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1 files changed, 1283 insertions, 0 deletions
diff --git a/game/shared/portal/portal_mp_gamerules.cpp b/game/shared/portal/portal_mp_gamerules.cpp
new file mode 100644
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--- /dev/null
+++ b/game/shared/portal/portal_mp_gamerules.cpp
@@ -0,0 +1,1283 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: The Half-Life 2 game rules, such as the relationship tables and ammo
+// damage cvars.
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "portal_gamerules.h"
+#include "viewport_panel_names.h"
+#include "gameeventdefs.h"
+#include <KeyValues.h>
+#include "ammodef.h"
+#include "hl2_shareddefs.h"
+
+#ifdef CLIENT_DLL
+#include "c_portal_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 "portal_player.h"
+//#include "weapon_hl2mpbasehlmpcombatweapon.h"
+#include "team.h"
+#include "voice_gamemgr.h"
+
+
+extern void respawn(CBaseEntity *pEdict, bool fCopyCorpse);
+
+
+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 mp_restartgame( "mp_restartgame", "0", 0, "If non-zero, game will restart in the specified number of seconds" );
+ConVar sv_report_client_settings("sv_report_client_settings", "0", FCVAR_GAMEDLL | FCVAR_NOTIFY );
+
+extern ConVar mp_chattime;
+
+#define WEAPON_MAX_DISTANCE_FROM_SPAWN 64
+
+#endif
+
+
+REGISTER_GAMERULES_CLASS( CPortalMPGameRules );
+
+BEGIN_NETWORK_TABLE_NOBASE( CPortalMPGameRules, DT_PortalMPGameRules )
+
+#ifdef CLIENT_DLL
+RecvPropBool( RECVINFO( m_bTeamPlayEnabled ) ),
+#else
+SendPropBool( SENDINFO( m_bTeamPlayEnabled ) ),
+#endif
+
+END_NETWORK_TABLE()
+
+
+LINK_ENTITY_TO_CLASS( portalmp_gamerules, CPortalMPGameRulesProxy );
+IMPLEMENT_NETWORKCLASS_ALIASED( PortalMPGameRulesProxy, DT_PortalMPGameRulesProxy )
+
+static PortalMPViewVectors g_PortalMPViewVectors(
+ 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_PortalMPRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
+{
+ CPortalMPGameRules *pRules = PortalMPGameRules();
+ Assert( pRules );
+ *pOut = pRules;
+}
+
+BEGIN_RECV_TABLE( CPortalMPGameRulesProxy, DT_PortalMPGameRulesProxy )
+RecvPropDataTable( "portalmp_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_PortalMPGameRules ), RecvProxy_PortalMPRules )
+END_RECV_TABLE()
+#else
+void* SendProxy_PortalMPRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
+{
+ CPortalMPGameRules *pRules = PortalMPGameRules();
+ Assert( pRules );
+ return pRules;
+}
+
+BEGIN_SEND_TABLE( CPortalMPGameRulesProxy, DT_PortalMPGameRulesProxy )
+SendPropDataTable( "portalmp_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_PortalMPGameRules ), SendProxy_PortalMPRules )
+END_SEND_TABLE()
+#endif
+
+#ifndef CLIENT_DLL
+
+class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
+{
+public:
+ virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker )
+ {
+ 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",
+};
+
+CPortalMPGameRules::CPortalMPGameRules()
+{
+#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;
+
+#endif
+}
+
+const CViewVectors* CPortalMPGameRules::GetViewVectors()const
+{
+ return &g_PortalMPViewVectors;
+}
+
+const PortalMPViewVectors* CPortalMPGameRules::GetPortalMPViewVectors()const
+{
+ return &g_PortalMPViewVectors;
+}
+
+CPortalMPGameRules::~CPortalMPGameRules( 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 CPortalMPGameRules::CreateStandardEntities( void )
+{
+
+#ifndef CLIENT_DLL
+ // Create the entity that will send our data to the client.
+
+ BaseClass::CreateStandardEntities();
+
+#ifdef _DEBUG
+ CBaseEntity *pEnt =
+#endif
+ CBaseEntity::Create( "portalmp_gamerules", vec3_origin, vec3_angle );
+ Assert( pEnt );
+#endif
+}
+
+//=========================================================
+// FlWeaponRespawnTime - what is the time in the future
+// at which this weapon may spawn?
