ReChecker/dlls/gamerules.h

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/*
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*
* 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.
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*
* 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.
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*
* 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
#include "voice_gamemgr.h"
#define MAX_RULE_BUFFER 1024
#define MAX_VOTE_MAPS 100
#define MAX_VIP_QUEUES 5
#define MAX_BOMB_RADIUS 2048
#define ITEM_RESPAWN_TIME 30
#define WEAPON_RESPAWN_TIME 20
#define AMMO_RESPAWN_TIME 20
// longest the intermission can last, in seconds
#define MAX_INTERMISSION_TIME 120
// when we are within this close to running out of entities, items
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
#define ENTITY_INTOLERANCE 100
#define MAX_MOTD_CHUNK 60
#define MAX_MOTD_LENGTH 1536 // (MAX_MOTD_CHUNK * 4)
// custom enum
#define WINNER_NONE 0
#define WINNER_DRAW 1
enum
{
WINSTATUS_CTS = 1,
WINSTATUS_TERRORISTS,
WINSTATUS_DRAW,
};
// custom enum
// used for EndRoundMessage() logged messages
enum ScenarioEventEndRound
{
ROUND_NONE,
ROUND_TARGET_BOMB,
ROUND_VIP_ESCAPED,
ROUND_VIP_ASSASSINATED,
ROUND_TERRORISTS_ESCAPED,
ROUND_CTS_PREVENT_ESCAPE,
ROUND_ESCAPING_TERRORISTS_NEUTRALIZED,
ROUND_BOMB_DEFUSED,
ROUND_CTS_WIN,
ROUND_TERRORISTS_WIN,
ROUND_END_DRAW,
ROUND_ALL_HOSTAGES_RESCUED,
ROUND_TARGET_SAVED,
ROUND_HOSTAGE_NOT_RESCUED,
ROUND_TERRORISTS_NOT_ESCAPED,
ROUND_VIP_NOT_ESCAPED,
ROUND_GAME_COMMENCE,
ROUND_GAME_RESTART,
ROUND_GAME_OVER
};
enum RewardRules
{
RR_CTS_WIN,
RR_TERRORISTS_WIN,
RR_TARGET_BOMB,
RR_VIP_ESCAPED,
RR_VIP_ASSASSINATED,
RR_TERRORISTS_ESCAPED,
RR_CTS_PREVENT_ESCAPE,
RR_ESCAPING_TERRORISTS_NEUTRALIZED,
RR_BOMB_DEFUSED,
RR_BOMB_PLANTED,
RR_BOMB_EXPLODED,
RR_ALL_HOSTAGES_RESCUED,
RR_TARGET_BOMB_SAVED,
RR_HOSTAGE_NOT_RESCUED,
RR_VIP_NOT_ESCAPED,
RR_LOSER_BONUS_DEFAULT,
RR_LOSER_BONUS_MIN,
RR_LOSER_BONUS_MAX,
RR_LOSER_BONUS_ADD,
RR_RESCUED_HOSTAGE,
RR_TOOK_HOSTAGE_ACC,
RR_TOOK_HOSTAGE,
RR_END
};
// custom enum
enum RewardAccount
{
REWARD_TARGET_BOMB = 3500,
REWARD_VIP_ESCAPED = 3500,
REWARD_VIP_ASSASSINATED = 3250,
REWARD_TERRORISTS_ESCAPED = 3150,
REWARD_CTS_PREVENT_ESCAPE = 3500,
REWARD_ESCAPING_TERRORISTS_NEUTRALIZED = 3250,
REWARD_BOMB_DEFUSED = 3250,
REWARD_BOMB_PLANTED = 800,
REWARD_BOMB_EXPLODED = 3250,
REWARD_CTS_WIN = 3000,
REWARD_TERRORISTS_WIN = 3000,
REWARD_ALL_HOSTAGES_RESCUED = 2500,
// the end round was by the expiration time
REWARD_TARGET_BOMB_SAVED = 3250,
REWARD_HOSTAGE_NOT_RESCUED = 3250,
REWARD_VIP_NOT_ESCAPED = 3250,
// loser bonus
REWARD_LOSER_BONUS_DEFAULT = 1400,
REWARD_LOSER_BONUS_MIN = 1500,
REWARD_LOSER_BONUS_MAX = 3000,
REWARD_LOSER_BONUS_ADD = 500,
REWARD_RESCUED_HOSTAGE = 750,
REWARD_KILLED_ENEMY = 300,
REWARD_KILLED_VIP = 2500,
REWARD_VIP_HAVE_SELF_RESCUED = 2500,
REWARD_TAKEN_HOSTAGE = 1000,
REWARD_TOOK_HOSTAGE_ACC = 100,
REWARD_TOOK_HOSTAGE = 150,
};
// custom enum
enum PaybackForBadThing
{
PAYBACK_FOR_KILLED_TEAMMATES = -3300,
};
// custom enum
enum InfoMapBuyParam
{
BUYING_EVERYONE = 0,
