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hl2sdk/game/shared/gamerules.h
Nicholas Hastings 3957adff10 Sync with upstream (Issue #30).
Recompiled tier1 and mathlib  for all platforms will come in next commit.
2016-11-30 10:01:15 -05:00

453 lines
18 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GAMERULES_H
#define GAMERULES_H
#ifdef _WIN32
#pragma once
#endif
// Debug history should be disabled in release builds
//#define DISABLE_DEBUG_HISTORY
#ifdef CLIENT_DLL
#include "c_baseentity.h"
#define CGameRules C_GameRules
#define CGameRulesProxy C_GameRulesProxy
#else
#include "baseentity.h"
#include "recipientfilter.h"
#endif
#include "igamesystem.h"
#include "gamerules_register.h"
//#include "items.h"
class CBaseCombatWeapon;
class CBaseCombatCharacter;
class CBasePlayer;
class CItem;
class CAmmoDef;
class CTacticalMissionManager;
extern ConVar sk_autoaim_mode;
// Autoaiming modes
enum
{
AUTOAIM_NONE = 0, // No autoaim at all.
AUTOAIM_ON, // Autoaim is on.
AUTOAIM_ON_CONSOLE, // Autoaim is on, including enhanced features for Console gaming (more assistance, etc)
};
// 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,
};
// This class has the data tables and gets the CGameRules data to the client.
class CGameRulesProxy : public CBaseEntity
{
public:
DECLARE_CLASS( CGameRulesProxy, CBaseEntity );
DECLARE_NETWORKCLASS();
CGameRulesProxy();
~CGameRulesProxy();
// UNDONE: Is this correct, Mike?
// Don't carry these across a transition, they are recreated.
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
// ALWAYS transmit to all clients.
virtual int UpdateTransmitState( void );
// CGameRules chains its NetworkStateChanged calls to here, since this
// is the actual entity that will send the data.
static void NotifyNetworkStateChanged();
private:
static CGameRulesProxy *s_pGameRulesProxy;
};
abstract_class CGameRules : public CAutoGameSystemPerFrame
{
public:
DECLARE_CLASS_GAMEROOT( CGameRules, CAutoGameSystemPerFrame );
virtual char const *Name() { return "CGameRules"; }
// Stuff shared between client and server.
CGameRules(void);
virtual ~CGameRules( void );
// Damage Queries - these need to be implemented by the various subclasses (single-player, multi-player, etc).
// The queries represent queries against damage types and properties.
virtual bool Damage_IsTimeBased( int iDmgType ) = 0; // Damage types that are time-based.
virtual bool Damage_ShouldGibCorpse( int iDmgType ) = 0; // Damage types that gib the corpse.
virtual bool Damage_ShowOnHUD( int iDmgType ) = 0; // Damage types that have client HUD art.
virtual bool Damage_NoPhysicsForce( int iDmgType ) = 0; // Damage types that don't have to supply a physics force & position.
virtual bool Damage_ShouldNotBleed( int iDmgType ) = 0; // Damage types that don't make the player bleed.
//Temp: These will go away once DamageTypes become enums.
virtual int Damage_GetTimeBased( void ) = 0; // Actual bit-fields.
virtual int Damage_GetShouldGibCorpse( void ) = 0;
virtual int Damage_GetShowOnHud( void ) = 0;
virtual int Damage_GetNoPhysicsForce( void )= 0;
virtual int Damage_GetShouldNotBleed( void ) = 0;
// Ammo Definitions
//CAmmoDef* GetAmmoDef();
virtual bool SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ); // Switch to the next best weapon
virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ); // I can't use this weapon anymore, get me the next best one.
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
virtual int DefaultFOV( void ) { return 90; }
// This function is here for our CNetworkVars.
inline void NetworkStateChanged()
{
// Forward the call to the entity that will send the data.
CGameRulesProxy::NotifyNetworkStateChanged();
}
inline void NetworkStateChanged( void *pVar )
{
// Forward the call to the entity that will send the data.
