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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl2mp_gamerules.h"
#include "viewport_panel_names.h"
#include "gameeventdefs.h"
#include <KeyValues.h>
#include "ammodef.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "eventqueue.h"
#include "player.h"
#include "gamerules.h"
#include "game.h"
#include "items.h"
#include "entitylist.h"
#include "mapentities.h"
#include "in_buttons.h"
#include <ctype.h>
#include "voice_gamemgr.h"
#include "iscorer.h"
#include "hl2mp_player.h"
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#include "team.h"
#include "voice_gamemgr.h"
#include "hl2mp_gameinterface.h"
#include "hl2mp_cvars.h"
#ifdef DEBUG
#include "hl2mp_bot_temp.h"
#endif
extern void respawn(CBaseEntity *pEdict, bool fCopyCorpse);
extern bool FindInList( const char **pStrings, const char *pToFind );
ConVar sv_hl2mp_weapon_respawn_time( "sv_hl2mp_weapon_respawn_time", "20", FCVAR_GAMEDLL | FCVAR_NOTIFY ); ConVar sv_hl2mp_item_respawn_time( "sv_hl2mp_item_respawn_time", "30", FCVAR_GAMEDLL | FCVAR_NOTIFY ); ConVar sv_report_client_settings("sv_report_client_settings", "0", FCVAR_GAMEDLL | FCVAR_NOTIFY );
extern ConVar mp_chattime;
extern CBaseEntity *g_pLastCombineSpawn; extern CBaseEntity *g_pLastRebelSpawn;
#define WEAPON_MAX_DISTANCE_FROM_SPAWN 64
#endif
REGISTER_GAMERULES_CLASS( CHL2MPRules );
BEGIN_NETWORK_TABLE_NOBASE( CHL2MPRules, DT_HL2MPRules )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bTeamPlayEnabled ) ), #else
SendPropBool( SENDINFO( m_bTeamPlayEnabled ) ), #endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy ); IMPLEMENT_NETWORKCLASS_ALIASED( HL2MPGameRulesProxy, DT_HL2MPGameRulesProxy )
static HL2MPViewVectors g_HL2MPViewVectors( Vector( 0, 0, 64 ), //VEC_VIEW (m_vView)
Vector(-16, -16, 0 ), //VEC_HULL_MIN (m_vHullMin)
Vector( 16, 16, 72 ), //VEC_HULL_MAX (m_vHullMax)
Vector(-16, -16, 0 ), //VEC_DUCK_HULL_MIN (m_vDuckHullMin)
Vector( 16, 16, 36 ), //VEC_DUCK_HULL_MAX (m_vDuckHullMax)
Vector( 0, 0, 28 ), //VEC_DUCK_VIEW (m_vDuckView)
Vector(-10, -10, -10 ), //VEC_OBS_HULL_MIN (m_vObsHullMin)
Vector( 10, 10, 10 ), //VEC_OBS_HULL_MAX (m_vObsHullMax)
Vector( 0, 0, 14 ), //VEC_DEAD_VIEWHEIGHT (m_vDeadViewHeight)
Vector(-16, -16, 0 ), //VEC_CROUCH_TRACE_MIN (m_vCrouchTraceMin)
Vector( 16, 16, 60 ) //VEC_CROUCH_TRACE_MAX (m_vCrouchTraceMax)
);
static const char *s_PreserveEnts[] = { "ai_network", "ai_hint", "hl2mp_gamerules", "team_manager", "player_manager", "env_soundscape", "env_soundscape_proxy", "env_soundscape_triggerable", "env_sun", "env_wind", "env_fog_controller", "func_brush", "func_wall", "func_buyzone", "func_illusionary", "infodecal", "info_projecteddecal", "info_node", "info_target", "info_node_hint", "info_player_deathmatch", "info_player_combine", "info_player_rebel", "info_map_parameters", "keyframe_rope", "move_rope", "info_ladder", "player", "point_viewcontrol", "scene_manager", "shadow_control", "sky_camera", "soundent", "trigger_soundscape", "viewmodel", "predicted_viewmodel", "worldspawn", "point_devshot_camera", "", // END Marker
