cstrike/src/server/gamerules.h

118 lines
3.5 KiB
C++

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