Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: The TF Game rules object
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================
#ifndef TF_GAMERULES_H
#define TF_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "teamplayroundbased_gamerules.h"
#include "convar.h"
#include "gamevars_shared.h"
#include "GameEventListener.h"
#include "tf_gamestats_shared.h"
#include "tf_match_description.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#else
#include "tf_player.h"
#endif
#ifdef CLIENT_DLL
#define CTFGameRules C_TFGameRules
#define CTFGameRulesProxy C_TFGameRulesProxy
#define CBonusRoundLogic C_BonusRoundLogic
#else
extern CUtlString s_strNextMvMPopFile;
extern BOOL no_cease_fire_text;
extern BOOL cease_fire;
class CHealthKit;
class CTrainingModeLogic;
class CTFHolidayEntity;
class CTFNavArea;
class CTFBot;
class CTFBotRoster;
class CMedievalLogic;
class CCPTimerLogic;
class CPopulationManager;
class CCompetitiveLogic;
#endif
class CBonusRoundLogic;
class CTeamTrainWatcher;
class CPhysicsProp;
class CObjectSentrygun;
class CGhost;
class CUpgrades;
extern ConVar tf_spec_xray;
extern ConVar tf_avoidteammates;
extern ConVar tf_avoidteammates_pushaway;
extern ConVar mp_tournament_blueteamname;
extern ConVar mp_tournament_redteamname;
extern ConVar tf_arena_force_class;
extern ConVar tf_arena_change_limit;
extern ConVar tf_ctf_bonus_time;
extern ConVar tf_mvm_respec_enabled;
extern ConVar tf_spawn_glows_duration;
#ifdef TF_RAID_MODE
class CRaidLogic;
class CBossBattleLogic;
extern ConVar tf_gamemode_raid;
extern ConVar tf_gamemode_creep_wave;
extern ConVar tf_gamemode_boss_battle;
#endif // TF_RAID_MODE
class CMannVsMachineLogic;
class CMannVsMachineUpgrades;
//extern ConVar tf_populator_health_multiplier;
//extern ConVar tf_populator_damage_multiplier;
const int kMVM_DefendersTeamSize = 6;
const int kLadder_TeamSize_6v6 = 6;
const int kLadder_TeamSize_9v9 = 9;
const int kLadder_TeamSize_12v12 = 12;
//#define TF_MVM_FCVAR_CHEAT 0 /* Cheats enabled */
#define TF_MVM_FCVAR_CHEAT FCVAR_CHEAT /* Cheats disabled */
extern bool TF_IsHolidayActive( /*EHoliday*/ int eHoliday );
//=============================================================================
// HPE_BEGIN
// [msmith] Used for the client to tell the server that we're whatching a movie or not
// and weather or not we're ready to transition to the next map.
//=============================================================================
// Training mode cvars
extern ConVar tf_training_client_message;
enum {
TRAINING_CLIENT_MESSAGE_NONE = 0,
TRAINING_CLIENT_MESSAGE_WATCHING_INTRO_MOVIE,
TRAINING_CLIENT_MESSAGE_IN_SUMMARY_SCREEN,
TRAINING_CLIENT_MESSAGE_NEXT_MAP,
TRAINING_CLIENT_MESSAGE_REPLAY,
TRAINING_CLIENT_MESSAGE_MAX,
};
// How many achievements we show in the summary screen.
#define MAX_SHOWN_ACHIEVEMENTS 6
//=============================================================================
// HPE_END
//=============================================================================
extern Vector g_TFClassViewVectors[];
#define NO_CLASS_LIMIT -1
enum {
STOPWATCH_CAPTURE_TIME_NOT_SET = 0,
STOPWATCH_RUNNING,
STOPWATCH_OVERTIME,
};
class CTFGameRulesProxy : public CTeamplayRoundBasedRulesProxy, public CGameEventListener
{
public:
DECLARE_CLASS( CTFGameRulesProxy, CTeamplayRoundBasedRulesProxy );
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
DECLARE_DATADESC();
CTFGameRulesProxy();
void InputSetRedTeamRespawnWaveTime( inputdata_t &inputdata );
void InputSetBlueTeamRespawnWaveTime( inputdata_t &inputdata );
void InputAddRedTeamRespawnWaveTime( inputdata_t &inputdata );
void InputAddBlueTeamRespawnWaveTime( inputdata_t &inputdata );
void InputSetRedTeamGoalString( inputdata_t &inputdata );
void InputSetBlueTeamGoalString( inputdata_t &inputdata );
void InputSetRedTeamRole( inputdata_t &inputdata );
void InputSetBlueTeamRole( inputdata_t &inputdata );
void InputSetRequiredObserverTarget( inputdata_t &inputdata );
void InputAddRedTeamScore( inputdata_t &inputdata );
void InputAddBlueTeamScore( inputdata_t &inputdata );
void InputSetRedKothClockActive( inputdata_t &inputdata );
void InputSetBlueKothClockActive( inputdata_t &inputdata );
void InputSetCTFCaptureBonusTime( inputdata_t &inputdata );
void InputPlayVORed( inputdata_t &inputdata );
void InputPlayVOBlue( inputdata_t &inputdata );
void InputPlayVO( inputdata_t &inputdata );
void InputHandleMapEvent( inputdata_t &inputdata );
void InputSetCustomUpgradesFile( inputdata_t &inputdata );
void InputSetRoundRespawnFreezeEnabled( inputdata_t &inputdata );
void InputSetMapForcedTruceDuringBossFight( inputdata_t &inputdata );
void TeamPlayerCountChanged( CTFTeam *pTeam );
void PowerupTeamImbalance( int nTeam );
void StateEnterRoundRunning( void );
void StateEnterBetweenRounds( void );
void StateEnterPreRound( void );
void StateExitPreRound( void );
void MatchSummaryStart( void );
void TruceStart( void );
void TruceEnd( void );
COutputEvent m_OnWonByTeam1;
COutputEvent m_OnWonByTeam2;
COutputInt m_Team1PlayersChanged;
COutputInt m_Team2PlayersChanged;
COutputEvent m_OnPowerupImbalanceTeam1;
COutputEvent m_OnPowerupImbalanceTeam2;
COutputEvent m_OnPowerupImbalanceMeasuresOver;
COutputEvent m_OnStateEnterRoundRunning;
COutputEvent m_OnStateEnterBetweenRounds;
COutputEvent m_OnStateEnterPreRound;
COutputEvent m_OnStateExitPreRound;
COutputEvent m_OnMatchSummaryStart;
COutputEvent m_OnTruceStart;
COutputEvent m_OnTruceEnd;
virtual void Activate();
private:
//=============================================================================
// HPE_BEGIN:
// [msmith] hud type so the game type and hud type can be separate. Used for
// training missions.
//=============================================================================
int m_nHudType;
//=============================================================================
// HPE_END
//=============================================================================
bool m_bOvertimeAllowedForCTF;
#endif
public: // IGameEventListener Interface
virtual void FireGameEvent( IGameEvent * event );
};
class CTFRadiusDamageInfo
{
DECLARE_CLASS_NOBASE( CTFRadiusDamageInfo );
public:
CTFRadiusDamageInfo( CTakeDamageInfo *pInfo, const Vector &vecSrcIn, float flRadiusIn, CBaseEntity *pIgnore = NULL, float flRJRadiusIn = 0, float flForceScaleIn = 1.0f )
{
dmgInfo = pInfo;
vecSrc = vecSrcIn;
flRadius = flRadiusIn;
pEntityIgnore = pIgnore;
flRJRadius = flRJRadiusIn;
flFalloff = 0;
m_flForceScale = flForceScaleIn;
m_pEntityTarget = NULL;
CalculateFalloff();
}
void CalculateFalloff( void );
int ApplyToEntity( CBaseEntity *pEntity );
public:
// Fill these in & call RadiusDamage()
CTakeDamageInfo *dmgInfo;
Vector vecSrc;
float flRadius;
CBaseEntity *pEntityIgnore;
float flRJRadius; // Radius to use to calculate RJ, to maintain RJs when damage/radius changes on a RL
float m_flForceScale;
CBaseEntity *m_pEntityTarget; // Target being direct hit if any
private:
// These are used during the application of the RadiusDamage
float flFalloff;
};
struct PlayerRoundScore_t
{
int iPlayerIndex; // player index
int iRoundScore; // how many points scored this round
int iTotalScore; // total points scored across all rounds
};
struct PlayerArenaRoundScore_t
{
int iPlayerIndex; // player index
int iTotalDamage; // damage done this round
int iTotalHealing; // healing done this round
int iTimeAlive; // time alive (in seconds)
int iKillingBlows; // killing blows this round
int iScore;
};
#ifdef CLIENT_DLL
const char *GetMapType( const char *mapName );
const char *GetMapDisplayName( const char *mapName );
#else
class CKothLogic;
#endif
// Used to sort the players in the list by their bonus score
typedef CTFPlayer *BONUSPLAYERPTR;
class CBonusPlayerListLess
{
public:
bool Less( const BONUSPLAYERPTR &src1, const BONUSPLAYERPTR &src2, void *pCtx )
{
if ( src1->m_Shared.GetItemFindBonus() > src2->m_Shared.GetItemFindBonus() )
return true;
return false;
}
};
#define MAX_TEAMGOAL_STRING 256
#define MAX_TEAMNAME_STRING 6
class CTFGameRules : public CTeamplayRoundBasedRules
{
public:
DECLARE_CLASS( CTFGameRules, CTeamplayRoundBasedRules );
CTFGameRules();
virtual void LevelInitPostEntity( void );
virtual float GetRespawnTimeScalar( int iTeam );
virtual float GetRespawnWaveMaxLength( int iTeam, bool bScaleWithNumPlayers = true );
// Damage Queries.
virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
// TEMP:
virtual int Damage_GetTimeBased( void );
virtual int Damage_GetShowOnHud( void );
virtual int Damage_GetShouldNotBleed( void );
int GetFarthestOwnedControlPoint( int iTeam, bool bWithSpawnpoints );
virtual bool TeamMayCapturePoint( int iTeam, int iPointIndex );
virtual bool PlayerMayCapturePoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 );
virtual bool PlayerMayBlockPoint( CBasePlayer *pPlayer, int iPointIndex, char *pszReason = NULL, int iMaxReasonLength = 0 );
static int CalcPlayerScore( RoundStats_t *pRoundStats, CTFPlayer *pPlayer );
static int CalcPlayerSupportScore( RoundStats_t *pRoundStats, int iPlayerIdx );
bool IsBirthday( void ) const;
bool IsBirthdayOrPyroVision( void ) const;
virtual bool IsHolidayActive( /*EHoliday*/ int eHoliday ) const;
virtual const unsigned char *GetEncryptionKey( void ) { return GetTFEncryptionKey(); }
int GetClassLimit( int iClass );
bool CanPlayerChooseClass( CBasePlayer *pPlayer, int iClass );
virtual bool ShouldBalanceTeams( void );
virtual int GetBonusRoundTime( bool bGameOver = false ) OVERRIDE;
#ifdef GAME_DLL
public:
virtual void Precache( void );
// Override this to prevent removal of game specific entities that need to persist
virtual bool RoundCleanupShouldIgnore( CBaseEntity *pEnt );
virtual bool ShouldCreateEntity( const char *pszClassName );
virtual void CleanUpMap( void );
virtual void FrameUpdatePostEntityThink();
virtual void RespawnPlayers( bool bForceRespawn, bool bTeam = false, int iTeam = TEAM_UNASSIGNED ) OVERRIDE;
// Called when a new round is being initialized
virtual void SetupOnRoundStart( void );
// Called when a new round is off and running
virtual void SetupOnRoundRunning( void );
// Called before a new round is started (so the previous round can end)
virtual void PreviousRoundEnd( void );
// Send the team scores down to the client
virtual void SendTeamScoresEvent( void ) { return; }
// Send the end of round info displayed in the win panel
virtual void SendWinPanelInfo( bool bGameOver ) OVERRIDE;
void SendArenaWinPanelInfo( void );
void SendPVEWinPanelInfo( void );
// Setup spawn points for the current round before it starts
virtual void SetupSpawnPointsForRound( void );
// Called when a round has entered stalemate mode (timer has run out)
virtual void SetupOnStalemateStart( void );
virtual void SetupOnStalemateEnd( void );
virtual void RecalculateControlPointState( void );
void TeamPlayerCountChanged( CTFTeam *pTeam );
void PowerupTeamImbalance( int nTeam );
int GetAssignedHumanTeam( void );
virtual void HandleSwitchTeams( void );
virtual void HandleScrambleTeams( void );
bool CanChangeClassInStalemate( void );
bool CanChangeTeam( int iCurrentTeam ) const;
virtual void SetRoundOverlayDetails( void );
virtual void ShowRoundInfoPanel( CTFPlayer *pPlayer = NULL ); // NULL pPlayer means show the panel to everyone
virtual bool TimerMayExpire( void );
virtual void Activate();
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
void SetTeamGoalString( int iTeam, const char *pszGoal );
//=============================================================================
// HPE_BEGIN:
// [msmith] Added a HUD type separate from the game mode so we can do different
// HUDs for the same mode. This is used in training maps.
//=============================================================================
void SetHUDType( int nHudType );
//=============================================================================
// HPE_END
//=============================================================================
// Speaking, vcds, voice commands.
virtual void InitCustomResponseRulesDicts();
virtual void ShutdownCustomResponseRulesDicts();
virtual bool HasPassedMinRespawnTime( CBasePlayer *pPlayer );
virtual bool ShouldRespawnQuickly( CBasePlayer *pPlayer );
bool ShouldScorePerRound( void );
virtual bool IsValveMap( void );
virtual void PlayTrainCaptureAlert( CTeamControlPoint *pPoint, bool bFinalPointInMap );
void SetRequiredObserverTarget( CBaseEntity *pEnt ){ m_hRequiredObserverTarget = pEnt; }
void SetObjectiveObserverTarget( CBaseEntity *pEnt ) { m_hObjectiveObserverTarget = pEnt; }
EHANDLE GetRequiredObserverTarget( void ){ return m_hRequiredObserverTarget.Get(); }
EHANDLE GetObjectiveObserverTarget( void ){ return m_hObjectiveObserverTarget.Get(); }
virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
virtual bool PointsMayBeCaptured( void );
virtual bool PointsMayAlwaysBeBlocked(){ return ( GetGameType() == TF_GAMETYPE_ESCORT ); }
virtual void PlaySpecialCapSounds( int iCappingTeam, CTeamControlPoint *pPoint );
virtual CTacticalMissionManager *TacticalMissionManagerFactory( void );
virtual bool ShouldSwitchTeams( void );
virtual bool ShouldScrambleTeams( void );
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues );
bool CanBotChangeClass( CBasePlayer* pPlayer );
bool CanBotChooseClass( CBasePlayer *pPlayer, int iClass );
void SetCTFCaptureBonusTime( float flTime ){ m_flCTFCaptureBonusTime = flTime; }
float GetCTFCaptureBonusTime( void )
{
float flRetVal = tf_ctf_bonus_time.GetFloat();
if ( m_flCTFCaptureBonusTime >= 0.0f )
{
flRetVal = m_flCTFCaptureBonusTime;
}
return flRetVal;
}
// populate vector with set of control points the player needs to capture
virtual void CollectCapturePoints( CBasePlayer *player, CUtlVector< CTeamControlPoint * > *captureVector ) const;
// populate vector with set of control points the player needs to defend from capture
virtual void CollectDefendPoints( CBasePlayer *player, CUtlVector< CTeamControlPoint * > *defendVector ) const;
CObjectSentrygun *FindSentryGunWithMostKills( int team = TEAM_ANY ) const;
// Client connection/disconnection
virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
virtual bool ShouldSkipAutoScramble( void )
{
return IsPVEModeActive();
}
bool ShouldMakeChristmasAmmoPack( void );
void UpdatePeriodicEvent( CTFPlayer *pPlayer, eEconPeriodicScoreEvents eEvent, uint32 nCount );
void HandleMapEvent( inputdata_t &inputdata );
void SetCustomUpgradesFile( inputdata_t &inputdata );
virtual bool ShouldWaitToStartRecording( void );
void SetGravityMultiplier( float flValue ){ m_flGravityMultiplier.Set( flValue ); }
bool CanFlagBeCaptured( CBaseEntity *pOther );
bool PowerupModeFlagStandoffActive( void );
void TeleportPlayersToTargetEntities( int iTeam, const char *pszEntTargetName, CUtlVector< CTFPlayer * > *pTeleportedPlayers );
virtual void LoadMapCycleFileIntoVector ( const char *pszMapCycleFile, CUtlVector<char *> &mapList ) OVERRIDE;
void OnWorkshopMapUpdated( PublishedFileId_t nWorkshopID );
void RecalculateTruce( void );
void SetMapForcedTruceDuringBossFight( bool bState ){ m_bMapForcedTruceDuringBossFight = bState; }
bool IsMapForcedTruceDuringBossFight( void ){ return m_bMapForcedTruceDuringBossFight; }
protected:
virtual void LoadMapCycleFile( void ) OVERRIDE;
void TrackWorkshopMapsInMapCycle( void );
virtual const char* GetStalemateSong( int nTeam ) OVERRIDE;
virtual const char* WinSongName( int nTeam ) OVERRIDE;
virtual const char* LoseSongName( int nTeam ) OVERRIDE;
virtual void InitTeams( void );
virtual void RoundRespawn( void );
virtual void RespawnTeam( int iTeam );
virtual void InternalHandleTeamWin( int iWinningTeam );
static int PlayerRoundScoreSortFunc( const PlayerRoundScore_t *pRoundScore1, const PlayerRoundScore_t *pRoundScore2 );
static int PlayerArenaRoundScoreSortFunc( const PlayerArenaRoundScore_t *pRoundScore1, const PlayerArenaRoundScore_t *pRoundScore2 );
virtual void FillOutTeamplayRoundWinEvent( IGameEvent *event );
virtual bool CanChangelevelBecauseOfTimeLimit( void );
virtual bool CanGoToStalemate( void );
virtual void RestoreActiveTimer( void );
void BroadcastDrawLine( CTFPlayer *pTFPlayer, KeyValues *pKeyValues );
#endif // GAME_DLL
public:
// Bonus round handling
#ifdef GAME_DLL
virtual bool ShouldGoToBonusRound( void );
virtual void SetupOnBonusStart( void );
virtual void SetupOnBonusEnd( void );
virtual void BonusStateThink( void );
void BonusStateAbort( void );
void SetBonusItem( itemid_t iItemID );
// Between rounds handling
virtual void BetweenRounds_Start( void );
virtual void BetweenRounds_End( void );
virtual void BetweenRounds_Think( void );
virtual void PreRound_Start( void ) OVERRIDE;
virtual void PreRound_End( void ) OVERRIDE;
#endif
public:
// Return the value of this player towards capturing a point
virtual int GetCaptureValueForPlayer( CBasePlayer *pPlayer );
// Collision and Damage rules.