};
#ifdef CLIENT_DLL
void RecvProxy_HL2MPRules( const RecvProp *pProp, void **pOut, void *pData, int objectID ) { CHL2MPRules *pRules = HL2MPRules(); Assert( pRules ); *pOut = pRules; }
BEGIN_RECV_TABLE( CHL2MPGameRulesProxy, DT_HL2MPGameRulesProxy ) RecvPropDataTable( "hl2mp_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2MPRules ), RecvProxy_HL2MPRules ) END_RECV_TABLE() #else
void* SendProxy_HL2MPRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID ) { CHL2MPRules *pRules = HL2MPRules(); Assert( pRules ); return pRules; }
BEGIN_SEND_TABLE( CHL2MPGameRulesProxy, DT_HL2MPGameRulesProxy ) SendPropDataTable( "hl2mp_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2MPRules ), SendProxy_HL2MPRules ) END_SEND_TABLE() #endif
#ifndef CLIENT_DLL
class CVoiceGameMgrHelper : public IVoiceGameMgrHelper { public: virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity ) { return ( pListener->GetTeamNumber() == pTalker->GetTeamNumber() ); } }; CVoiceGameMgrHelper g_VoiceGameMgrHelper; IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
#endif
// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc.
char *sTeamNames[] = { "Unassigned", "Spectator", "Combine", "Rebels", };
CHL2MPRules::CHL2MPRules() { #ifndef CLIENT_DLL
// Create the team managers
for ( int i = 0; i < ARRAYSIZE( sTeamNames ); i++ ) { CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "team_manager" )); pTeam->Init( sTeamNames[i], i );
g_Teams.AddToTail( pTeam ); }
m_bTeamPlayEnabled = teamplay.GetBool(); m_flIntermissionEndTime = 0.0f; m_flGameStartTime = 0;
m_hRespawnableItemsAndWeapons.RemoveAll(); m_tmNextPeriodicThink = 0; m_flRestartGameTime = 0; m_bCompleteReset = false; m_bHeardAllPlayersReady = false; m_bAwaitingReadyRestart = false; m_bChangelevelDone = false;
#endif
}
const CViewVectors* CHL2MPRules::GetViewVectors()const { return &g_HL2MPViewVectors; }
const HL2MPViewVectors* CHL2MPRules::GetHL2MPViewVectors()const { return &g_HL2MPViewVectors; } CHL2MPRules::~CHL2MPRules( void ) { #ifndef CLIENT_DLL
// Note, don't delete each team since they are in the gEntList and will
// automatically be deleted from there, instead.
g_Teams.Purge(); #endif
}
void CHL2MPRules::CreateStandardEntities( void ) {
#ifndef CLIENT_DLL
// Create the entity that will send our data to the client.
BaseClass::CreateStandardEntities();
g_pLastCombineSpawn = NULL; g_pLastRebelSpawn = NULL;
#ifdef DBGFLAG_ASSERT
CBaseEntity *pEnt = #endif
CBaseEntity::Create( "hl2mp_gamerules", vec3_origin, vec3_angle ); Assert( pEnt ); #endif
}
//=========================================================
// FlWeaponRespawnTime - what is the time in the future
// at which this weapon may spawn?
