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1841 lines
60 KiB
1841 lines
60 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: The TF Game rules object
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================
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#ifndef TF_GAMERULES_H
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#define TF_GAMERULES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "teamplayroundbased_gamerules.h"
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#include "convar.h"
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#include "gamevars_shared.h"
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#include "GameEventListener.h"
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#include "tf_gamestats_shared.h"
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#include "tf_match_description.h"
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#else
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#include "tf_player.h"
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#endif
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#ifdef CLIENT_DLL
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#define CTFGameRules C_TFGameRules
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#define CTFGameRulesProxy C_TFGameRulesProxy
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#define CBonusRoundLogic C_BonusRoundLogic
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#else
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extern CUtlString s_strNextMvMPopFile;
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extern BOOL no_cease_fire_text;
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extern BOOL cease_fire;
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class CHealthKit;
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class CTrainingModeLogic;
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class CTFHolidayEntity;
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class CTFNavArea;
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class CTFBot;
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class CTFBotRoster;
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class CMedievalLogic;
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class CCPTimerLogic;
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class CPopulationManager;
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class CCompetitiveLogic;
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#endif
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class CBonusRoundLogic;
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class CTeamTrainWatcher;
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class CPhysicsProp;
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class CObjectSentrygun;
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class CGhost;
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class CUpgrades;
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extern ConVar tf_spec_xray;
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extern ConVar tf_avoidteammates;
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extern ConVar tf_avoidteammates_pushaway;
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extern ConVar mp_tournament_blueteamname;
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extern ConVar mp_tournament_redteamname;
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extern ConVar tf_arena_force_class;
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extern ConVar tf_arena_change_limit;
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extern ConVar tf_ctf_bonus_time;
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extern ConVar tf_mvm_respec_enabled;
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extern ConVar tf_spawn_glows_duration;
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#ifdef TF_RAID_MODE
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class CRaidLogic;
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class CBossBattleLogic;
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extern ConVar tf_gamemode_raid;
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extern ConVar tf_gamemode_creep_wave;
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extern ConVar tf_gamemode_boss_battle;
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#endif // TF_RAID_MODE
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class CMannVsMachineLogic;
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class CMannVsMachineUpgrades;
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//extern ConVar tf_populator_health_multiplier;
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//extern ConVar tf_populator_damage_multiplier;
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const int kMVM_DefendersTeamSize = 6;
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const int kLadder_TeamSize_6v6 = 6;
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const int kLadder_TeamSize_9v9 = 9;
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const int kLadder_TeamSize_12v12 = 12;
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//#define TF_MVM_FCVAR_CHEAT 0 /* Cheats enabled */
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#define TF_MVM_FCVAR_CHEAT FCVAR_CHEAT /* Cheats disabled */
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extern bool TF_IsHolidayActive( /*EHoliday*/ int eHoliday );
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//=============================================================================
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// HPE_BEGIN
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// [msmith] Used for the client to tell the server that we're whatching a movie or not
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// and weather or not we're ready to transition to the next map.
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//=============================================================================
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// Training mode cvars
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extern ConVar tf_training_client_message;
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enum {
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TRAINING_CLIENT_MESSAGE_NONE = 0,
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TRAINING_CLIENT_MESSAGE_WATCHING_INTRO_MOVIE,
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TRAINING_CLIENT_MESSAGE_IN_SUMMARY_SCREEN,
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TRAINING_CLIENT_MESSAGE_NEXT_MAP,
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TRAINING_CLIENT_MESSAGE_REPLAY,
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TRAINING_CLIENT_MESSAGE_MAX,
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};
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// How many achievements we show in the summary screen.