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
int GetTimeLeft( void );
// Get the view vectors for this mod.
virtual const CViewVectors *GetViewVectors() const;
virtual void FireGameEvent( IGameEvent *event );
virtual const char *GetGameTypeName( void );
virtual int GetGameType( void ){ return m_nGameType; }
virtual void ClientSpawned( edict_t * pPlayer );
virtual void OnFileReceived( const char * fileName, unsigned int transferID );
virtual bool FlagsMayBeCapped( void );
void RunPlayerConditionThink ( void );
const char *GetTeamGoalString( int iTeam );
int GetStopWatchState( void ) { return m_nStopWatchState; }
// Game Modes
virtual bool IsInArenaMode( void ) const OVERRIDE;
virtual bool IsInKothMode( void ) const OVERRIDE { return m_bPlayingKoth; }
bool IsInMedievalMode( void ) const { return m_bPlayingMedieval; }
bool IsHolidayMap( int nHoliday ) const { return m_nMapHolidayType == nHoliday; }
#ifdef TF_RAID_MODE
bool IsRaidMode( void ) const;
bool IsBossBattleMode( void ) const;
#endif // TF_RAID_MODE
#ifdef TF_CREEP_MODE
bool IsCreepWaveMode( void ) const;
#endif
bool IsMannVsMachineMode( void ) const { return m_bPlayingMannVsMachine; }
void SetMannVsMachineAlarmStatus( bool bStatus ){ m_bMannVsMachineAlarmStatus.Set( bStatus ); }
bool GetMannVsMachineAlarmStatus( void ){ return m_bMannVsMachineAlarmStatus; }
bool IsQuickBuildTime( void );
bool GameModeUsesUpgrades( void );
bool GameModeUsesCurrency( void ) { return IsMannVsMachineMode() || IsBountyMode(); }
bool GameModeUsesMiniBosses( void ) { return IsMannVsMachineMode() || IsBountyMode(); }
bool IsPasstimeMode() const { return m_nGameType == TF_GAMETYPE_PASSTIME; }
#ifdef STAGING_ONLY
bool GameModeUsesExperience( void ) { return IsBountyMode(); }
#endif // STAGING_ONLY
bool IsMannVsMachineRespecEnabled( void ) { return IsMannVsMachineMode() && tf_mvm_respec_enabled.GetBool(); }
bool CanPlayerUseRespec( CTFPlayer *pTFPlayer );
bool IsPowerupMode( void ) { return m_bPowerupMode; }
void SetPowerupMode( bool bValue );
#ifdef GAME_DLL
// Managed competitive matches should go through the End/StopCompetitiveMatch path
void EndManagedMvMMatch( bool bKickPlayersToParties );
#endif
// Competitive games
bool IsCompetitiveMode( void ) const; // means we're using competitive/casual matchmaking
bool IsMatchTypeCasual( void ) const;
bool IsMatchTypeCompetitive( void ) const;
// Are we showing the match-start-countdown doors right now
bool BInMatchStartCountdown() const;
#ifdef GAME_DLL
void SyncMatchSettings();
// ! Check return
bool StartManagedMatch();
void SetCompetitiveMode( bool bValue );
#endif
void StartCompetitiveMatch( void );
void StopCompetitiveMatch( CMsgGC_Match_Result_Status nCode );
void EndCompetitiveMatch( void );
void ManageCompetitiveMode( void );
bool ReportMatchResultsToGC( CMsgGC_Match_Result_Status nCode );
bool MatchmakingShouldUseStopwatchMode();
EMatchGroup GetCurrentMatchGroup() const;
bool IsManagedMatchEnded() const;
bool UsePlayerReadyStatusMode( void );
bool PlayerReadyStatus_HaveMinPlayersToEnable( void );
#ifdef GAME_DLL
bool PlayerReadyStatus_ArePlayersOnTeamReady( int iTeam );
bool PlayerReadyStatus_ShouldStartCountdown( void );
void PlayerReadyStatus_ResetState( void );
void PlayerReadyStatus_UpdatePlayerState( CTFPlayer *pTFPlayer, bool bState );
#endif // GAME_DLL
bool IsDefaultGameMode( void ); // The absence of arena, mvm, tournament mode, etc
// Upgrades
int GetCostForUpgrade( CMannVsMachineUpgrades *pUpgrade, int iItemSlot, int nClass, CTFPlayer *pPurchaser = NULL );
bool CanUpgradeWithAttrib( CTFPlayer *pPlayer, int iWeaponSlot, attrib_definition_index_t iAttribIndex, CMannVsMachineUpgrades *pUpgrade );
int GetUpgradeTier( int iUpgrade );
bool IsUpgradeTierEnabled( CTFPlayer *pTFPlayer, int iItemSlot, int iUpgrade );
bool IsPVEModeActive( void ) const; // return true if we are playing a PvE mode
bool IsPVEModeControlled( CBaseEntity *who ) const; // return true for PvE opponents (ie: enemy bot team)
const char* GetCustomUpgradesFile() { return m_pszCustomUpgradesFile.Get(); }
//=============================================================================
// HPE_BEGIN:
// [msmith] Training Status. And HUD type.
