1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: The TF Game rules object
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================
#ifndef TF_GAMERULES_H
#define TF_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "teamplayroundbased_gamerules.h"
#include "convar.h"
#include "gamevars_shared.h"
#include "GameEventListener.h"
#include "tf_gamestats_shared.h"
#include "tf_match_description.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#else
#include "tf_player.h"
#endif
#ifdef CLIENT_DLL
#define CTFGameRules C_TFGameRules
#define CTFGameRulesProxy C_TFGameRulesProxy
#define CBonusRoundLogic C_BonusRoundLogic
#else
extern CUtlString s_strNextMvMPopFile;
extern BOOL no_cease_fire_text;
extern BOOL cease_fire;
class CHealthKit;
class CTrainingModeLogic;
class CTFHolidayEntity;
class CTFNavArea;
class CTFBot;
class CTFBotRoster;
class CMedievalLogic;
class CCPTimerLogic;
class CPopulationManager;
class CCompetitiveLogic;
#endif
class CBonusRoundLogic;
class CTeamTrainWatcher;
class CPhysicsProp;
class CObjectSentrygun;
class CGhost;
class CUpgrades;
extern ConVar tf_spec_xray;
extern ConVar tf_avoidteammates;
extern ConVar tf_avoidteammates_pushaway;
extern ConVar mp_tournament_blueteamname;
extern ConVar mp_tournament_redteamname;
extern ConVar tf_arena_force_class;
extern ConVar tf_arena_change_limit;
extern ConVar tf_ctf_bonus_time;
extern ConVar tf_mvm_respec_enabled;
extern ConVar tf_spawn_glows_duration;
#ifdef TF_RAID_MODE
class CRaidLogic;
class CBossBattleLogic;
extern ConVar tf_gamemode_raid;
extern ConVar tf_gamemode_creep_wave;
extern ConVar tf_gamemode_boss_battle;
#endif // TF_RAID_MODE
class CMannVsMachineLogic;
class CMannVsMachineUpgrades;
//extern ConVar tf_populator_health_multiplier;
//extern ConVar tf_populator_damage_multiplier;
const int kMVM_DefendersTeamSize = 6;
const int kLadder_TeamSize_6v6 = 6;
const int kLadder_TeamSize_9v9 = 9;
const int kLadder_TeamSize_12v12 = 12;
//#define TF_MVM_FCVAR_CHEAT 0 /* Cheats enabled */
#define TF_MVM_FCVAR_CHEAT FCVAR_CHEAT /* Cheats disabled */
extern bool TF_IsHolidayActive( /*EHoliday*/ int eHoliday );
//=============================================================================
// HPE_BEGIN
// [msmith] Used for the client to tell the server that we're whatching a movie or not
// and weather or not we're ready to transition to the next map.
//=============================================================================
// Training mode cvars
extern ConVar tf_training_client_message;
enum {
TRAINING_CLIENT_MESSAGE_NONE = 0,
TRAINING_CLIENT_MESSAGE_WATCHING_INTRO_MOVIE,
TRAINING_CLIENT_MESSAGE_IN_SUMMARY_SCREEN,
TRAINING_CLIENT_MESSAGE_NEXT_MAP,
TRAINING_CLIENT_MESSAGE_REPLAY,
TRAINING_CLIENT_MESSAGE_MAX,
};
// How many achievements we show in the summary screen.
#define MAX_SHOWN_ACHIEVEMENTS 6
//=============================================================================
// HPE_END
//=============================================================================
extern Vector g_TFClassViewVectors[];
#define NO_CLASS_LIMIT -1
enum {
STOPWATCH_CAPTURE_TIME_NOT_SET = 0,
STOPWATCH_RUNNING,
STOPWATCH_OVERTIME,
};
class CTFGameRulesProxy : public CTeamplayRoundBasedRulesProxy, public CGameEventListener
{
public:
DECLARE_CLASS( CTFGameRulesProxy, CTeamplayRoundBasedRulesProxy );
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
DECLARE_DATADESC();
CTFGameRulesProxy();
void InputSetRedTeamRespawnWaveTime( inputdata_t &inputdata );
void InputSetBlueTeamRespawnWaveTime( inputdata_t &inputdata );
void InputAddRedTeamRespawnWaveTime( inputdata_t &inputdata );
void InputAddBlueTeamRespawnWaveTime( inputdata_t &inputdata );
void InputSetRedTeamGoalString( inputdata_t &inputdata );
void InputSetBlueTeamGoalString( inputdata_t &inputdata );
void InputSetRedTeamRole( inputdata_t &inputdata );
void InputSetBlueTeamRole( inputdata_t &inputdata );
void InputSetRequiredObserverTarget( inputdata_t &inputdata );
void InputAddRedTeamScore( inputdata_t &inputdata );
void InputAddBlueTeamScore( inputdata_t &inputdata );
void InputSetRedKothClockActive( inputdata_t &inputdata );
void InputSetBlueKothClockActive( inputdata_t &inputdata );
void InputSetCTFCaptureBonusTime( inputdata_t &inputdata );
void InputPlayVORed( inputdata_t &inputdata );
void InputPlayVOBlue( inputdata_t &inputdata );
void InputPlayVO( inputdata_t &inputdata );
void InputHandleMapEvent( inputdata_t &inputdata );
void InputSetCustomUpgradesFile( inputdata_t &inputdata );
void InputSetRoundRespawnFreezeEnabled( inputdata_t &inputdata );
void InputSetMapForcedTruceDuringBossFight( inputdata_t &inputdata );
void TeamPlayerCountChanged( CTFTeam *pTeam );
void PowerupTeamImbalance( int nTeam );
void StateEnterRoundRunning( void );
void StateEnterBetweenRounds( void );
void StateEnterPreRound( void );
void StateExitPreRound( void );
void MatchSummaryStart( void );
void TruceStart( void );
void TruceEnd( void );
COutputEvent m_OnWonByTeam1;
COutputEvent m_OnWonByTeam2;
COutputInt m_Team1PlayersChanged;
COutputInt m_Team2PlayersChanged;
COutputEvent m_OnPowerupImbalanceTeam1;
COutputEvent m_OnPowerupImbalanceTeam2;
COutputEvent m_OnPowerupImbalanceMeasuresOver;
COutputEvent m_OnStateEnterRoundRunning;
COutputEvent m_OnStateEnterBetweenRounds;
COutputEvent m_OnStateEnterPreRound;
COutputEvent m_OnStateExitPreRound;
COutputEvent m_OnMatchSummaryStart;
COutputEvent m_OnTruceStart;
COutputEvent m_OnTruceEnd;
virtual void Activate();
private:
//=============================================================================
// HPE_BEGIN:
// [msmith] hud type so the game type and hud type can be separate. Used for
// training missions.
//=============================================================================
int m_nHudType;
//=============================================================================
// HPE_END
//=============================================================================
bool m_bOvertimeAllowedForCTF;
#endif
public: // IGameEventListener Interface
virtual void FireGameEvent( IGameEvent * event );
};
class CTFRadiusDamageInfo
{
DECLARE_CLASS_NOBASE( CTFRadiusDamageInfo );
public:
CTFRadiusDamageInfo( CTakeDamageInfo *pInfo, const Vector &vecSrcIn, float flRadiusIn, CBaseEntity *pIgnore = NULL, float flRJRadiusIn = 0, float flForceScaleIn = 1.0f )
{
dmgInfo = pInfo;
vecSrc = vecSrcIn;
flRadius = flRadiusIn;
pEntityIgnore = pIgnore;
flRJRadius = flRJRadiusIn;
flFalloff = 0;
m_flForceScale = flForceScaleIn;
m_pEntityTarget = NULL;
CalculateFalloff();
}
void CalculateFalloff( void );
int ApplyToEntity( CBaseEntity *pEntity );
public:
// Fill these in & call RadiusDamage()
CTakeDamageInfo *dmgInfo;
Vector vecSrc;
float flRadius;
CBaseEntity *pEntityIgnore;
float flRJRadius; // Radius to use to calculate RJ, to maintain RJs when damage/radius changes on a RL
float m_flForceScale;
CBaseEntity *m_pEntityTarget; // Target being direct hit if any
private:
// These are used during the application of the RadiusDamage
float flFalloff;
};
struct PlayerRoundScore_t
{
int iPlayerIndex; // player index
int iRoundScore; // how many points scored this round
int iTotalScore; // total points scored across all rounds
};
struct PlayerArenaRoundScore_t
{
int iPlayerIndex; // player index
int iTotalDamage; // damage done this round
int iTotalHealing; // healing done this round
int iTimeAlive; // time alive (in seconds)
int iKillingBlows; // killing blows this round
int iScore;
};
#ifdef CLIENT_DLL
const char *GetMapType( const char *mapName );
const char *GetMapDisplayName( const char *mapName );
#else
class CKothLogic;
#endif
// Used to sort the players in the list by their bonus score
typedef CTFPlayer *BONUSPLAYERPTR;
class CBonusPlayerListLess
{
public:
bool Less( const BONUSPLAYERPTR &src1, const BONUSPLAYERPTR &src2, void *pCtx )
{
if ( src1->m_Shared.GetItemFindBonus() > src2->m_Shared.GetItemFindBonus() )
return true;
return false;
}
};
#define MAX_TEAMGOAL_STRING 256
#define MAX_TEAMNAME_STRING 6
class CTFGameRules : public CTeamplayRoundBasedRules
{
public:
DECLARE_CLASS( CTFGameRules, CTeamplayRoundBasedRules );
CTFGameRules();
virtual void LevelInitPostEntity( void );
virtual float GetRespawnTimeScalar( int iTeam );
virtual float GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers = true );
// Damage Queries.
virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
// TEMP:
virtual int Damage_GetTimeBased( void );
virtual int Damage_GetShowOnHud( void );
virtual int Damage_GetShouldNotBleed( void );
int GetFarthestOwnedControlPoint( int iTeam, bool bWithSpawnpoints );
virtual bool TeamMayCapturePoint( int iTeam, int iPointIndex );
virtual bool PlayerMayCapturePoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 );
virtual bool PlayerMayBlockPoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 );
static int CalcPlayerScore( RoundStats_t *pRoundStats, CTFPlayer *pPlayer );
static int CalcPlayerSupportScore( RoundStats_t *pRoundStats, int iPlayerIdx );
bool IsBirthday( void ) const;
bool IsBirthdayOrPyroVision( void ) const;
virtual bool IsHolidayActive( /*EHoliday*/ int eHoliday ) const;
virtual const unsigned char *GetEncryptionKey( void ) { return GetTFEncryptionKey(); }
int GetClassLimit( int iClass );
bool CanPlayerChooseClass( CBasePlayer *pPlayer, int iClass );
virtual bool ShouldBalanceTeams( void );
virtual int GetBonusRoundTime( bool bGameOver = false ) OVERRIDE;
#ifdef GAME_DLL
public:
virtual void Precache( void );
// Override this to prevent removal of game specific entities that need to persist
virtual bool RoundCleanupShouldIgnore( CBaseEntity *pEnt );
virtual bool ShouldCreateEntity( const char *pszClassName );
virtual void CleanUpMap( void );
virtual void FrameUpdatePostEntityThink();
virtual void RespawnPlayers( bool bForceRespawn, bool bTeam = false, int iTeam = TEAM_UNASSIGNED ) OVERRIDE;
// Called when a new round is being initialized
virtual void SetupOnRoundStart( void );
// Called when a new round is off and running
virtual void SetupOnRoundRunning( void );
// Called before a new round is started (so the previous round can end)
virtual void PreviousRoundEnd( void );
// Send the team scores down to the client
virtual void SendTeamScoresEvent( void ) { return; }
// Send the end of round info displayed in the win panel
virtual void SendWinPanelInfo( bool bGameOver ) OVERRIDE;
void SendArenaWinPanelInfo( void );
void SendPVEWinPanelInfo( void );
// Setup spawn points for the current round before it starts
virtual void SetupSpawnPointsForRound( void );
// Called when a round has entered stalemate mode (timer has run out)
virtual void SetupOnStalemateStart( void );
virtual void SetupOnStalemateEnd( void );
virtual void RecalculateControlPointState( void );
void TeamPlayerCountChanged( CTFTeam *pTeam );
void PowerupTeamImbalance( int nTeam );
int GetAssignedHumanTeam( void );
virtual void HandleSwitchTeams( void );
virtual void HandleScrambleTeams( void );
bool CanChangeClassInStalemate( void );
bool CanChangeTeam( int iCurrentTeam ) const;
virtual void SetRoundOverlayDetails( void );
virtual void ShowRoundInfoPanel( CTFPlayer *pPlayer = NULL ); // NULL pPlayer means show the panel to everyone
virtual bool TimerMayExpire( void );
virtual void Activate();
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
void SetTeamGoalString( int iTeam, const char *pszGoal );
//=============================================================================
// HPE_BEGIN:
// [msmith] Added a HUD type separate from the game mode so we can do different
// HUDs for the same mode. This is used in training maps.
//=============================================================================
void SetHUDType( int nHudType );
//=============================================================================
// HPE_END
//=============================================================================
// Speaking, vcds, voice commands.
virtual void InitCustomResponseRulesDicts();
virtual void ShutdownCustomResponseRulesDicts();
virtual bool HasPassedMinRespawnTime( CBasePlayer *pPlayer );
virtual bool ShouldRespawnQuickly( CBasePlayer *pPlayer );
bool ShouldScorePerRound( void );
virtual bool IsValveMap( void );
virtual void PlayTrainCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap );
void SetRequiredObserverTarget( CBaseEntity *pEnt ){ m_hRequiredObserverTarget = pEnt; }
void SetObjectiveObserverTarget( CBaseEntity *pEnt ) { m_hObjectiveObserverTarget = pEnt; }
EHANDLE GetRequiredObserverTarget( void ){ return m_hRequiredObserverTarget.Get(); }
EHANDLE GetObjectiveObserverTarget( void ){ return m_hObjectiveObserverTarget.Get(); }
virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
virtual bool PointsMayBeCaptured( void );
virtual bool PointsMayAlwaysBeBlocked(){ return ( GetGameType() == TF_GAMETYPE_ESCORT ); }
virtual void PlaySpecialCapSounds( int iCappingTeam, CTeamControlPoint *pPoint );
virtual CTacticalMissionManager *TacticalMissionManagerFactory( void );
virtual bool ShouldSwitchTeams( void );
virtual bool ShouldScrambleTeams( void );
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues );
bool CanBotChangeClass( CBasePlayer* pPlayer );
bool CanBotChooseClass( CBasePlayer *pPlayer, int iClass );
void SetCTFCaptureBonusTime( float flTime ){ m_flCTFCaptureBonusTime = flTime; }
float GetCTFCaptureBonusTime( void )
{
float flRetVal = tf_ctf_bonus_time.GetFloat();
if ( m_flCTFCaptureBonusTime >= 0.0f )
{
flRetVal = m_flCTFCaptureBonusTime;
}
return flRetVal;
}
// populate vector with set of control points the player needs to capture
virtual void CollectCapturePoints( CBasePlayer *player, CUtlVector< CTeamControlPoint * > *captureVector ) const;
// populate vector with set of control points the player needs to defend from capture
virtual void CollectDefendPoints( CBasePlayer *player, CUtlVector< CTeamControlPoint * > *defendVector ) const;
CObjectSentrygun *FindSentryGunWithMostKills( int team = TEAM_ANY ) const;
// Client connection/disconnection
virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
virtual bool ShouldSkipAutoScramble( void )
{
return IsPVEModeActive();
}
bool ShouldMakeChristmasAmmoPack( void );
void UpdatePeriodicEvent( CTFPlayer *pPlayer, eEconPeriodicScoreEvents eEvent, uint32 nCount );
void HandleMapEvent( inputdata_t &inputdata );
void SetCustomUpgradesFile( inputdata_t &inputdata );
virtual bool ShouldWaitToStartRecording( void );
void SetGravityMultiplier( float flValue ){ m_flGravityMultiplier.Set( flValue ); }
bool CanFlagBeCaptured( CBaseEntity *pOther );
bool PowerupModeFlagStandoffActive( void );
void TeleportPlayersToTargetEntities( int iTeam, const char *pszEntTargetName, CUtlVector< CTFPlayer * > *pTeleportedPlayers );
virtual void LoadMapCycleFileIntoVector ( const char *pszMapCycleFile, CUtlVector<char *> &mapList ) OVERRIDE;
void OnWorkshopMapUpdated( PublishedFileId_t nWorkshopID );
void RecalculateTruce( void );
void SetMapForcedTruceDuringBossFight( bool bState ){ m_bMapForcedTruceDuringBossFight = bState; }
bool IsMapForcedTruceDuringBossFight( void ){ return m_bMapForcedTruceDuringBossFight; }
protected:
virtual void LoadMapCycleFile( void ) OVERRIDE;
void TrackWorkshopMapsInMapCycle( void );
virtual const char* GetStalemateSong( int nTeam ) OVERRIDE;
virtual const char* WinSongName( int nTeam ) OVERRIDE;
virtual const char* LoseSongName( int nTeam ) OVERRIDE;
virtual void InitTeams( void );
virtual void RoundRespawn( void );
virtual void RespawnTeam( int iTeam );
virtual void InternalHandleTeamWin( int iWinningTeam );
static int PlayerRoundScoreSortFunc( const PlayerRoundScore_t *pRoundScore1, const PlayerRoundScore_t *pRoundScore2 );
static int PlayerArenaRoundScoreSortFunc( const PlayerArenaRoundScore_t *pRoundScore1, const PlayerArenaRoundScore_t *pRoundScore2 );
virtual void FillOutTeamplayRoundWinEvent( IGameEvent *event );
virtual bool CanChangelevelBecauseOfTimeLimit( void );
virtual bool CanGoToStalemate( void );
virtual void RestoreActiveTimer( void );
void BroadcastDrawLine( CTFPlayer *pTFPlayer, KeyValues *pKeyValues );
#endif // GAME_DLL
public:
// Bonus round handling
#ifdef GAME_DLL
virtual bool ShouldGoToBonusRound( void );
virtual void SetupOnBonusStart( void );
virtual void SetupOnBonusEnd( void );
virtual void BonusStateThink( void );
void BonusStateAbort( void );
void SetBonusItem( itemid_t iItemID );
// Between rounds handling
virtual void BetweenRounds_Start( void );
virtual void BetweenRounds_End( void );
virtual void BetweenRounds_Think( void );
virtual void PreRound_Start( void ) OVERRIDE;
virtual void PreRound_End( void ) OVERRIDE;
#endif
public:
// Return the value of this player towards capturing a point
virtual int GetCaptureValueForPlayer( CBasePlayer *pPlayer );
// Collision and Damage rules.