BUYING_ONLY_CTS,
BUYING_ONLY_TERRORISTS,
BUYING_NO_ONE,
};
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// weapon respawning return codes
enum
{
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GR_NONE = 0,
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GR_WEAPON_RESPAWN_YES,
GR_WEAPON_RESPAWN_NO,
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GR_AMMO_RESPAWN_YES,
GR_AMMO_RESPAWN_NO,
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GR_ITEM_RESPAWN_YES,
GR_ITEM_RESPAWN_NO,
GR_PLR_DROP_GUN_ALL,
GR_PLR_DROP_GUN_ACTIVE,
GR_PLR_DROP_GUN_NO,
GR_PLR_DROP_AMMO_ALL,
GR_PLR_DROP_AMMO_ACTIVE,
GR_PLR_DROP_AMMO_NO,
};
// custom enum
enum
{
SCENARIO_BLOCK_TIME_EXPRIRED = (1 << 0), // flag "a"
SCENARIO_BLOCK_NEED_PLAYERS = (1 << 1), // flag "b"
SCENARIO_BLOCK_VIP_ESCAPE = (1 << 2), // flag "c"
SCENARIO_BLOCK_PRISON_ESCAPE = (1 << 3), // flag "d"
SCENARIO_BLOCK_BOMB = (1 << 4), // flag "e"
SCENARIO_BLOCK_TEAM_EXTERMINATION = (1 << 5), // flag "f"
SCENARIO_BLOCK_HOSTAGE_RESCUE = (1 << 6), // flag "g"
};
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// Player relationship return codes
enum
{
GR_NOTTEAMMATE = 0,
GR_TEAMMATE,
GR_ENEMY,
GR_ALLY,
GR_NEUTRAL,
};
class CItem;
class CGameRules {
protected:
virtual ~CGameRules() {};
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public:
virtual void RefreshSkillData() = 0; // fill skill data struct with proper values
virtual void Think() = 0; // runs every server frame, should handle any timer tasks, periodic events, etc.
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
virtual BOOL FAllowFlashlight() = 0; // Are players allowed to switch on their flashlight?
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // should the player switch to this weapon?
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0; // I can't use this weapon anymore, get me the next best one.
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer() = 0; // is this a multiplayer game? (either coop or deathmatch)
virtual BOOL IsDeathmatch() = 0; // is this a deathmatch game?
virtual BOOL IsTeamplay() = 0; // is this deathmatch game being played with team rules?
virtual BOOL IsCoOp() = 0; // is this a coop game?
virtual const char *GetGameDescription() = 0; // this is the game name that gets seen in the server browser
// Client connection/disconnection
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason) = 0; // a client just connected to the server (player hasn't spawned yet)
virtual void InitHUD(CBasePlayer *pl) = 0; // the client dll is ready for updating
virtual void ClientDisconnected(edict_t *pClient) = 0; // a client just disconnected from the server
virtual void UpdateGameMode(CBasePlayer *pPlayer) = 0; // the client needs to be informed of the current game mode
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) = 0; // can this player take damage from this attacker?
virtual BOOL ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::Spawn just before releasing player into the game
virtual void PlayerThink(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0; // is this player allowed to respawn now?
