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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#ifdef HL2_EPISODIC
#include "hl2_gamerules.h"
#include "ammodef.h"
#include "hl2_shareddefs.h"
#include "filesystem.h"
#include <KeyValues.h>
#ifdef CLIENT_DLL
#else
#include "player.h"
#include "game.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "hl2_player.h"
#include "voice_gamemgr.h"
#include "globalstate.h"
#include "ai_basenpc.h"
#include "weapon_physcannon.h"
#include "ammodef.h"
#endif
#ifdef CLIENT_DLL
#define CHalfLife2Survival C_HalfLife2Survival
#define CHalfLife2SurvivalProxy C_HalfLife2SurvivalProxy
#endif
ConVar gamerules_survival( "gamerules_survival", "0", FCVAR_REPLICATED );
class CHalfLife2SurvivalProxy : public CGameRulesProxy { public: DECLARE_CLASS( CHalfLife2SurvivalProxy, CGameRulesProxy ); DECLARE_NETWORKCLASS(); };
class CSurvivalAmmo { public:
char m_szAmmoName[256]; int m_iAmount; };
class CSurvivalSettings { public:
CSurvivalSettings();
CUtlVector<char*, CUtlMemory<char*> > m_Loadout; int m_iSpawnHealth; string_t m_szPickups; CUtlVector<CSurvivalAmmo> m_Ammo; };
CSurvivalSettings::CSurvivalSettings() { m_iSpawnHealth = 100; }
class CHalfLife2Survival : public CHalfLife2 { public: DECLARE_CLASS( CHalfLife2Survival, CHalfLife2 );
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
#else
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
CHalfLife2Survival(); virtual ~CHalfLife2Survival() {}
virtual void Think( void ); virtual void PlayerSpawn( CBasePlayer *pPlayer ); virtual bool IsAllowedToSpawn( CBaseEntity *pEntity ); virtual void CreateStandardEntities();
void ReadSurvivalScriptFile( void ); void ParseSurvivalSettings( KeyValues *pSubKey ); void ParseSurvivalAmmo( KeyValues *pSubKey );
private: bool m_bActive; CSurvivalSettings m_SurvivalSettings; #endif
};
//-----------------------------------------------------------------------------
// Gets us at the Half-Life 2 game rules
//-----------------------------------------------------------------------------
inline CHalfLife2Survival* HL2SurvivalGameRules() { return static_cast<CHalfLife2Survival*>(g_pGameRules); }
REGISTER_GAMERULES_CLASS( CHalfLife2Survival );
BEGIN_NETWORK_TABLE_NOBASE( CHalfLife2Survival, DT_HL2SurvivalGameRules ) END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( hl2_survival_gamerules, CHalfLife2SurvivalProxy ); IMPLEMENT_NETWORKCLASS_ALIASED( HalfLife2SurvivalProxy, DT_HalfLife2SurvivalProxy )
#ifdef CLIENT_DLL
void RecvProxy_HL2SurvivalGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID ) { CHalfLife2Survival *pRules = HL2SurvivalGameRules(); Assert( pRules ); *pOut = pRules; }
BEGIN_RECV_TABLE( CHalfLife2SurvivalProxy, DT_HalfLife2SurvivalProxy ) RecvPropDataTable( "hl2_survival_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2SurvivalGameRules ), RecvProxy_HL2SurvivalGameRules ) END_RECV_TABLE() #else
void* SendProxy_HL2SurvivalGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID ) { CHalfLife2Survival *pRules = HL2SurvivalGameRules(); Assert( pRules ); pRecipients->SetAllRecipients(); return pRules; }
BEGIN_SEND_TABLE( CHalfLife2SurvivalProxy, DT_HalfLife2SurvivalProxy ) SendPropDataTable( "hl2_survival_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2SurvivalGameRules ), SendProxy_HL2SurvivalGameRules ) END_SEND_TABLE() #endif
