halflife-photomode/dlls/gamerules.h
Joël Troch e0ba8cebc7 [HL25] Backport busters game mode
Also backport a define being moved at the top in "multiplay_gamerules.cpp".
And two changes related to weapons in general in "weapons.cpp".
2024-08-28 16:37:49 +02:00

395 lines
17 KiB
C++

/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//=========================================================
// GameRules
//=========================================================
#pragma once
//#include "weapons.h"
//#include "items.h"
class CBasePlayerItem;
class CBasePlayer;
class CItem;
class CBasePlayerAmmo;
// weapon respawning return codes
enum
{
GR_NONE = 0,
GR_WEAPON_RESPAWN_YES,
GR_WEAPON_RESPAWN_NO,
GR_AMMO_RESPAWN_YES,
GR_AMMO_RESPAWN_NO,
GR_ITEM_RESPAWN_YES,
GR_ITEM_RESPAWN_NO,
GR_PLR_DROP_GUN_ALL,
GR_PLR_DROP_GUN_ACTIVE,
GR_PLR_DROP_GUN_NO,
GR_PLR_DROP_AMMO_ALL,
GR_PLR_DROP_AMMO_ACTIVE,
GR_PLR_DROP_AMMO_NO,
};
// Player relationship return codes
enum
{
GR_NOTTEAMMATE = 0,
GR_TEAMMATE,
GR_ENEMY,
GR_ALLY,
GR_NEUTRAL,
};
class CGameRules
{
public:
virtual void RefreshSkillData(); // fill skill data struct with proper values
virtual void Think() = 0; // GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc.
virtual bool IsAllowedToSpawn(CBaseEntity* pEntity) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
virtual bool FAllowFlashlight() = 0; // Are players allowed to switch on their flashlight?
virtual bool FShouldSwitchWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon) = 0; // should the player switch to this weapon?
virtual bool GetNextBestWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pCurrentWeapon, bool alwaysSearch = false); // I can't use this weapon anymore, get me the next best one.
// Functions to verify the single/multiplayer status of a game
virtual bool IsMultiplayer() = 0; // is this a multiplayer game? (either coop or deathmatch)
virtual bool IsDeathmatch() = 0; //is this a deathmatch game?
virtual bool IsTeamplay() { return false; } // is this deathmatch game being played with team rules?
virtual bool IsCoOp() = 0; // is this a coop game?
virtual const char* GetGameDescription() { return "Half-Life"; } // this is the game name that gets seen in the server browser
// Client connection/disconnection
virtual bool ClientConnected(edict_t* pEntity, const char* pszName, const char* pszAddress, char szRejectReason[128]) = 0; // a client just connected to the server (player hasn't spawned yet)
virtual void InitHUD(CBasePlayer* pl) = 0; // the client dll is ready for updating
virtual void ClientDisconnected(edict_t* pClient) = 0; // a client just disconnected from the server
virtual void UpdateGameMode(CBasePlayer* pPlayer) {} // the client needs to be informed of the current game mode
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer* pPlayer) = 0; // this client just hit the ground after a fall. How much damage?
virtual bool FPlayerCanTakeDamage(CBasePlayer* pPlayer, CBaseEntity* pAttacker) { return true; } // can this player take damage from this attacker?
virtual bool ShouldAutoAim(CBasePlayer* pPlayer, edict_t* target) { return true; }
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer* pPlayer) = 0; // called by CBasePlayer::Spawn just before releasing player into the game
virtual void PlayerThink(CBasePlayer* pPlayer) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
virtual bool FPlayerCanRespawn(CBasePlayer* pPlayer) = 0; // is this player allowed to respawn now?
virtual float FlPlayerSpawnTime(CBasePlayer* pPlayer) = 0; // When in the future will this player be able to spawn?
virtual edict_t* GetPlayerSpawnSpot(CBasePlayer* pPlayer); // Place this player on their spawnspot and face them the proper direction.
virtual bool AllowAutoTargetCrosshair() { return true; }
virtual bool ClientCommand(CBasePlayer* pPlayer, const char* pcmd) { return false; } // handles the user commands; returns true if command handled properly
virtual void ClientUserInfoChanged(CBasePlayer* pPlayer, char* infobuffer) {} // the player has changed userinfo; can change it now
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer* pAttacker, CBasePlayer* pKilled) = 0; // how many points do I award whoever kills this player?
virtual void PlayerKilled(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) = 0; // Called each time a player dies
virtual void DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) = 0; // Call this from within a GameRules class to report an obituary.