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0; // When in the future will this player be able to spawn?
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0; // Place this player on their spawnspot and face them the proper direction.
virtual BOOL AllowAutoTargetCrosshair() = 0;
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0; // handles the user commands; returns TRUE if command handled properly
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) = 0; // the player has changed userinfo; can change it now
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0; // how many points do I award whoever kills this player?
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0; // Called each time a player dies
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor) = 0; // Call this from within a GameRules class to report an obituary.
// Weapon retrieval
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem) = 0; // The player is touching an CBasePlayerItem, do I give it to him?
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // Called each time a player picks up a weapon from the ground
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0; // should this weapon respawn?
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0; // when may this weapon respawn?
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0; // can i respawn now, and if not, when should i try again?
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0; // where in the world should this weapon respawn?
// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // is this player allowed to take this item?
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // call each time a player picks up an item (battery, healthkit, longjump)
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0; // Should this item respawn?
virtual float FlItemRespawnTime(CItem *pItem) = 0; // when may this item respawn?
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0; // where in the world should this item respawn?
// Ammo retrieval
virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) = 0; // can this player take more of this ammo?
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0; // called each time a player picks up some ammo in the world
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0; // should this ammo item respawn?
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0; // when should this ammo item respawn?
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0; // where in the world should this ammo item respawn?
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
virtual float FlHEVChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0; // what do I do with a player's weapons when he's killed?
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0; // Do I drop ammo when the player dies? How much?
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0; // what team is this entity on?
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0; // What is the player's relationship with this entity?
virtual int GetTeamIndex(const char *pTeamName) = 0;
virtual const char *GetIndexedTeamName(int teamIndex) = 0;
virtual BOOL IsValidTeam(const char *pTeamName) = 0;
virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib) = 0;
virtual const char *SetDefaultPlayerTeam(CBasePlayer *pPlayer) = 0;
// Sounds
virtual BOOL PlayTextureSounds() = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0; // are monsters allowed
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// Immediately end a multiplayer game
virtual void EndMultiplayerGame() = 0;
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// Stuff that is shared between client and server.
virtual BOOL IsFreezePeriod() = 0;
virtual void ServerDeactivate() = 0;
virtual void CheckMapConditions() = 0;
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// inline function's
inline bool IsGameOver() const { return m_bGameOver; }
inline void SetGameOver() { m_bGameOver = true; }
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public:
BOOL m_bFreezePeriod; // TRUE at beginning of round, set to FALSE when the period expires
BOOL m_bBombDropped;
// custom
char *m_GameDesc;
bool m_bGameOver; // intermission or finale (deprecated name g_fGameOver)
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};
// CHalfLifeRules - rules for the single player Half-Life game.
class CHalfLifeRules: public CGameRules {
protected:
virtual ~CHalfLifeRules() {};
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public:
virtual void Think() = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight() = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual BOOL IsCoOp() = 0;
// Client connection/disconnection
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0; // the client dll is ready for updating
virtual void ClientDisconnected(edict_t *pClient) = 0;
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
virtual BOOL AllowAutoTargetCrosshair() = 0;
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
// Weapon retrieval
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
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// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
// Ammo retrieval
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0;
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0;
};
// CHalfLifeMultiplay - rules for the basic half life multiplayer competition
class CHalfLifeMultiplay: public CGameRules {
protected:
virtual ~CHalfLifeMultiplay() {};
public:
virtual void RefreshSkillData() = 0;
virtual void Think() = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight() = 0;
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virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
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virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual BOOL IsCoOp() = 0;
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// Client connection/disconnection
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in szRejectReason
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// Only the client's name and remote address are provided to the dll for verification.
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void ClientDisconnected(edict_t *pClient) = 0;
virtual void UpdateGameMode(CBasePlayer *pPlayer) = 0;
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) = 0;
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// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
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virtual BOOL AllowAutoTargetCrosshair() = 0;
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virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) = 0;
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// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
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// Weapon retrieval
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
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// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
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// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
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// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
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// Ammo retrieval
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
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// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
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// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0;
virtual float FlHEVChargerRechargeTime() = 0;
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// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
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// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
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// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
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virtual BOOL PlayTextureSounds() = 0;
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// Monsters
virtual BOOL FAllowMonsters() = 0;
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// Immediately end a multiplayer game
virtual void EndMultiplayerGame() = 0;
virtual void ServerDeactivate() = 0;
virtual void CheckMapConditions() = 0;
// Recreate all the map entities from the map data (preserving their indices),
// then remove everything else except the players.