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
int GetTimeLeft( void );
// Get the view vectors for this mod.
virtual const CViewVectors *GetViewVectors() const;
virtual void FireGameEvent( IGameEvent *event );
virtual const char *GetGameTypeName( void );
virtual int GetGameType( void ){ return m_nGameType; }
virtual void ClientSpawned( edict_t * pPlayer );
virtual void OnFileReceived( const char * fileName, unsigned int transferID );
virtual bool FlagsMayBeCapped( void );
void RunPlayerConditionThink ( void );
const char *GetTeamGoalString( int iTeam );
int GetStopWatchState( void ) { return m_nStopWatchState; }
// Game Modes
virtual bool IsInArenaMode( void ) const OVERRIDE;
virtual bool IsInKothMode( void ) const OVERRIDE { return m_bPlayingKoth; }
bool IsInMedievalMode( void ) const { return m_bPlayingMedieval; }
bool IsHolidayMap( int nHoliday ) const { return m_nMapHolidayType == nHoliday; }
#ifdef TF_RAID_MODE
bool IsRaidMode( void ) const;
bool IsBossBattleMode( void ) const;
#endif // TF_RAID_MODE
#ifdef TF_CREEP_MODE
bool IsCreepWaveMode( void ) const;
#endif
bool IsMannVsMachineMode( void ) const { return m_bPlayingMannVsMachine; }
void SetMannVsMachineAlarmStatus( bool bStatus ){ m_bMannVsMachineAlarmStatus.Set( bStatus ); }
bool GetMannVsMachineAlarmStatus( void ){ return m_bMannVsMachineAlarmStatus; }
bool IsQuickBuildTime( void );
bool GameModeUsesUpgrades( void );
bool GameModeUsesCurrency( void ) { return IsMannVsMachineMode() || IsBountyMode(); }
bool GameModeUsesMiniBosses( void ) { return IsMannVsMachineMode() || IsBountyMode(); }
bool IsPasstimeMode() const { return m_nGameType == TF_GAMETYPE_PASSTIME; }
#ifdef STAGING_ONLY
bool GameModeUsesExperience( void ) { return IsBountyMode(); }
#endif // STAGING_ONLY
bool IsMannVsMachineRespecEnabled( void ) { return IsMannVsMachineMode() && tf_mvm_respec_enabled.GetBool(); }
bool CanPlayerUseRespec( CTFPlayer *pTFPlayer );
bool IsPowerupMode( void ) { return m_bPowerupMode; }
void SetPowerupMode( bool bValue );
#ifdef GAME_DLL
// Managed competitive matches should go through the End/StopCompetitiveMatch path
void EndManagedMvMMatch( bool bKickPlayersToParties );
#endif
// Competitive games
bool IsCompetitiveMode( void ) const; // means we're using competitive/casual matchmaking
bool IsMatchTypeCasual( void ) const;
bool IsMatchTypeCompetitive( void ) const;
// Are we showing the match-start-countdown doors right now
bool BInMatchStartCountdown() const;
#ifdef GAME_DLL
void SyncMatchSettings();
// ! Check return
bool StartManagedMatch();
void SetCompetitiveMode( bool bValue );
#endif
void StartCompetitiveMatch( void );
void StopCompetitiveMatch( CMsgGC_Match_Result_Status nCode );
void EndCompetitiveMatch( void );
void ManageCompetitiveMode( void );
bool ReportMatchResultsToGC( CMsgGC_Match_Result_Status nCode );
bool MatchmakingShouldUseStopwatchMode();
EMatchGroup GetCurrentMatchGroup() const;
bool IsManagedMatchEnded() const;
bool UsePlayerReadyStatusMode( void );
bool PlayerReadyStatus_HaveMinPlayersToEnable( void );
#ifdef GAME_DLL
bool PlayerReadyStatus_ArePlayersOnTeamReady( int iTeam );
bool PlayerReadyStatus_ShouldStartCountdown( void );
void PlayerReadyStatus_ResetState( void );
void PlayerReadyStatus_UpdatePlayerState( CTFPlayer *pTFPlayer, bool bState );
#endif // GAME_DLL
bool IsDefaultGameMode( void ); // The absence of arena, mvm, tournament mode, etc
// Upgrades
int GetCostForUpgrade( CMannVsMachineUpgrades *pUpgrade, int iItemSlot, int nClass, CTFPlayer *pPurchaser = NULL );
bool CanUpgradeWithAttrib( CTFPlayer *pPlayer, int iWeaponSlot, attrib_definition_index_t iAttribIndex, CMannVsMachineUpgrades *pUpgrade );
int GetUpgradeTier( int iUpgrade );
bool IsUpgradeTierEnabled( CTFPlayer *pTFPlayer, int iItemSlot, int iUpgrade );
bool IsPVEModeActive( void ) const; // return true if we are playing a PvE mode
bool IsPVEModeControlled( CBaseEntity *who ) const; // return true for PvE opponents (ie: enemy bot team)
const char* GetCustomUpgradesFile() { return m_pszCustomUpgradesFile.Get(); }
//=============================================================================
// HPE_BEGIN:
// [msmith] Training Status. And HUD type.