CGameRulesProxy::NotifyNetworkStateChanged();
}
// Get the view vectors for this mod.
virtual const CViewVectors* GetViewVectors() const;
// Damage rules for ammo types
virtual float GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType );
virtual float GetDamageMultiplier( void ) { return 1.0f; }
// Functions to verify the single/multiplayer status of a game
virtual bool IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch)
virtual const unsigned char *GetEncryptionKey() { return NULL; }
virtual bool InRoundRestart( void ) { return false; }
//Allow thirdperson camera.
virtual bool AllowThirdPersonCamera( void ) { return false; }
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) {}
// IsConnectedUserInfoChangeAllowed allows the clients to change
// cvars with the FCVAR_NOT_CONNECTED rule if it returns true
virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
{
Assert( !IsMultiplayer() );
return true;
}
#ifdef CLIENT_DLL
virtual bool IsBonusChallengeTimeBased( void );
virtual bool AllowMapParticleEffect( const char *pszParticleEffect ) { return true; }
virtual bool AllowWeatherParticles( void ) { return true; }
virtual bool AllowMapVisionFilterShaders( void ) { return false; }
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName ) { return pchEffectName; }
virtual bool IsLocalPlayer( int nEntIndex );
virtual void ModifySentChat( char *pBuf, int iBufSize ) { return; }
virtual bool ShouldWarnOfAbandonOnQuit() { return false; }
#else
virtual void Status( void (*print) (const char *fmt, ...) ) {}
virtual void GetTaggedConVarList( KeyValues *pCvarTagList ) {}
// NVNT see if the client of the player entered is using a haptic device.
virtual void CheckHaptics(CBasePlayer* pPlayer);
// CBaseEntity overrides.
public:
// Setup
// Called when game rules are destroyed by CWorld
virtual void LevelShutdown( void ) { return; };
virtual void Precache( void ) { return; };
virtual void RefreshSkillData( bool forceUpdate );// fill skill data struct with proper values
// Called each frame. This just forwards the call to Think().
virtual void FrameUpdatePostEntityThink();
virtual void Think( void ) = 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 NPCs don't spawn in deathmatch).
// Called at the end of GameFrame (i.e. after all game logic has run this frame)
virtual void EndGameFrame( void );
virtual bool IsSkillLevel( int iLevel ) { return GetSkillLevel() == iLevel; }
virtual int GetSkillLevel() { return g_iSkillLevel; }
virtual void OnSkillLevelChanged( int iNewLevel ) {};
virtual void SetSkillLevel( int iLevel )
{
int oldLevel = g_iSkillLevel;
if ( iLevel < 1 )
{
iLevel = 1;
}
else if ( iLevel > 3 )
{
iLevel = 3;
}
g_iSkillLevel = iLevel;
if( g_iSkillLevel != oldLevel )
{
OnSkillLevelChanged( g_iSkillLevel );
}
}
virtual bool FAllowFlashlight( void ) = 0;// Are players allowed to switch on their flashlight?
virtual bool FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon ) = 0;// should the player switch to this weapon?
// Functions to verify the single/multiplayer status of a game
virtual bool IsDeathmatch( void ) = 0;//is this a deathmatch game?
virtual bool IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules?
virtual bool IsCoOp( void ) = 0;// is this a coop game?
virtual const char *GetGameDescription( void ) { return "Half-Life 2"; } // 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 *reject, int maxrejectlen ) = 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
// 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, const CTakeDamageInfo &info ) {return TRUE;};// can this player take damage from this attacker?
virtual bool ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; }
virtual float GetAutoAimScale( CBasePlayer *pPlayer ) { return 1.0f; }
virtual int GetAutoAimMode() { return AUTOAIM_ON; }
virtual bool ShouldUseRobustRadiusDamage(CBaseEntity *pEntity) { return false; }
virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore );
// Let the game rules specify if fall death should fade screen to black
virtual bool FlPlayerFallDeathDoesScreenFade( CBasePlayer *pl ) { return TRUE; }
virtual bool AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ) = 0;
// 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 CBaseEntity *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction.
virtual bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer );
virtual bool AllowAutoTargetCrosshair( void ) { return TRUE; };
virtual bool ClientCommand( CBaseEntity *pEdict, const CCommand &args ); // handles the user commands; returns TRUE if command handled properly
virtual void ClientSettingsChanged( CBasePlayer *pPlayer ); // the player has changed cvars
// 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, const CTakeDamageInfo &info ) = 0;// Called each time a player dies
virtual void DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )= 0;// Call this from within a GameRules class to report an obituary.
virtual const char *GetDamageCustomString( const CTakeDamageInfo &info ) { return NULL; }
// Weapon Damage
// Determines how much damage Player's attacks inflict, based on skill level.
virtual float AdjustPlayerDamageInflicted( float damage ) { return damage; }
virtual void AdjustPlayerDamageTaken( CTakeDamageInfo *pInfo ) {}; // Base class does nothing.
