//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Game rules for Half-Life 2. // //=============================================================================// #ifndef HL2_GAMERULES_H #define HL2_GAMERULES_H #ifdef _WIN32 #pragma once #endif #include "gamerules.h" #include "singleplay_gamerules.h" #include "hl2_shareddefs.h" #ifdef CLIENT_DLL #define CHalfLife2 C_HalfLife2 #define CHalfLife2Proxy C_HalfLife2Proxy #endif #if MAPBASE && GAME_DLL #define FRIENDLY_FIRE_GLOBALNAME "friendly_fire_override" #endif class CHalfLife2Proxy : public CGameRulesProxy { public: DECLARE_CLASS( CHalfLife2Proxy, CGameRulesProxy ); DECLARE_NETWORKCLASS(); #if defined(MAPBASE) && defined(GAME_DLL) bool KeyValue( const char *szKeyName, const char *szValue ); bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen ); virtual int Save( ISave &save ); virtual int Restore( IRestore &restore ); virtual void UpdateOnRemove(); // Inputs void InputEpisodicOn( inputdata_t &inputdata ); void InputEpisodicOff( inputdata_t &inputdata ); void InputSetFriendlyFire( inputdata_t &inputdata ); void InputSetDefaultCitizenType( inputdata_t &inputdata ); void InputSetLegacyFlashlight( inputdata_t &inputdata ); void InputSetPlayerSquadAutosummon( inputdata_t &inputdata ); void InputSetStunstickPickupBehavior( inputdata_t &inputdata ); // Gamerules classes don't seem to support datadescs, so the hl2_gamerules entity takes the current values // from the actual gamerules and saves them in the entity itself, where they're saved via the entity's own datadesc. // When the save is loaded, the entity sets the main gamerules values according to what was saved. int m_save_DefaultCitizenType; char m_save_LegacyFlashlight; bool m_save_PlayerSquadAutosummonDisabled; int m_save_StunstickPickupBehavior; DECLARE_DATADESC(); #endif }; class CHalfLife2 : public CSingleplayRules { public: DECLARE_CLASS( CHalfLife2, CSingleplayRules ); // Damage Query Overrides. virtual bool Damage_IsTimeBased( int iDmgType ); // TEMP: virtual int Damage_GetTimeBased( void ); virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 ); virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity); #ifndef CLIENT_DLL virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ); virtual float GetAutoAimScale( CBasePlayer *pPlayer ); virtual float GetAmmoQuantityScale( int iAmmoIndex ); virtual void LevelInitPreEntity(); #endif #ifdef MAPBASE_VSCRIPT virtual void RegisterScriptFunctions( void ); #endif private: // Rules change for the mega physgun CNetworkVar( bool, m_bMegaPhysgun ); #ifdef CLIENT_DLL DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars. #else DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars. CHalfLife2(); virtual ~CHalfLife2() {} virtual void Think( void ); virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args ); virtual void PlayerSpawn( CBasePlayer *pPlayer ); virtual void InitDefaultAIRelationships( void ); virtual const char* AIClassText(int classType); virtual const char *GetGameDescription( void ) { return "Half-Life 2"; } // Ammo virtual void PlayerThink( CBasePlayer *pPlayer ); virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType ); virtual bool ShouldBurningPropsEmitLight(); public: bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ); bool NPC_ShouldDropGrenade( CBasePlayer *pRecipient ); bool NPC_ShouldDropHealth( CBasePlayer *pRecipient ); void NPC_DroppedHealth( void ); void NPC_DroppedGrenade( void ); bool MegaPhyscannonActive( void ) { return m_bMegaPhysgun; } virtual bool IsAlyxInDarknessMode(); #ifdef MAPBASE int GetDefaultCitizenType(); void SetDefaultCitizenType(int val); ThreeState_t GlobalFriendlyFire(); void SetGlobalFriendlyFire(ThreeState_t val); bool AutosummonDisabled(); void SetAutosummonDisabled(bool toggle); int GetStunstickPickupBehavior(); void SetStunstickPickupBehavior(int val); #endif private: float m_flLastHealthDropTime; float m_flLastGrenadeDropTime; #ifdef MAPBASE int m_DefaultCitizenType; bool m_bPlayerSquadAutosummonDisabled; int m_StunstickPickupBehavior; #endif void AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo ); float AdjustPlayerDamageInflicted( float damage ); int DefaultFOV( void ) { return 75; } #endif }; //----------------------------------------------------------------------------- // Gets us at the Half-Life 2 game rules //----------------------------------------------------------------------------- inline CHalfLife2* HL2GameRules() { #if ( !defined( HL2_DLL ) && !defined( HL2_CLIENT_DLL ) ) || defined( HL2MP ) Assert( 0 ); // g_pGameRules is NOT an instance of CHalfLife2 and bad things happen #endif return static_cast(g_pGameRules); } #endif // HL2_GAMERULES_H