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#define MAX_SHOWN_ACHIEVEMENTS 6
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//=============================================================================
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// HPE_END
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//=============================================================================
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extern Vector g_TFClassViewVectors[];
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#define NO_CLASS_LIMIT -1
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enum {
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STOPWATCH_CAPTURE_TIME_NOT_SET = 0,
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STOPWATCH_RUNNING,
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STOPWATCH_OVERTIME,
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};
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class CTFGameRulesProxy : public CTeamplayRoundBasedRulesProxy, public CGameEventListener
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{
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public:
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DECLARE_CLASS( CTFGameRulesProxy, CTeamplayRoundBasedRulesProxy );
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DECLARE_NETWORKCLASS();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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CTFGameRulesProxy();
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void InputSetRedTeamRespawnWaveTime( inputdata_t &inputdata );
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void InputSetBlueTeamRespawnWaveTime( inputdata_t &inputdata );
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void InputAddRedTeamRespawnWaveTime( inputdata_t &inputdata );
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void InputAddBlueTeamRespawnWaveTime( inputdata_t &inputdata );
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void InputSetRedTeamGoalString( inputdata_t &inputdata );
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void InputSetBlueTeamGoalString( inputdata_t &inputdata );
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void InputSetRedTeamRole( inputdata_t &inputdata );
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void InputSetBlueTeamRole( inputdata_t &inputdata );
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void InputSetRequiredObserverTarget( inputdata_t &inputdata );
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void InputAddRedTeamScore( inputdata_t &inputdata );
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void InputAddBlueTeamScore( inputdata_t &inputdata );
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void InputSetRedKothClockActive( inputdata_t &inputdata );
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void InputSetBlueKothClockActive( inputdata_t &inputdata );
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void InputSetCTFCaptureBonusTime( inputdata_t &inputdata );
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void InputPlayVORed( inputdata_t &inputdata );
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void InputPlayVOBlue( inputdata_t &inputdata );
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void InputPlayVO( inputdata_t &inputdata );
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void InputHandleMapEvent( inputdata_t &inputdata );
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void InputSetCustomUpgradesFile( inputdata_t &inputdata );
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void InputSetRoundRespawnFreezeEnabled( inputdata_t &inputdata );
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void InputSetMapForcedTruceDuringBossFight( inputdata_t &inputdata );
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void TeamPlayerCountChanged( CTFTeam *pTeam );
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void PowerupTeamImbalance( int nTeam );
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void StateEnterRoundRunning( void );
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void StateEnterBetweenRounds( void );
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void StateEnterPreRound( void );
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void StateExitPreRound( void );
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void MatchSummaryStart( void );
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void TruceStart( void );
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void TruceEnd( void );
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COutputEvent m_OnWonByTeam1;
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COutputEvent m_OnWonByTeam2;
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COutputInt m_Team1PlayersChanged;
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COutputInt m_Team2PlayersChanged;
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COutputEvent m_OnPowerupImbalanceTeam1;
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COutputEvent m_OnPowerupImbalanceTeam2;
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COutputEvent m_OnPowerupImbalanceMeasuresOver;
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COutputEvent m_OnStateEnterRoundRunning;
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COutputEvent m_OnStateEnterBetweenRounds;
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COutputEvent m_OnStateEnterPreRound;
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COutputEvent m_OnStateExitPreRound;
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COutputEvent m_OnMatchSummaryStart;
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COutputEvent m_OnTruceStart;
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COutputEvent m_OnTruceEnd;
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virtual void Activate();
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private:
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//=============================================================================
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// HPE_BEGIN:
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// [msmith] hud type so the game type and hud type can be separate. Used for
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// training missions.
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//=============================================================================
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int m_nHudType;
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//=============================================================================
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// HPE_END
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//=============================================================================
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bool m_bOvertimeAllowedForCTF;
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#endif
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public: // IGameEventListener Interface
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virtual void FireGameEvent( IGameEvent * event );
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};
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class CTFRadiusDamageInfo
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{
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DECLARE_CLASS_NOBASE( CTFRadiusDamageInfo );
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public:
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CTFRadiusDamageInfo( CTakeDamageInfo *pInfo, const Vector &vecSrcIn, float flRadiusIn, CBaseEntity *pIgnore = NULL, float flRJRadiusIn = 0, float flForceScaleIn = 1.0f )
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{
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dmgInfo = pInfo;
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vecSrc = vecSrcIn;
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flRadius = flRadiusIn;
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pEntityIgnore = pIgnore;
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flRJRadius = flRJRadiusIn;
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flFalloff = 0;
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m_flForceScale = flForceScaleIn;
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m_pEntityTarget = NULL;
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CalculateFalloff();
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}
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void CalculateFalloff( void );
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int ApplyToEntity( CBaseEntity *pEntity );
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public:
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// Fill these in & call RadiusDamage()
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CTakeDamageInfo *dmgInfo;
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Vector vecSrc;
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float flRadius;
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CBaseEntity *pEntityIgnore;
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float flRJRadius; // Radius to use to calculate RJ, to maintain RJs when damage/radius changes on a RL
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float m_flForceScale;
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CBaseEntity *m_pEntityTarget; // Target being direct hit if any
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private:
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// These are used during the application of the RadiusDamage
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float flFalloff;
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};
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struct PlayerRoundScore_t
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{
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int iPlayerIndex; // player index
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int iRoundScore; // how many points scored this round
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int iTotalScore; // total points scored across all rounds
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};
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struct PlayerArenaRoundScore_t
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{
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int iPlayerIndex; // player index
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int iTotalDamage; // damage done this round
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int iTotalHealing; // healing done this round
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int iTimeAlive; // time alive (in seconds)
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int iKillingBlows; // killing blows this round
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int iScore;
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};
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#ifdef CLIENT_DLL
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const char *GetMapType( const char *mapName );
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const char *GetMapDisplayName( const char *mapName );
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#else
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class CKothLogic;
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#endif
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// Used to sort the players in the list by their bonus score
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typedef CTFPlayer *BONUSPLAYERPTR;
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class CBonusPlayerListLess
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{
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public:
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bool Less( const BONUSPLAYERPTR &src1, const BONUSPLAYERPTR &src2, void *pCtx )
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{
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if ( src1->m_Shared.GetItemFindBonus() > src2->m_Shared.GetItemFindBonus() )
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return true;
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return false;
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}
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};
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#define MAX_TEAMGOAL_STRING 256
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#define MAX_TEAMNAME_STRING 6
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class CTFGameRules : public CTeamplayRoundBasedRules
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{
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public:
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DECLARE_CLASS( CTFGameRules, CTeamplayRoundBasedRules );
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CTFGameRules();
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virtual void LevelInitPostEntity( void );
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virtual float GetRespawnTimeScalar( int iTeam );
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virtual float GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers = true );
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// Damage Queries.