//=============================================================================
bool IsInTraining( void ){ return m_bIsInTraining; }
bool AllowTrainingAchievements() { return m_bAllowTrainingAchievements; }
void SetAllowTrainingAchievements( bool bAllow) { m_bAllowTrainingAchievements = bAllow; }
bool IsWaitingForTrainingContinue() { return m_bIsWaitingForTrainingContinue; }
void SetIsWaitingForTrainingContinue( bool bWaiting ) { m_bIsWaitingForTrainingContinue = bWaiting; }
int GetHUDType( void ){ return m_nHudType; }
//=============================================================================
// HPE_END
//=============================================================================
bool IsTrainingHUDVisible( void ) { return IsInTraining() && m_bIsTrainingHUDVisible; }
void SetTrainingHUDVisible( bool bVisible ) { m_bIsTrainingHUDVisible.Set( bVisible ); }
virtual bool IsInItemTestingMode( void ) { return m_bIsInItemTestingMode; }
void SetInItemTestingMode( bool bInTesting ) { m_bIsInItemTestingMode.Set( bInTesting ); }
int ItemTesting_GetBotAnim( void ) { return m_iItemTesting_BotAnim; }
float ItemTesting_GetBotAnimSpeed( void );
bool ItemTesting_GetBotForceFire( void ) { return m_bItemTesting_BotForceFire; }
bool ItemTesting_GetBotTurntable( void ) { return m_bItemTesting_BotTurntable; }
bool ItemTesting_GetBotViewScan( void ) { return m_bItemTesting_BotViewScan; }
void ItemTesting_SetupFromKV( KeyValues *pKV );
bool IsPlayingHybrid_CTF_CP( void ) const { return m_bPlayingHybrid_CTF_CP; }
bool IsPlayingSpecialDeliveryMode( void ) const { return m_bPlayingSpecialDeliveryMode; }
bool IsPlayingRobotDestructionMode( void ) const { return m_bPlayingRobotDestructionMode; }
virtual bool AllowThirdPersonCamera( void ) { return ( IsInMedievalMode() || ShowMatchSummary() ); }
// Bonus rounds
CBonusRoundLogic *GetBonusLogic( void ) { return m_hBonusLogic.Get(); }
void BuildBonusPlayerList( void );
CTeamRoundTimer *GetRedKothRoundTimer( void ) { return m_hRedKothTimer.Get(); }
CTeamRoundTimer *GetBlueKothRoundTimer( void ) { return m_hBlueKothTimer.Get(); }
int GetStatsMinimumPlayers( void );
int GetStatsMinimumPlayedTime( void );
// BountyMode
#ifdef STAGING_ONLY
bool IsBountyMode( void ) { return m_bBountyModeEnabled && !IsMannVsMachineMode() && !IsInTraining(); }
#else
bool IsBountyMode( void ) { return false; }
#endif
float GetGravityMultiplier( void ){ return m_flGravityMultiplier; }
virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer );
void SetPlayersInHell( bool bState ){ m_bHelltowerPlayersInHell.Set( bState ); } // used for Halloween 2013 state of the game (players in the underworld fighting)
bool ArePlayersInHell( void ) const { return m_bHelltowerPlayersInHell; }
void SpawnPlayerInHell( CTFPlayer *pPlayer, const char *pszSpawnPointName );
// Halloween 2013
void PlayHelltowerAnnouncerVO( int iRedLine, int iBlueLine );
void SetUsingSpells( bool bState )
{
m_bIsUsingSpells.Set( bState );
}
bool IsUsingSpells( void ) const;
bool IsUsingGrapplingHook( void ) const;
bool IsTruceActive( void ) const;
bool MapHasMatchSummaryStage( void ){ return m_bMapHasMatchSummaryStage; }
bool PlayersAreOnMatchSummaryStage( void ){ return m_bPlayersAreOnMatchSummaryStage; }
bool ShowMatchSummary( void ){ return m_bShowMatchSummary; }
bool HaveStopWatchWinner( void ) { return m_bStopWatchWinner; }
int GetGameTeamForGCTeam( TF_GC_TEAM nGCTeam );
TF_GC_TEAM GetGCTeamForGameTeam( int nGameTeam );
enum ENextMapVotingState
{
NEXT_MAP_VOTE_STATE_NONE,
NEXT_MAP_VOTE_STATE_WAITING_FOR_USERS_TO_VOTE,
NEXT_MAP_VOTE_STATE_MAP_CHOSEN_PAUSE,
};
enum EUserNextMapVote
{
USER_NEXT_MAP_VOTE_MAP_0 = 0,
USER_NEXT_MAP_VOTE_MAP_1,
USER_NEXT_MAP_VOTE_MAP_2,
USER_NEXT_MAP_VOTE_UNDECIDED,
NUM_VOTE_STATES
};
EUserNextMapVote GetWinningVote( int (&nVotes)[ EUserNextMapVote::NUM_VOTE_STATES ] ) const;
EUserNextMapVote PlayerNextMapVoteState( int nIndex ) const { return m_ePlayerWantsRematch.Get( nIndex ); }
ENextMapVotingState GetCurrentNextMapVotingState() const { return m_eRematchState; }
MapDefIndex_t GetNextMapVoteOption( int nIndex ) const { return m_nNextMapVoteOptions.Get( nIndex ); }
#ifdef GAME_DLL
void UpdateNextMapVoteOptionsFromLobby();
void KickPlayersNewMatchIDRequestFailed();
void CheckAndSetPartyLeader( CTFPlayer *pTFPlayer, int iTeam );
#endif // GAME_DLL
#ifdef STAGING_ONLY
#ifdef GAME_DLL
void SetBountyMode( bool bValue );
#endif // GAME_DLL
#endif // STAGING_ONLY
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE(); // This makes data tables able to access our private vars.
virtual ~CTFGameRules();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void HandleOvertimeBegin();
bool ShouldShowTeamGoal( void );
const char *GetVideoFileForMap( bool bWithExtension = true );
const char *FormatVideoName( const char *videoName, bool bWithExtension = true );
void SetUpVisionFilterKeyValues( void );
bool UseSillyGibs( void );
virtual bool AllowMapParticleEffect( const char *pszParticleEffect );
virtual bool AllowWeatherParticles( void );
virtual bool AllowMapVisionFilterShaders( void );
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName );
virtual void ModifySentChat( char *pBuf, int iBufSize );
virtual void GetTeamGlowColor( int nTeam, float &r, float &g, float &b );
virtual bool ShouldConfirmOnDisconnect();
bool ShouldShowPreRoundDoors() const;
bool RecievedBaseline() const { return m_bRecievedBaseline; }
#else
DECLARE_SERVERCLASS_NOBASE(); // This makes data tables able to access our private vars.
virtual ~CTFGameRules();
virtual void LevelShutdown();
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
virtual void Think();
void PeriodicHalloweenUpdate();
virtual bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
bool CheckWinLimit( bool bAllowEnd = true, int nAddValueWhenChecking = 0 ) OVERRIDE;
bool SetCtfWinningTeam();
bool SetPasstimeWinningTeam();
bool CheckCapsPerRound();
virtual void CheckRespawnWaves();
virtual void PlayWinSong( int team ) OVERRIDE;
//=============================================================================
// HPE_BEGIN:
// [msmith] Used in training to load the next training map in sequence.
//=============================================================================
void LoadNextTrainingMap();
//=============================================================================
// HPE_END
//=============================================================================
virtual void SetWinningTeam( int team, int iWinReason, bool bForceMapReset = true, bool bSwitchTeams = false, bool bDontAddScore = false, bool bFinal = false ) OVERRIDE;
virtual void SetStalemate( int iReason, bool bForceMapReset = true, bool bSwitchTeams = false );
void CheckTauntAchievement( CTFPlayer *pAchiever, int nGibs, int *pTauntCamAchievements );
virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker, const CTakeDamageInfo &info );
// Spawing rules.
CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer, bool bIgnorePlayers, PlayerTeamSpawnMode_t nSpawndMode = PlayerTeamSpawnMode_Normal );
virtual int ItemShouldRespawn( CItem *pItem );
virtual float FlItemRespawnTime( CItem *pItem );
virtual Vector VecItemRespawnSpot( CItem *pItem );
virtual QAngle VecItemRespawnAngles( CItem *pItem );
virtual const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer );
void ClientSettingsChanged( CBasePlayer *pPlayer );
void ChangePlayerName( CTFPlayer *pPlayer, const char *pszNewName );
virtual VoiceCommandMenuItem_t *VoiceCommand( CBaseMultiplayerPlayer *pPlayer, int iMenu, int iItem );
float GetPreMatchEndTime() const; // Returns the time at which the prematch will be over.
void GoToIntermission( void );
virtual int GetAutoAimMode() { return AUTOAIM_NONE; }
void SetSetup( bool bSetup );
void ManageStopwatchTimer( bool bInSetup );
virtual void HandleTeamScoreModify( int iTeam, int iScore);
bool CanHaveAmmo( CBaseCombatCharacter *pPlayer, int iAmmoIndex );
virtual const char *GetGameDescription( void ){ return "Team Fortress"; }
virtual void Status( void (*print) (PRINTF_FORMAT_STRING const char *fmt, ...) );
// Sets up g_pPlayerResource.