+//=========================================================
+float CPortalMPGameRules::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 CPortalMPGameRules::IsIntermission( void )
+{
+#ifndef CLIENT_DLL
+ return m_flIntermissionEndTime > gpGlobals->curtime;
+#endif
+
+ return false;
+}
+
+void CPortalMPGameRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
+{
+#ifndef CLIENT_DLL
+ if ( IsIntermission() )
+ return;
+ BaseClass::PlayerKilled( pVictim, info );
+#endif
+}
+
+
+void CPortalMPGameRules::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 )
+ {
+ ChangeLevel(); // intermission is over
+ }
+
+ 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 CPortalMPGameRules::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 CPortalMPGameRules::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 CPortalMPGameRules::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 CPortalMPGameRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
+{
+#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabled weapon respawn location code" )
+#if 0
+#ifndef CLIENT_DLL
+ CWeaponHL2MPBase *pHL2Weapon = dynamic_cast< CWeaponHL2MPBase*>( pWeapon );
+
+ if ( pHL2Weapon )
+ {
+ return pHL2Weapon->GetOriginalSpawnOrigin();
+ }
+#endif
+#endif
+
+ return pWeapon->GetAbsOrigin();
+}
+
+#ifndef CLIENT_DLL
+
+CItem* IsManagedObjectAnItem( CBaseEntity *pObject )
+{
+ return dynamic_cast< CItem*>( pObject );
+}
+
+CWeaponPortalBase* IsManagedObjectAWeapon( CBaseEntity *pObject )
+{
+ return dynamic_cast<CWeaponPortalBase*>( pObject );
+}
+
+bool GetObjectsOriginalParameters( CBaseEntity *pObject, Vector &vOriginalOrigin, QAngle &vOriginalAngles )
+{
+ if ( CItem *pItem = IsManagedObjectAnItem( pObject ) )
+ {
+#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabled rest time code" )
+#if 0
+ if ( pItem->m_flNextResetCheckTime > gpGlobals->curtime )
+ return false;
+#endif
+ vOriginalOrigin = pItem->GetOriginalSpawnOrigin();
+ vOriginalAngles = pItem->GetOriginalSpawnAngles();
+
+#if 0
+ pItem->m_flNextResetCheckTime = gpGlobals->curtime + sv_hl2mp_item_respawn_time.GetFloat();
+#endif
+ return true;
+ }
+ else if ( CWeaponPortalBase *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 CPortalMPGameRules::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 CPortalMPGameRules::AddLevelDesignerPlacedObject( CBaseEntity *pEntity )
+{
+ if ( m_hRespawnableItemsAndWeapons.Find( pEntity ) == -1 )
+ {
+ m_hRespawnableItemsAndWeapons.AddToTail( pEntity );
+ }
+}
+
+//=========================================================
+//RemoveLevelDesignerPlacedWeapon
+//=========================================================
+void CPortalMPGameRules::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 CPortalMPGameRules::VecItemRespawnSpot( CItem *pItem )
+{
+ return pItem->GetOriginalSpawnOrigin();
+}
+
+//=========================================================
+// What angles should this item use to respawn?
+//=========================================================
+QAngle CPortalMPGameRules::VecItemRespawnAngles( CItem *pItem )
+{
+ return pItem->GetOriginalSpawnAngles();
+}
+
+//=========================================================
+// At what time in the future may this Item respawn?
+//=========================================================
+float CPortalMPGameRules::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 CPortalMPGameRules::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 CPortalMPGameRules::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 CPortalMPGameRules::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 CPortalMPGameRules::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 CPortalMPGameRules::ClientSettingsChanged( CBasePlayer *pPlayer )
+{
+#ifndef CLIENT_DLL
+
+ CPortal_Player *pPortalPlayer = ToPortalPlayer( pPlayer );
+ //CHL2MP_Player *pHL2Player = ToHL2MPPlayer( pPlayer );
+
+ if ( pPortalPlayer == 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.