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virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
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virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
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virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
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// TEMP:
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virtual int Damage_GetTimeBased( void );
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virtual int Damage_GetShowOnHud( void );
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virtual int Damage_GetShouldNotBleed( void );
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int GetFarthestOwnedControlPoint( int iTeam, bool bWithSpawnpoints );
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virtual bool TeamMayCapturePoint( int iTeam, int iPointIndex );
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virtual bool PlayerMayCapturePoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 );
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virtual bool PlayerMayBlockPoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 );
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static int CalcPlayerScore( RoundStats_t *pRoundStats, CTFPlayer *pPlayer );
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static int CalcPlayerSupportScore( RoundStats_t *pRoundStats, int iPlayerIdx );
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bool IsBirthday( void ) const;
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bool IsBirthdayOrPyroVision( void ) const;
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virtual bool IsHolidayActive( /*EHoliday*/ int eHoliday ) const;
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virtual const unsigned char *GetEncryptionKey( void ) { return GetTFEncryptionKey(); }
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int GetClassLimit( int iClass );
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bool CanPlayerChooseClass( CBasePlayer *pPlayer, int iClass );
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virtual bool ShouldBalanceTeams( void );
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virtual int GetBonusRoundTime( bool bGameOver = false ) OVERRIDE;
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#ifdef GAME_DLL
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public:
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virtual void Precache( void );
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// Override this to prevent removal of game specific entities that need to persist
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virtual bool RoundCleanupShouldIgnore( CBaseEntity *pEnt );
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virtual bool ShouldCreateEntity( const char *pszClassName );
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virtual void CleanUpMap( void );
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virtual void FrameUpdatePostEntityThink();
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virtual void RespawnPlayers( bool bForceRespawn, bool bTeam = false, int iTeam = TEAM_UNASSIGNED ) OVERRIDE;
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// Called when a new round is being initialized
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virtual void SetupOnRoundStart( void );
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// Called when a new round is off and running
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virtual void SetupOnRoundRunning( void );
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// Called before a new round is started (so the previous round can end)
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virtual void PreviousRoundEnd( void );
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// Send the team scores down to the client
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virtual void SendTeamScoresEvent( void ) { return; }
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// Send the end of round info displayed in the win panel
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virtual void SendWinPanelInfo( bool bGameOver ) OVERRIDE;
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void SendArenaWinPanelInfo( void );
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void SendPVEWinPanelInfo( void );
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// Setup spawn points for the current round before it starts
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virtual void SetupSpawnPointsForRound( void );
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// Called when a round has entered stalemate mode (timer has run out)
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virtual void SetupOnStalemateStart( void );
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virtual void SetupOnStalemateEnd( void );
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virtual void RecalculateControlPointState( void );
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void TeamPlayerCountChanged( CTFTeam *pTeam );
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void PowerupTeamImbalance( int nTeam );
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int GetAssignedHumanTeam( void );
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virtual void HandleSwitchTeams( void );
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virtual void HandleScrambleTeams( void );
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bool CanChangeClassInStalemate( void );
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bool CanChangeTeam( int iCurrentTeam ) const;
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virtual void SetRoundOverlayDetails( void );
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virtual void ShowRoundInfoPanel( CTFPlayer *pPlayer = NULL ); // NULL pPlayer means show the panel to everyone
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virtual bool TimerMayExpire( void );
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virtual void Activate();
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virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
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void SetTeamGoalString( int iTeam, const char *pszGoal );
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//=============================================================================
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// HPE_BEGIN:
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// [msmith] Added a HUD type separate from the game mode so we can do different
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// HUDs for the same mode. This is used in training maps.