//=============================================================================
bool IsInTraining( void ){ return m_bIsInTraining; }
bool AllowTrainingAchievements() { return m_bAllowTrainingAchievements; }
void SetAllowTrainingAchievements( bool bAllow) { m_bAllowTrainingAchievements = bAllow; }
bool IsWaitingForTrainingContinue() { return m_bIsWaitingForTrainingContinue; }
void SetIsWaitingForTrainingContinue( bool bWaiting ) { m_bIsWaitingForTrainingContinue = bWaiting; }
int GetHUDType( void ){ return m_nHudType; }
//=============================================================================
// HPE_END
//=============================================================================
bool IsTrainingHUDVisible( void ) { return IsInTraining() && m_bIsTrainingHUDVisible; }
void SetTrainingHUDVisible( bool bVisible ) { m_bIsTrainingHUDVisible.Set( bVisible ); }
virtual bool IsInItemTestingMode( void ) { return m_bIsInItemTestingMode; }
void SetInItemTestingMode( bool bInTesting ) { m_bIsInItemTestingMode.Set( bInTesting ); }
int ItemTesting_GetBotAnim( void ) { return m_iItemTesting_BotAnim; }
float ItemTesting_GetBotAnimSpeed( void );
bool ItemTesting_GetBotForceFire( void ) { return m_bItemTesting_BotForceFire; }
bool ItemTesting_GetBotTurntable( void ) { return m_bItemTesting_BotTurntable; }
bool ItemTesting_GetBotViewScan( void ) { return m_bItemTesting_BotViewScan; }
void ItemTesting_SetupFromKV( KeyValues *pKV );
bool IsPlayingHybrid_CTF_CP( void ) const { return m_bPlayingHybrid_CTF_CP; }
bool IsPlayingSpecialDeliveryMode( void ) const { return m_bPlayingSpecialDeliveryMode; }
bool IsPlayingRobotDestructionMode( void ) const { return m_bPlayingRobotDestructionMode; }
virtual bool AllowThirdPersonCamera( void ) { return ( IsInMedievalMode() || ShowMatchSummary() ); }
// Bonus rounds
CBonusRoundLogic *GetBonusLogic( void ) { return m_hBonusLogic.Get(); }
void BuildBonusPlayerList( void );
CTeamRoundTimer *GetRedKothRoundTimer( void ) { return m_hRedKothTimer.Get(); }
CTeamRoundTimer *GetBlueKothRoundTimer( void ) { return m_hBlueKothTimer.Get(); }
int GetStatsMinimumPlayers( void );
int GetStatsMinimumPlayedTime( void );
// BountyMode
#ifdef STAGING_ONLY
bool IsBountyMode( void ) { return m_bBountyModeEnabled && !IsMannVsMachineMode() && !IsInTraining(); }
#else
bool IsBountyMode( void ) { return false; }
#endif
float GetGravityMultiplier( void ){ return m_flGravityMultiplier; }
virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer );
void SetPlayersInHell( bool bState ){ m_bHelltowerPlayersInHell.Set( bState ); } // used for Halloween 2013 state of the game (players in the underworld fighting)
bool ArePlayersInHell( void ) const { return m_bHelltowerPlayersInHell; }
void SpawnPlayerInHell( CTFPlayer *pPlayer, const char *pszSpawnPointName );
// Halloween 2013
void PlayHelltowerAnnouncerVO( int iRedLine, int iBlueLine );
void SetUsingSpells( bool bState )
{
m_bIsUsingSpells.Set( bState );
}
bool IsUsingSpells( void ) const;
bool IsUsingGrapplingHook( void ) const;
bool IsTruceActive( void ) const;
bool MapHasMatchSummaryStage( void ){ return m_bMapHasMatchSummaryStage; }
bool PlayersAreOnMatchSummaryStage( void ){ return m_bPlayersAreOnMatchSummaryStage; }
bool ShowMatchSummary( void ){ return m_bShowMatchSummary; }
bool HaveStopWatchWinner( void ) { return m_bStopWatchWinner; }
int GetGameTeamForGCTeam( TF_GC_TEAM nGCTeam );
TF_GC_TEAM GetGCTeamForGameTeam( int nGameTeam );
enum ENextMapVotingState
{
NEXT_MAP_VOTE_STATE_NONE,
NEXT_MAP_VOTE_STATE_WAITING_FOR_USERS_TO_VOTE,
NEXT_MAP_VOTE_STATE_MAP_CHOSEN_PAUSE,
};
enum EUserNextMapVote
{
USER_NEXT_MAP_VOTE_MAP_0 = 0,
USER_NEXT_MAP_VOTE_MAP_1,
USER_NEXT_MAP_VOTE_MAP_2,
USER_NEXT_MAP_VOTE_UNDECIDED,
NUM_VOTE_STATES
};
EUserNextMapVote GetWinningVote( int (&nVotes)[ EUserNextMapVote::NUM_VOTE_STATES ] ) const;
EUserNextMapVote PlayerNextMapVoteState( int nIndex ) const { return m_ePlayerWantsRematch.Get( nIndex ); }
ENextMapVotingState GetCurrentNextMapVotingState() const { return m_eRematchState; }
MapDefIndex_t GetNextMapVoteOption( int nIndex ) const { return m_nNextMapVoteOptions.Get( nIndex ); }
#ifdef GAME_DLL
void UpdateNextMapVoteOptionsFromLobby();
void KickPlayersNewMatchIDRequestFailed();
void CheckAndSetPartyLeader( CTFPlayer *pTFPlayer, int iTeam );
#endif // GAME_DLL
#ifdef STAGING_ONLY
#ifdef GAME_DLL
void SetBountyMode( bool bValue );
#endif // GAME_DLL
#endif // STAGING_ONLY
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE(); // This makes data tables able to access our private vars.
virtual ~CTFGameRules();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void HandleOvertimeBegin();
bool ShouldShowTeamGoal( void );
const char *GetVideoFileForMap( bool bWithExtension = true );
const char *FormatVideoName( const char *videoName, bool bWithExtension = true );
void SetUpVisionFilterKeyValues( void );
bool UseSillyGibs( void );
virtual bool AllowMapParticleEffect( const char *pszParticleEffect );
virtual bool AllowWeatherParticles( void );
virtual bool AllowMapVisionFilterShaders( void );
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName );
virtual void ModifySentChat( char *pBuf, int iBufSize );
virtual void GetTeamGlowColor( int nTeam, float &r, float &g, float &b );
virtual bool ShouldConfirmOnDisconnect();
bool ShouldShowPreRoundDoors() const;
bool RecievedBaseline() const { return m_bRecievedBaseline; }
#else
DECLARE_SERVERCLASS_NOBASE(); // This makes data tables able to access our private vars.
virtual ~CTFGameRules();
virtual void LevelShutdown();
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
virtual void Think();
void PeriodicHalloweenUpdate();
virtual bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
bool CheckWinLimit( bool bAllowEnd = true, int nAddValueWhenChecking = 0 ) OVERRIDE;
bool SetCtfWinningTeam();
bool SetPasstimeWinningTeam();
bool CheckCapsPerRound();
virtual void CheckRespawnWaves();
virtual void PlayWinSong( int team ) OVERRIDE;
//=============================================================================
// HPE_BEGIN:
// [msmith] Used in training to load the next training map in sequence.
//=============================================================================
void LoadNextTrainingMap();
//=============================================================================
// HPE_END
//=============================================================================
virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false, bool bFinal = false ) OVERRIDE;
virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false );
void CheckTauntAchievement( CTFPlayer *pAchiever, int nGibs, int *pTauntCamAchievements );
virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker, const CTakeDamageInfo &info );
// Spawing rules.
CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer, bool bIgnorePlayers, PlayerTeamSpawnMode_t nSpawndMode = PlayerTeamSpawnMode_Normal );
virtual int ItemShouldRespawn( CItem *pItem );
virtual float FlItemRespawnTime( CItem *pItem );
virtual Vector VecItemRespawnSpot( CItem *pItem );
virtual QAngle VecItemRespawnAngles( CItem *pItem );
virtual const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer );
void ClientSettingsChanged( CBasePlayer *pPlayer );
void ChangePlayerName( CTFPlayer *pPlayer, const char *pszNewName );
virtual VoiceCommandMenuItem_t *VoiceCommand( CBaseMultiplayerPlayer *pPlayer, int iMenu, int iItem );
float GetPreMatchEndTime() const; // Returns the time at which the prematch will be over.
void GoToIntermission( void );
virtual int GetAutoAimMode() { return AUTOAIM_NONE; }
void SetSetup( bool bSetup );
void ManageStopwatchTimer( bool bInSetup );
virtual void HandleTeamScoreModify( int iTeam, int iScore);
bool CanHaveAmmo( CBaseCombatCharacter *pPlayer, int iAmmoIndex );
virtual const char *GetGameDescription( void ){ return "Team Fortress"; }
virtual void Status( void (*print) (PRINTF_FORMAT_STRING const char *fmt, ...) );
// Sets up g_pPlayerResource.
