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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/shared/multiplay_gamerules.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/shared/multiplay_gamerules.h')
| -rw-r--r-- | sp/src/game/shared/multiplay_gamerules.h | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/sp/src/game/shared/multiplay_gamerules.h b/sp/src/game/shared/multiplay_gamerules.h new file mode 100644 index 00000000..b742fd36 --- /dev/null +++ b/sp/src/game/shared/multiplay_gamerules.h @@ -0,0 +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
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