//=========================================================
float CHL2MPRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon ) { #ifndef CLIENT_DLL
if ( weaponstay.GetInt() > 0 ) { // make sure it's only certain weapons
if ( !(pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) ) { return 0; // weapon respawns almost instantly
} }
return sv_hl2mp_weapon_respawn_time.GetFloat(); #endif
return 0; // weapon respawns almost instantly
}
bool CHL2MPRules::IsIntermission( void ) { #ifndef CLIENT_DLL
return m_flIntermissionEndTime > gpGlobals->curtime; #endif
return false; }
void CHL2MPRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info ) { #ifndef CLIENT_DLL
if ( IsIntermission() ) return; BaseClass::PlayerKilled( pVictim, info ); #endif
}
void CHL2MPRules::Think( void ) {
#ifndef CLIENT_DLL
CGameRules::Think();
if ( g_fGameOver ) // someone else quit the game already
{ // check to see if we should change levels now
if ( m_flIntermissionEndTime < gpGlobals->curtime ) { if ( !m_bChangelevelDone ) { ChangeLevel(); // intermission is over
m_bChangelevelDone = true; } }
return; }
// float flTimeLimit = mp_timelimit.GetFloat() * 60;
float flFragLimit = fraglimit.GetFloat(); if ( GetMapRemainingTime() < 0 ) { GoToIntermission(); return; }
if ( flFragLimit ) { if( IsTeamplay() == true ) { CTeam *pCombine = g_Teams[TEAM_COMBINE]; CTeam *pRebels = g_Teams[TEAM_REBELS];
if ( pCombine->GetScore() >= flFragLimit || pRebels->GetScore() >= flFragLimit ) { GoToIntermission(); return; } } else { // check if any player is over the frag limit
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->FragCount() >= flFragLimit ) { GoToIntermission(); return; } } } }
if ( gpGlobals->curtime > m_tmNextPeriodicThink ) { CheckAllPlayersReady(); CheckRestartGame(); m_tmNextPeriodicThink = gpGlobals->curtime + 1.0; }
if ( m_flRestartGameTime > 0.0f && m_flRestartGameTime <= gpGlobals->curtime ) { RestartGame(); }
if( m_bAwaitingReadyRestart && m_bHeardAllPlayersReady ) { UTIL_ClientPrintAll( HUD_PRINTCENTER, "All players ready. Game will restart in 5 seconds" ); UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "All players ready. Game will restart in 5 seconds" );
m_flRestartGameTime = gpGlobals->curtime + 5; m_bAwaitingReadyRestart = false; }
ManageObjectRelocation();
#endif
}
void CHL2MPRules::GoToIntermission( void ) { #ifndef CLIENT_DLL
if ( g_fGameOver ) return;
g_fGameOver = true;
m_flIntermissionEndTime = gpGlobals->curtime + mp_chattime.GetInt();
for ( int i = 0; i < MAX_PLAYERS; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer ) continue;
pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD ); pPlayer->AddFlag( FL_FROZEN ); } #endif
}
bool CHL2MPRules::CheckGameOver() { #ifndef CLIENT_DLL
if ( g_fGameOver ) // someone else quit the game already
{ // check to see if we should change levels now
if ( m_flIntermissionEndTime < gpGlobals->curtime ) { ChangeLevel(); // intermission is over
}
return true; } #endif
return false; }
// when we are within this close to running out of entities, items
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
#define ENTITY_INTOLERANCE 100
//=========================================================
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
// now, otherwise it returns the time at which it can try
// to spawn again.
//=========================================================
float CHL2MPRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon ) { #ifndef CLIENT_DLL
if ( pWeapon && (pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) ) { if ( gEntList.NumberOfEntities() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) ) return 0;
// we're past the entity tolerance level, so delay the respawn
return FlWeaponRespawnTime( pWeapon ); } #endif
return 0; }
//=========================================================
// VecWeaponRespawnSpot - where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHL2MPRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon ) { #ifndef CLIENT_DLL
CWeaponHL2MPBase *pHL2Weapon = dynamic_cast< CWeaponHL2MPBase*>( pWeapon );
if ( pHL2Weapon ) { return pHL2Weapon->GetOriginalSpawnOrigin(); } #endif