// Weapon retrieval
virtual bool CanHavePlayerItem(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon); // The player is touching an CBasePlayerItem, do I give it to him?
virtual void PlayerGotWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon) = 0; // Called each time a player picks up a weapon from the ground
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem* pWeapon) = 0; // should this weapon respawn?
virtual float FlWeaponRespawnTime(CBasePlayerItem* pWeapon) = 0; // when may this weapon respawn?
virtual float FlWeaponTryRespawn(CBasePlayerItem* pWeapon) = 0; // can i respawn now, and if not, when should i try again?
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem* pWeapon) = 0; // where in the world should this weapon respawn?
// Item retrieval
virtual bool CanHaveItem(CBasePlayer* pPlayer, CItem* pItem) = 0; // is this player allowed to take this item?
virtual void PlayerGotItem(CBasePlayer* pPlayer, CItem* pItem) = 0; // call each time a player picks up an item (battery, healthkit, longjump)
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem* pItem) = 0; // Should this item respawn?
virtual float FlItemRespawnTime(CItem* pItem) = 0; // when may this item respawn?
virtual Vector VecItemRespawnSpot(CItem* pItem) = 0; // where in the world should this item respawn?
// Ammo retrieval
virtual bool CanHaveAmmo(CBasePlayer* pPlayer, const char* pszAmmoName, int iMaxCarry); // can this player take more of this ammo?
virtual void PlayerGotAmmo(CBasePlayer* pPlayer, char* szName, int iCount) = 0; // called each time a player picks up some ammo in the world
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo* pAmmo) = 0; // should this ammo item respawn?
virtual float FlAmmoRespawnTime(CBasePlayerAmmo* pAmmo) = 0; // when should this ammo item respawn?
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo* pAmmo) = 0; // where in the world should this ammo item respawn?
// by default, everything spawns
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
virtual float FlHEVChargerRechargeTime() { return 0; } // how long until a depleted HealthCharger recharges itself?
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer* pPlayer) = 0; // what do I do with a player's weapons when he's killed?
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer* pPlayer) = 0; // Do I drop ammo when the player dies? How much?
// Teamplay stuff
virtual const char* GetTeamID(CBaseEntity* pEntity) = 0; // what team is this entity on?
virtual int PlayerRelationship(CBaseEntity* pPlayer, CBaseEntity* pTarget) = 0; // What is the player's relationship with this entity?
virtual int GetTeamIndex(const char* pTeamName) { return -1; }
virtual const char* GetIndexedTeamName(int teamIndex) { return ""; }
virtual bool IsValidTeam(const char* pTeamName) { return true; }
virtual void ChangePlayerTeam(CBasePlayer* pPlayer, const char* pTeamName, bool bKill, bool bGib) {}
virtual const char* SetDefaultPlayerTeam(CBasePlayer* pPlayer) { return ""; }
// Sounds
virtual bool PlayTextureSounds() { return true; }
virtual bool PlayFootstepSounds(CBasePlayer* pl, float fvol) { return true; }
// Monsters
virtual bool FAllowMonsters() = 0; //are monsters allowed
// Immediately end a multiplayer game
virtual void EndMultiplayerGame() {}
protected:
CBasePlayerItem* FindNextBestWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pCurrentWeapon);
};
extern CGameRules* InstallGameRules();
//=========================================================
// CHalfLifeRules - rules for the single player Half-Life
// game.