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//=============================================================================
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void SetHUDType( int nHudType );
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//=============================================================================
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// HPE_END
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//=============================================================================
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// Speaking, vcds, voice commands.
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virtual void InitCustomResponseRulesDicts();
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virtual void ShutdownCustomResponseRulesDicts();
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virtual bool HasPassedMinRespawnTime( CBasePlayer *pPlayer );
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virtual bool ShouldRespawnQuickly( CBasePlayer *pPlayer );
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bool ShouldScorePerRound( void );
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virtual bool IsValveMap( void );
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virtual void PlayTrainCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap );
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void SetRequiredObserverTarget( CBaseEntity *pEnt ){ m_hRequiredObserverTarget = pEnt; }
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void SetObjectiveObserverTarget( CBaseEntity *pEnt ) { m_hObjectiveObserverTarget = pEnt; }
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EHANDLE GetRequiredObserverTarget( void ){ return m_hRequiredObserverTarget.Get(); }
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EHANDLE GetObjectiveObserverTarget( void ){ return m_hObjectiveObserverTarget.Get(); }
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virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
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virtual bool PointsMayBeCaptured( void );
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virtual bool PointsMayAlwaysBeBlocked(){ return ( GetGameType() == TF_GAMETYPE_ESCORT ); }
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virtual void PlaySpecialCapSounds( int iCappingTeam, CTeamControlPoint *pPoint );
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virtual CTacticalMissionManager *TacticalMissionManagerFactory( void );
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virtual bool ShouldSwitchTeams( void );
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virtual bool ShouldScrambleTeams( void );
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virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues );
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bool CanBotChangeClass( CBasePlayer* pPlayer );
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bool CanBotChooseClass( CBasePlayer *pPlayer, int iClass );
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void SetCTFCaptureBonusTime( float flTime ){ m_flCTFCaptureBonusTime = flTime; }
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float GetCTFCaptureBonusTime( void )
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{
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float flRetVal = tf_ctf_bonus_time.GetFloat();
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if ( m_flCTFCaptureBonusTime >= 0.0f )
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{
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flRetVal = m_flCTFCaptureBonusTime;
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}
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return flRetVal;
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}
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// populate vector with set of control points the player needs to capture
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virtual void CollectCapturePoints( CBasePlayer *player, CUtlVector< CTeamControlPoint * > *captureVector ) const;
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// populate vector with set of control points the player needs to defend from capture
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virtual void CollectDefendPoints( CBasePlayer *player, CUtlVector< CTeamControlPoint * > *defendVector ) const;
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CObjectSentrygun *FindSentryGunWithMostKills( int team = TEAM_ANY ) const;
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// Client connection/disconnection
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virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
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virtual bool ShouldSkipAutoScramble( void )
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{
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return IsPVEModeActive();
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}
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bool ShouldMakeChristmasAmmoPack( void );
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void UpdatePeriodicEvent( CTFPlayer *pPlayer, eEconPeriodicScoreEvents eEvent, uint32 nCount );
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void HandleMapEvent( inputdata_t &inputdata );
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void SetCustomUpgradesFile( inputdata_t &inputdata );
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virtual bool ShouldWaitToStartRecording( void );
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void SetGravityMultiplier( float flValue ){ m_flGravityMultiplier.Set( flValue ); }
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bool CanFlagBeCaptured( CBaseEntity *pOther );
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bool PowerupModeFlagStandoffActive( void );
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void TeleportPlayersToTargetEntities( int iTeam, const char *pszEntTargetName, CUtlVector< CTFPlayer * > *pTeleportedPlayers );
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virtual void LoadMapCycleFileIntoVector ( const char *pszMapCycleFile, CUtlVector<char *> &mapList ) OVERRIDE;
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void OnWorkshopMapUpdated( PublishedFileId_t nWorkshopID );
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void RecalculateTruce( void );
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void SetMapForcedTruceDuringBossFight( bool bState ){ m_bMapForcedTruceDuringBossFight = bState; }
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bool IsMapForcedTruceDuringBossFight( void ){ return m_bMapForcedTruceDuringBossFight; }
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protected:
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virtual void LoadMapCycleFile( void ) OVERRIDE;
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void TrackWorkshopMapsInMapCycle( void );
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virtual const char* GetStalemateSong( int nTeam ) OVERRIDE;
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virtual const char* WinSongName( int nTeam ) OVERRIDE;
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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
|