return pWeapon->GetAbsOrigin(); }
#ifndef CLIENT_DLL
CItem* IsManagedObjectAnItem( CBaseEntity *pObject ) { return dynamic_cast< CItem*>( pObject ); }
CWeaponHL2MPBase* IsManagedObjectAWeapon( CBaseEntity *pObject ) { return dynamic_cast< CWeaponHL2MPBase*>( pObject ); }
bool GetObjectsOriginalParameters( CBaseEntity *pObject, Vector &vOriginalOrigin, QAngle &vOriginalAngles ) { if ( CItem *pItem = IsManagedObjectAnItem( pObject ) ) { if ( pItem->m_flNextResetCheckTime > gpGlobals->curtime ) return false; vOriginalOrigin = pItem->GetOriginalSpawnOrigin(); vOriginalAngles = pItem->GetOriginalSpawnAngles();
pItem->m_flNextResetCheckTime = gpGlobals->curtime + sv_hl2mp_item_respawn_time.GetFloat(); return true; } else if ( CWeaponHL2MPBase *pWeapon = IsManagedObjectAWeapon( pObject )) { if ( pWeapon->m_flNextResetCheckTime > gpGlobals->curtime ) return false;
vOriginalOrigin = pWeapon->GetOriginalSpawnOrigin(); vOriginalAngles = pWeapon->GetOriginalSpawnAngles();
pWeapon->m_flNextResetCheckTime = gpGlobals->curtime + sv_hl2mp_weapon_respawn_time.GetFloat(); return true; }
return false; }
void CHL2MPRules::ManageObjectRelocation( void ) { int iTotal = m_hRespawnableItemsAndWeapons.Count();
if ( iTotal > 0 ) { for ( int i = 0; i < iTotal; i++ ) { CBaseEntity *pObject = m_hRespawnableItemsAndWeapons[i].Get(); if ( pObject ) { Vector vSpawOrigin; QAngle vSpawnAngles;
if ( GetObjectsOriginalParameters( pObject, vSpawOrigin, vSpawnAngles ) == true ) { float flDistanceFromSpawn = (pObject->GetAbsOrigin() - vSpawOrigin ).Length();
if ( flDistanceFromSpawn > WEAPON_MAX_DISTANCE_FROM_SPAWN ) { bool shouldReset = false; IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
if ( pPhysics ) { shouldReset = pPhysics->IsAsleep(); } else { shouldReset = (pObject->GetFlags() & FL_ONGROUND) ? true : false; }
if ( shouldReset ) { pObject->Teleport( &vSpawOrigin, &vSpawnAngles, NULL ); pObject->EmitSound( "AlyxEmp.Charge" );
IPhysicsObject *pPhys = pObject->VPhysicsGetObject();
if ( pPhys ) { pPhys->Wake(); } } } } } } } }
//=========================================================
//AddLevelDesignerPlacedWeapon
//=========================================================
void CHL2MPRules::AddLevelDesignerPlacedObject( CBaseEntity *pEntity ) { if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) == -1 ) { m_hRespawnableItemsAndWeapons.AddToTail( pEntity ); } }
//=========================================================
//RemoveLevelDesignerPlacedWeapon
//=========================================================
void CHL2MPRules::RemoveLevelDesignerPlacedObject( CBaseEntity *pEntity ) { if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) != -1 ) { m_hRespawnableItemsAndWeapons.FindAndRemove( pEntity ); } }
//=========================================================
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHL2MPRules::VecItemRespawnSpot( CItem *pItem ) { return pItem->GetOriginalSpawnOrigin(); }
//=========================================================
// What angles should this item use to respawn?
//=========================================================
QAngle CHL2MPRules::VecItemRespawnAngles( CItem *pItem ) { return pItem->GetOriginalSpawnAngles(); }
//=========================================================
// At what time in the future may this Item respawn?
//=========================================================
float CHL2MPRules::FlItemRespawnTime( CItem *pItem ) { return sv_hl2mp_item_respawn_time.GetFloat(); }
//=========================================================
// CanHaveWeapon - returns false if the player is not allowed
// to pick up this weapon
//=========================================================
bool CHL2MPRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem ) { if ( weaponstay.GetInt() > 0 ) { if ( pPlayer->Weapon_OwnsThisType( pItem->GetClassname(), pItem->GetSubType() ) ) return false; }
return BaseClass::CanHavePlayerItem( pPlayer, pItem ); }
#endif
//=========================================================
// WeaponShouldRespawn - any conditions inhibiting the
// respawning of this weapon?
