Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The TF Game rules
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tfc_gamerules.h"
#include "ammodef.h"
#include "KeyValues.h"
#include "weapon_tfcbase.h"
#ifdef CLIENT_DLL
#include "c_tfc_player.h"
#else
#include "voice_gamemgr.h"
#include "team.h"
#include "tfc_bot_temp.h"
#include "tfc_player.h"
#include "tfc_timer.h"
#include "tfc_team.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS(info_player_terrorist, CPointEntity);
LINK_ENTITY_TO_CLASS(info_player_counterterrorist,CPointEntity);
#endif
REGISTER_GAMERULES_CLASS( CTFCGameRules );
BEGIN_NETWORK_TABLE_NOBASE( CTFCGameRules, DT_TFCGameRules )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( tfc_gamerules, CTFCGameRulesProxy );
IMPLEMENT_NETWORKCLASS_ALIASED( TFCGameRulesProxy, DT_TFCGameRulesProxy )
#ifdef CLIENT_DLL
void RecvProxy_TFCGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
{
CTFCGameRules *pRules = TFCGameRules();
Assert( pRules );
*pOut = pRules;
}
BEGIN_RECV_TABLE( CTFCGameRulesProxy, DT_TFCGameRulesProxy )
RecvPropDataTable( "tfc_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_TFCGameRules ), RecvProxy_TFCGameRules )
END_RECV_TABLE()
#else
void *SendProxy_TFCGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
{
CTFCGameRules *pRules = TFCGameRules();
Assert( pRules );
pRecipients->SetAllRecipients();
return pRules;
}
BEGIN_SEND_TABLE( CTFCGameRulesProxy, DT_TFCGameRulesProxy )
SendPropDataTable( "tfc_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_TFCGameRules ), SendProxy_TFCGameRules )
END_SEND_TABLE()
#endif
ConVar mp_fadetoblack(
"mp_fadetoblack",
"0",
FCVAR_REPLICATED,
"fade a player's screen to black when he dies" );
// (We clamp ammo ourselves elsewhere).
ConVar ammo_max( "ammo_max", "5000", FCVAR_REPLICATED );
CTFCGameRules::CTFCGameRules()
{
CTF_Map = true;
#ifdef GAME_DLL
// Create the team managers
for ( int i = 0; i < ARRAYSIZE( teamnames ); i++ )
{
CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "tfc_team_manager" ));
pTeam->Init( teamnames[i], i );
g_Teams.AddToTail( pTeam );
}
#endif
}
#ifdef CLIENT_DLL
#else
int cease_fire;
int no_cease_fire_text;
// --------------------------------------------------------------------------------------------------- //
// Voice helper
// --------------------------------------------------------------------------------------------------- //
class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
{
public:
virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker )
{
// Dead players can only be heard by other dead team mates
if ( pTalker->IsAlive() == false )
{
if ( pListener->IsAlive() == false )
return ( pListener->InSameTeam( pTalker ) );
return false;
}
return ( pListener->InSameTeam( pTalker ) );
}
};
CVoiceGameMgrHelper g_VoiceGameMgrHelper;
IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
// --------------------------------------------------------------------------------------------------- //
// Globals.
// --------------------------------------------------------------------------------------------------- //
// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc.
char *sTeamNames[] =
{
"Unassigned",
"Spectator",
"Terrorist",
"Counter-Terrorist"
};
// --------------------------------------------------------------------------------------------------- //
// Global helper functions.
// --------------------------------------------------------------------------------------------------- //
// World.cpp calls this but we don't use it in TFC.
void InitBodyQue()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFCGameRules::~CTFCGameRules()
{
// Note, don't delete each team since they are in the gEntList and will
// automatically be deleted from there, instead.
g_Teams.Purge();
}
//-----------------------------------------------------------------------------
// Purpose: TF2 Specific Client Commands
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CTFCGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
{
CTFCPlayer *pPlayer = ToTFCPlayer( pEdict );
if( pPlayer->ClientCommand( args ) )
return true;
return BaseClass::ClientCommand( pEdict, args );
}
//-----------------------------------------------------------------------------
// Purpose: Player has just spawned. Equip them.
