ReGameDLL_CS/regamedll/dlls/maprules.h

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2019-09-23 00:09:58 +03:00
/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CRuleEntity: public CBaseEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
public:
static TYPEDESCRIPTION m_SaveData[];
void SetMaster(string_t iszMaster) { m_iszMaster = iszMaster; }
protected:
bool CanFireForActivator(CBaseEntity *pActivator);
private:
string_t m_iszMaster;
};
// Base class for all rule "point" entities (not brushes)
class CRulePointEntity: public CRuleEntity
{
public:
virtual void Spawn();
};
// Base class for all rule "brush" entities (not brushes)
// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
class CRuleBrushEntity: public CRuleEntity
{
public:
virtual void Spawn();
};
#define SF_SCORE_NEGATIVE BIT(0) // Allow negative scores
#define SF_SCORE_TEAM BIT(1) // Award points to team in teamplay
// Award points to player / team
// Points +/- total
class CGameScore: public CRulePointEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
int Points() const { return int(pev->frags); }
bool AllowNegativeScore() { return (pev->spawnflags & SF_SCORE_NEGATIVE) == SF_SCORE_NEGATIVE; }
bool AwardToTeam() const { return (pev->spawnflags & SF_SCORE_TEAM) == SF_SCORE_TEAM; }
void SetPoints(int points) { pev->frags = points; }
};
// Ends the game in Multiplayer
class CGameEnd: public CRulePointEntity
{
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
};
#define SF_ENVTEXT_ALLPLAYERS BIT(0) // Message will be displayed to all players instead of just the activator.
// NON-Localized HUD Message (use env_message to display a titles.txt message)
class CGameText: public CRulePointEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
bool MessageToAll() const { return (pev->spawnflags & SF_ENVTEXT_ALLPLAYERS) == SF_ENVTEXT_ALLPLAYERS; }
void MessageSet(const char *pMessage) { pev->message = ALLOC_STRING(pMessage); }
const char *MessageGet() const { return STRING(pev->message); }
public:
static TYPEDESCRIPTION m_SaveData[];
private:
hudtextparms_t m_textParms;
};
#define SF_TEAMMASTER_FIREONCE BIT(0) // Remove on Fire
#define SF_TEAMMASTER_ANYTEAM BIT(1) // Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
// "Masters" like multisource, but based on the team of the activator
// Only allows mastered entity to fire if the team matches my team
//
// team index (pulled from server team list "mp_teamlist"
class CGameTeamMaster: public CRulePointEntity
{
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual int ObjectCaps() { return (CRulePointEntity::ObjectCaps() | FCAP_MASTER); }
virtual BOOL IsTriggered(CBaseEntity *pActivator);
virtual const char *TeamID();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_TEAMMASTER_FIREONCE) == SF_TEAMMASTER_FIREONCE; }
bool AnyTeam() const { return (pev->spawnflags & SF_TEAMMASTER_ANYTEAM) == SF_TEAMMASTER_ANYTEAM; }
private:
bool TeamMatch(CBaseEntity *pActivator);
public:
int m_teamIndex;
USE_TYPE m_triggerType;
};
#define SF_TEAMSET_FIREONCE BIT(0) // Remove entity after firing.
#define SF_TEAMSET_CLEARTEAM BIT(1) // Clear team -- Sets the team to "NONE" instead of activator
// Changes the team of the entity it targets to the activator's team
class CGameTeamSet: public CRulePointEntity
{
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_TEAMSET_FIREONCE) == SF_TEAMSET_FIREONCE; }
bool ShouldClearTeam() const { return (pev->spawnflags & SF_TEAMSET_CLEARTEAM) == SF_TEAMSET_CLEARTEAM; }
};
#define SF_GAME_PZONE_ONLY_ALIVE BIT(0) // Only Alive Players
// Players in the zone fire my target when I'm fired
// Needs master?
class CGamePlayerZone: public CRuleBrushEntity
{
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
static TYPEDESCRIPTION m_SaveData[];
bool HasOnlyAlive() const { return (pev->spawnflags & SF_GAME_PZONE_ONLY_ALIVE) == SF_GAME_PZONE_ONLY_ALIVE; }
private:
friend class CGameZonePlayerVolumeListener;
string_t m_iszInTarget;
string_t m_iszOutTarget;
string_t m_iszInCount;
string_t m_iszOutCount;
};
#define SF_PKILL_FIREONCE BIT(0) // Remove entity after firing.