//=========================================================
int CHL2MPRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon ) { #ifndef CLIENT_DLL
if ( pWeapon->HasSpawnFlags( SF_NORESPAWN ) ) { return GR_WEAPON_RESPAWN_NO; } #endif
return GR_WEAPON_RESPAWN_YES; }
//-----------------------------------------------------------------------------
// Purpose: Player has just left the game
//-----------------------------------------------------------------------------
void CHL2MPRules::ClientDisconnected( edict_t *pClient ) { #ifndef CLIENT_DLL
// Msg( "CLIENT DISCONNECTED, REMOVING FROM TEAM.\n" );
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient ); if ( pPlayer ) { // Remove the player from his team
if ( pPlayer->GetTeam() ) { pPlayer->GetTeam()->RemovePlayer( pPlayer ); } }
BaseClass::ClientDisconnected( pClient );
#endif
}
//=========================================================
// Deathnotice.
//=========================================================
void CHL2MPRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info ) { #ifndef CLIENT_DLL
// Work out what killed the player, and send a message to all clients about it
const char *killer_weapon_name = "world"; // by default, the player is killed by the world
int killer_ID = 0;
// Find the killer & the scorer
CBaseEntity *pInflictor = info.GetInflictor(); CBaseEntity *pKiller = info.GetAttacker(); CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor );
// Custom kill type?
if ( info.GetDamageCustom() ) { killer_weapon_name = GetDamageCustomString( info ); if ( pScorer ) { killer_ID = pScorer->GetUserID(); } } else { // Is the killer a client?
if ( pScorer ) { killer_ID = pScorer->GetUserID(); if ( pInflictor ) { if ( pInflictor == pScorer ) { // If the inflictor is the killer, then it must be their current weapon doing the damage
if ( pScorer->GetActiveWeapon() ) { killer_weapon_name = pScorer->GetActiveWeapon()->GetClassname(); } } else { killer_weapon_name = pInflictor->GetClassname(); // it's just that easy
} } } else { killer_weapon_name = pInflictor->GetClassname(); }
// strip the NPC_* or weapon_* from the inflictor's classname
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 ) { killer_weapon_name += 7; } else if ( strncmp( killer_weapon_name, "npc_", 4 ) == 0 ) { killer_weapon_name += 4; } else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 ) { killer_weapon_name += 5; } else if ( strstr( killer_weapon_name, "physics" ) ) { killer_weapon_name = "physics"; }
if ( strcmp( killer_weapon_name, "prop_combine_ball" ) == 0 ) { killer_weapon_name = "combine_ball"; } else if ( strcmp( killer_weapon_name, "grenade_ar2" ) == 0 ) { killer_weapon_name = "smg1_grenade"; } else if ( strcmp( killer_weapon_name, "satchel" ) == 0 || strcmp( killer_weapon_name, "tripmine" ) == 0) { killer_weapon_name = "slam"; }
}
IGameEvent *event = gameeventmanager->CreateEvent( "player_death" ); if( event ) { event->SetInt("userid", pVictim->GetUserID() ); event->SetInt("attacker", killer_ID ); event->SetString("weapon", killer_weapon_name ); event->SetInt( "priority", 7 ); gameeventmanager->FireEvent( event ); } #endif
}
void CHL2MPRules::ClientSettingsChanged( CBasePlayer *pPlayer ) { #ifndef CLIENT_DLL
CHL2MP_Player *pHL2Player = ToHL2MPPlayer( pPlayer );
if ( pHL2Player == NULL ) return;
const char *pCurrentModel = modelinfo->GetModelName( pPlayer->GetModel() ); const char *szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_playermodel" );
//If we're different.
if ( stricmp( szModelName, pCurrentModel ) ) { //Too soon, set the cvar back to what it was.
