ReGameDLL_CS/regamedll/dlls/gamerules.h
2016-01-28 08:51:34 +06:00

835 lines
30 KiB
C++

/*
*
* 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.
*
*/
#ifndef GAMERULES_H
#define GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "game_shared/voice_gamemgr.h"
#define COM_TOKEN_LEN 1500
#define MAX_RULE_BUFFER 1024
#define MAX_VOTE_MAPS 100
#define MAX_VIP_QUEUES 5
#define MAX_BOMB_RADIUS 2048
#define MAP_VIP_SAFETYZONE_UNINITIALIZED 0 // uninitialized
#define MAP_HAVE_VIP_SAFETYZONE_YES 1 // has VIP safety zone
#define MAP_HAVE_VIP_SAFETYZONE_NO 2 // does not have VIP safetyzone
#define MAP_HAS_CAMERAS_INIT 2 // initial
#define MAP_HAS_CAMERAS_YES 1 // on map have of camera's
#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 ScenarionEventEndRound
{
ROUND_TARGET_BOMB = 1,
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,
};
// 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,
};
// 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,
};
enum
{
GR_NONE = 0,
GR_WEAPON_RESPAWN_YES,
GR_WEAPON_RESPAWN_NO,
GR_AMMO_RESPAWN_YES,
GR_AMMO_RESPAWN_NO,
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),
SCENARIO_BLOCK_NEED_PLAYERS = (1 << 1),
SCENARIO_BLOCK_VIP_ESCAPRE = (1 << 2),
SCENARIO_BLOCK_PRISON_ESCAPRE = (1 << 3),
SCENARIO_BLOCK_BOMB = (1 << 4),
SCENARIO_BLOCK_TEAM_EXTERMINATION = (1 << 5),
SCENARIO_BLOCK_HOSTAGE_RESCUE = (1 << 6),
};
enum
{
GR_NOTTEAMMATE = 0,
GR_TEAMMATE,
GR_ENEMY,
GR_ALLY,
GR_NEUTRAL,
};
class CItem;
/* <166901> ../cstrike/dlls/gamerules.h:86 */
class CGameRules
{
public:
virtual void RefreshSkillData(void);
virtual void Think(void) = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight(void) = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
virtual BOOL IsMultiplayer(void) = 0;
virtual BOOL IsDeathmatch(void) = 0;
virtual BOOL IsTeamplay(void)
{
return FALSE;
}
virtual BOOL IsCoOp(void) = 0;
virtual const char *GetGameDescription(void) { return "Counter-Strike"; } // this is the game name that gets seen in the server browser
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void ClientDisconnected(edict_t *pClient) = 0;
virtual void UpdateGameMode(CBasePlayer *pPlayer) {};
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker)
{
return TRUE;
}
virtual BOOL ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target)
{
return TRUE;
}
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);
virtual BOOL AllowAutoTargetCrosshair(void)
{
return TRUE;
}
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd)
{
return FALSE;
}
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd)
{
return FALSE;
}
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) {};
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 *pevInflictor) = 0;
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem);
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry);
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlHealthChargerRechargeTime(void) = 0;
virtual float FlHEVChargerRechargeTime(void)
{
return 0.0f;
}
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
virtual int GetTeamIndex(const char *pTeamName)
{
return -1;
}
virtual const char *GetIndexedTeamName(int teamIndex)
{
return "";
}
virtual BOOL IsValidTeam(const char *pTeamName)
{
return TRUE;
}
virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib) {};
virtual const char *SetDefaultPlayerTeam(CBasePlayer *pPlayer)
{
return "";
}
virtual BOOL PlayTextureSounds(void)
{
return TRUE;
}
virtual BOOL FAllowMonsters(void) = 0;
virtual void EndMultiplayerGame(void) {};
// Stuff that is shared between client and server.