// Damages the player who fires it
class CGamePlayerHurt: public CRulePointEntity
{
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_PKILL_FIREONCE) == SF_PKILL_FIREONCE; }
};
#define SF_GAMECOUNT_FIREONCE BIT(0) // Remove entity after firing.
#define SF_GAMECOUNT_RESET BIT(1) // Reset entity Initial value after fired.
#define SF_GAMECOUNT_OVER_LIMIT BIT(2) // Fire a target when initial value is higher than limit value.
// Counts events and fires target
class CGameCounter: public CRulePointEntity
{
public:
virtual void Spawn();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_GAMECOUNT_FIREONCE) == SF_GAMECOUNT_FIREONCE; }
bool ResetOnFire() const { return (pev->spawnflags & SF_GAMECOUNT_RESET) == SF_GAMECOUNT_RESET; }
void CountUp() { pev->frags++; }
void CountDown() { pev->frags--; }
void ResetCount() { pev->frags = pev->dmg; }
int CountValue() const { return int(pev->frags); }
int LimitValue() const { return int(pev->health); }
bool HitLimit() const
{
#ifdef REGAMEDLL_FIXES
if (pev->spawnflags & SF_GAMECOUNT_OVER_LIMIT) {
return CountValue() >= LimitValue();
}
#endif
return CountValue() == LimitValue();
}
private:
void SetCountValue(int value) { pev->frags = value; }
void SetInitialValue(int value) { pev->dmg = value; }
};
#define SF_GAMECOUNTSET_FIREONCE BIT(0) // Remove entity after firing.
// Sets the counter's value
class CGameCounterSet: public CRulePointEntity
{
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
bool RemoveOnFire() const { return (pev->spawnflags & SF_GAMECOUNTSET_FIREONCE) == SF_GAMECOUNTSET_FIREONCE; }
};
#define MAX_EQUIP 32
#define SF_PLAYEREQUIP_USEONLY BIT(0) // If set, the game_player_equip entity will not equip respawning players,
// but only react to direct triggering, equipping its activator. This makes its master obsolete.
// Sets the default player equipment
class CGamePlayerEquip: public CRulePointEntity
{
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual void Touch(CBaseEntity *pOther);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
bool UseOnly() const { return (pev->spawnflags & SF_PLAYEREQUIP_USEONLY) == SF_PLAYEREQUIP_USEONLY; }
private:
void EquipPlayer(CBaseEntity *pPlayer);
string_t m_weaponNames[MAX_EQUIP];
int m_weaponCount[MAX_EQUIP];
};
#define SF_PTEAM_FIREONCE BIT(0) // Remove entity after firing.
#define SF_PTEAM_KILL BIT(1) // Kill Player.
#define SF_PTEAM_GIB BIT(2) // Gib Player.
// Changes the team of the player who fired it
class CGamePlayerTeam: public CRulePointEntity
{
public:
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
private:
bool RemoveOnFire() const { return (pev->spawnflags & SF_PTEAM_FIREONCE) == SF_PTEAM_FIREONCE; }
bool ShouldKillPlayer() const { return (pev->spawnflags & SF_PTEAM_KILL) == SF_PTEAM_KILL; }
bool ShouldGibPlayer() const { return (pev->spawnflags & SF_PTEAM_GIB) == SF_PTEAM_GIB; }
const char *TargetTeamName(const char *pszTargetName);
};