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nekohook/modules/source2013/sdk/game/shared/multiplay_gamerules.h
2020-08-04 13:13:01 -04:00

322 lines
11 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MULTIPLAY_GAMERULES_H
#define MULTIPLAY_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "gamerules.h"
#ifdef CLIENT_DLL
#define CMultiplayRules C_MultiplayRules
#else
extern ConVar mp_restartgame;
extern ConVar mp_restartgame_immediate;
extern ConVar mp_waitingforplayers_time;
extern ConVar mp_waitingforplayers_restart;
extern ConVar mp_waitingforplayers_cancel;
extern ConVar mp_clan_readyrestart;
extern ConVar mp_clan_ready_signal;
extern ConVar nextlevel;
extern INetworkStringTable *g_pStringTableServerMapCycle;
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
extern INetworkStringTable *g_pStringTableServerPopFiles;
extern INetworkStringTable *g_pStringTableServerMapCycleMvM;
#endif
#define VOICE_COMMAND_MAX_SUBTITLE_DIST 1900
class CBaseMultiplayerPlayer;
#endif
extern ConVar mp_show_voice_icons;
#define MAX_SPEAK_CONCEPT_LEN 64
#define MAX_VOICE_COMMAND_SUBTITLE 256
typedef struct {
#ifndef CLIENT_DLL
// concept to speak
int m_iConcept;
// play subtitle?
bool m_bShowSubtitle;
bool m_bDistanceBasedSubtitle;
char m_szGestureActivity[64];
#else
// localizable subtitle
char m_szSubtitle[MAX_VOICE_COMMAND_SUBTITLE];
// localizable string for menu
char m_szMenuLabel[MAX_VOICE_COMMAND_SUBTITLE];
#endif
} VoiceCommandMenuItem_t;
extern ConVar mp_timelimit;
//=========================================================
// CMultiplayRules - rules for the basic half life multiplayer
// competition
//=========================================================
class CMultiplayRules : public CGameRules {
public:
DECLARE_CLASS(CMultiplayRules, CGameRules);
// Functions to verify the single/multiplayer status of a game
virtual bool IsMultiplayer(void);
virtual bool Init();
// Damage query implementations.
virtual bool Damage_IsTimeBased(
int iDmgType); // Damage types that are time-based.
virtual bool Damage_ShouldGibCorpse(
int iDmgType); // Damage types that gib the corpse.
virtual bool Damage_ShowOnHUD(
int iDmgType); // Damage types that have client HUD art.
virtual bool Damage_NoPhysicsForce(
int iDmgType); // Damage types that don't have to supply a physics
// force & position.
virtual bool Damage_ShouldNotBleed(
int iDmgType); // Damage types that don't make the player bleed.
// TEMP: These will go away once DamageTypes become enums.
virtual int Damage_GetTimeBased(void);
virtual int Damage_GetShouldGibCorpse(void);
virtual int Damage_GetShowOnHud(void);
virtual int Damage_GetNoPhysicsForce(void);
virtual int Damage_GetShouldNotBleed(void);
CMultiplayRules();
virtual ~CMultiplayRules() {}
void LoadVoiceCommandScript(void);
virtual bool ShouldDrawHeadLabels() {
if (mp_show_voice_icons.GetBool() == false) return false;
return BaseClass::ShouldDrawHeadLabels();
}
#ifndef CLIENT_DLL
virtual void FrameUpdatePostEntityThink();
// GR_Think
virtual void Think(void);
virtual void RefreshSkillData(bool forceUpdate);
virtual bool IsAllowedToSpawn(CBaseEntity *pEntity);
virtual bool FAllowFlashlight(void);
virtual bool FShouldSwitchWeapon(CBasePlayer *pPlayer,
CBaseCombatWeapon *pWeapon);
virtual CBaseCombatWeapon *GetNextBestWeapon(
CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon);
virtual bool SwitchToNextBestWeapon(CBaseCombatCharacter *pPlayer,
CBaseCombatWeapon *pCurrentWeapon);
// Functions to verify the single/multiplayer status of a game
virtual bool IsDeathmatch(void);
virtual bool IsCoOp(void);
// Client connection/disconnection
// If ClientConnected returns FALSE, the connection is rejected and the user
// is provided the reason specified in
// svRejectReason
// 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 *reject,
int maxrejectlen);
virtual void InitHUD(
CBasePlayer *pl); // the client dll is ready for updating
virtual void ClientDisconnected(edict_t *pClient);
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer);
virtual bool FPlayerCanTakeDamage(CBasePlayer *pPlayer,
CBaseEntity *pAttacker,
const CTakeDamageInfo &info);
virtual bool AllowDamage(CBaseEntity *pVictim, const CTakeDamageInfo &info);
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer);
virtual void PlayerThink(CBasePlayer *pPlayer);
virtual bool FPlayerCanRespawn(CBasePlayer *pPlayer);
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer);
virtual CBaseEntity *GetPlayerSpawnSpot(CBasePlayer *pPlayer);
virtual bool AllowAutoTargetCrosshair(void);
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
virtual void PlayerKilled(CBasePlayer *pVictim,
const CTakeDamageInfo &info);
virtual void DeathNotice(CBasePlayer *pVictim, const CTakeDamageInfo &info);
CBasePlayer *GetDeathScorer(
CBaseEntity *pKiller,
CBaseEntity
*pInflictor); // old version of method - kept for backward compat
virtual CBasePlayer *GetDeathScorer(
CBaseEntity *pKiller, CBaseEntity *pInflictor,
CBaseEntity *pVictim); // new version of method
// Weapon retrieval
virtual bool CanHavePlayerItem(
CBasePlayer *pPlayer,
CBaseCombatWeapon *pWeapon); // The player is touching an
// CBaseCombatWeapon, do I give it to him?