// Also get rid of all world decals.
virtual void CleanUpMap() = 0;
virtual void RestartRound() = 0;
// check if the scenario has been won/lost
virtual void CheckWinConditions() = 0;
virtual void RemoveGuns() = 0;
virtual void GiveC4() = 0;
virtual void ChangeLevel() = 0;
virtual void GoToIntermission() = 0;
// Setup counts for m_iNumTerrorist, m_iNumCT, m_iNumSpawnableTerrorist, m_iNumSpawnableCT, etc.
virtual void InitializePlayerCounts(int &NumAliveTerrorist, int &NumAliveCT, int &NumDeadTerrorist, int &NumDeadCT) = 0;
virtual void BalanceTeams() = 0;
virtual void SwapAllPlayers() = 0;
virtual void UpdateTeamScores() = 0;
virtual void EndRoundMessage(const char *sentence, int event) = 0;
virtual void SetAccountRules(RewardRules rules, int amount) = 0;
virtual RewardAccount GetAccountRules(RewardRules rules) const = 0;
// BOMB MAP FUNCTIONS
virtual BOOL IsThereABomber() = 0;
virtual BOOL IsThereABomb() = 0;
virtual TeamName SelectDefaultTeam() = 0;
virtual bool HasRoundTimeExpired() = 0;
virtual bool IsBombPlanted() = 0;
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public:
bool ShouldSkipShowMenu() const { return m_bSkipShowMenu; }
void MarkShowMenuSkipped() { m_bSkipShowMenu = false; }
bool ShouldSkipSpawn() const { return m_bSkipSpawn; }
void MarkSpawnSkipped() { m_bSkipSpawn = false; }
float GetRoundRemainingTime() const { return m_iRoundTimeSecs - gpGlobals->time + m_fRoundStartTime; }
float GetRoundRemainingTimeReal() const { return m_iRoundTimeSecs - gpGlobals->time + m_fRoundStartTimeReal; }
float GetTimeLeft() const { return m_flTimeLimit - gpGlobals->time; }
bool IsMatchStarted() { return (m_flRestartRoundTime != 0.0f || m_fCareerRoundMenuTime != 0.0f || m_fCareerMatchMenuTime != 0.0f); }
void TerminateRound(float tmDelay, int iWinStatus);
public:
CVoiceGameMgr m_VoiceGameMgr;
float m_flRestartRoundTime; // The global time when the round is supposed to end, if this is not 0 (deprecated name m_fTeamCount)
float m_flCheckWinConditions;
float m_fRoundStartTime; // Time round has started (deprecated name m_fRoundCount)
int m_iRoundTime; // (From mp_roundtime) - How many seconds long this round is.
int m_iRoundTimeSecs;
int m_iIntroRoundTime; // (From mp_freezetime) - How many seconds long the intro round (when players are frozen) is.
float m_fRoundStartTimeReal; // The global time when the intro round ends and the real one starts
// wrote the original "m_flRoundTime" comment for this variable).
int m_iAccountTerrorist;
int m_iAccountCT;
int m_iNumTerrorist; // The number of terrorists on the team (this is generated at the end of a round)
int m_iNumCT; // The number of CTs on the team (this is generated at the end of a round)
int m_iNumSpawnableTerrorist;
int m_iNumSpawnableCT;
int m_iSpawnPointCount_Terrorist; // Number of Terrorist spawn points
int m_iSpawnPointCount_CT; // Number of CT spawn points
int m_iHostagesRescued;
int m_iHostagesTouched;
int m_iRoundWinStatus; // 1 == CT's won last round, 2 == Terrorists did, 3 == Draw, no winner
short m_iNumCTWins;
short m_iNumTerroristWins;
bool m_bTargetBombed; // whether or not the bomb has been bombed
bool m_bBombDefused; // whether or not the bomb has been defused
bool m_bMapHasBombTarget;
bool m_bMapHasBombZone;
bool m_bMapHasBuyZone;
bool m_bMapHasRescueZone;
bool m_bMapHasEscapeZone;
BOOL m_bMapHasVIPSafetyZone; // TRUE = has VIP safety zone, FALSE = does not have VIP safetyzone
BOOL m_bMapHasCameras;
int m_iC4Timer;
int m_iC4Guy; // The current Terrorist who has the C4.