//Note: this will make this function be called again
//but since our models will match it'll just skip this whole dealio.
if ( pHL2Player->GetNextModelChangeTime() >= gpGlobals->curtime ) { char szReturnString[512];
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pCurrentModel ); engine->ClientCommand ( pHL2Player->edict(), szReturnString );
Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch.\n", (int)(pHL2Player->GetNextModelChangeTime() - gpGlobals->curtime) ); ClientPrint( pHL2Player, HUD_PRINTTALK, szReturnString ); return; }
if ( HL2MPRules()->IsTeamplay() == false ) { pHL2Player->SetPlayerModel();
const char *pszCurrentModelName = modelinfo->GetModelName( pHL2Player->GetModel() );
char szReturnString[128]; Q_snprintf( szReturnString, sizeof( szReturnString ), "Your player model is: %s\n", pszCurrentModelName );
ClientPrint( pHL2Player, HUD_PRINTTALK, szReturnString ); } else { if ( Q_stristr( szModelName, "models/human") ) { pHL2Player->ChangeTeam( TEAM_REBELS ); } else { pHL2Player->ChangeTeam( TEAM_COMBINE ); } } } if ( sv_report_client_settings.GetInt() == 1 ) { UTIL_LogPrintf( "\"%s\" cl_cmdrate = \"%s\"\n", pHL2Player->GetPlayerName(), engine->GetClientConVarValue( pHL2Player->entindex(), "cl_cmdrate" )); }
BaseClass::ClientSettingsChanged( pPlayer ); #endif
}
int CHL2MPRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) { #ifndef CLIENT_DLL
// half life multiplay has a simple concept of Player Relationships.
// you are either on another player's team, or you are not.
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() || IsTeamplay() == false ) return GR_NOTTEAMMATE;
if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) ) { return GR_TEAMMATE; } #endif
return GR_NOTTEAMMATE; }
const char *CHL2MPRules::GetGameDescription( void ) { if ( IsTeamplay() ) return "Team Deathmatch";
return "Deathmatch"; }
bool CHL2MPRules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer ) { return true; } float CHL2MPRules::GetMapRemainingTime() { // if timelimit is disabled, return 0
if ( mp_timelimit.GetInt() <= 0 ) return 0;
// timelimit is in minutes
float timeleft = (m_flGameStartTime + mp_timelimit.GetInt() * 60.0f ) - gpGlobals->curtime;
return timeleft; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2MPRules::Precache( void ) { CBaseEntity::PrecacheScriptSound( "AlyxEmp.Charge" ); }
bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 ) { if ( collisionGroup0 > collisionGroup1 ) { // swap so that lowest is always first
V_swap(collisionGroup0,collisionGroup1); }
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) && collisionGroup1 == COLLISION_GROUP_WEAPON ) { return false; }
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
}
bool CHL2MPRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args ) { #ifndef CLIENT_DLL
if( BaseClass::ClientCommand( pEdict, args ) ) return true;
CHL2MP_Player *pPlayer = (CHL2MP_Player *) pEdict;
if ( pPlayer->ClientCommand( args ) ) return true; #endif
return false; }
// shared ammo definition
// JAY: Trying to make a more physical bullet response
#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
// exaggerate all of the forces, but use real numbers to keep them consistent
#define BULLET_IMPULSE_EXAGGERATION 3.5
// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
CAmmoDef *GetAmmoDef() { static CAmmoDef def; static bool bInitted = false; if ( !bInitted ) { bInitted = true;
def.AddAmmoType("AR2", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 60, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, 3, 0, 0 ); def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 150, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 225, BULLET_IMPULSE(200, 1225), 0 ); def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 12, BULLET_IMPULSE(800, 5000), 0 ); def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, 0, 0, 10, BULLET_IMPULSE(800, 8000), 0 ); def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, BULLET_IMPULSE(400, 1200), 0 ); def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0 ); def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, 0, 0, 3, 0, 0 ); def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0 ); def.AddAmmoType("slam", DMG_BURN, TRACER_NONE, 0, 0, 5, 0, 0 ); }
return &def; }
#ifdef CLIENT_DLL
ConVar cl_autowepswitch( "cl_autowepswitch", "1", FCVAR_ARCHIVE | FCVAR_USERINFO, "Automatically switch to picked up weapons (if more powerful)" );
#else
#ifdef DEBUG
// Handler for the "bot" command.
void Bot_f() { // Look at -count.
int count = 1; count = clamp( count, 1, 16 );
int iTeam = TEAM_COMBINE; // Look at -frozen.