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBaseCombatWeapon *pWeapon);
virtual float FlWeaponRespawnTime(CBaseCombatWeapon *pWeapon);
virtual float FlWeaponTryRespawn(CBaseCombatWeapon *pWeapon);
virtual Vector VecWeaponRespawnSpot(CBaseCombatWeapon *pWeapon);
// Item retrieval
virtual bool CanHaveItem(CBasePlayer *pPlayer, CItem *pItem);
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem);
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem);
virtual float FlItemRespawnTime(CItem *pItem);
virtual Vector VecItemRespawnSpot(CItem *pItem);
virtual QAngle VecItemRespawnAngles(CItem *pItem);
// Ammo retrieval
virtual void PlayerGotAmmo(CBaseCombatCharacter *pPlayer, char *szName,
int iCount);
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime(void);
virtual float FlHEVChargerRechargeTime(void);
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer);
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer);
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) { return ""; }
virtual int PlayerRelationship(CBaseEntity *pPlayer, CBaseEntity *pTarget);
virtual bool PlayerCanHearChat(CBasePlayer *pListener,
CBasePlayer *pSpeaker);
virtual bool PlayTextureSounds(void) { return FALSE; }
virtual bool PlayFootstepSounds(CBasePlayer *pl);
// NPCs
virtual bool FAllowNPCs(void);
// Immediately end a multiplayer game
virtual void EndMultiplayerGame(void) { GoToIntermission(); }
// Voice commands
virtual bool ClientCommand(CBaseEntity *pEdict, const CCommand &args);
virtual VoiceCommandMenuItem_t *VoiceCommand(
CBaseMultiplayerPlayer *pPlayer, int iMenu, int iItem);
// Bugbait report
bool IsLoadingBugBaitReport(void);
virtual void ResetMapCycleTimeStamp(void) { m_nMapCycleTimeStamp = 0; }
virtual void HandleTimeLimitChange(void) { return; }
void IncrementMapCycleIndex();
void HaveAllPlayersSpeakConceptIfAllowed(int iConcept,
int iTeam = TEAM_UNASSIGNED,
const char *modifiers = NULL);
void RandomPlayersSpeakConceptIfAllowed(int iConcept,
int iNumRandomPlayer = 1,
int iTeam = TEAM_UNASSIGNED,
const char *modifiers = NULL);
virtual void GetTaggedConVarList(KeyValues *pCvarTagList);
void SkipNextMapInCycle();
virtual void ClientCommandKeyValues(edict_t *pEntity,
KeyValues *pKeyValues);
public:
struct ResponseRules_t {
CUtlVector<IResponseSystem *> m_ResponseSystems;
};
CUtlVector<ResponseRules_t> m_ResponseRules;
virtual void InitCustomResponseRulesDicts() {}
virtual void ShutdownCustomResponseRulesDicts() {}
// NVNT virtual to check for haptic device
virtual void ClientSettingsChanged(CBasePlayer *pPlayer);
virtual void GetNextLevelName(char *szNextMap, int bufsize,
bool bRandom = false);
static void DetermineMapCycleFilename(char *pszResult, int nSizeResult,
bool bForceSpew);
virtual void LoadMapCycleFileIntoVector(const char *pszMapCycleFile,
CUtlVector<char *> &mapList);
static void FreeMapCycleFileVector(CUtlVector<char *> &mapList);
// LoadMapCycleFileIntoVector without the fixups inherited versions of
// gamerules may provide
static void RawLoadMapCycleFileIntoVector(const char *pszMapCycleFile,
CUtlVector<char *> &mapList);
bool IsMapInMapCycle(const char *pszName);
virtual bool IsManualMapChangeOkay(const char **pszReason) OVERRIDE;
protected:
virtual bool UseSuicidePenalty() {
return true;
} // apply point penalty for suicide?
virtual float GetLastMajorEventTime(void) { return -1.0f; }
public:
virtual void ChangeLevel(void);
protected:
virtual void GoToIntermission(void);
virtual void LoadMapCycleFile(void);
void ChangeLevelToMap(const char *pszMap);
float m_flIntermissionEndTime;
static int m_nMapCycleTimeStamp;
static int m_nMapCycleindex;
static CUtlVector<char *> m_MapList;
float m_flTimeLastMapChangeOrPlayerWasConnected;
#else
public:
const char *GetVoiceCommandSubtitle(int iMenu, int iItem);
bool GetVoiceMenuLabels(int iMenu, KeyValues *pKV);
#endif
private:
CUtlVector<CUtlVector<VoiceCommandMenuItem_t> > m_VoiceCommandMenus;
};
inline CMultiplayRules *MultiplayRules() {
return static_cast<CMultiplayRules *>(g_pGameRules);
}
#endif // MULTIPLAY_GAMERULES_H