virtual void CreateStandardEntities();
virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
virtual void PlayerKilledCheckAchievements( CTFPlayer *pAttacker, CTFPlayer *pVictim );
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info, const char* eventName );
virtual CBasePlayer *GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor, CBaseEntity *pVictim );
void CalcDominationAndRevenge( CTFPlayer *pAttacker, CBaseEntity *pWeapon, CTFPlayer *pVictim, bool bIsAssist, int *piDeathFlags );
const char *GetKillingWeaponName( const CTakeDamageInfo &info, CTFPlayer *pVictim, int *iWeaponID );
CBasePlayer *GetAssister( CBasePlayer *pVictim, CBasePlayer *pScorer, CBaseEntity *pInflictor );
CTFPlayer *GetRecentDamager( CTFPlayer *pVictim, int iDamager, float flMaxElapsed );
virtual void ClientDisconnected( edict_t *pClient );
virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
void RadiusDamage( CTFRadiusDamageInfo &info );
bool ApplyOnDamageModifyRules( CTakeDamageInfo &info, CBaseEntity *pVictimBaseEntity, bool bAllowDamage );
struct DamageModifyExtras_t
{
bool bIgniting;
bool bSelfBlastDmg;
bool bSendPreFeignDamage;
bool bPlayDamageReductionSound;
};
float ApplyOnDamageAliveModifyRules( const CTakeDamageInfo &info, CBaseEntity *pVictimBaseEntity, DamageModifyExtras_t& outParams );
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return false; }
virtual bool UseSuicidePenalty() { return false; }
int GetPreviousRoundWinners( void ) { return m_iPreviousRoundWinners; }
void SendHudNotification( IRecipientFilter &filter, HudNotification_t iType, bool bForceShow = false );
void SendHudNotification( IRecipientFilter &filter, const char *pszText, const char *pszIcon, int iTeam = TEAM_UNASSIGNED );
void StopWatchModeThink( void );
virtual void RestartTournament( void );
bool TFVoiceManager( CBasePlayer *pListener, CBasePlayer *pTalker );
void OnNavMeshLoad( void );
void OnDispenserBuilt( CBaseEntity *dispenser );
void OnDispenserDestroyed( CBaseEntity *dispenser );
void OnPlayerSpawned( CTFPlayer *pPlayer );
void OnCoachJoining( uint32 unCoachAccountID, uint32 unStudentAccountID );
void OnRemoveCoach( uint32 unCoachAccountID );
//Arena
void AddPlayerToQueue( CTFPlayer *pPlayer );
void AddPlayerToQueueHead( CTFPlayer *pPlayer );
void RemovePlayerFromQueue( CTFPlayer *pPlayer );
virtual bool BHavePlayers( void ) OVERRIDE;
void Arena_RunTeamLogic( void );
void Arena_ResetLosersScore( bool bResetAll );
void Arena_PrepareNewPlayerQueue( bool bResetAll );
int Arena_PlayersNeededForMatch( void );
void Arena_CleanupPlayerQueue( void );
void Arena_ClientDisconnect( const char *playername );
void Arena_SendPlayerNotifications( void );
void Arena_NotifyTeamSizeChange( void );
float GetRoundStart( void ) { return m_flRoundStartTime; }
// Voting
void ManageServerSideVoteCreation( void );
#ifdef TF_RAID_MODE
// Raid game mode
CRaidLogic *GetRaidLogic( void ) const { return m_hRaidLogic.Get(); }
#endif // TF_RAID_MODE
// Currency awarding
int CalculateCurrencyAmount_CustomPack( int nAmount ); // If we should drop a custom currency pack, and how much money to put in - 0 means don't drop
int CalculateCurrencyAmount_ByType( CurrencyRewards_t nType ); // How much to give players for specific items and events, i.e. cash collection bonus, small packs
int DistributeCurrencyAmount( int nAmount, CTFPlayer *pTFPlayer = NULL, bool bShared = true, bool bCountAsDropped = false, bool bIsBonus = false ); // Distributes nAmount to a specific player or team
virtual bool StopWatchShouldBeTimedWin( void ) OVERRIDE;
public:
void SetPlayerNextMapVote( int nIndex, EUserNextMapVote eState ) { m_ePlayerWantsRematch.Set( nIndex, eState ); }
CTrainingModeLogic *GetTrainingModeLogic() { return m_hTrainingModeLogic; }
CTFHolidayEntity *GetHolidayLogic() const { return m_hHolidayLogic; }
void HandleCTFCaptureBonus( int nTeam );
bool TournamentModeCanEndWithTimelimit( void ){ return ( GetStopWatchTimer() == NULL ); }
CTeamRoundTimer *GetKothTeamTimer( int iTeam )
{
if ( IsInKothMode() == false )
return NULL;
if ( iTeam == TF_TEAM_RED )
{
return m_hRedKothTimer.Get();
}
else if ( iTeam == TF_TEAM_BLUE )
{
return m_hBlueKothTimer.Get();
}
return NULL;
}
void SetKothTeamTimer( int iTeam, CTeamRoundTimer *pTimer )
{
if ( iTeam == TF_TEAM_RED )
{
m_hRedKothTimer.Set( pTimer );
}
else if ( iTeam == TF_TEAM_BLUE )
{
m_hBlueKothTimer.Set( pTimer );
}
}
void SetOvertimeAllowedForCTF( bool bAllowed ){ m_bOvertimeAllowedForCTF = bAllowed; }
bool GetOvertimeAllowedForCTF( void ){ return m_bOvertimeAllowedForCTF; }
const CUtlVector< CHandle< CBaseEntity > > &GetHealthEntityVector( void ); // return vector of health entities
const CUtlVector< CHandle< CBaseEntity > > &GetAmmoEntityVector( void ); // return vector of ammo entities
CHandle< CTeamTrainWatcher > GetPayloadToPush( int pushingTeam ) const; // return the train watcher for the Payload cart the given team needs to push to win, or NULL if none currently exists
CHandle< CTeamTrainWatcher > GetPayloadToBlock( int blockingTeam ) const; // return the train watcher for the Payload cart the given team needs to block from advancing, or NULL if none currently exists
virtual void ProcessVerboseLogOutput( void );
void PushAllPlayersAway( const Vector& vFromThisPoint, float flRange, float flForce, int nTeam, CUtlVector< CTFPlayer* > *pPushedPlayers = NULL );
bool ShouldDropSpellPickup();
void DropSpellPickup( const Vector& vPosition, int nTier = 0 ) const;
bool ShouldDropBonusDuck( void );
bool ShouldDropBonusDuckFromPlayer( CTFPlayer *pScorer, CTFPlayer *pVictim );
void DropBonusDuck( const Vector& vPosition, CTFPlayer *pScorer = NULL, CTFPlayer *pAssistor = NULL, CTFPlayer *pVictim = NULL, bool bCrit = false, bool bObjective = false ) const;
void DropHalloweenSoulPackToTeam( int nAmount, const Vector& vecPosition, int nTeamNumber, int nSourceTeam );
void DropHalloweenSoulPack( int nAmount, const Vector& vecSource, CBaseEntity *pTarget, int nSourceTeam );
#ifdef STAGING_ONLY
void MatchSummaryTest( void );
#endif // STAGING_ONLY
void MatchSummaryStart( void );
void MatchSummaryEnd( void );
int GetTeamAssignmentOverride( CTFPlayer *pTFPlayer, int iDesiredTeam, bool bAutoBalance = false );
private:
void ChooseNextMapVoteOptions();
int DefaultFOV( void ) { return 75; }
int GetDuckSkinForClass( int nTeam, int nClass ) const;
void MatchSummaryTeleport();
void StopWatchShouldBeTimedWin_Calculate( void );
#endif // GAME_DLL
private:
void ComputeHealthAndAmmoVectors( void ); // compute internal vectors of health and ammo locations
bool m_areHealthAndAmmoVectorsReady;
#ifdef GAME_DLL
void CheckHelltowerCartAchievement( int iTeam );
Vector2D m_vecPlayerPositions[MAX_PLAYERS];
CUtlVector<CHandle<CHealthKit> > m_hDisabledHealthKits;
char m_szMostRecentCappers[MAX_PLAYERS+1]; // list of players who made most recent capture. Stored as string so it can be passed in events.
