/* * * 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 #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, }; // weapon respawning return codes 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), // 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" }; // Player relationship return codes enum { GR_NOTTEAMMATE = 0, GR_TEAMMATE, GR_ENEMY, GR_ALLY, GR_NEUTRAL, }; class CItem; class CGameRules { protected: virtual ~CGameRules() {}; 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 // Immediately end a multiplayer game virtual void EndMultiplayerGame() = 0; // Stuff that is shared between client and server. virtual BOOL IsFreezePeriod() = 0; virtual void ServerDeactivate() = 0; virtual void CheckMapConditions() = 0; // inline function's inline bool IsGameOver() const { return m_bGameOver; } inline void SetGameOver() { m_bGameOver = true; } 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) }; // CHalfLifeRules - rules for the single player Half-Life game. class CHalfLifeRules: public CGameRules { protected: virtual ~CHalfLifeRules() {}; 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; // 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; virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0; virtual BOOL IsMultiplayer() = 0; virtual BOOL IsDeathmatch() = 0; virtual BOOL IsCoOp() = 0; // Client connection/disconnection // If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in szRejectReason // 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; // 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; 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; // 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 BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; 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; // 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; virtual float FlHEVChargerRechargeTime() = 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; virtual BOOL PlayTextureSounds() = 0; // Monsters virtual BOOL FAllowMonsters() = 0; // 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; 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]; float m_flIntermissionEndTime; float m_flIntermissionStartTime; 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; }; extern CGameRules *g_pGameRules; // Gets us at the CS game rules inline CHalfLifeMultiplay *CSGameRules() { return static_cast(g_pGameRules); } inline void CHalfLifeMultiplay::TerminateRound(float tmDelay, int iWinStatus) { m_iRoundWinStatus = iWinStatus; m_flRestartRoundTime = gpGlobals->time + tmDelay; m_bRoundTerminating = true; }