ts/src/server/gamerules.h

134 lines
3.7 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.
*/
// Blended from the old FreeTS Gamerules and FreeCS, some remnants of FreeHL may be
// floating around. Most of the codebase is FreeHL inspired but this is an exception.
// TODO - move someplace better perhaps?
#define MAX_SPAWN_POINTS 32
extern TS_GameMode currentGameMode;
extern BOOL bRule_MoneyAllowed;
extern int iRule_MaxWeightSlots;
extern BOOL bRule_GameMod_TheOne;
extern BOOL bRule_GameMod_LastManStanding;
extern int iRule_teamCount;
extern string sRule_TeamNames[4];
// Not keeping track of when to start the game,
// for recalling when the game started after it has.
extern float global_gameStartTime;
extern float global_nextBreakableRespawn;
//not meant to be customizable... yet?
#define BREAKABLE_RESPAWN_INTERVAL 60
var entity ary_spawnStart_start[MAX_SPAWN_POINTS];
var int ary_spawnStart_start_softMax = 0;
var entity ary_spawnStart_deathmatch[MAX_SPAWN_POINTS];
var int ary_spawnStart_deathmatch_softMax = 0;
class player;
class TSGameRules:CGameRules
{
virtual void(NSClientPlayer) PlayerConnect;
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerKill;
virtual void(NSClientPlayer) PlayerPreFrame;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerDeath;
virtual void(NSClientPlayer) PlayerPain;
virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(NSClientPlayer) LevelChangeParms;
virtual void(void) LevelNewParms;
};
class TSSingleplayerRules:TSGameRules
{
/* client */
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerDeath;
};
class TSMultiplayerRules:TSGameRules
{
int m_iIntermission;
int m_iIntermissionTime;
void() TSMultiplayerRules;
virtual void(void) RespawnMain;
virtual void(void) RespawnRoutine;
virtual void(void) InitPostEnts;
virtual void(void) FrameStart;
/* client */
virtual void(NSClientPlayer) PlayerDisconnect;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerPreFrame;
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerDeath;
virtual bool(NSClientPlayer, string) ConsoleCommand;
virtual void(float, int) TimerBegin;
virtual void(void) TimerUpdate;
virtual void(int, int, int) RoundOver;
virtual void(int) RestartRound;
virtual void(NSClientPlayer) DeathCheck;
virtual void(void) CountPlayers;
//virtual void(void) SwitchTeams;
virtual void(void) TimeOut;
virtual void(player pl) MakePlayerInvisible;
virtual void(NSClientPlayer) PlayerMakePlayable;
virtual void(NSClientPlayer pp) PlayerMakePlayableWithDefaultMoney;
virtual void(NSClientPlayer) PlayerMakeSpectator;
virtual void(NSClientPlayer) PlayerMakeSpectatorAndNotify;
virtual void(NSClientPlayer pp) PlayerMakeSpectatorDelayed;
virtual void(NSClientPlayer, int) PlayerRespawn;
virtual entity(float) PlayerFindSpawn;
virtual bool PlayerRequestRespawn(NSClientPlayer);
virtual void(player pl) setPlayerMoneyDefault;
};
void Money_AddMoney(player ePlayer, int iMoneyValue);