diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/multiplay_gamerules.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/multiplay_gamerules.h')
| -rw-r--r-- | mp/src/game/shared/multiplay_gamerules.h | 562 |
1 files changed, 281 insertions, 281 deletions
diff --git a/mp/src/game/shared/multiplay_gamerules.h b/mp/src/game/shared/multiplay_gamerules.h index b742fd36..4512c9c9 100644 --- a/mp/src/game/shared/multiplay_gamerules.h +++ b/mp/src/game/shared/multiplay_gamerules.h @@ -1,281 +1,281 @@ -//========= 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 );
- 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 );
-
- 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 );
- static void LoapMapCycleFileIntoVector ( const char *pszMapCycleFile, CUtlVector<char *> &mapList );
- static void FreeMapCycleFileVector ( CUtlVector<char *> &mapList );
-
- bool IsMapInMapCycle( const char *pszName );
-
-protected:
- virtual bool UseSuicidePenalty() { return true; } // apply point penalty for suicide?
-
-public:
- virtual void ChangeLevel( void );
-
-protected:
- virtual void GoToIntermission( void );
- 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
+//========= 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 ); + 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 ); + + 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 ); + static void LoapMapCycleFileIntoVector ( const char *pszMapCycleFile, CUtlVector<char *> &mapList ); + static void FreeMapCycleFileVector ( CUtlVector<char *> &mapList ); + + bool IsMapInMapCycle( const char *pszName ); + +protected: + virtual bool UseSuicidePenalty() { return true; } // apply point penalty for suicide? + +public: + virtual void ChangeLevel( void ); + +protected: + virtual void GoToIntermission( void ); + 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 |