// 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 ) = 0;// should this weapon respawn?
virtual float FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon ) = 0;// when may this weapon respawn?
virtual float FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon ) = 0; // can i respawn now, and if not, when should i try again?
virtual Vector VecWeaponRespawnSpot( CBaseCombatWeapon *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)
// 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?
virtual QAngle VecItemRespawnAngles( CItem *pItem ) = 0;// what angles should this item use when respawing?
// Ammo retrieval
virtual bool CanHaveAmmo( CBaseCombatCharacter *pPlayer, int iAmmoIndex ); // can this player take more of this ammo?
virtual bool CanHaveAmmo( CBaseCombatCharacter *pPlayer, const char *szName );
virtual void PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world
virtual float GetAmmoQuantityScale( int iAmmoIndex ) { return 1.0f; }
// AI Definitions
virtual void InitDefaultAIRelationships( void ) { return; }
virtual const char* AIClassText(int classType) { return NULL; }
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself?
virtual float FlHEVChargerRechargeTime( void ) { 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 bool PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker ) = 0;
virtual void CheckChatText( CBasePlayer *pPlayer, char *pText ) { return; }
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 ""; }
virtual void UpdateClientData( CBasePlayer *pPlayer ) { };
// Sounds
virtual bool PlayTextureSounds( void ) { return TRUE; }
virtual bool PlayFootstepSounds( CBasePlayer *pl ) { return TRUE; }
// NPCs
virtual bool FAllowNPCs( void ) = 0;//are NPCs allowed
// Immediately end a multiplayer game
virtual void EndMultiplayerGame( void ) {}
// trace line rules
virtual float WeaponTraceEntity( CBaseEntity *pEntity, const Vector &vecStart, const Vector &vecEnd, unsigned int mask, trace_t *ptr );
// Setup g_pPlayerResource (some mods use a different entity type here).
virtual void CreateStandardEntities();
// Team name, etc shown in chat and dedicated server console
virtual const char *GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer );
// Location name shown in chat
virtual const char *GetChatLocation( bool bTeamOnly, CBasePlayer *pPlayer ) { return NULL; }
// VGUI format string for chat, if desired
virtual const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer ) { return NULL; }
// Whether props that are on fire should get a DLIGHT.
virtual bool ShouldBurningPropsEmitLight() { return false; }
virtual bool CanEntityBeUsePushed( CBaseEntity *pEnt ) { return true; }
virtual void CreateCustomNetworkStringTables( void ) { }
// Game Achievements (server version)
virtual void MarkAchievement ( IRecipientFilter& filter, char const *pchAchievementName );
virtual void ResetMapCycleTimeStamp( void ){ return; }
virtual void OnNavMeshLoad( void ) { return; }
// game-specific factories
virtual CTacticalMissionManager *TacticalMissionManagerFactory( void );
virtual void ProcessVerboseLogOutput( void ){}
#endif
virtual const char *GetGameTypeName( void ){ return NULL; }
virtual int GetGameType( void ){ return 0; }
virtual bool ShouldDrawHeadLabels(){ return true; }
virtual void ClientSpawned( edict_t * pPlayer ) { return; }
virtual void OnFileReceived( const char * fileName, unsigned int transferID ) { return; }
virtual bool IsHolidayActive( /*EHoliday*/ int eHoliday ) const { return false; }
virtual bool IsManualMapChangeOkay( const char **pszReason ){ return true; }
#ifndef CLIENT_DLL
private:
float m_flNextVerboseLogOutput;
#endif // CLIENT_DLL
};
#ifndef CLIENT_DLL
void InstallGameRules();
// Create user messages for game here, calls into static player class creation functions
void RegisterUserMessages( void );
#endif
extern ConVar g_Language;
//-----------------------------------------------------------------------------
// Gets us at the game rules
//-----------------------------------------------------------------------------
extern CGameRules *g_pGameRules;
inline CGameRules* GameRules()
{
return g_pGameRules;
}
#endif // GAMERULES_H