Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MULTIPLAY_GAMERULES_H
#define MULTIPLAY_GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
#include "gamerules.h"
#ifdef CLIENT_DLL
#define CMultiplayRules C_MultiplayRules
#else
extern ConVar mp_restartgame;
extern ConVar mp_restartgame_immediate;
extern ConVar mp_waitingforplayers_time;
extern ConVar mp_waitingforplayers_restart;
extern ConVar mp_waitingforplayers_cancel;
extern ConVar mp_clan_readyrestart;
extern ConVar mp_clan_ready_signal;
extern ConVar nextlevel;
extern INetworkStringTable *g_pStringTableServerMapCycle;
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
extern INetworkStringTable *g_pStringTableServerPopFiles;
extern INetworkStringTable *g_pStringTableServerMapCycleMvM;
#endif
#define VOICE_COMMAND_MAX_SUBTITLE_DIST 1900
class CBaseMultiplayerPlayer;
#endif
extern ConVar mp_show_voice_icons;
#define MAX_SPEAK_CONCEPT_LEN 64
#define MAX_VOICE_COMMAND_SUBTITLE 256
typedef struct
{
#ifndef CLIENT_DLL
// concept to speak
int m_iConcept;
// play subtitle?
bool m_bShowSubtitle;
bool m_bDistanceBasedSubtitle;
char m_szGestureActivity[64];
#else
// localizable subtitle
char m_szSubtitle[MAX_VOICE_COMMAND_SUBTITLE];
// localizable string for menu
char m_szMenuLabel[MAX_VOICE_COMMAND_SUBTITLE];
#endif
} VoiceCommandMenuItem_t;
extern ConVar mp_timelimit;
//=========================================================
// CMultiplayRules - rules for the basic half life multiplayer
// competition
//=========================================================
class CMultiplayRules : public CGameRules
{
public:
DECLARE_CLASS( CMultiplayRules, CGameRules );
// Functions to verify the single/multiplayer status of a game
virtual bool IsMultiplayer( void );
virtual bool Init();
// Damage query implementations.
virtual bool Damage_IsTimeBased( int iDmgType ); // Damage types that are time-based.
virtual bool Damage_ShouldGibCorpse( int iDmgType ); // Damage types that gib the corpse.
virtual bool Damage_ShowOnHUD( int iDmgType ); // Damage types that have client HUD art.
virtual bool Damage_NoPhysicsForce( int iDmgType ); // Damage types that don't have to supply a physics force & position.
virtual bool Damage_ShouldNotBleed( int iDmgType ); // Damage types that don't make the player bleed.
// TEMP: These will go away once DamageTypes become enums.
virtual int Damage_GetTimeBased( void );
virtual int Damage_GetShouldGibCorpse( void );
virtual int Damage_GetShowOnHud( void );
virtual int Damage_GetNoPhysicsForce( void );
virtual int Damage_GetShouldNotBleed( void );
CMultiplayRules();
virtual ~CMultiplayRules() {}
void LoadVoiceCommandScript( void );
virtual bool ShouldDrawHeadLabels()
{
if ( mp_show_voice_icons.GetBool() == false )
return false;
return BaseClass::ShouldDrawHeadLabels();
}
#ifndef CLIENT_DLL
virtual void FrameUpdatePostEntityThink();
// GR_Think
virtual void Think( void );
virtual void RefreshSkillData( bool forceUpdate );
virtual bool IsAllowedToSpawn( CBaseEntity *pEntity );
virtual bool FAllowFlashlight( void );
virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );
virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
virtual bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon );
// Functions to verify the single/multiplayer status of a game
virtual bool IsDeathmatch( void );
virtual bool IsCoOp( void );
// Client connection/disconnection
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in
// svRejectReason
// Only the client's name and remote address are provided to the dll for verification.
virtual bool ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen );
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
virtual void ClientDisconnected( edict_t *pClient );
// Client damage rules
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
virtual bool FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker, const CTakeDamageInfo &info );
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info );
// Client spawn/respawn control
virtual void PlayerSpawn( CBasePlayer *pPlayer );
virtual void PlayerThink( CBasePlayer *pPlayer );
virtual bool FPlayerCanRespawn( CBasePlayer *pPlayer );
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
virtual CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
virtual bool AllowAutoTargetCrosshair( void );
// Client kills/scoring
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
virtual void PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info );
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info );
CBasePlayer *GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor ); // old version of method - kept for backward compat
virtual CBasePlayer *GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor, CBaseEntity *pVictim ); // new version of method
// Weapon retrieval
virtual bool CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon );// The player is touching an CBaseCombatWeapon, do I give it to him?
