playerSpawned( Player *player );
|
|
/* virtual */ bool shouldKeepNormalItem( Item *item );
|
|
/* virtual */ void update( float frameTime );
|
|
/* virtual */ bool skipWeaponReloads( void ) { return true; }
|
|
};
|
|
|
|
class ModifierActionHero : public MultiplayerModifier
|
|
{
|
|
private:
|
|
static const float _actionHeroRegenRate;
|
|
static const int _extraPointsForKillingActionHero;
|
|
|
|
int _actionHeroNum;
|
|
float _healthRegenRate;
|
|
|
|
int _actionHeroIconIndex;
|
|
int _actionHeroInfoIconIndex;
|
|
|
|
public:
|
|
ModifierActionHero();
|
|
~ModifierActionHero() {};
|
|
/* virtual */ void init( int maxPlayers );
|
|
virtual void playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath );
|
|
virtual void removePlayer( Player *player );
|
|
virtual void update( float frameTime );
|
|
|
|
/* virutal */ void matchStarting( void );
|
|
|
|
/* virtual */ int getIcon( Player *player, int statNum, int value );
|
|
/* virtual */ int getScoreIcon( Player *player, int index, int value );
|
|
/* virtual */ int getInfoIcon( Player *player );
|
|
};
|
|
|
|
#endif // __MP_MODIFIERS_HPP__
|