virtual void CreateStandardEntities();
virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
virtual void PlayerKilledCheckAchievements( CTFPlayer *pAttacker, CTFPlayer *pVictim );
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info, const char* eventName );
virtual CBasePlayer *GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor, CBaseEntity *pVictim );
void CalcDominationAndRevenge( CTFPlayer *pAttacker, CBaseEntity *pWeapon, CTFPlayer *pVictim, bool bIsAssist, int *piDeathFlags );
const char *GetKillingWeaponName( const CTakeDamageInfo &info, CTFPlayer *pVictim, int *iWeaponID );
CBasePlayer *GetAssister( CBasePlayer *pVictim, CBasePlayer *pScorer, CBaseEntity *pInflictor );
CTFPlayer *GetRecentDamager( CTFPlayer *pVictim, int iDamager, float flMaxElapsed );
virtual void ClientDisconnected( edict_t *pClient );
virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
void RadiusDamage( CTFRadiusDamageInfo &info );
bool ApplyOnDamageModifyRules( CTakeDamageInfo &info, CBaseEntity *pVictimBaseEntity, bool bAllowDamage );
struct DamageModifyExtras_t
{
bool bIgniting;
bool bSelfBlastDmg;
bool bSendPreFeignDamage;
bool bPlayDamageReductionSound;
};
float ApplyOnDamageAliveModifyRules( const CTakeDamageInfo &info, CBaseEntity *pVictimBaseEntity, DamageModifyExtras_t& outParams );
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return false; }
virtual bool UseSuicidePenalty() { return false; }
int GetPreviousRoundWinners( void ) { return m_iPreviousRoundWinners; }
void SendHudNotification( IRecipientFilter &filter, HudNotification_t iType, bool bForceShow = false );
void SendHudNotification( IRecipientFilter &filter, const char *pszText, const char *pszIcon, int iTeam = TEAM_UNASSIGNED );
void StopWatchModeThink( void );
virtual void RestartTournament( void );
bool TFVoiceManager( CBasePlayer *pListener, CBasePlayer *pTalker );
void OnNavMeshLoad( void );
void OnDispenserBuilt( CBaseEntity *dispenser );
void OnDispenserDestroyed( CBaseEntity *dispenser );
void OnPlayerSpawned( CTFPlayer *pPlayer );
void OnCoachJoining( uint32 unCoachAccountID, uint32 unStudentAccountID );
void OnRemoveCoach( uint32 unCoachAccountID );
//Arena
void AddPlayerToQueue( CTFPlayer *pPlayer );
void AddPlayerToQueueHead( CTFPlayer *pPlayer );
void RemovePlayerFromQueue( CTFPlayer *pPlayer );
virtual bool BHavePlayers( void ) OVERRIDE;
void Arena_RunTeamLogic( void );
void Arena_ResetLosersScore( bool bResetAll );
void Arena_PrepareNewPlayerQueue( bool bResetAll );
int Arena_PlayersNeededForMatch( void );
void Arena_CleanupPlayerQueue( void );
void Arena_ClientDisconnect( const char *playername );
void Arena_SendPlayerNotifications( void );
void Arena_NotifyTeamSizeChange( void );
float GetRoundStart( void ) { return m_flRoundStartTime; }
// Voting
void ManageServerSideVoteCreation( void );
#ifdef TF_RAID_MODE
// Raid game mode
CRaidLogic *GetRaidLogic( void ) const { return m_hRaidLogic.Get(); }
#endif // TF_RAID_MODE
// Currency awarding
int CalculateCurrencyAmount_CustomPack( int nAmount ); // If we should drop a custom currency pack, and how much money to put in - 0 means don't drop
int CalculateCurrencyAmount_ByType( CurrencyRewards_t nType ); // How much to give players for specific items and events, i.e. cash collection bonus, small packs
int DistributeCurrencyAmount( int nAmount, CTFPlayer *pTFPlayer = NULL, bool bShared = true, bool bCountAsDropped = false, bool bIsBonus = false ); // Distributes nAmount to a specific player or team
virtual bool StopWatchShouldBeTimedWin( void ) OVERRIDE;
public:
void SetPlayerNextMapVote( int nIndex, EUserNextMapVote eState ) { m_ePlayerWantsRematch.Set( nIndex, eState ); }
CTrainingModeLogic *GetTrainingModeLogic() { return m_hTrainingModeLogic; }
CTFHolidayEntity *GetHolidayLogic() const { return m_hHolidayLogic; }
void HandleCTFCaptureBonus( int nTeam );
bool TournamentModeCanEndWithTimelimit( void ){ return ( GetStopWatchTimer() == NULL ); }
CTeamRoundTimer *GetKothTeamTimer( int iTeam )
{
if ( IsInKothMode() == false )
return NULL;
if ( iTeam == TF_TEAM_RED )
{
return m_hRedKothTimer.Get();
}
else if ( iTeam == TF_TEAM_BLUE )
{
return m_hBlueKothTimer.Get();
}
return NULL;
}
void SetKothTeamTimer( int iTeam, CTeamRoundTimer *pTimer )
{
if ( iTeam == TF_TEAM_RED )
{
m_hRedKothTimer.Set( pTimer );
}
else if ( iTeam == TF_TEAM_BLUE )
{
m_hBlueKothTimer.Set( pTimer );
}
}
void SetOvertimeAllowedForCTF( bool bAllowed ){ m_bOvertimeAllowedForCTF = bAllowed; }
bool GetOvertimeAllowedForCTF( void ){ return m_bOvertimeAllowedForCTF; }
const CUtlVector< CHandle< CBaseEntity > > &GetHealthEntityVector( void ); // return vector of health entities
const CUtlVector< CHandle< CBaseEntity > > &GetAmmoEntityVector( void ); // return vector of ammo entities
CHandle< CTeamTrainWatcher > GetPayloadToPush( int pushingTeam ) const; // return the train watcher for the Payload cart the given team needs to push to win, or NULL if none currently exists
CHandle< CTeamTrainWatcher > GetPayloadToBlock( int blockingTeam ) const; // return the train watcher for the Payload cart the given team needs to block from advancing, or NULL if none currently exists
virtual void ProcessVerboseLogOutput( void );
void PushAllPlayersAway( const Vector& vFromThisPoint, float flRange, float flForce, int nTeam, CUtlVector< CTFPlayer* > *pPushedPlayers = NULL );
bool ShouldDropSpellPickup();
void DropSpellPickup( const Vector& vPosition, int nTier = 0 ) const;
bool ShouldDropBonusDuck( void );
bool ShouldDropBonusDuckFromPlayer( CTFPlayer *pScorer, CTFPlayer *pVictim );
void DropBonusDuck( const Vector& vPosition, CTFPlayer *pScorer = NULL, CTFPlayer *pAssistor = NULL, CTFPlayer *pVictim = NULL, bool bCrit = false, bool bObjective = false ) const;
void DropHalloweenSoulPackToTeam( int nAmount, const Vector& vecPosition, int nTeamNumber, int nSourceTeam );
void DropHalloweenSoulPack( int nAmount, const Vector& vecSource, CBaseEntity *pTarget, int nSourceTeam );
#ifdef STAGING_ONLY
void MatchSummaryTest( void );
#endif // STAGING_ONLY
void MatchSummaryStart( void );
void MatchSummaryEnd( void );
int GetTeamAssignmentOverride( CTFPlayer *pTFPlayer, int iDesiredTeam, bool bAutoBalance = false );
private:
void ChooseNextMapVoteOptions();
int DefaultFOV( void ) { return 75; }
int GetDuckSkinForClass( int nTeam, int nClass ) const;
void MatchSummaryTeleport();
void StopWatchShouldBeTimedWin_Calculate( void );
#endif // GAME_DLL
private:
void ComputeHealthAndAmmoVectors( void ); // compute internal vectors of health and ammo locations
bool m_areHealthAndAmmoVectorsReady;
#ifdef GAME_DLL
void CheckHelltowerCartAchievement( int iTeam );
Vector2D m_vecPlayerPositions[MAX_PLAYERS];
CUtlVector<CHandle<CHealthKit> > m_hDisabledHealthKits;
char m_szMostRecentCappers[MAX_PLAYERS+1]; // list of players who made most recent capture. Stored as string so it can be passed in events.