#ifndef CLIENT_DLL
CHalfLife2Survival::CHalfLife2Survival() { m_bActive = false; }
void CHalfLife2Survival::Think( void ) {
}
bool CHalfLife2Survival::IsAllowedToSpawn( CBaseEntity *pEntity ) { if ( !m_bActive ) return BaseClass::IsAllowedToSpawn( pEntity );
const char *pPickups = STRING( m_SurvivalSettings.m_szPickups ); if ( !pPickups ) return false;
if ( Q_stristr( pPickups, "everything" ) ) return true;
if ( Q_stristr( pPickups, pEntity->GetClassname() ) || Q_stristr( pPickups, STRING( pEntity->GetEntityName() ) ) ) return true;
return false; }
void CHalfLife2Survival::PlayerSpawn( CBasePlayer *pPlayer ) { BaseClass::PlayerSpawn( pPlayer );
if ( !m_bActive ) return;
pPlayer->EquipSuit(); pPlayer->SetHealth( m_SurvivalSettings.m_iSpawnHealth );
for ( int i = 0; i < m_SurvivalSettings.m_Loadout.Count(); ++i ) { pPlayer->GiveNamedItem( m_SurvivalSettings.m_Loadout[i] ); }
for ( int i = 0; i < m_SurvivalSettings.m_Ammo.Count(); ++i ) { pPlayer->CBasePlayer::GiveAmmo( m_SurvivalSettings.m_Ammo[i].m_iAmount , m_SurvivalSettings.m_Ammo[i].m_szAmmoName ); } }
void CHalfLife2Survival::ParseSurvivalSettings( KeyValues *pSubKey ) { if ( pSubKey == NULL ) return;
m_SurvivalSettings.m_szPickups = NULL_STRING; m_SurvivalSettings.m_iSpawnHealth = 100;
KeyValues *pTestKey = pSubKey->GetFirstSubKey();
while ( pTestKey ) { if ( !stricmp( pTestKey->GetName(), "weapons" ) ) { const char *pLoadout = pTestKey->GetString(); Q_SplitString( pLoadout, ";", m_SurvivalSettings.m_Loadout ); } else if ( !stricmp( pTestKey->GetName(), "spawnhealth" ) ) { m_SurvivalSettings.m_iSpawnHealth = pTestKey->GetInt( NULL, 100 ); } else if ( !stricmp( pTestKey->GetName(), "allowedpickups" ) ) { m_SurvivalSettings.m_szPickups = MAKE_STRING( pTestKey->GetString() ); } pTestKey = pTestKey->GetNextKey(); } }
void CHalfLife2Survival::ParseSurvivalAmmo( KeyValues *pSubKey ) { if ( pSubKey ) { KeyValues *pAmmoKey = pSubKey->GetFirstSubKey();
while ( pAmmoKey ) { CSurvivalAmmo ammo;
Q_strcpy( ammo.m_szAmmoName, pAmmoKey->GetName() ); ammo.m_iAmount = pAmmoKey->GetInt();
m_SurvivalSettings.m_Ammo.AddToTail( ammo );
pAmmoKey = pAmmoKey->GetNextKey(); } } }
void CHalfLife2Survival::ReadSurvivalScriptFile( void ) { char szFullName[512]; Q_snprintf( szFullName, sizeof( szFullName ), "maps/%s_survival.txt", STRING(gpGlobals->mapname) );
KeyValues *pkvFile = new KeyValues( "Survival" ); if ( pkvFile->LoadFromFile( filesystem, szFullName, "MOD" ) ) { ParseSurvivalSettings( pkvFile->FindKey( "settings" ) ); ParseSurvivalAmmo( pkvFile->FindKey( "ammo" ) );
CUtlVector <CBaseEntity*> entities; UTIL_LoadAndSpawnEntitiesFromScript( entities, szFullName, "Survival", true );
// It's important to turn on survival mode after we create all the entities
// in the script, so that we don't remove them if they violate survival rules.
// i.e. we want the player to start with a shotgun, but prevent all future shotguns from spawning.
m_bActive = true; } else { m_bActive = false; } }
void CHalfLife2Survival::CreateStandardEntities( void ) { ReadSurvivalScriptFile(); }
#endif
#endif
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