bool bFrozen = false; // Ok, spawn all the bots.
while ( --count >= 0 ) { BotPutInServer( bFrozen, iTeam ); } }
ConCommand cc_Bot( "bot", Bot_f, "Add a bot.", FCVAR_CHEAT );
#endif
bool CHL2MPRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon ) { if ( pPlayer->GetActiveWeapon() && pPlayer->IsNetClient() ) { // Player has an active item, so let's check cl_autowepswitch.
const char *cl_autowepswitch = engine->GetClientConVarValue( engine->IndexOfEdict( pPlayer->edict() ), "cl_autowepswitch" ); if ( cl_autowepswitch && atoi( cl_autowepswitch ) <= 0 ) { return false; } }
return BaseClass::FShouldSwitchWeapon( pPlayer, pWeapon ); }
#endif
#ifndef CLIENT_DLL
void CHL2MPRules::RestartGame() { // bounds check
if ( mp_timelimit.GetInt() < 0 ) { mp_timelimit.SetValue( 0 ); } m_flGameStartTime = gpGlobals->curtime; if ( !IsFinite( m_flGameStartTime.Get() ) ) { Warning( "Trying to set a NaN game start time\n" ); m_flGameStartTime.GetForModify() = 0.0f; }
CleanUpMap(); // now respawn all players
for (int i = 1; i <= gpGlobals->maxClients; i++ ) { CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
if ( !pPlayer ) continue;
if ( pPlayer->GetActiveWeapon() ) { pPlayer->GetActiveWeapon()->Holster(); } pPlayer->RemoveAllItems( true ); respawn( pPlayer, false ); pPlayer->Reset(); }
// Respawn entities (glass, doors, etc..)
CTeam *pRebels = GetGlobalTeam( TEAM_REBELS ); CTeam *pCombine = GetGlobalTeam( TEAM_COMBINE );
if ( pRebels ) { pRebels->SetScore( 0 ); }
if ( pCombine ) { pCombine->SetScore( 0 ); }
m_flIntermissionEndTime = 0; m_flRestartGameTime = 0.0; m_bCompleteReset = false;
IGameEvent * event = gameeventmanager->CreateEvent( "round_start" ); if ( event ) { event->SetInt("fraglimit", 0 ); event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
event->SetString("objective","DEATHMATCH");
gameeventmanager->FireEvent( event ); } }
void CHL2MPRules::CleanUpMap() { // Recreate all the map entities from the map data (preserving their indices),
// then remove everything else except the players.
// Get rid of all entities except players.
CBaseEntity *pCur = gEntList.FirstEnt(); while ( pCur ) { CBaseHL2MPCombatWeapon *pWeapon = dynamic_cast< CBaseHL2MPCombatWeapon* >( pCur ); // Weapons with owners don't want to be removed..
if ( pWeapon ) { if ( !pWeapon->GetPlayerOwner() ) { UTIL_Remove( pCur ); } } // remove entities that has to be restored on roundrestart (breakables etc)
else if ( !FindInList( s_PreserveEnts, pCur->GetClassname() ) ) { UTIL_Remove( pCur ); }
pCur = gEntList.NextEnt( pCur ); }
// Really remove the entities so we can have access to their slots below.
gEntList.CleanupDeleteList();
// Cancel all queued events, in case a func_bomb_target fired some delayed outputs that
// could kill respawning CTs
g_EventQueue.Clear();
// Now reload the map entities.
class CHL2MPMapEntityFilter : public IMapEntityFilter { public: virtual bool ShouldCreateEntity( const char *pClassname ) { // Don't recreate the preserved entities.
if ( !FindInList( s_PreserveEnts, pClassname ) ) { return true; } else { // Increment our iterator since it's not going to call CreateNextEntity for this ent.
if ( m_iIterator != g_MapEntityRefs.InvalidIndex() ) m_iIterator = g_MapEntityRefs.Next( m_iIterator );
return false; } }
virtual CBaseEntity* CreateNextEntity( const char *pClassname ) { if ( m_iIterator == g_MapEntityRefs.InvalidIndex() ) { // This shouldn't be possible. When we loaded the map, it should have used
// CCSMapLoadEntityFilter, which should have built the g_MapEntityRefs list
// with the same list of entities we're referring to here.