virtual BOOL IsFreezePeriod(void)
{
return m_bFreezePeriod;
}
virtual void ServerDeactivate(void) {};
virtual void CheckMapConditions(void) {};
#ifdef HOOK_GAMEDLL
void RefreshSkillData_(void);
edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
BOOL CanHavePlayerItem_(CBasePlayer *pPlayer, CBasePlayerItem *pItem);
BOOL CanHaveAmmo_(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry);
#endif // HOOK_GAMEDLL
public:
//int **_vptr.CGameRules;
BOOL m_bFreezePeriod;
BOOL m_bBombDropped;
};/* size: 12, cachelines: 1, members: 3 */
class CHalfLifeRules: public CGameRules
{
public:
CHalfLifeRules(void);
virtual void Think(void);
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity);
virtual BOOL FAllowFlashlight(void)
{
return TRUE;
}
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
virtual BOOL IsMultiplayer(void);
virtual BOOL IsDeathmatch(void);
virtual BOOL IsCoOp(void);
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
virtual void InitHUD(CBasePlayer *pl);
virtual void ClientDisconnected(edict_t *pClient);
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
virtual void PlayerSpawn(CBasePlayer *pPlayer);
virtual void PlayerThink(CBasePlayer *pPlayer);
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer);
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer);
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
virtual BOOL AllowAutoTargetCrosshair(void);
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon);
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon);
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon);
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon);
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
virtual int ItemShouldRespawn(CItem *pItem);
virtual float FlItemRespawnTime(CItem *pItem);
virtual Vector VecItemRespawnSpot(CItem *pItem);
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo);
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo);
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo);
virtual float FlHealthChargerRechargeTime(void);
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
virtual const char *GetTeamID(CBaseEntity *pEntity)
{
return "";
};
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget);
virtual BOOL FAllowMonsters(void);
#ifdef HOOK_GAMEDLL
void Think_(void);
BOOL IsAllowedToSpawn_(CBaseEntity *pEntity);
BOOL FShouldSwitchWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
BOOL GetNextBestWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
BOOL IsMultiplayer_(void);
BOOL IsDeathmatch_(void);
BOOL IsCoOp_(void);
BOOL ClientConnected_(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
void InitHUD_(CBasePlayer *pl);
void ClientDisconnected_(edict_t *pClient);
float FlPlayerFallDamage_(CBasePlayer *pPlayer);
void PlayerSpawn_(CBasePlayer *pPlayer);
void PlayerThink_(CBasePlayer *pPlayer);
BOOL FPlayerCanRespawn_(CBasePlayer *pPlayer);
float FlPlayerSpawnTime_(CBasePlayer *pPlayer);
edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
BOOL AllowAutoTargetCrosshair_(void);
int IPointsForKill_(CBasePlayer *pAttacker, CBasePlayer *pKilled);
void PlayerKilled_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
void DeathNotice_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
void PlayerGotWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
int WeaponShouldRespawn_(CBasePlayerItem *pWeapon);
float FlWeaponRespawnTime_(CBasePlayerItem *pWeapon);
float FlWeaponTryRespawn_(CBasePlayerItem *pWeapon);
Vector VecWeaponRespawnSpot_(CBasePlayerItem *pWeapon);
BOOL CanHaveItem_(CBasePlayer *pPlayer, CItem *pItem);
void PlayerGotItem_(CBasePlayer *pPlayer, CItem *pItem);
int ItemShouldRespawn_(CItem *pItem);
float FlItemRespawnTime_(CItem *pItem);
Vector VecItemRespawnSpot_(CItem *pItem);
void PlayerGotAmmo_(CBasePlayer *pPlayer, char *szName, int iCount);
int AmmoShouldRespawn_(CBasePlayerAmmo *pAmmo);
float FlAmmoRespawnTime_(CBasePlayerAmmo *pAmmo);
Vector VecAmmoRespawnSpot_(CBasePlayerAmmo *pAmmo);
float FlHealthChargerRechargeTime_(void);
int DeadPlayerWeapons_(CBasePlayer *pPlayer);
int DeadPlayerAmmo_(CBasePlayer *pPlayer);
int PlayerRelationship_(CBasePlayer *pPlayer, CBaseEntity *pTarget);
BOOL FAllowMonsters_(void);
#endif // HOOK_GAMEDLL
};/* size: 12, cachelines: 1, members: 1 */
class CHalfLifeMultiplay: public CGameRules
{
public:
CHalfLifeMultiplay(void);
public:
virtual void RefreshSkillData(void);
virtual void Think(void);
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity);
virtual BOOL FAllowFlashlight(void);
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
virtual BOOL IsMultiplayer(void);
virtual BOOL IsDeathmatch(void);
virtual BOOL IsCoOp(void);
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
virtual void InitHUD(CBasePlayer *pl);
virtual void ClientDisconnected(edict_t *pClient);
virtual void UpdateGameMode(CBasePlayer *pPlayer);