//=========================================================
class CHalfLifeRules : public CGameRules
{
public:
CHalfLifeRules();
// GR_Think
void Think() override;
bool IsAllowedToSpawn(CBaseEntity* pEntity) override;
bool FAllowFlashlight() override { return true; }
bool FShouldSwitchWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon) override;
bool GetNextBestWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pCurrentWeapon, bool alwaysSearch = false) override;
// Functions to verify the single/multiplayer status of a game
bool IsMultiplayer() override;
bool IsDeathmatch() override;
bool IsCoOp() override;
// Client connection/disconnection
bool ClientConnected(edict_t* pEntity, const char* pszName, const char* pszAddress, char szRejectReason[128]) override;
void InitHUD(CBasePlayer* pl) override; // the client dll is ready for updating
void ClientDisconnected(edict_t* pClient) override;
// Client damage rules
float FlPlayerFallDamage(CBasePlayer* pPlayer) override;
// Client spawn/respawn control
void PlayerSpawn(CBasePlayer* pPlayer) override;
void PlayerThink(CBasePlayer* pPlayer) override;
bool FPlayerCanRespawn(CBasePlayer* pPlayer) override;
float FlPlayerSpawnTime(CBasePlayer* pPlayer) override;
bool AllowAutoTargetCrosshair() override;
// Client kills/scoring
int IPointsForKill(CBasePlayer* pAttacker, CBasePlayer* pKilled) override;
void PlayerKilled(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) override;
void DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) override;
// Weapon retrieval
void PlayerGotWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon) override;
// Weapon spawn/respawn control
int WeaponShouldRespawn(CBasePlayerItem* pWeapon) override;
float FlWeaponRespawnTime(CBasePlayerItem* pWeapon) override;
float FlWeaponTryRespawn(CBasePlayerItem* pWeapon) override;
Vector VecWeaponRespawnSpot(CBasePlayerItem* pWeapon) override;
// Item retrieval
bool CanHaveItem(CBasePlayer* pPlayer, CItem* pItem) override;
void PlayerGotItem(CBasePlayer* pPlayer, CItem* pItem) override;
// Item spawn/respawn control
int ItemShouldRespawn(CItem* pItem) override;
float FlItemRespawnTime(CItem* pItem) override;
Vector VecItemRespawnSpot(CItem* pItem) override;
// Ammo retrieval
void PlayerGotAmmo(CBasePlayer* pPlayer, char* szName, int iCount) override;
// Ammo spawn/respawn control
int AmmoShouldRespawn(CBasePlayerAmmo* pAmmo) override;
float FlAmmoRespawnTime(CBasePlayerAmmo* pAmmo) override;
Vector VecAmmoRespawnSpot(CBasePlayerAmmo* pAmmo) override;
// Healthcharger respawn control
float FlHealthChargerRechargeTime() override;
// What happens to a dead player's weapons
int DeadPlayerWeapons(CBasePlayer* pPlayer) override;
// What happens to a dead player's ammo
int DeadPlayerAmmo(CBasePlayer* pPlayer) override;
// Monsters
bool FAllowMonsters() override;
// Teamplay stuff
const char* GetTeamID(CBaseEntity* pEntity) override { return ""; }
int PlayerRelationship(CBaseEntity* pPlayer, CBaseEntity* pTarget) override;
};
//=========================================================
// CHalfLifeMultiplay - rules for the basic half life multiplayer
// competition
//=========================================================
class CHalfLifeMultiplay : public CGameRules
{
public:
CHalfLifeMultiplay();
// GR_Think
void Think() override;
void RefreshSkillData() override;
bool IsAllowedToSpawn(CBaseEntity* pEntity) override;
bool FAllowFlashlight() override;
bool FShouldSwitchWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon) override;
// Functions to verify the single/multiplayer status of a game
bool IsMultiplayer() override;
bool IsDeathmatch() override;
bool IsCoOp() override;
// 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.
