This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
nekohook/modules/source2013/sdk/game/shared/teamplay_gamerules.h
2020-08-04 13:13:01 -04:00

151 lines
5.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef TEAMPLAY_GAMERULES_H
#define TEAMPLAY_GAMERULES_H
#pragma once
#include "gamerules.h"
#include "multiplay_gamerules.h"
#ifdef CLIENT_DLL
#define CTeamplayRules C_TeamplayRules
#else
#include "takedamageinfo.h"
#endif
//
// teamplay_gamerules.h
//
#define MAX_TEAMNAME_LENGTH 16
#define MAX_TEAMS 32
#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS *MAX_TEAMNAME_LENGTH
class CTeamplayRules : public CMultiplayRules {
public:
DECLARE_CLASS(CTeamplayRules, CMultiplayRules);
// Return the value of this player towards capturing a point
virtual int GetCaptureValueForPlayer(CBasePlayer *pPlayer) { return 1; }
virtual bool TeamMayCapturePoint(int iTeam, int iPointIndex) {
return true;
}
virtual bool PlayerMayCapturePoint(CBasePlayer *pPlayer, int iPointIndex,
char *pszReason = NULL,
int iMaxReasonLength = 0) {
return true;
}
virtual bool PlayerMayBlockPoint(CBasePlayer *pPlayer, int iPointIndex,
char *pszReason = NULL,
int iMaxReasonLength = 0) {
return false;
}
// Return false if players aren't allowed to cap points at this time (i.e.
// in WaitingForPlayers)
virtual bool PointsMayBeCaptured(void) { return true; }
virtual void SetLastCapPointChanged(int iIndex) { return; }
#ifdef CLIENT_DLL
#else
CTeamplayRules();
virtual ~CTeamplayRules(){};
virtual void Precache(void);
virtual bool ClientCommand(CBaseEntity *pEdict, const CCommand &args);
virtual void ClientSettingsChanged(CBasePlayer *pPlayer);
virtual bool IsTeamplay(void);
virtual bool FPlayerCanTakeDamage(CBasePlayer *pPlayer,
CBaseEntity *pAttacker,
const CTakeDamageInfo &info);
virtual int PlayerRelationship(CBaseEntity *pPlayer, CBaseEntity *pTarget);
virtual bool PlayerCanHearChat(CBasePlayer *pListener,
CBasePlayer *pSpeaker);
virtual const char *GetTeamID(CBaseEntity *pEntity);
virtual bool ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target);
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled);
virtual void InitHUD(CBasePlayer *pl);
virtual void DeathNotice(CBasePlayer *pVictim, const CTakeDamageInfo &info);
virtual const char *GetGameDescription(void) {
return "Teamplay";
} // this is the game name that gets seen in the server browser
virtual void PlayerKilled(CBasePlayer *pVictim,
const CTakeDamageInfo &info);
virtual void Think(void);
virtual int GetTeamIndex(const char *pTeamName);
virtual const char *GetIndexedTeamName(int teamIndex);
virtual bool IsValidTeam(const char *pTeamName);
virtual const char *SetDefaultPlayerTeam(CBasePlayer *pPlayer);
virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName,
bool bKill, bool bGib);
virtual void ClientDisconnected(edict_t *pClient);
virtual bool TimerMayExpire(void) { return true; }
// A game has been won by the specified team
virtual void SetWinningTeam(int team, int iWinReason,
bool bForceMapReset = true,
bool bSwitchTeams = false,
bool bDontAddScore = false,
bool bFinal = false) {
return;
}
virtual void SetStalemate(int iReason, bool bForceMapReset = true,
bool bSwitchTeams = false) {
return;
}
// Used to determine if all players should switch teams
virtual void SetSwitchTeams(bool bSwitch) { m_bSwitchTeams = bSwitch; }
virtual bool ShouldSwitchTeams(void) { return m_bSwitchTeams; }
virtual void HandleSwitchTeams(void) { return; }
// Used to determine if we should scramble the teams
virtual void SetScrambleTeams(bool bScramble) {
m_bScrambleTeams = bScramble;
}
virtual bool ShouldScrambleTeams(void) { return m_bScrambleTeams; }
virtual void HandleScrambleTeams(void) { return; }
virtual bool PointsMayAlwaysBeBlocked() { return false; }
protected:
bool m_DisableDeathMessages;
private:
void RecountTeams(void);
const char *TeamWithFewestPlayers(void);
bool m_DisableDeathPenalty;
bool m_teamLimit; // This means the server set only some teams as valid
char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
bool m_bSwitchTeams;
bool m_bScrambleTeams;
#endif
};
inline CTeamplayRules *TeamplayGameRules() {
return static_cast<CTeamplayRules *>(g_pGameRules);
}
#endif // TEAMPLAY_GAMERULES_H