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker);
virtual void PlayerSpawn(CBasePlayer *pPlayer);
virtual void PlayerThink(CBasePlayer *pPlayer);
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer);
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer);
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
virtual BOOL AllowAutoTargetCrosshair(void);
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd);
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer);
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
// Death notices
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon);
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon);
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon);
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon);
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
virtual int ItemShouldRespawn(CItem *pItem);
virtual float FlItemRespawnTime(CItem *pItem);
virtual Vector VecItemRespawnSpot(CItem *pItem);
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount);
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo);
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo);
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo);
virtual float FlHealthChargerRechargeTime(void);
virtual float FlHEVChargerRechargeTime(void);
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
virtual const char *GetTeamID(CBaseEntity *pEntity)
{
return "";
}
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget);
virtual BOOL PlayTextureSounds(void)
{
return FALSE;
}
virtual BOOL FAllowMonsters(void);
virtual void EndMultiplayerGame(void)
{
GoToIntermission();
}
virtual void ServerDeactivate(void);
virtual void CheckMapConditions(void);
// 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(void);
virtual void RestartRound(void);
// check if the scenario has been won/lost
virtual void CheckWinConditions(void);
virtual void RemoveGuns(void);
virtual void GiveC4(void);
virtual void ChangeLevel(void);
virtual void GoToIntermission(void);
#ifdef HOOK_GAMEDLL
void RefreshSkillData_(void);
void Think_(void);
BOOL IsAllowedToSpawn_(CBaseEntity *pEntity);
BOOL FAllowFlashlight_(void);
BOOL FShouldSwitchWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
BOOL GetNextBestWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
BOOL IsMultiplayer_(void);
BOOL IsDeathmatch_(void);
BOOL IsCoOp_(void);
BOOL ClientConnected_(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
void InitHUD_(CBasePlayer *pl);
void ClientDisconnected_(edict_t *pClient);
void UpdateGameMode_(CBasePlayer *pPlayer);
float FlPlayerFallDamage_(CBasePlayer *pPlayer);
BOOL FPlayerCanTakeDamage_(CBasePlayer *pPlayer, CBaseEntity *pAttacker);
void PlayerSpawn_(CBasePlayer *pPlayer);
void PlayerThink_(CBasePlayer *pPlayer);
BOOL FPlayerCanRespawn_(CBasePlayer *pPlayer);
float FlPlayerSpawnTime_(CBasePlayer *pPlayer);
edict_t *GetPlayerSpawnSpot_(CBasePlayer *pPlayer);
BOOL AllowAutoTargetCrosshair_(void);
BOOL ClientCommand_DeadOrAlive_(CBasePlayer *pPlayer, const char *pcmd);
BOOL ClientCommand_(CBasePlayer *pPlayer, const char *pcmd);
void ClientUserInfoChanged_(CBasePlayer *pPlayer, char *infobuffer);
int IPointsForKill_(CBasePlayer *pAttacker, CBasePlayer *pKilled);
void PlayerKilled_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
void DeathNotice_(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
BOOL CanHavePlayerItem_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
void PlayerGotWeapon_(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon);
int WeaponShouldRespawn_(CBasePlayerItem *pWeapon);
float FlWeaponRespawnTime_(CBasePlayerItem *pWeapon);
float FlWeaponTryRespawn_(CBasePlayerItem *pWeapon);
Vector VecWeaponRespawnSpot_(CBasePlayerItem *pWeapon);
BOOL CanHaveItem_(CBasePlayer *pPlayer, CItem *pItem);
void PlayerGotItem_(CBasePlayer *pPlayer, CItem *pItem);
int ItemShouldRespawn_(CItem *pItem);
float FlItemRespawnTime_(CItem *pItem);
Vector VecItemRespawnSpot_(CItem *pItem);
void PlayerGotAmmo_(CBasePlayer *pPlayer, char *szName, int iCount);
int AmmoShouldRespawn_(CBasePlayerAmmo *pAmmo);
float FlAmmoRespawnTime_(CBasePlayerAmmo *pAmmo);
Vector VecAmmoRespawnSpot_(CBasePlayerAmmo *pAmmo);
float FlHealthChargerRechargeTime_(void);
float FlHEVChargerRechargeTime_(void);
int DeadPlayerWeapons_(CBasePlayer *pPlayer);
int DeadPlayerAmmo_(CBasePlayer *pPlayer);
int PlayerRelationship_(CBasePlayer *pPlayer, CBaseEntity *pTarget);
BOOL FAllowMonsters_(void);
void ServerDeactivate_(void);
void CheckMapConditions_(void);
void CleanUpMap_(void);
void RestartRound_(void);
void CheckWinConditions_(void);
void RemoveGuns_(void);
void GiveC4_(void);
void ChangeLevel_(void);
void GoToIntermission_(void);
#endif // HOOK_GAMEDLL
public:
// Checks if it still needs players to start a round, or if it has enough players to start rounds.