+#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabled model change code" )
+#if 0
+ if ( pPortalPlayer->GetNextModelChangeTime() >= gpGlobals->curtime )
+ {
+ char szReturnString[512];
+
+ Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pCurrentModel );
+ engine->ClientCommand ( pPlayer->edict(), szReturnString );
+
+ Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch.\n", (int)(pPlayer->GetNextModelChangeTime() - gpGlobals->curtime) );
+ ClientPrint( pPlayer, HUD_PRINTTALK, szReturnString );
+ return;
+ }
+#endif
+
+ if ( PortalMPGameRules()->IsTeamplay() == false )
+ {
+ pPortalPlayer->SetPlayerModel();
+
+ const char *pszCurrentModelName = modelinfo->GetModelName( pPlayer->GetModel() );
+
+ char szReturnString[128];
+ Q_snprintf( szReturnString, sizeof( szReturnString ), "Your player model is: %s\n", pszCurrentModelName );
+
+ ClientPrint( pPlayer, HUD_PRINTTALK, szReturnString );
+ }
+ else
+ {
+ if ( Q_stristr( szModelName, "models/human") )
+ {
+ pPlayer->ChangeTeam( TEAM_REBELS );
+ }
+ else
+ {
+ pPlayer->ChangeTeam( TEAM_COMBINE );
+ }
+ }
+ }
+ if ( sv_report_client_settings.GetInt() == 1 )
+ {
+ UTIL_LogPrintf( "\"%s\" cl_cmdrate = \"%s\"\n", pPlayer->GetPlayerName(), engine->GetClientConVarValue( pPlayer->entindex(), "cl_cmdrate" ));
+ }
+
+ BaseClass::ClientSettingsChanged( pPlayer );
+#endif
+
+}
+
+int CPortalMPGameRules::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 *CPortalMPGameRules::GetGameDescription( void )
+{
+ return "PMP Test";
+}
+
+
+float CPortalMPGameRules::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 CPortalMPGameRules::Precache( void )
+{
+ CBaseEntity::PrecacheScriptSound( "AlyxEmp.Charge" );
+}
+
+bool CPortalMPGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
+{
+ if ( collisionGroup0 > collisionGroup1 )
+ {
+ // swap so that lowest is always first
+ 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 CPortalMPGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
+{
+
+#ifndef CLIENT_DLL
+ if( BaseClass::ClientCommand( pEdict, args ) )
+ return true;
+
+
+ CBasePlayer *pPlayer = (CBasePlayer *) 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, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("AlyxGun", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_alyxgun", "sk_npc_dmg_alyxgun", "sk_max_alyxgun", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("SMG1", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_smg1", "sk_npc_dmg_smg1", "sk_max_smg1", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("357", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_357", "sk_npc_dmg_357", "sk_max_357", BULLET_IMPULSE(800, 5000), 0 );
+ def.AddAmmoType("XBowBolt", DMG_BULLET, TRACER_LINE, "sk_plr_dmg_crossbow", "sk_npc_dmg_crossbow", "sk_max_crossbow", BULLET_IMPULSE(800, 8000), 0 );
+
+ def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, "sk_plr_dmg_buckshot", "sk_npc_dmg_buckshot", "sk_max_buckshot", BULLET_IMPULSE(400, 1200), 0 );
+ def.AddAmmoType("RPG_Round", DMG_BURN, TRACER_NONE, "sk_plr_dmg_rpg_round", "sk_npc_dmg_rpg_round", "sk_max_rpg_round", 0, 0 );
+ def.AddAmmoType("SMG1_Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_smg1_grenade", "sk_npc_dmg_smg1_grenade", "sk_max_smg1_grenade", 0, 0 );
+ def.AddAmmoType("SniperRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_plr_dmg_sniper_round", "sk_npc_dmg_sniper_round", "sk_max_sniper_round", BULLET_IMPULSE(650, 6000), 0 );
+ def.AddAmmoType("SniperPenetratedRound", DMG_BULLET | DMG_SNIPER, TRACER_NONE, "sk_dmg_sniper_penetrate_plr", "sk_dmg_sniper_penetrate_npc", "sk_max_sniper_round", BULLET_IMPULSE(150, 6000), 0 );
+ def.AddAmmoType("Grenade", DMG_BURN, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_grenade", 0, 0);
+ def.AddAmmoType("Thumper", DMG_SONIC, TRACER_NONE, 10, 10, 2, 0, 0 );
+ def.AddAmmoType("Gravity", DMG_CLUB, TRACER_NONE, 0, 0, 8, 0, 0 );
+ def.AddAmmoType("Battery", DMG_CLUB, TRACER_NONE, NULL, NULL, NULL, 0, 0 );
+ def.AddAmmoType("GaussEnergy", DMG_SHOCK, TRACER_NONE, "sk_jeep_gauss_damage", "sk_jeep_gauss_damage", "sk_max_gauss_round", BULLET_IMPULSE(650, 8000), 0 ); // hit like a 10kg weight at 400 in/s
+ def.AddAmmoType("CombineCannon", DMG_BULLET, TRACER_LINE, "sk_npc_dmg_gunship_to_plr", "sk_npc_dmg_gunship", NULL, 1.5 * 750 * 12, 0 ); // hit like a 1.5kg weight at 750 ft/s
