118 lines
3.5 KiB
C++
118 lines
3.5 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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class CSGameRules:CGameRules
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{
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virtual void PlayerKill(NSClientPlayer);
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virtual void PlayerPreFrame(NSClientPlayer);
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virtual void PlayerDeath(NSClientPlayer);
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virtual void PlayerPain(NSClientPlayer);
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/* level transitions */
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virtual void LevelChangeParms(NSClientPlayer);
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virtual void LevelDecodeParms(NSClientPlayer);
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virtual void LevelNewParms(void);
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virtual bool BuyingPossible(NSClientPlayer);
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virtual bool ShowHints(void);
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virtual bool ImpulseCommand(NSClient, float);
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};
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class CSSingleplayerRules:CSGameRules
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{
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virtual string Title(void);
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/* client */
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virtual void PlayerSpawn(NSClientPlayer);
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virtual void PlayerDeath(NSClientPlayer);
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};
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class CSDeathmatchRules:CSGameRules
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{
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int m_iIntermission;
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int m_iIntermissionTime;
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string m_strTeamList;
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void(void) CSDeathmatchRules;
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virtual string Title(void);
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virtual void(void) FrameStart;
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virtual void(void) CheckRules;
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virtual bool(void) MonstersSpawn;
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/* client */
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual bool(NSClientPlayer, string) ConsoleCommand;
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virtual bool(void) IsMultiplayer;
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virtual bool(void) IsTeamplay;
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virtual void(void) InitPostEnts;
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virtual bool PlayerRequestRespawn(NSClientPlayer);
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virtual bool ShowHints(void);
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};
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class CSMultiplayerRules:CSGameRules
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{
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entity m_eLastTSpawn;
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entity m_eLastCTSpawn;
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int m_iEscapedTerrorists;
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int m_iSwapTeamRoundCounter;
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void CSMultiplayerRules(void);
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virtual string Title(void);
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virtual void InitPostEnts(void);
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virtual void FrameStart(void);
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virtual void PlayerDisconnect(NSClientPlayer);
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virtual void PlayerSpawn(NSClientPlayer);
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virtual void PlayerPreFrame(NSClientPlayer);
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virtual void PlayerDeath(NSClientPlayer);
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virtual int MaxItemPerSlot(int);
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virtual bool ConsoleCommand(NSClientPlayer, string);
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/* CS specific */
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virtual void CreateRescueZones(void);
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virtual void CreateCTBuyzones(void);
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virtual void CreateTBuyzones(void);
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virtual void TimerBegin(float, int);
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virtual void TimerUpdate(void);
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virtual bool BuyingPossible(NSClientPlayer);
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virtual void RoundOver(int, int, int);
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virtual void RestartRound(int);
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virtual void DeathCheck(NSClientPlayer);
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virtual void MakeBomber(NSClientPlayer);
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virtual void MakeVIP(NSClientPlayer);
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virtual void CountPlayers(void);
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virtual void SwitchTeams(void);
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virtual void TimeOut(void);
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virtual bool IsTeamplay(void);
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virtual void PlayerClearWeaponry(NSClientPlayer);
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virtual void PlayerMakePlayable(NSClientPlayer, int);
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virtual void PlayerMakeSpectator(NSClientPlayer);
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virtual void PlayerRespawn(NSClientPlayer, int);
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virtual entity PlayerFindSpawn(float);
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virtual void PlayerReset(NSClientPlayer);
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};
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void CSEv_JoinAuto(void);
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CSGameRules g_csMode;
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