int m_iNumCaps[TF_TEAM_COUNT]; // # of captures ever by each team during a round
int SetCurrentRoundStateBitString();
void SetMiniRoundBitMask( int iMask );
int m_iPrevRoundState; // bit string representing the state of the points at the start of the previous miniround
int m_iCurrentRoundState;
int m_iCurrentMiniRoundMask;
CHandle<CTeamRoundTimer> m_hStopWatchTimer;
CTeamRoundTimer* GetStopWatchTimer( void ) { return (CTeamRoundTimer*)m_hStopWatchTimer.Get(); }
EHANDLE m_hRequiredObserverTarget;
EHANDLE m_hObjectiveObserverTarget;
CHandle<CTFGameRulesProxy> m_hGamerulesProxy;
//Arena
bool IsFirstBloodAllowed( void );
EHANDLE m_hArenaEntity;
CUtlVector<CHandle<CTFPlayer> > m_hArenaPlayerQueue;
int m_iPreviousTeamSize;
bool m_bArenaFirstBlood;
float m_flSendNotificationTime;
// Tournament
CHandle< CCompetitiveLogic > m_hCompetitiveLogicEntity;
CHandle<CTrainingModeLogic> m_hTrainingModeLogic;
CHandle<CTFHolidayEntity> m_hHolidayLogic;
bool m_bOvertimeAllowedForCTF;
// for bot rosters
CHandle<CTFBotRoster> m_hBlueBotRoster;
CHandle<CTFBotRoster> m_hRedBotRoster;
// coaching
typedef CUtlMap<uint32, uint32> tCoachToStudentMap;
tCoachToStudentMap m_mapCoachToStudentMap;
// Automatic vote called near the end of a map
bool m_bVoteCalled;
bool m_bServerVoteOnReset;
float m_flVoteCheckThrottle;
CUtlVector< CHandle< CCPTimerLogic > > m_CPTimerEnts;
float m_flCapInProgressBuffer;
float m_flMatchSummaryTeleportTime;
#ifdef TF_RAID_MODE
CHandle< CRaidLogic > m_hRaidLogic;
CHandle< CBossBattleLogic > m_hBossBattleLogic;
#endif // TF_RAID_MODE
int m_nCurrencyAccumulator;
int m_iCurrencyPool;
float m_flCheckPlayersConnectingTime;
CountdownTimer m_helltowerTimer; // used for Halloween 2013 Announcer VO in plr_hightower_event
CountdownTimer m_doomsdaySetupTimer; // used for Halloween 2014 Announcer Setup VO in sd_doomsday_event
CountdownTimer m_doomsdayTicketsTimer; // Used on sd_doomsday_event to nag players about picking up the tickets
float m_flNextStrangeEventProcessTime;
bool m_bMapForcedTruceDuringBossFight;
float m_flNextHalloweenGiftUpdateTime;
#else
KeyValues *m_pkvVisionFilterTranslations;
KeyValues *m_pkvVisionFilterShadersMapWhitelist;
bool m_bSillyGibs;
#endif
CNetworkVar( ETFGameType, m_nGameType ); // Type of game this map is (CTF, CP)
CNetworkVar( int, m_nStopWatchState );
CNetworkString( m_pszTeamGoalStringRed, MAX_TEAMGOAL_STRING );
CNetworkString( m_pszTeamGoalStringBlue, MAX_TEAMGOAL_STRING );
CNetworkVar( float, m_flCapturePointEnableTime );
CNetworkVar( int, m_iGlobalAttributeCacheVersion );
//=============================================================================
// HPE_BEGIN:
// [msmith] Training and HUD status.
//=============================================================================
CNetworkVar( int, m_nHudType ); // Used by map authors to override the default HUD clients are showing
CNetworkVar( bool, m_bIsInTraining );
CNetworkVar( bool, m_bAllowTrainingAchievements );
CNetworkVar( bool, m_bIsWaitingForTrainingContinue );
//=============================================================================
// HPE_END
//=============================================================================
CNetworkVar( bool, m_bIsTrainingHUDVisible );
CNetworkVar( bool, m_bIsInItemTestingMode );
int m_iItemTesting_BotAnim;
float m_flItemTesting_BotAnimSpeed;
bool m_bItemTesting_BotForceFire;
bool m_bItemTesting_BotTurntable;
bool m_bItemTesting_BotViewScan;
CNetworkVar( CHandle<CBonusRoundLogic>, m_hBonusLogic );
CNetworkVar( bool, m_bPlayingKoth );
CNetworkVar( bool, m_bPowerupMode );
CNetworkVar( bool, m_bPlayingRobotDestructionMode );
CNetworkVar( bool, m_bPlayingMedieval );
CNetworkVar( bool, m_bPlayingHybrid_CTF_CP );
CNetworkVar( bool, m_bPlayingSpecialDeliveryMode );
CNetworkVar( bool, m_bPlayingMannVsMachine );
CNetworkVar( bool, m_bMannVsMachineAlarmStatus );
CNetworkVar( bool, m_bHaveMinPlayersToEnableReady );
CNetworkVar( bool, m_bBountyModeEnabled );
CNetworkVar( bool, m_bCompetitiveMode );
CNetworkVar( float, m_flGravityMultiplier );
CNetworkVar( int, m_nMatchGroupType );
CNetworkVar( bool, m_bMatchEnded );
// This is used to check if players are in hell. The name doesn't make sense because we thought this would only be used for Halloween 2013
// cannot change the name because it's network var which will break demo
CNetworkVar( bool, m_bHelltowerPlayersInHell );
CNetworkVar( bool, m_bIsUsingSpells );
CNetworkVar( bool, m_bTruceActive );
CNetworkVar( bool, m_bTeamsSwitched );
#ifdef GAME_DLL
float m_flNextFlagAlarm;
float m_flNextFlagAlert;
float m_flSafeToLeaveTimer;
CBaseEntity *m_pUpgrades;
#endif
CNetworkVar( CHandle<CTeamRoundTimer>, m_hRedKothTimer );
CNetworkVar( CHandle<CTeamRoundTimer>, m_hBlueKothTimer );
CNetworkVar( int, m_nMapHolidayType ); // Used by map authors to indicate this is a holiday map
CNetworkString( m_pszCustomUpgradesFile, MAX_PATH );
CNetworkVar( bool, m_bShowMatchSummary );
CNetworkVar( bool, m_bMapHasMatchSummaryStage );
CNetworkVar( bool, m_bPlayersAreOnMatchSummaryStage );
CNetworkVar( bool, m_bStopWatchWinner );
// This is called m_ePlayerWantsRematch because we initially had rematches, but now we
// let players vote on the next map instead. Can't rename this variable, so we're just
// going to use with the wrong name
CNetworkArray( EUserNextMapVote, m_ePlayerWantsRematch, MAX_PLAYERS + 1 );
CNetworkVar( ENextMapVotingState, m_eRematchState );
CNetworkArray( MapDefIndex_t, m_nNextMapVoteOptions, 3 );
float m_flCTFCaptureBonusTime;
public:
bool m_bControlSpawnsPerTeam[ MAX_TEAMS ][ MAX_CONTROL_POINTS ];
int m_iPreviousRoundWinners;
float GetCapturePointTime( void ) { return m_flCapturePointEnableTime; }
virtual bool ShouldDrawHeadLabels()
{
if ( IsInTournamentMode() )
return false;
return BaseClass::ShouldDrawHeadLabels();
}
enum HalloweenScenarioType
{
HALLOWEEN_SCENARIO_NONE = 0,
HALLOWEEN_SCENARIO_MANN_MANOR,
HALLOWEEN_SCENARIO_VIADUCT,
HALLOWEEN_SCENARIO_LAKESIDE,
HALLOWEEN_SCENARIO_HIGHTOWER,
HALLOWEEN_SCENARIO_DOOMSDAY,
};
HalloweenScenarioType GetHalloweenScenario( void ) const;
bool IsHalloweenScenario( HalloweenScenarioType scenario ) const;
bool CanInitiateDuels( void );
#ifdef GAME_DLL
// Used on sd_doomsday_event to nag players about picking up the tickets
void StartDoomsdayTicketsTimer( void ) { m_doomsdayTicketsTimer.Start( RandomInt( 30, 60 ) ); }
void StopDoomsdayTicketsTimer( void ) { m_doomsdayTicketsTimer.Invalidate(); }
bool DoomsdayTicketTimerElapsed( void ) const { return m_doomsdayTicketsTimer.HasStarted() && m_doomsdayTicketsTimer.IsElapsed(); }
int GetBossCount() const { return m_activeBosses.Count(); }
CBaseCombatCharacter *GetActiveBoss( int iBoss = 0 )
{
if ( iBoss < 0 || iBoss >= m_activeBosses.Count() )
return NULL;
return m_activeBosses[iBoss];
}
void AddActiveBoss( CBaseCombatCharacter *boss )
{
// don't add the same boss
if ( m_activeBosses.Find( boss ) != m_activeBosses.InvalidIndex() )
return;
m_activeBosses.AddToTail( boss );
}
void RemoveActiveBoss( CBaseCombatCharacter *boss )
{
m_activeBosses.FindAndRemove( boss );
}
CBaseEntity *GetIT( void ) const // who is the boss chasing
{
return m_itHandle;
}
void SetIT( CBaseEntity *who );
void SetBirthdayPlayer( CBaseEntity *pEntity );
void SetHalloweenEffectStatus( int effect, float duration ) // Update the current Halloween effect on the HUD