int m_iLoserBonus; // the amount of money the losing team gets. This scales up as they lose more rounds in a row
int m_iNumConsecutiveCTLoses; // the number of rounds the CTs have lost in a row.
int m_iNumConsecutiveTerroristLoses; // the number of rounds the Terrorists have lost in a row.
float m_fMaxIdlePeriod; // For the idle kick functionality. This is tha max amount of time that the player has to be idle before being kicked
int m_iLimitTeams;
bool m_bLevelInitialized;
bool m_bRoundTerminating;
bool m_bCompleteReset; // Set to TRUE to have the scores reset next time round restarts
float m_flRequiredEscapeRatio;
int m_iNumEscapers;
int m_iHaveEscaped;
bool m_bCTCantBuy;
bool m_bTCantBuy; // Who can and can't buy.
float m_flBombRadius;
int m_iConsecutiveVIP;
int m_iTotalGunCount;
int m_iTotalGrenadeCount;
int m_iTotalArmourCount;
int m_iUnBalancedRounds; // keeps track of the # of consecutive rounds that have gone by where one team outnumbers the other team by more than 2
int m_iNumEscapeRounds; // keeps track of the # of consecutive rounds of escape played.. Teams will be swapped after 8 rounds
int m_iMapVotes[MAX_VOTE_MAPS];
int m_iLastPick;
int m_iMaxMapTime;
int m_iMaxRounds;
int m_iTotalRoundsPlayed;
int m_iMaxRoundsWon;
int m_iStoredSpectValue;
float m_flForceCameraValue;
float m_flForceChaseCamValue;
float m_flFadeToBlackValue;
CBasePlayer *m_pVIP;
CBasePlayer *m_pVIPQueue[MAX_VIP_QUEUES];
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float m_flIntermissionEndTime;
float m_flIntermissionStartTime;
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BOOL m_iEndIntermissionButtonHit;
float m_tmNextPeriodicThink;
bool m_bGameStarted; // TRUE = the game commencing when there is at least one CT and T, FALSE = scoring will not start until both teams have players (deprecated name m_bFirstConnected)
bool m_bInCareerGame;
float m_fCareerRoundMenuTime;
int m_iCareerMatchWins;
int m_iRoundWinDifference;
float m_fCareerMatchMenuTime;
bool m_bSkipSpawn;
// custom
bool m_bSkipShowMenu;
bool m_bNeededPlayers;
float m_flEscapeRatio;
float m_flTimeLimit;
float m_flGameStartTime;
};
typedef struct mapcycle_item_s
{
struct mapcycle_item_s *next;
char mapname[32];
int minplayers;
int maxplayers;
char rulebuffer[MAX_RULE_BUFFER];
} mapcycle_item_t;
typedef struct mapcycle_s
{
struct mapcycle_item_s *items;
struct mapcycle_item_s *next_item;
} mapcycle_t;
class CCStrikeGameMgrHelper: public IVoiceGameMgrHelper {
public:
virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pSender) = 0;
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};
extern CGameRules *g_pGameRules;
// Gets us at the CS game rules
inline CHalfLifeMultiplay *CSGameRules()
{
return static_cast<CHalfLifeMultiplay *>(g_pGameRules);
}
inline void CHalfLifeMultiplay::TerminateRound(float tmDelay, int iWinStatus)
{
m_iRoundWinStatus = iWinStatus;
m_flRestartRoundTime = gpGlobals->time + tmDelay;
m_bRoundTerminating = true;
}