/* * * 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 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); };