{
m_nHalloweenEffect = effect;
m_fHalloweenEffectStartTime = gpGlobals->curtime;
m_fHalloweenEffectDuration = duration;
}
// remove all projectiles in the world
void RemoveAllProjectiles();
// remove all buildings in the world
void RemoveAllBuildings( bool bExplodeBuildings = false );
// remove all sentry's ammo
void RemoveAllSentriesAmmo();
// remove all projectiles and objects
void RemoveAllProjectilesAndBuildings( bool bExplodeBuildings = false );
#endif // GAME_DLL
void ClearHalloweenEffectStatus( void ) // Clear the current Halloween effect and hide the HUD display
{
m_nHalloweenEffect = -1;
m_fHalloweenEffectStartTime = -1.0f;
m_fHalloweenEffectDuration = -1.0f;
}
bool IsIT( CBaseEntity *who ) const
{
return ( who && who == m_itHandle.Get() );
}
CBaseEntity *GetBirthdayPlayer( void ) const
{
return m_hBirthdayPlayer.Get();
}
bool IsHalloweenEffectStatusActive( void ) const
{
return m_nHalloweenEffect >= 0;
}
int GetHalloweenEffectStatus( void ) const
{
return m_nHalloweenEffect;
}
float GetHalloweenEffectTimeLeft( void ) const
{
float expireTime = m_fHalloweenEffectStartTime + m_fHalloweenEffectDuration;
return expireTime - gpGlobals->curtime;
}
float GetHalloweenEffectDuration( void ) const
{
return m_fHalloweenEffectDuration;
}
int GetGlobalAttributeCacheVersion( void ) const
{
return m_iGlobalAttributeCacheVersion;
}
void FlushAllAttributeCaches( void )
{
m_iGlobalAttributeCacheVersion++;
}
private:
#ifdef CLIENT_DLL
bool m_bRecievedBaseline;
#endif
CountdownTimer m_botCountTimer;
CUtlVector< CHandle< CBaseEntity > > m_ammoVector; // vector of active ammo entities
bool m_isAmmoVectorReady; // for lazy evaluation
CUtlVector< CHandle< CBaseEntity > > m_healthVector; // vector of active health entities
bool m_isHealthVectorReady; // for lazy evaluation
bool m_bUseMatchHUD;
bool m_bUsePreRoundDoors;
#ifdef GAME_DLL
mutable CHandle< CTeamTrainWatcher > m_redPayloadToPush;
mutable CHandle< CTeamTrainWatcher > m_bluePayloadToPush;
mutable CHandle< CTeamTrainWatcher > m_redPayloadToBlock;
mutable CHandle< CTeamTrainWatcher > m_bluePayloadToBlock;
bool m_hasSpawnedToy;
void SpawnHalloweenBoss( void );
CountdownTimer m_halloweenBossTimer;
CUtlVector< CHandle< CBaseCombatCharacter > > m_activeBosses;
bool m_bHasSpawnedSoccerBall[TF_TEAM_COUNT];
CountdownTimer m_ghostTimer;
void SpawnZombieMob( void );
CountdownTimer m_zombieMobTimer;
int m_zombiesLeftToSpawn;
Vector m_zombieSpawnSpot;
public:
void BeginHaunting( int nDesiredCount, float flMinDuration, float flMaxDuration );
void StartHalloweenBossTimer( float flTime, float flVariation = 0.f )
{
m_halloweenBossTimer.Start( RandomFloat( flTime - flVariation, flTime + flVariation ) );
}
// Recent player stuff
void PlayerHistory_AddPlayer( CTFPlayer *pTFPlayer );
PlayerHistoryInfo_t *PlayerHistory_GetPlayerInfo( CTFPlayer *pTFPlayer );
int PlayerHistory_GetTimeSinceLastSeen( CTFPlayer *pTFPlayer );
CUtlVector< Vector > *GetHalloweenSpawnLocations() { return &m_halloweenGiftSpawnLocations; }
bool BAttemptMapVoteRollingMatch();
bool BIsManagedMatchEndImminent( void );
private:
CUtlVector< CHandle< CGhost > > m_ghostVector;
CUtlVector< PlayerHistoryInfo_t > m_vecPlayerHistory;
struct TeleportLocation_t
{
Vector m_vecPosition;
QAngle m_qAngles;
};
CUtlMap< string_t, CUtlVector< TeleportLocation_t >* > m_mapTeleportLocations;
// Keep track of kills made with powerups
int m_nPowerupKillsRedTeam;
int m_nPowerupKillsBlueTeam;
float m_flTimeToRunImbalanceMeasures;
float m_flTimeToStopImbalanceMeasures;
bool m_bPowerupImbalanceMeasuresRunning;
bool m_bMapCycleNeedsUpdate;
CUtlVector< Vector > m_halloweenGiftSpawnLocations; // vector of valid gift spawn locations from the map
float m_flCompModeRespawnPlayersAtMatchStart;
#endif // GAME_DLL
// LEGACY BOSS CODE. Keeping this to not break demo
CNetworkVar( int, m_nBossHealth );
CNetworkVar( int, m_nMaxBossHealth );
CNetworkVar( float, m_fBossNormalizedTravelDistance );
CNetworkHandle( CBaseEntity, m_itHandle ); // entindex of current IT entity (0 = no it)
CNetworkHandle( CBaseEntity, m_hBirthdayPlayer ); // entindex of current birthday player (0 = none)
CNetworkVar( int, m_nHalloweenEffect );
CNetworkVar( float, m_fHalloweenEffectStartTime );
CNetworkVar( float, m_fHalloweenEffectDuration );
CNetworkVar( HalloweenScenarioType, m_halloweenScenario );
// MvM Helpers
#ifdef GAME_DLL
public:
void SetNextMvMPopfile ( const char * next );
const char * GetNextMvMPopfile ();
virtual void BalanceTeams( bool bRequireSwitcheesToBeDead );
#endif
};
//-----------------------------------------------------------------------------
// Gets us at the team fortress game rules
//-----------------------------------------------------------------------------
inline CTFGameRules* TFGameRules()
{
return static_cast<CTFGameRules*>(g_pGameRules);
}
inline float CTFGameRules::ItemTesting_GetBotAnimSpeed( void )
{
static const ConVar *pHostTimescale = NULL;
if ( !pHostTimescale )
{
pHostTimescale = cvar->FindVar( "host_timescale" );
}
if ( pHostTimescale )
return (m_flItemTesting_BotAnimSpeed * pHostTimescale->GetFloat());
return m_flItemTesting_BotAnimSpeed;
}
#ifdef TF_RAID_MODE
inline bool CTFGameRules::IsRaidMode( void ) const
{
#ifdef GAME_DLL
return m_hRaidLogic != NULL;
#else
return tf_gamemode_raid.GetBool();
#endif
}
inline bool CTFGameRules::IsBossBattleMode( void ) const
{
return tf_gamemode_boss_battle.GetBool();
}
#endif // TF_RAID_MODE
#ifdef TF_CREEP_MODE
inline bool CTFGameRules::IsCreepWaveMode( void ) const
{
return tf_gamemode_creep_wave.GetBool();
}
#endif
inline bool CTFGameRules::IsHalloweenScenario( HalloweenScenarioType scenario ) const
{
return m_halloweenScenario == scenario;
}
#ifdef GAME_DLL
bool EntityPlacementTest( CBaseEntity *pMainEnt, const Vector &vOrigin, Vector &outPos, bool bDropToGround );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CArenaLogic : public CPointEntity
{
DECLARE_CLASS( CArenaLogic, CPointEntity );
public:
DECLARE_DATADESC();
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
virtual void ArenaLogicThink( void );
virtual void Spawn( void );
COutputEvent m_OnArenaRoundStart;
float m_flTimeToEnableCapPoint;
COutputEvent m_OnCapEnabled;
bool m_bFiredOutput;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCompetitiveLogic : public CPointEntity
{
DECLARE_CLASS( CCompetitiveLogic, CPointEntity );
public:
DECLARE_DATADESC();
void OnSpawnRoomDoorsShouldLock( void );
void OnSpawnRoomDoorsShouldUnlock( void );
COutputEvent m_OnSpawnRoomDoorsShouldLock;
COutputEvent m_OnSpawnRoomDoorsShouldUnlock;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CLogicMannPower : public CPointEntity
{
DECLARE_CLASS( CLogicMannPower, CPointEntity );
public:
DECLARE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose: New training stuff
//-----------------------------------------------------------------------------
class CTrainingModeLogic : public CPointEntity
{
DECLARE_CLASS( CTrainingModeLogic, CPointEntity );
public:
DECLARE_DATADESC();
void SetupOnRoundStart( void );
void SetTrainingMsg( const char *msg );
void SetTrainingObjective( const char *msg );
void OnPlayerSpawned( CTFPlayer *pPlayer );
void OnPlayerDied( CTFPlayer *pPlayer, CBaseEntity *pKiller );