Assert( false ); return NULL; } else { CMapEntityRef &ref = g_MapEntityRefs[m_iIterator]; m_iIterator = g_MapEntityRefs.Next( m_iIterator ); // Seek to the next entity.
if ( ref.m_iEdict == -1 || engine->PEntityOfEntIndex( ref.m_iEdict ) ) { // Doh! The entity was delete and its slot was reused.
// Just use any old edict slot. This case sucks because we lose the baseline.
return CreateEntityByName( pClassname ); } else { // Cool, the slot where this entity was is free again (most likely, the entity was
// freed above). Now create an entity with this specific index.
return CreateEntityByName( pClassname, ref.m_iEdict ); } } }
public: int m_iIterator; // Iterator into g_MapEntityRefs.
}; CHL2MPMapEntityFilter filter; filter.m_iIterator = g_MapEntityRefs.Head();
// DO NOT CALL SPAWN ON info_node ENTITIES!
MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true ); }
void CHL2MPRules::CheckChatForReadySignal( CHL2MP_Player *pPlayer, const char *chatmsg ) { if( m_bAwaitingReadyRestart && FStrEq( chatmsg, mp_ready_signal.GetString() ) ) { if( !pPlayer->IsReady() ) { pPlayer->SetReady( true ); } } }
void CHL2MPRules::CheckRestartGame( void ) { // Restart the game if specified by the server
int iRestartDelay = mp_restartgame.GetInt();
if ( iRestartDelay > 0 ) { if ( iRestartDelay > 60 ) iRestartDelay = 60;
// let the players know
char strRestartDelay[64]; Q_snprintf( strRestartDelay, sizeof( strRestartDelay ), "%d", iRestartDelay ); UTIL_ClientPrintAll( HUD_PRINTCENTER, "Game will restart in %s1 %s2", strRestartDelay, iRestartDelay == 1 ? "SECOND" : "SECONDS" ); UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "Game will restart in %s1 %s2", strRestartDelay, iRestartDelay == 1 ? "SECOND" : "SECONDS" );
m_flRestartGameTime = gpGlobals->curtime + iRestartDelay; m_bCompleteReset = true; mp_restartgame.SetValue( 0 ); }
if( mp_readyrestart.GetBool() ) { m_bAwaitingReadyRestart = true; m_bHeardAllPlayersReady = false;
const char *pszReadyString = mp_ready_signal.GetString();
// Don't let them put anything malicious in there
if( pszReadyString == NULL || Q_strlen(pszReadyString) > 16 ) { pszReadyString = "ready"; }
IGameEvent *event = gameeventmanager->CreateEvent( "hl2mp_ready_restart" ); if ( event ) gameeventmanager->FireEvent( event );
mp_readyrestart.SetValue( 0 );
// cancel any restart round in progress
m_flRestartGameTime = -1; } }
void CHL2MPRules::CheckAllPlayersReady( void ) { for (int i = 1; i <= gpGlobals->maxClients; i++ ) { CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
if ( !pPlayer ) continue; if ( !pPlayer->IsReady() ) return; } m_bHeardAllPlayersReady = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CHL2MPRules::GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer ) { if ( !pPlayer ) // dedicated server output
{ return NULL; }
const char *pszFormat = NULL;
// team only
if ( bTeamOnly == TRUE ) { if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR ) { pszFormat = "HL2MP_Chat_Spec"; } else { const char *chatLocation = GetChatLocation( bTeamOnly, pPlayer ); if ( chatLocation && *chatLocation ) { pszFormat = "HL2MP_Chat_Team_Loc"; } else { pszFormat = "HL2MP_Chat_Team"; } } } // everyone
else { if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR ) { pszFormat = "HL2MP_Chat_All"; } else { pszFormat = "HL2MP_Chat_AllSpec"; } }
return pszFormat; }
#endif
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