// Starts a round and returns true if there are enough players.
bool NeededPlayersCheck(bool &bNeededPlayers);
// Setup counts for m_iNumTerrorist, m_iNumCT, m_iNumSpawnableTerrorist, m_iNumSpawnableCT, etc.
void InitializePlayerCounts(int &NumAliveTerrorist, int &NumAliveCT, int &NumDeadTerrorist, int &NumDeadCT);
// Check to see if the round is over for the various game types. Terminates the round
// and returns true if the round should end.
bool PrisonRoundEndCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT, bool bNeededPlayers);
bool BombRoundEndCheck(bool bNeededPlayers);
bool HostageRescueRoundEndCheck(bool bNeededPlayers);
bool VIPRoundEndCheck(bool bNeededPlayers);
// Check to see if the teams exterminated each other. Ends the round and returns true if so.
bool TeamExterminationCheck(int NumAliveTerrorist, int NumAliveCT, int NumDeadTerrorist, int NumDeadCT, bool bNeededPlayers);
void TerminateRound(float tmDelay, int iWinStatus);
// Check various conditions to end the map.
bool CheckGameOver(void);
bool CheckTimeLimit(void);
bool CheckMaxRounds(void);
bool CheckWinLimit(void);
void CheckFreezePeriodExpired(void);
void CheckRoundTimeExpired(void);
void CheckLevelInitialized(void);
void CheckRestartRound(void);
BOOL IsCareer(void);
void QueueCareerRoundEndMenu(float tmDelay, int iWinStatus);
void SetCareerMatchLimit(int minWins, int winDifference);
bool IsInCareerRound(void);
void CareerRestart(void);
bool ShouldSkipSpawn(void)
{
return m_bSkipSpawn;
}
void MarkSpawnSkipped(void)
{
m_bSkipSpawn = false;
}
NOXREF void PlayerJoinedTeam(CBasePlayer *pPlayer)
{
;
}
float TimeRemaining(void)
{
return m_iRoundTimeSecs - gpGlobals->time + m_fRoundCount;
}
BOOL TeamFull(int team_id);
BOOL TeamStacked(int newTeam_id, int curTeam_id);
bool IsVIPQueueEmpty(void);
bool AddToVIPQueue(CBasePlayer *toAdd);
// VIP FUNCTIONS
void PickNextVIP(void);
void StackVIPQueue(void);
void ResetCurrentVIP(void);
void BalanceTeams(void);
void SwapAllPlayers(void);
void UpdateTeamScores(void);
void DisplayMaps(CBasePlayer *player, int iVote);
void ResetAllMapVotes(void);
void ProcessMapVote(CBasePlayer *player, int iVote);
// BOMB MAP FUNCTIONS
BOOL IsThereABomber(void);
BOOL IsThereABomb(void);
bool IsMatchStarted(void)
{
return (m_fTeamCount != 0.0f || m_fCareerRoundMenuTime != 0.0f || m_fCareerMatchMenuTime != 0.0f);
}
void SendMOTDToClient(edict_t *client);
private:
bool HasRoundTimeExpired(void);
bool IsBombPlanted(void);
void MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int iTeam);
public:
CVoiceGameMgr m_VoiceGameMgr;
float m_fTeamCount; // m_flRestartRoundTime, the global time when the round is supposed to end, if this is not 0
float m_flCheckWinConditions;
float 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_fIntroRoundCount; // 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;