int m_iNumCaps[TF_TEAM_COUNT]; // # of captures ever by each team during a round
int SetCurrentRoundStateBitString();
void SetMiniRoundBitMask( int iMask );
int m_iPrevRoundState; // bit string representing the state of the points at the start of the previous miniround
int m_iCurrentRoundState;
int m_iCurrentMiniRoundMask;
CHandle<CTeamRoundTimer> m_hStopWatchTimer;
CTeamRoundTimer* GetStopWatchTimer( void ) { return (CTeamRoundTimer*)m_hStopWatchTimer.Get(); }
EHANDLE m_hRequiredObserverTarget;
EHANDLE m_hObjectiveObserverTarget;
CHandle<CTFGameRulesProxy> m_hGamerulesProxy;
//Arena
bool IsFirstBloodAllowed( void );
EHANDLE m_hArenaEntity;
CUtlVector<CHandle<CTFPlayer> > m_hArenaPlayerQueue;
int m_iPreviousTeamSize;
bool m_bArenaFirstBlood;
float m_flSendNotificationTime;
// Tournament
CHandle< CCompetitiveLogic > m_hCompetitiveLogicEntity;
CHandle<CTrainingModeLogic> m_hTrainingModeLogic;
CHandle<CTFHolidayEntity> m_hHolidayLogic;
bool m_bOvertimeAllowedForCTF;
// for bot rosters
CHandle<CTFBotRoster> m_hBlueBotRoster;
CHandle<CTFBotRoster> m_hRedBotRoster;
// coaching
typedef CUtlMap<uint32, uint32> tCoachToStudentMap;
tCoachToStudentMap m_mapCoachToStudentMap;
// Automatic vote called near the end of a map
bool m_bVoteCalled;
bool m_bServerVoteOnReset;
float m_flVoteCheckThrottle;
CUtlVector< CHandle< CCPTimerLogic > > m_CPTimerEnts;
float m_flCapInProgressBuffer;
float m_flMatchSummaryTeleportTime;
#ifdef TF_RAID_MODE
CHandle< CRaidLogic > m_hRaidLogic;
CHandle< CBossBattleLogic > m_hBossBattleLogic;
#endif // TF_RAID_MODE
int m_nCurrencyAccumulator;
int m_iCurrencyPool;
float m_flCheckPlayersConnectingTime;
CountdownTimer m_helltowerTimer; // used for Halloween 2013 Announcer VO in plr_hightower_event
CountdownTimer m_doomsdaySetupTimer; // used for Halloween 2014 Announcer Setup VO in sd_doomsday_event
CountdownTimer m_doomsdayTicketsTimer; // Used on sd_doomsday_event to nag players about picking up the tickets
float m_flNextStrangeEventProcessTime;
bool m_bMapForcedTruceDuringBossFight;
float m_flNextHalloweenGiftUpdateTime;
#else
KeyValues *m_pkvVisionFilterTranslations;
KeyValues *m_pkvVisionFilterShadersMapWhitelist;
bool m_bSillyGibs;
#endif
CNetworkVar( ETFGameType, m_nGameType ); // Type of game this map is (CTF, CP)
CNetworkVar( int, m_nStopWatchState );
CNetworkString( m_pszTeamGoalStringRed, MAX_TEAMGOAL_STRING );
CNetworkString( m_pszTeamGoalStringBlue, MAX_TEAMGOAL_STRING );
CNetworkVar( float, m_flCapturePointEnableTime );
CNetworkVar( int, m_iGlobalAttributeCacheVersion );
//=============================================================================
// HPE_BEGIN:
// [msmith] Training and HUD status.
//=============================================================================
CNetworkVar( int, m_nHudType ); // Used by map authors to override the default HUD clients are showing
CNetworkVar( bool, m_bIsInTraining );
CNetworkVar( bool, m_bAllowTrainingAchievements );
CNetworkVar( bool, m_bIsWaitingForTrainingContinue );
//=============================================================================
// HPE_END
//=============================================================================
CNetworkVar( bool, m_bIsTrainingHUDVisible );
CNetworkVar( bool, m_bIsInItemTestingMode );
int m_iItemTesting_BotAnim;
float m_flItemTesting_BotAnimSpeed;
bool m_bItemTesting_BotForceFire;
bool m_bItemTesting_BotTurntable;
bool m_bItemTesting_BotViewScan;
CNetworkVar( CHandle<CBonusRoundLogic>, m_hBonusLogic );
CNetworkVar( bool, m_bPlayingKoth );
CNetworkVar( bool, m_bPowerupMode );
CNetworkVar( bool, m_bPlayingRobotDestructionMode );
CNetworkVar( bool, m_bPlayingMedieval );
CNetworkVar( bool, m_bPlayingHybrid_CTF_CP );
CNetworkVar( bool, m_bPlayingSpecialDeliveryMode );
CNetworkVar( bool, m_bPlayingMannVsMachine );
CNetworkVar( bool, m_bMannVsMachineAlarmStatus );
CNetworkVar( bool, m_bHaveMinPlayersToEnableReady );
CNetworkVar( bool, m_bBountyModeEnabled );
CNetworkVar( bool, m_bCompetitiveMode );
CNetworkVar( float, m_flGravityMultiplier );
CNetworkVar( int, m_nMatchGroupType );
CNetworkVar( bool, m_bMatchEnded );
// This is used to check if players are in hell. The name doesn't make sense because we thought this would only be used for Halloween 2013
// cannot change the name because it's network var which will break demo
CNetworkVar( bool, m_bHelltowerPlayersInHell );
CNetworkVar( bool, m_bIsUsingSpells );
CNetworkVar( bool, m_bTruceActive );
CNetworkVar( bool, m_bTeamsSwitched );
#ifdef GAME_DLL
float m_flNextFlagAlarm;
float m_flNextFlagAlert;
float m_flSafeToLeaveTimer;
CBaseEntity *m_pUpgrades;
#endif
CNetworkVar( CHandle<CTeamRoundTimer>, m_hRedKothTimer );
CNetworkVar( CHandle<CTeamRoundTimer>, m_hBlueKothTimer );
CNetworkVar( int, m_nMapHolidayType ); // Used by map authors to indicate this is a holiday map
CNetworkString( m_pszCustomUpgradesFile, MAX_PATH );
CNetworkVar( bool, m_bShowMatchSummary );
CNetworkVar( bool, m_bMapHasMatchSummaryStage );
CNetworkVar( bool, m_bPlayersAreOnMatchSummaryStage );
CNetworkVar( bool, m_bStopWatchWinner );
// This is called m_ePlayerWantsRematch because we initially had rematches, but now we
// let players vote on the next map instead. Can't rename this variable, so we're just
// going to use with the wrong name
CNetworkArray( EUserNextMapVote, m_ePlayerWantsRematch, MAX_PLAYERS + 1 );
CNetworkVar( ENextMapVotingState, m_eRematchState );
CNetworkArray( MapDefIndex_t, m_nNextMapVoteOptions, 3 );
float m_flCTFCaptureBonusTime;
public:
bool m_bControlSpawnsPerTeam[ MAX_TEAMS ][ MAX_CONTROL_POINTS ];
int m_iPreviousRoundWinners;
float GetCapturePointTime( void ) { return m_flCapturePointEnableTime; }
virtual bool ShouldDrawHeadLabels()
{
if ( IsInTournamentMode() )
return false;
return BaseClass::ShouldDrawHeadLabels();
}
enum HalloweenScenarioType
{
HALLOWEEN_SCENARIO_NONE = 0,
HALLOWEEN_SCENARIO_MANN_MANOR,
HALLOWEEN_SCENARIO_VIADUCT,
HALLOWEEN_SCENARIO_LAKESIDE,
HALLOWEEN_SCENARIO_HIGHTOWER,
HALLOWEEN_SCENARIO_DOOMSDAY,
};
HalloweenScenarioType GetHalloweenScenario( void ) const;
bool IsHalloweenScenario( HalloweenScenarioType scenario ) const;
bool CanInitiateDuels( void );
#ifdef GAME_DLL
// Used on sd_doomsday_event to nag players about picking up the tickets
void StartDoomsdayTicketsTimer( void ) { m_doomsdayTicketsTimer.Start( RandomInt( 30, 60 ) ); }
void StopDoomsdayTicketsTimer( void ) { m_doomsdayTicketsTimer.Invalidate(); }
bool DoomsdayTicketTimerElapsed( void ) const { return m_doomsdayTicketsTimer.HasStarted() && m_doomsdayTicketsTimer.IsElapsed(); }
int GetBossCount() const { return m_activeBosses.Count(); }
CBaseCombatCharacter *GetActiveBoss( int iBoss = 0 )
{
if ( iBoss < 0 || iBoss >= m_activeBosses.Count() )
return NULL;
return m_activeBosses[iBoss];
}
void AddActiveBoss( CBaseCombatCharacter *boss )
{
// don't add the same boss
if ( m_activeBosses.Find( boss ) != m_activeBosses.InvalidIndex() )
return;
m_activeBosses.AddToTail( boss );
}
void RemoveActiveBoss( CBaseCombatCharacter *boss )
{
m_activeBosses.FindAndRemove( boss );
}
CBaseEntity *GetIT( void ) const // who is the boss chasing
{
return m_itHandle;
}
void SetIT( CBaseEntity *who );
void SetBirthdayPlayer( CBaseEntity *pEntity );