//-----------------------------------------------------------------------------
void CTFCGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore )
{
RadiusDamage( info, vecSrcIn, flRadius, iClassIgnore, false );
}
// Add the ability to ignore the world trace
void CTFCGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, bool bIgnoreWorld )
{
CBaseEntity *pEntity = NULL;
trace_t tr;
float flAdjustedDamage, falloff;
Vector vecSpot;
Vector vecToTarget;
Vector vecEndPos;
Vector vecSrc = vecSrcIn;
if ( flRadius )
falloff = info.GetDamage() / flRadius;
else
falloff = 1.0;
int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false;
vecSrc.z += 1;// in case grenade is lying on the ground
// iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() )
{
if ( pEntity->m_takedamage != DAMAGE_NO )
{
// UNDONE: this should check a damage mask, not an ignore
if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
{// houndeyes don't hurt other houndeyes with their attack
continue;
}
// blast's don't tavel into or out of water
if (bInWater && pEntity->GetWaterLevel() == 0)
continue;
if (!bInWater && pEntity->GetWaterLevel() == 3)
continue;
// radius damage can only be blocked by the world
vecSpot = pEntity->BodyTarget( vecSrc );
bool bHit = false;
if( bIgnoreWorld )
{
vecEndPos = vecSpot;
bHit = true;
}
else
{
UTIL_TraceLine( vecSrc, vecSpot, MASK_SOLID_BRUSHONLY, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
if (tr.startsolid)
{
// if we're stuck inside them, fixup the position and distance
tr.endpos = vecSrc;
tr.fraction = 0.0;
}
vecEndPos = tr.endpos;
if( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
{
bHit = true;
}
}
if ( bHit )
{
// the explosion can 'see' this entity, so hurt them!
//vecToTarget = ( vecSrc - vecEndPos );
vecToTarget = ( vecEndPos - vecSrc );
// decrease damage for an ent that's farther from the bomb.
flAdjustedDamage = vecToTarget.Length() * falloff;
flAdjustedDamage = info.GetDamage() - flAdjustedDamage;
if ( flAdjustedDamage > 0 )
{
CTakeDamageInfo adjustedInfo = info;
adjustedInfo.SetDamage( flAdjustedDamage );
Vector dir = vecToTarget;
VectorNormalize( dir );
// If we don't have a damage force, manufacture one
if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
{
CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5 /* explosion scale! */ );
}
else
{
// Assume the force passed in is the maximum force. Decay it based on falloff.
float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
adjustedInfo.SetDamageForce( dir * flForce );
adjustedInfo.SetDamagePosition( vecSrc );
}
pEntity->TakeDamage( adjustedInfo );
// Now hit all triggers along the way that respond to damage...
pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecEndPos, dir );
}
}
}
}
}
void CTFCGameRules::Think()
{
Timer_UpdateAll();
BaseClass::Think();
}
const char *CTFCGameRules::GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer )
{
return "(chat prefix)";
}
bool CTFCGameRules::IsInPreMatch() const
{
// TFCTODO return (cb_prematch_time > gpGlobals->time)
return false;
}
float CTFCGameRules::GetPreMatchEndTime() const
{
//TFCTODO: implement this.
return gpGlobals->curtime;
}
void CTFCGameRules::TFCGoToIntermission()
{
// TFCTODO: implement this.
Assert( false );
}
#endif
bool CTFCGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
{
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
swap(collisionGroup0,collisionGroup1);
}
//Don't stand on COLLISION_GROUP_WEAPONs
if( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT &&
collisionGroup1 == COLLISION_GROUP_WEAPON )
{
return false;
}
if ( collisionGroup0 == COLLISION_GROUP_PLAYER )
{
// Players don't collide with objects or other players
if ( collisionGroup1 == COLLISION_GROUP_PLAYER )
return false;
}
if ( collisionGroup1 == COLLISION_GROUP_PLAYER_MOVEMENT )
{
// This is only for probing, so it better not be on both sides!!!
Assert( collisionGroup0 != COLLISION_GROUP_PLAYER_MOVEMENT );
// No collide with players any more
// Nor with objects or grenades
switch ( collisionGroup0 )
{
default:
break;
case COLLISION_GROUP_PLAYER:
return false;
}
}
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
}
//-----------------------------------------------------------------------------
// Purpose: Init CS ammo definitions
//-----------------------------------------------------------------------------
// 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 1
// 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;
// Start at 1 here and skip the dummy ammo type to make CAmmoDef use the same indices
// as our #defines.
for ( int i=1; i < TFC_NUM_AMMO_TYPES; i++ )
{
def.AddAmmoType( g_AmmoTypeNames[i], DMG_BULLET, TRACER_LINE, 0, 0, "ammo_max", 2400, 10, 14 );
Assert( def.Index( g_AmmoTypeNames[i] ) == i );
}
}
return &def;
}