int m_iMapHasVIPSafetyZone; // 0 = uninitialized; 1 = has VIP safety zone; 2 = DOES not have VIP safetyzone
int 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 *VIPQueue[ MAX_VIP_QUEUES ];
protected:
float m_flIntermissionEndTime;
float m_flIntermissionStartTime;
BOOL m_iEndIntermissionButtonHit;
float m_tmNextPeriodicThink;
bool m_bFirstConnected;
bool m_bInCareerGame;
float m_fCareerRoundMenuTime;
int m_iCareerMatchWins;
int m_iRoundWinDifference;
float m_fCareerMatchMenuTime;
bool m_bSkipSpawn;//712
};/* size: 708, cachelines: 12, members: 76 */
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;
/* size: 1068, cachelines: 17, members: 5 */
typedef struct mapcycle_s
{
struct mapcycle_item_s *items;
struct mapcycle_item_s *next_item;
} mapcycle_t;
/* size: 8, cachelines: 1, members: 2 */
/* <11192b> ../cstrike/dlls/multiplay_gamerules.cpp:257 */
class CMapInfo: public CPointEntity
{
public:
virtual void Spawn(void);
virtual void KeyValue(KeyValueData *pkvd);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void KeyValue_(KeyValueData *pkvd);
#endif // HOOK_GAMEDLL
public:
int m_iBuyingStatus;
float m_flBombRadius;
};/* size: 160, cachelines: 3, members: 3 */
/* <111732> ../cstrike/dlls/multiplay_gamerules.cpp:292 */
class CCStrikeGameMgrHelper: public IVoiceGameMgrHelper
{
public:
virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pSender);
#ifdef HOOK_GAMEDLL
bool CanPlayerHearPlayer_(CBasePlayer *pListener, CBasePlayer *pSender);
#endif // HOOK_GAMEDLL
};/* size: 4, cachelines: 1, members: 1 */
#ifdef HOOK_GAMEDLL
#define g_pGameRules (*pg_pGameRules)
#define g_GameMgrHelper (*pg_GameMgrHelper)
#define sv_clienttrace (*psv_clienttrace)
#define g_pMPGameRules (*pg_pMPGameRules)
#define mp_com_token (*pmp_com_token)
#endif // HOOK_GAMEDLL
extern CHalfLifeMultiplay *g_pGameRules;
extern CCStrikeGameMgrHelper g_GameMgrHelper;
extern cvar_t *sv_clienttrace;
extern CHalfLifeMultiplay *g_pMPGameRules;
extern char mp_com_token[ COM_TOKEN_LEN ];
CGameRules *InstallGameRules(void);
/*
* Multiplay gamerules
*/
bool IsBotSpeaking(void);
void SV_Continue_f(void);
void SV_Tutor_Toggle_f(void);
void SV_Career_Restart_f(void);
void SV_Career_EndRound_f(void);
void SV_CareerAddTask_f(void);
void SV_CareerMatchLimit_f(void);
void Broadcast(const char *sentence);
char *GetTeam(int teamNo);
void EndRoundMessage(const char *sentence, int event);
void ReadMultiplayCvars(CHalfLifeMultiplay *mp);
void DestroyMapCycle(mapcycle_t *cycle);
char *MP_COM_GetToken(void);
char *MP_COM_Parse(char *data);
int MP_COM_TokenWaiting(char *buffer);
int ReloadMapCycleFile(char *filename, mapcycle_t *cycle);
int CountPlayers(void);
void ExtractCommandString(char *s, char *szCommand);
int GetMapCount(void);
#ifdef HOOK_GAMEDLL
// linked objects
C_DLLEXPORT void info_map_parameters(entvars_t *pev);
#endif // HOOK_GAMEDLL
#endif // GAMERULES_H