void OnBotDied( CTFPlayer *pPlayer, CBaseEntity *pKiller );
void OnPlayerSwitchedWeapons( CTFPlayer *pPlayer );
void OnPlayerWantsToContinue();
void OnPlayerBuiltBuilding( CTFPlayer *pPlayer, CBaseObject *pBaseObject );
void OnPlayerUpgradedBuilding( CTFPlayer *pPlayer, CBaseObject *pBaseObject );
void OnPlayerDetonateBuilding( CTFPlayer *pPlayer, CBaseObject *pBaseObject );
void UpdateHUDObjective();
const char* GetNextMap();
const char* GetTrainingEndText();
int GetDesiredClass() const;
// Inputs
void InputForcePlayerSpawnAsClassOutput( inputdata_t &inputdata );
void InputKickAllBots( inputdata_t &inputdata );
void InputShowTrainingMsg( inputdata_t &inputdata );
void InputShowTrainingObjective( inputdata_t &inputdata );
void InputShowTrainingHUD( inputdata_t &inputdata );
void InputHideTrainingHUD( inputdata_t &inputdata );
void InputEndTraining( inputdata_t &inputdata );
void InputPlaySoundOnPlayer( inputdata_t &inputdata );
void InputWaitForTimerOrKeypress( inputdata_t &inputdata );
void InputSetNextMap( inputdata_t &inputdata );
void InputForcePlayerSwapToWeapon( inputdata_t &inputdata );
protected:
enum
{
kMaxLengthObjectiveText = 128,
};
// outputs based on the class the player spawned as
COutputEvent m_outputOnPlayerSpawnAsScout;
COutputEvent m_outputOnPlayerSpawnAsSniper;
COutputEvent m_outputOnPlayerSpawnAsSoldier;
COutputEvent m_outputOnPlayerSpawnAsDemoman;
COutputEvent m_outputOnPlayerSpawnAsMedic;
COutputEvent m_outputOnPlayerSpawnAsHeavy;
COutputEvent m_outputOnPlayerSpawnAsPyro;
COutputEvent m_outputOnPlayerSpawnAsSpy;
COutputEvent m_outputOnPlayerSpawnAsEngineer;
// outputs based on the weapon the player swapped to
COutputEvent m_outputOnPlayerSwappedToWeaponSlotPrimary;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotSecondary;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotMelee;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotBuilding;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotPDA;
// outputs based on if the player built inside a suggested area
COutputEvent m_outputOnPlayerBuiltOutsideSuggestedArea;
// player detonated their own building
COutputEvent m_outputOnPlayerDetonateBuilding;
// other outputs
COutputEvent m_outputOnPlayerDied;
COutputEvent m_outputOnBotDied;
CHandle<CBaseEntity> m_waitingForKeypressTimer;
string_t m_nextMapName;
char m_objText[kMaxLengthObjectiveText];
string_t m_endTrainingText;
};
class CMultipleEscort : public CPointEntity
{
DECLARE_CLASS( CMultipleEscort, CPointEntity );
public:
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
};
class CMedievalLogic : public CPointEntity
{
DECLARE_CLASS( CMedievalLogic, CPointEntity );
public:
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
};
class CHybridMap_CTF_CP : public CPointEntity
{
DECLARE_CLASS( CHybridMap_CTF_CP, CPointEntity );
public:
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
};
class CTFHolidayEntity : public CPointEntity, public CGameEventListener
{
DECLARE_CLASS( CTFHolidayEntity, CPointEntity );
public:
DECLARE_DATADESC();
CTFHolidayEntity()
{
m_nHolidayType = kHoliday_None;
m_nTauntInHell = 0;
m_nAllowHaunting = 0;
ListenForGameEvent( "player_turned_to_ghost" );
ListenForGameEvent( "player_disconnect" );
ListenForGameEvent( "player_team" );
}
~CTFHolidayEntity()
{
}
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
int GetHolidayType( void ){ return m_nHolidayType; }
bool ShouldTauntInHell( void ){ return ( m_nTauntInHell > 0 ); }
bool ShouldAllowHaunting( void ){ return ( m_nAllowHaunting > 0 ); }
void InputHalloweenSetUsingSpells( inputdata_t &inputdata );
void InputHalloweenTeleportToHell( inputdata_t &inputdata );
virtual void FireGameEvent( IGameEvent *event );
void ResetWinner() { m_nWinningTeam = TF_TEAM_COUNT; }
int GetWinningTeam() const { return m_nWinningTeam; }
private:
void HalloweenTeleportToHellDanceThink( void );
void Teleport();
CUtlVector< CHandle<CTFPlayer> > m_vecDancers;
int m_nWinningTeam;
int m_nHolidayType;
int m_nTauntInHell;
int m_nAllowHaunting;
};
class CKothLogic : public CPointEntity
{
DECLARE_CLASS( CKothLogic, CPointEntity );
public:
DECLARE_DATADESC();
CKothLogic()
{
m_nTimerInitialLength = 180; // seconds
m_nTimeToUnlockPoint = 30; // seconds
m_hRedTimer = NULL;
m_hBlueTimer = NULL;
}
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
int GetInitialTimerLength( void ){ return m_nTimerInitialLength; }
int GetTimerToUnlockPoint( void ){ return m_nTimeToUnlockPoint; }
void InputRoundSpawn( inputdata_t &inputdata );
void InputRoundActivate( inputdata_t &inputdata );
void InputSetRedTimer( inputdata_t &inputdata );
void InputSetBlueTimer( inputdata_t &inputdata );
void InputAddRedTimer( inputdata_t &inputdata );
void InputAddBlueTimer( inputdata_t &inputdata );
private:
int m_nTimerInitialLength;
int m_nTimeToUnlockPoint;
CHandle< CTeamRoundTimer > m_hRedTimer;
CHandle< CTeamRoundTimer > m_hBlueTimer;
};
#define CP_TIMER_THINK "CCPTimerLogicThink"
class CCPTimerLogic : public CPointEntity
{
DECLARE_CLASS( CCPTimerLogic, CPointEntity );
public:
DECLARE_DATADESC();
CCPTimerLogic()
{
m_nTimerLength = 60; // seconds
m_iszControlPointName = NULL_STRING;
m_hControlPoint = NULL;
m_bFire15SecRemain = m_bFire10SecRemain = m_bFire5SecRemain = true;
SetContextThink( &CCPTimerLogic::Think, gpGlobals->curtime + 0.15, CP_TIMER_THINK );
}
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void InputRoundSpawn( inputdata_t &inputdata );
void Think( void );
bool TimerMayExpire( void );
private:
int m_nTimerLength;
string_t m_iszControlPointName;
CHandle<CTeamControlPoint> m_hControlPoint;
CountdownTimer m_pointTimer;
bool m_bFire15SecRemain;
bool m_bFire10SecRemain;
bool m_bFire5SecRemain;
COutputEvent m_onCountdownStart;
COutputEvent m_onCountdown15SecRemain;
COutputEvent m_onCountdown10SecRemain;
COutputEvent m_onCountdown5SecRemain;
COutputEvent m_onCountdownEnd;
};
#endif
class CBonusRoundLogic : public CBaseEntity
{
DECLARE_CLASS( CBonusRoundLogic, CBaseEntity );
public:
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
bool InitBonusRound( void );
void SetBonusItem( itemid_t iItemID );
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
#endif
void BuildBonusPlayerList( void );
int GetNumBonusPlayers( void ) { return m_aBonusPlayerList.Count(); }
CTFPlayer *GetBonusPlayer( int i ) { Assert ( i < m_aBonusPlayerList.Count() ); return m_aBonusPlayerList[i]; }
CTFPlayer *GetBonusWinner( void ) { return m_hBonusWinner.Get(); }
void SetBonusStateAborted( bool bAborted ) { m_bAbortedBonusRound = bAborted; }
bool BonusStateAborted( void ) { return m_bAbortedBonusRound; }
int GetPlayerBonusRoll( int iPlayer ) { return (iPlayer < m_aBonusPlayerRoll.Count()) ? m_aBonusPlayerRoll[iPlayer] : 0; }
CEconItemView *GetBonusItem( void ) { return &m_Item; }
private:
CUtlSortVector< BONUSPLAYERPTR, CBonusPlayerListLess > m_aBonusPlayerList;
CUtlVector<int> m_aBonusPlayerRoll;
CNetworkVar( CHandle<CTFPlayer>, m_hBonusWinner );
CNetworkVar( bool, m_bAbortedBonusRound );
itemid_t m_iBonusItemID;
CNetworkVarEmbedded( CEconItemView, m_Item );
};
#ifdef GAME_DLL
class CSingleUserReliableRecipientFilter : public CRecipientFilter
{
public:
CSingleUserReliableRecipientFilter( CBasePlayer *player )
{
AddRecipient( player );
MakeReliable();
}
};
#endif
#endif // TF_GAMERULES_H
|