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn( CBaseCombatWeapon *pWeapon );
virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon );
virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon );
virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon );
// Item retrieval
virtual bool CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
// Item spawn/respawn control
virtual int ItemShouldRespawn( CItem *pItem );
virtual float FlItemRespawnTime( CItem *pItem );
virtual Vector VecItemRespawnSpot( CItem *pItem );
virtual QAngle VecItemRespawnAngles( CItem *pItem );
// Ammo retrieval
virtual void PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount );
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime( void );
virtual float FlHEVChargerRechargeTime( void );
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
// Teamplay stuff
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";}
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
virtual bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker );
virtual bool PlayTextureSounds( void ) { return FALSE; }
virtual bool PlayFootstepSounds( CBasePlayer *pl );
// NPCs
virtual bool FAllowNPCs( void );
// Immediately end a multiplayer game
virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
// Voice commands
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args );
virtual VoiceCommandMenuItem_t *VoiceCommand( CBaseMultiplayerPlayer *pPlayer, int iMenu, int iItem );
// Bugbait report
bool IsLoadingBugBaitReport( void );
virtual void ResetMapCycleTimeStamp( void ){ m_nMapCycleTimeStamp = 0; }
virtual void HandleTimeLimitChange( void ){ return; }
void IncrementMapCycleIndex();
void HaveAllPlayersSpeakConceptIfAllowed( int iConcept, int iTeam = TEAM_UNASSIGNED, const char *modifiers = NULL );
void RandomPlayersSpeakConceptIfAllowed( int iConcept, int iNumRandomPlayer = 1, int iTeam = TEAM_UNASSIGNED, const char *modifiers = NULL );
virtual void GetTaggedConVarList( KeyValues *pCvarTagList );
void SkipNextMapInCycle();
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues );
public:
struct ResponseRules_t
{
CUtlVector<IResponseSystem*> m_ResponseSystems;
};
CUtlVector<ResponseRules_t> m_ResponseRules;
virtual void InitCustomResponseRulesDicts() {}
virtual void ShutdownCustomResponseRulesDicts() {}
// NVNT virtual to check for haptic device
virtual void ClientSettingsChanged( CBasePlayer *pPlayer );
virtual void GetNextLevelName( char *szNextMap, int bufsize, bool bRandom = false );
static void DetermineMapCycleFilename( char *pszResult, int nSizeResult, bool bForceSpew );
virtual void LoadMapCycleFileIntoVector ( const char *pszMapCycleFile, CUtlVector<char *> &mapList );
static void FreeMapCycleFileVector ( CUtlVector<char *> &mapList );
// LoadMapCycleFileIntoVector without the fixups inherited versions of gamerules may provide
static void RawLoadMapCycleFileIntoVector ( const char *pszMapCycleFile, CUtlVector<char *> &mapList );
bool IsMapInMapCycle( const char *pszName );
virtual bool IsManualMapChangeOkay( const char **pszReason ) OVERRIDE;
protected:
virtual bool UseSuicidePenalty() { return true; } // apply point penalty for suicide?
virtual float GetLastMajorEventTime( void ){ return -1.0f; }
public:
virtual void ChangeLevel( void );
protected:
virtual void GoToIntermission( void );
virtual void LoadMapCycleFile( void );
void ChangeLevelToMap( const char *pszMap );
float m_flIntermissionEndTime;
static int m_nMapCycleTimeStamp;
static int m_nMapCycleindex;
static CUtlVector<char*> m_MapList;
float m_flTimeLastMapChangeOrPlayerWasConnected;
#else
public:
const char *GetVoiceCommandSubtitle( int iMenu, int iItem );
bool GetVoiceMenuLabels( int iMenu, KeyValues *pKV );
#endif
private:
CUtlVector< CUtlVector< VoiceCommandMenuItem_t > > m_VoiceCommandMenus;
};
inline CMultiplayRules* MultiplayRules()
{
return static_cast<CMultiplayRules*>(g_pGameRules);
}
#endif // MULTIPLAY_GAMERULES_H