void SetHalloweenEffectStatus( int effect, float duration ) // Update the current Halloween effect on the HUD
{
m_nHalloweenEffect = effect;
m_fHalloweenEffectStartTime = gpGlobals->curtime;
m_fHalloweenEffectDuration = duration;
}
// remove all projectiles in the world
void RemoveAllProjectiles();
// remove all buildings in the world
void RemoveAllBuildings( bool bExplodeBuildings = false );
// remove all sentry's ammo
void RemoveAllSentriesAmmo();
// remove all projectiles and objects
void RemoveAllProjectilesAndBuildings( bool bExplodeBuildings = false );
#endif // GAME_DLL
void ClearHalloweenEffectStatus( void ) // Clear the current Halloween effect and hide the HUD display
{
m_nHalloweenEffect = -1;
m_fHalloweenEffectStartTime = -1.0f;
m_fHalloweenEffectDuration = -1.0f;
}
bool IsIT( CBaseEntity *who ) const
{
return ( who && who == m_itHandle.Get() );
}
CBaseEntity *GetBirthdayPlayer( void ) const
{
return m_hBirthdayPlayer.Get();
}
bool IsHalloweenEffectStatusActive( void ) const
{
return m_nHalloweenEffect >= 0;
}
int GetHalloweenEffectStatus( void ) const
{
return m_nHalloweenEffect;
}
float GetHalloweenEffectTimeLeft( void ) const
{
float expireTime = m_fHalloweenEffectStartTime + m_fHalloweenEffectDuration;
return expireTime - gpGlobals->curtime;
}
float GetHalloweenEffectDuration( void ) const
{
return m_fHalloweenEffectDuration;
}
int GetGlobalAttributeCacheVersion( void ) const
{
return m_iGlobalAttributeCacheVersion;
}
void FlushAllAttributeCaches( void )
{
m_iGlobalAttributeCacheVersion++;
}
private:
#ifdef CLIENT_DLL
bool m_bRecievedBaseline;
#endif
CountdownTimer m_botCountTimer;
CUtlVector< CHandle< CBaseEntity > > m_ammoVector; // vector of active ammo entities
bool m_isAmmoVectorReady; // for lazy evaluation
CUtlVector< CHandle< CBaseEntity > > m_healthVector; // vector of active health entities
bool m_isHealthVectorReady; // for lazy evaluation
bool m_bUseMatchHUD;
bool m_bUsePreRoundDoors;
#ifdef GAME_DLL
mutable CHandle< CTeamTrainWatcher > m_redPayloadToPush;
mutable CHandle< CTeamTrainWatcher > m_bluePayloadToPush;
mutable CHandle< CTeamTrainWatcher > m_redPayloadToBlock;
mutable CHandle< CTeamTrainWatcher > m_bluePayloadToBlock;
bool m_hasSpawnedToy;
void SpawnHalloweenBoss( void );
CountdownTimer m_halloweenBossTimer;
CUtlVector< CHandle< CBaseCombatCharacter > > m_activeBosses;
bool m_bHasSpawnedSoccerBall[TF_TEAM_COUNT];
CountdownTimer m_ghostTimer;
void SpawnZombieMob( void );
CountdownTimer m_zombieMobTimer;
int m_zombiesLeftToSpawn;
Vector m_zombieSpawnSpot;
public:
void BeginHaunting( int nDesiredCount, float flMinDuration, float flMaxDuration );
void StartHalloweenBossTimer( float flTime, float flVariation = 0.f )
{
m_halloweenBossTimer.Start( RandomFloat( flTime - flVariation, flTime + flVariation ) );
}
// Recent player stuff
void PlayerHistory_AddPlayer( CTFPlayer *pTFPlayer );
PlayerHistoryInfo_t *PlayerHistory_GetPlayerInfo( CTFPlayer *pTFPlayer );
int PlayerHistory_GetTimeSinceLastSeen( CTFPlayer *pTFPlayer );
CUtlVector< Vector > *GetHalloweenSpawnLocations() { return &m_halloweenGiftSpawnLocations; }
bool BAttemptMapVoteRollingMatch();
bool BIsManagedMatchEndImminent( void );
private:
CUtlVector< CHandle< CGhost > > m_ghostVector;
CUtlVector< PlayerHistoryInfo_t > m_vecPlayerHistory;
struct TeleportLocation_t
{
Vector m_vecPosition;
QAngle m_qAngles;
};
CUtlMap< string_t, CUtlVector< TeleportLocation_t >* > m_mapTeleportLocations;
// Keep track of kills made with powerups
int m_nPowerupKillsRedTeam;
int m_nPowerupKillsBlueTeam;
float m_flTimeToRunImbalanceMeasures;
float m_flTimeToStopImbalanceMeasures;
bool m_bPowerupImbalanceMeasuresRunning;
bool m_bMapCycleNeedsUpdate;
CUtlVector< Vector > m_halloweenGiftSpawnLocations; // vector of valid gift spawn locations from the map
float m_flCompModeRespawnPlayersAtMatchStart;
#endif // GAME_DLL
// LEGACY BOSS CODE. Keeping this to not break demo
CNetworkVar( int, m_nBossHealth );
CNetworkVar( int, m_nMaxBossHealth );
CNetworkVar( float, m_fBossNormalizedTravelDistance );
CNetworkHandle( CBaseEntity, m_itHandle ); // entindex of current IT entity (0 = no it)
CNetworkHandle( CBaseEntity, m_hBirthdayPlayer ); // entindex of current birthday player (0 = none)
CNetworkVar( int, m_nHalloweenEffect );
CNetworkVar( float, m_fHalloweenEffectStartTime );
CNetworkVar( float, m_fHalloweenEffectDuration );
CNetworkVar( HalloweenScenarioType, m_halloweenScenario );
// MvM Helpers
#ifdef GAME_DLL
public:
void SetNextMvMPopfile ( const char * next );
const char * GetNextMvMPopfile ();
virtual void BalanceTeams( bool bRequireSwitcheesToBeDead );
#endif
};
//-----------------------------------------------------------------------------
// Gets us at the team fortress game rules
//-----------------------------------------------------------------------------
inline CTFGameRules* TFGameRules()
{
return static_cast<CTFGameRules*>(g_pGameRules);
}
inline float CTFGameRules::ItemTesting_GetBotAnimSpeed( void )
{
static const ConVar *pHostTimescale = NULL;
if ( !pHostTimescale )
{
pHostTimescale = cvar->FindVar( "host_timescale" );
}
if ( pHostTimescale )
return (m_flItemTesting_BotAnimSpeed * pHostTimescale->GetFloat());
return m_flItemTesting_BotAnimSpeed;
}
#ifdef TF_RAID_MODE
inline bool CTFGameRules::IsRaidMode( void ) const
{
#ifdef GAME_DLL
return m_hRaidLogic != NULL;
#else
return tf_gamemode_raid.GetBool();
#endif
}
inline bool CTFGameRules::IsBossBattleMode( void ) const
{
return tf_gamemode_boss_battle.GetBool();
}
#endif // TF_RAID_MODE
#ifdef TF_CREEP_MODE
inline bool CTFGameRules::IsCreepWaveMode( void ) const
{
return tf_gamemode_creep_wave.GetBool();
}
#endif
inline bool CTFGameRules::IsHalloweenScenario( HalloweenScenarioType scenario ) const
{
return m_halloweenScenario == scenario;
}
#ifdef GAME_DLL
bool EntityPlacementTest( CBaseEntity *pMainEnt, const Vector &vOrigin, Vector &outPos, bool bDropToGround );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CArenaLogic : public CPointEntity
{
DECLARE_CLASS( CArenaLogic, CPointEntity );
public:
DECLARE_DATADESC();
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
virtual void ArenaLogicThink( void );
virtual void Spawn( void );
COutputEvent m_OnArenaRoundStart;
float m_flTimeToEnableCapPoint;
COutputEvent m_OnCapEnabled;
bool m_bFiredOutput;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCompetitiveLogic : public CPointEntity
{
DECLARE_CLASS( CCompetitiveLogic, CPointEntity );
public:
DECLARE_DATADESC();
void OnSpawnRoomDoorsShouldLock( void );
void OnSpawnRoomDoorsShouldUnlock( void );
COutputEvent m_OnSpawnRoomDoorsShouldLock;
COutputEvent m_OnSpawnRoomDoorsShouldUnlock;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CLogicMannPower : public CPointEntity
{
DECLARE_CLASS( CLogicMannPower, CPointEntity );
public:
DECLARE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose: New training stuff
//-----------------------------------------------------------------------------
class CTrainingModeLogic : public CPointEntity
{
DECLARE_CLASS( CTrainingModeLogic, CPointEntity );
public:
DECLARE_DATADESC();
void SetupOnRoundStart( void );
void SetTrainingMsg( const char *msg );
void SetTrainingObjective( const char *msg );
void OnPlayerSpawned( CTFPlayer *pPlayer );
void OnPlayerDied( CTFPlayer *pPlayer, CBaseEntity *pKiller );