+ def.AddAmmoType("AirboatGun", DMG_AIRBOAT, TRACER_LINE, "sk_plr_dmg_airboat", "sk_npc_dmg_airboat", NULL, BULLET_IMPULSE(10, 600), 0 );
+ def.AddAmmoType("StriderMinigun", DMG_BULLET, TRACER_LINE, 5, 5, 15, 1.0 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 1.0kg weight at 750 ft/s
+ def.AddAmmoType("HelicopterGun", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_npc_dmg_helicopter_to_plr", "sk_npc_dmg_helicopter", "sk_max_smg1", BULLET_IMPULSE(400, 1225), AMMO_FORCE_DROP_IF_CARRIED | AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER );
+ def.AddAmmoType("AR2AltFire", DMG_DISSOLVE, TRACER_NONE, 0, 0, "sk_max_ar2_altfire", 0, 0 );
+#ifdef HL2_EPISODIC
+ def.AddAmmoType("Hopwire", DMG_BLAST, TRACER_NONE, "sk_plr_dmg_grenade", "sk_npc_dmg_grenade", "sk_max_hopwire", 0, 0);
+ def.AddAmmoType("HunterGun", DMG_BULLET, TRACER_LINE, "sk_hunter_dmg", "sk_hunter_dmg", "sk_hunter_max_round", BULLET_IMPULSE(200, 1225), 0 );
+ def.AddAmmoType("CombineHeavyCannon", DMG_BLAST, TRACER_LINE, 40, 40, NULL, 1.5 * 750 * 12, AMMO_FORCE_DROP_IF_CARRIED ); // hit like a 100 kg weight at 750 ft/s
+#endif // HL2_EPISODIC
+ }
+
+ 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
+
+
+bool CPortalMPGameRules::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
+
+//-----------------------------------------------------------------------------
+// Purpose: Damage (applied per second) value of the npc_laser_turret
+//-----------------------------------------------------------------------------
+float CPortalMPGameRules::GetLaserTurretDamage( void )
+{
+ switch( GetSkillLevel() )
+ {
+ case SKILL_EASY:
+ return 120.0f;
+
+ case SKILL_MEDIUM:
+ return 200.0f;
+
+ case SKILL_HARD:
+ return 200.0f;
+
+ default:
+ return 100.0f;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Movement speed of the turret.
+//-----------------------------------------------------------------------------
+float CPortalMPGameRules::GetLaserTurretMoveSpeed( void )
+{
+ switch( GetSkillLevel() )
+ {
+ case SKILL_EASY:
+ return 0.6f;
+
+ case SKILL_MEDIUM:
+ return 0.8f;
+
+ case SKILL_HARD:
+ return 1.0f;
+
+ default:
+ return 0.7f;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Damage value of the npc_rocket_turret
+//-----------------------------------------------------------------------------
+float CPortalMPGameRules::GetRocketTurretDamage( void )
+{
+ switch( GetSkillLevel() )
+ {
+ case SKILL_EASY:
+ return 120.0f;
+
+ case SKILL_MEDIUM:
+ return 200.0f;
+
+ case SKILL_HARD:
+ return 200.0f;
+
+ default:
+ return 100.0f;
+ }
+}
+
+
+bool FindInList( const char **pStrings, const char *pToFind );
+
+void CPortalMPGameRules::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++ )
+ {
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
+
+ if ( !pPlayer )
+ continue;
+
+ if ( pPlayer->GetActiveWeapon() )
+ {
+ pPlayer->GetActiveWeapon()->Holster();
+ }
+ pPlayer->RemoveAllItems( true );
+ respawn( pPlayer, false );
+#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabled player reset" )
+#if 0
+ pPlayer->Reset();
+#endif
+ }
+
+ // 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 CPortalMPGameRules::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 )
+ {
+ CBaseCombatWeapon *pWeapon = dynamic_cast< CBaseCombatWeapon* >( pCur );
+ // Weapons with owners don't want to be removed..
+ if ( pWeapon )
+ {
+ if ( !pWeapon->GetOwner() || !pWeapon->GetOwner()->IsPlayer() )
+ {
+ 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();
+
+#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabled entity parsing" )
+#if 0
+ // 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 );
+#endif
+}
+
+void CPortalMPGameRules::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 );
+ }
+
+#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabled ready restart" )
+#if 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;
+ }
+#endif
+}
+
+void CPortalMPGameRules::CheckAllPlayersReady( void )
+{
+#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Disabled ready restart" )
+#if 0
+ for (int i = 1; i <= gpGlobals->maxClients; i++ )
+ {
+ CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );
+
+ if ( !pPlayer )
+ continue;
+ if ( !pPlayer->IsReady() )
+ return;
+ }
+#endif
+ m_bHeardAllPlayersReady = true;
+}
+
+#endif \ No newline at end of file