diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/hl2mp/hl2mp_gamerules.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/shared/hl2mp/hl2mp_gamerules.cpp')
| -rw-r--r-- | sp/src/game/shared/hl2mp/hl2mp_gamerules.cpp | 2558 |
1 files changed, 1279 insertions, 1279 deletions
diff --git a/sp/src/game/shared/hl2mp/hl2mp_gamerules.cpp b/sp/src/game/shared/hl2mp/hl2mp_gamerules.cpp index 1b7cf70f..604e409c 100644 --- a/sp/src/game/shared/hl2mp/hl2mp_gamerules.cpp +++ b/sp/src/game/shared/hl2mp/hl2mp_gamerules.cpp @@ -1,1280 +1,1280 @@ -//========= 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;
-}
-
+//========= 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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