void OnBotDied( CTFPlayer *pPlayer, CBaseEntity *pKiller );
void OnPlayerSwitchedWeapons( CTFPlayer *pPlayer );
void OnPlayerWantsToContinue();
void OnPlayerBuiltBuilding( CTFPlayer *pPlayer, CBaseObject *pBaseObject );
void OnPlayerUpgradedBuilding( CTFPlayer *pPlayer, CBaseObject *pBaseObject );
void OnPlayerDetonateBuilding( CTFPlayer *pPlayer, CBaseObject *pBaseObject );
void UpdateHUDObjective();
const char* GetNextMap();
const char* GetTrainingEndText();
int GetDesiredClass() const;
// Inputs
void InputForcePlayerSpawnAsClassOutput( inputdata_t &inputdata );
void InputKickAllBots( inputdata_t &inputdata );
void InputShowTrainingMsg( inputdata_t &inputdata );
void InputShowTrainingObjective( inputdata_t &inputdata );
void InputShowTrainingHUD( inputdata_t &inputdata );
void InputHideTrainingHUD( inputdata_t &inputdata );
void InputEndTraining( inputdata_t &inputdata );
void InputPlaySoundOnPlayer( inputdata_t &inputdata );
void InputWaitForTimerOrKeypress( inputdata_t &inputdata );
void InputSetNextMap( inputdata_t &inputdata );
void InputForcePlayerSwapToWeapon( inputdata_t &inputdata );
protected:
enum
{
kMaxLengthObjectiveText = 128,
};
// outputs based on the class the player spawned as
COutputEvent m_outputOnPlayerSpawnAsScout;
COutputEvent m_outputOnPlayerSpawnAsSniper;
COutputEvent m_outputOnPlayerSpawnAsSoldier;
COutputEvent m_outputOnPlayerSpawnAsDemoman;
COutputEvent m_outputOnPlayerSpawnAsMedic;
COutputEvent m_outputOnPlayerSpawnAsHeavy;
COutputEvent m_outputOnPlayerSpawnAsPyro;
COutputEvent m_outputOnPlayerSpawnAsSpy;
COutputEvent m_outputOnPlayerSpawnAsEngineer;
// outputs based on the weapon the player swapped to
COutputEvent m_outputOnPlayerSwappedToWeaponSlotPrimary;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotSecondary;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotMelee;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotBuilding;
COutputEvent m_outputOnPlayerSwappedToWeaponSlotPDA;
// outputs based on if the player built inside a suggested area
COutputEvent m_outputOnPlayerBuiltOutsideSuggestedArea;
// player detonated their own building
COutputEvent m_outputOnPlayerDetonateBuilding;
// other outputs
COutputEvent m_outputOnPlayerDied;
COutputEvent m_outputOnBotDied;
CHandle<CBaseEntity> m_waitingForKeypressTimer;
string_t m_nextMapName;
char m_objText[kMaxLengthObjectiveText];
string_t m_endTrainingText;
};
class CMultipleEscort : public CPointEntity
{
DECLARE_CLASS( CMultipleEscort, CPointEntity );
public:
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
};
class CMedievalLogic : public CPointEntity
{
DECLARE_CLASS( CMedievalLogic, CPointEntity );
public:
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
};
class CHybridMap_CTF_CP : public CPointEntity
{
DECLARE_CLASS( CHybridMap_CTF_CP, CPointEntity );
public:
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
};
class CTFHolidayEntity : public CPointEntity, public CGameEventListener
{
DECLARE_CLASS( CTFHolidayEntity, CPointEntity );
public:
DECLARE_DATADESC();
CTFHolidayEntity()
{
m_nHolidayType = kHoliday_None;
m_nTauntInHell = 0;
m_nAllowHaunting = 0;
ListenForGameEvent( "player_turned_to_ghost" );
ListenForGameEvent( "player_disconnect" );
ListenForGameEvent( "player_team" );
}
~CTFHolidayEntity()
{
}
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
int GetHolidayType( void ){ return m_nHolidayType; }
bool ShouldTauntInHell( void ){ return ( m_nTauntInHell > 0 ); }
bool ShouldAllowHaunting( void ){ return ( m_nAllowHaunting > 0 ); }
void InputHalloweenSetUsingSpells( inputdata_t &inputdata );
void InputHalloweenTeleportToHell( inputdata_t &inputdata );
virtual void FireGameEvent( IGameEvent *event );
void ResetWinner() { m_nWinningTeam = TF_TEAM_COUNT; }
int GetWinningTeam() const { return m_nWinningTeam; }
private:
void HalloweenTeleportToHellDanceThink( void );
void Teleport();
CUtlVector< CHandle<CTFPlayer> > m_vecDancers;
int m_nWinningTeam;
int m_nHolidayType;
int m_nTauntInHell;
int m_nAllowHaunting;
};
class CKothLogic : public CPointEntity
{
DECLARE_CLASS( CKothLogic, CPointEntity );
public:
DECLARE_DATADESC();
CKothLogic()
{
m_nTimerInitialLength = 180; // seconds
m_nTimeToUnlockPoint = 30; // seconds
m_hRedTimer = NULL;
m_hBlueTimer = NULL;
}
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
int GetInitialTimerLength( void ){ return m_nTimerInitialLength; }
int GetTimerToUnlockPoint( void ){ return m_nTimeToUnlockPoint; }
void InputRoundSpawn( inputdata_t &inputdata );
void InputRoundActivate( inputdata_t &inputdata );
void InputSetRedTimer( inputdata_t &inputdata );
void InputSetBlueTimer( inputdata_t &inputdata );
void InputAddRedTimer( inputdata_t &inputdata );
void InputAddBlueTimer( inputdata_t &inputdata );
private:
int m_nTimerInitialLength;
int m_nTimeToUnlockPoint;
CHandle< CTeamRoundTimer > m_hRedTimer;
CHandle< CTeamRoundTimer > m_hBlueTimer;
};
#define CP_TIMER_THINK "CCPTimerLogicThink"
class CCPTimerLogic : public CPointEntity
{
DECLARE_CLASS( CCPTimerLogic, CPointEntity );
public:
DECLARE_DATADESC();
CCPTimerLogic()
{
m_nTimerLength = 60; // seconds
m_iszControlPointName = NULL_STRING;
m_hControlPoint = NULL;
m_bFire15SecRemain = m_bFire10SecRemain = m_bFire5SecRemain = true;
SetContextThink( &CCPTimerLogic::Think, gpGlobals->curtime + 0.15, CP_TIMER_THINK );
}
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void InputRoundSpawn( inputdata_t &inputdata );
void Think( void );
bool TimerMayExpire( void );
private:
int m_nTimerLength;
string_t m_iszControlPointName;
CHandle<CTeamControlPoint> m_hControlPoint;
CountdownTimer m_pointTimer;
bool m_bFire15SecRemain;
bool m_bFire10SecRemain;
bool m_bFire5SecRemain;
COutputEvent m_onCountdownStart;
COutputEvent m_onCountdown15SecRemain;
COutputEvent m_onCountdown10SecRemain;
COutputEvent m_onCountdown5SecRemain;
COutputEvent m_onCountdownEnd;
};
#endif
class CBonusRoundLogic : public CBaseEntity
{
DECLARE_CLASS( CBonusRoundLogic, CBaseEntity );
public:
DECLARE_NETWORKCLASS();
#ifdef GAME_DLL
bool InitBonusRound( void );
void SetBonusItem( itemid_t iItemID );
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
#endif
void BuildBonusPlayerList( void );
int GetNumBonusPlayers( void ) { return m_aBonusPlayerList.Count(); }
CTFPlayer *GetBonusPlayer( int i ) { Assert ( i < m_aBonusPlayerList.Count() ); return m_aBonusPlayerList[i]; }
CTFPlayer *GetBonusWinner( void ) { return m_hBonusWinner.Get(); }
void SetBonusStateAborted( bool bAborted ) { m_bAbortedBonusRound = bAborted; }
bool BonusStateAborted( void ) { return m_bAbortedBonusRound; }
int GetPlayerBonusRoll( int iPlayer ) { return (iPlayer < m_aBonusPlayerRoll.Count()) ? m_aBonusPlayerRoll[iPlayer] : 0; }
CEconItemView *GetBonusItem( void ) { return &m_Item; }
private:
CUtlSortVector< BONUSPLAYERPTR, CBonusPlayerListLess > m_aBonusPlayerList;
CUtlVector<int> m_aBonusPlayerRoll;
CNetworkVar( CHandle<CTFPlayer>, m_hBonusWinner );
CNetworkVar( bool, m_bAbortedBonusRound );
itemid_t m_iBonusItemID;
CNetworkVarEmbedded( CEconItemView, m_Item );
};
#ifdef GAME_DLL
class CSingleUserReliableRecipientFilter : public CRecipientFilter
{
public:
CSingleUserReliableRecipientFilter( CBasePlayer *player )
{
AddRecipient( player );
MakeReliable();
}
};
#endif
#endif // TF_GAMERULES_H