bool ClientConnected(edict_t* pEntity, const char* pszName, const char* pszAddress, char szRejectReason[128]) override;
void InitHUD(CBasePlayer* pl) override; // the client dll is ready for updating
void ClientDisconnected(edict_t* pClient) override;
void UpdateGameMode(CBasePlayer* pPlayer) override; // the client needs to be informed of the current game mode
// Client damage rules
float FlPlayerFallDamage(CBasePlayer* pPlayer) override;
bool FPlayerCanTakeDamage(CBasePlayer* pPlayer, CBaseEntity* pAttacker) override;
// Client spawn/respawn control
void PlayerSpawn(CBasePlayer* pPlayer) override;
void PlayerThink(CBasePlayer* pPlayer) override;
bool FPlayerCanRespawn(CBasePlayer* pPlayer) override;
float FlPlayerSpawnTime(CBasePlayer* pPlayer) override;
edict_t* GetPlayerSpawnSpot(CBasePlayer* pPlayer) override;
bool AllowAutoTargetCrosshair() override;
bool ClientCommand(CBasePlayer* pPlayer, const char* pcmd) override;
void ClientUserInfoChanged(CBasePlayer* pPlayer, char* infobuffer) override;
// Client kills/scoring
int IPointsForKill(CBasePlayer* pAttacker, CBasePlayer* pKilled) override;
void PlayerKilled(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) override;
void DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) override;
// Weapon retrieval
void PlayerGotWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon) override;
bool CanHavePlayerItem(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon) override; // The player is touching an CBasePlayerItem, do I give it to him?
// Weapon spawn/respawn control
int WeaponShouldRespawn(CBasePlayerItem* pWeapon) override;
float FlWeaponRespawnTime(CBasePlayerItem* pWeapon) override;
float FlWeaponTryRespawn(CBasePlayerItem* pWeapon) override;
Vector VecWeaponRespawnSpot(CBasePlayerItem* pWeapon) override;
// Item retrieval
bool CanHaveItem(CBasePlayer* pPlayer, CItem* pItem) override;
void PlayerGotItem(CBasePlayer* pPlayer, CItem* pItem) override;
// Item spawn/respawn control
int ItemShouldRespawn(CItem* pItem) override;
float FlItemRespawnTime(CItem* pItem) override;
Vector VecItemRespawnSpot(CItem* pItem) override;
// Ammo retrieval
void PlayerGotAmmo(CBasePlayer* pPlayer, char* szName, int iCount) override;
// Ammo spawn/respawn control
int AmmoShouldRespawn(CBasePlayerAmmo* pAmmo) override;
float FlAmmoRespawnTime(CBasePlayerAmmo* pAmmo) override;
Vector VecAmmoRespawnSpot(CBasePlayerAmmo* pAmmo) override;
// Healthcharger respawn control
float FlHealthChargerRechargeTime() override;
float FlHEVChargerRechargeTime() override;
// What happens to a dead player's weapons
int DeadPlayerWeapons(CBasePlayer* pPlayer) override;
// What happens to a dead player's ammo
int DeadPlayerAmmo(CBasePlayer* pPlayer) override;
// Teamplay stuff
const char* GetTeamID(CBaseEntity* pEntity) override { return ""; }
int PlayerRelationship(CBaseEntity* pPlayer, CBaseEntity* pTarget) override;
bool PlayTextureSounds() override { return false; }
bool PlayFootstepSounds(CBasePlayer* pl, float fvol) override;
// Monsters
bool FAllowMonsters() override;
// Immediately end a multiplayer game
void EndMultiplayerGame() override { GoToIntermission(); }
protected:
virtual void ChangeLevel();
virtual void GoToIntermission();
float m_flIntermissionStartTime = 0;
float m_flIntermissionEndTime = 0;
bool m_iEndIntermissionButtonHit;
void SendMOTDToClient(edict_t* client);
};
//=========================================================
// CMultiplayBusters
// Rules for a multiplayer mode that makes you feel good
//=========================================================
class CMultiplayBusters : public CHalfLifeMultiplay
{
public:
CMultiplayBusters();
void Think();
int IPointsForKill(CBasePlayer* pAttacker, CBasePlayer* pKilled);
void PlayerKilled(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor);
void DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor);
int WeaponShouldRespawn(CBasePlayerItem* pWeapon);
bool CanHavePlayerItem(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon);
bool CanHaveItem(CBasePlayer* pPlayer, CItem* pItem);
void PlayerGotWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon);
void ClientUserInfoChanged(CBasePlayer* pPlayer, char* infobuffer);
void PlayerSpawn(CBasePlayer* pPlayer);
void SetPlayerModel(CBasePlayer* pPlayer);
protected:
float m_flEgonBustingCheckTime = -1.0f;
void CheckForEgons();
};
inline DLL_GLOBAL CGameRules* g_pGameRules = nullptr;
inline DLL_GLOBAL bool g_fGameOver;
inline bool g_teamplay = false;