From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/maprules.cpp | 737 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 737 insertions(+) create mode 100644 mp/src/game/server/maprules.cpp (limited to 'mp/src/game/server/maprules.cpp') diff --git a/mp/src/game/server/maprules.cpp b/mp/src/game/server/maprules.cpp new file mode 100644 index 00000000..23c43a3c --- /dev/null +++ b/mp/src/game/server/maprules.cpp @@ -0,0 +1,737 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Contains entities for implementing/changing game rules dynamically within each BSP. +// +//=============================================================================// + +#include "cbase.h" +#include "datamap.h" +#include "gamerules.h" +#include "maprules.h" +#include "player.h" +#include "entitylist.h" +#include "ai_hull.h" +#include "entityoutput.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +class CRuleEntity : public CBaseEntity +{ +public: + DECLARE_CLASS( CRuleEntity, CBaseEntity ); + + void Spawn( void ); + + DECLARE_DATADESC(); + + void SetMaster( string_t iszMaster ) { m_iszMaster = iszMaster; } + +protected: + bool CanFireForActivator( CBaseEntity *pActivator ); + +private: + string_t m_iszMaster; +}; + +BEGIN_DATADESC( CRuleEntity ) + + DEFINE_KEYFIELD( m_iszMaster, FIELD_STRING, "master" ), + +END_DATADESC() + + + +void CRuleEntity::Spawn( void ) +{ + SetSolid( SOLID_NONE ); + SetMoveType( MOVETYPE_NONE ); + AddEffects( EF_NODRAW ); +} + + +bool CRuleEntity::CanFireForActivator( CBaseEntity *pActivator ) +{ + if ( m_iszMaster != NULL_STRING ) + { + if ( UTIL_IsMasterTriggered( m_iszMaster, pActivator ) ) + return true; + else + return false; + } + + return true; +} + +// +// CRulePointEntity -- base class for all rule "point" entities (not brushes) +// +class CRulePointEntity : public CRuleEntity +{ +public: + DECLARE_DATADESC(); + DECLARE_CLASS( CRulePointEntity, CRuleEntity ); + + int m_Score; + void Spawn( void ); +}; + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CRulePointEntity ) + + DEFINE_FIELD( m_Score, FIELD_INTEGER ), + +END_DATADESC() + + +void CRulePointEntity::Spawn( void ) +{ + BaseClass::Spawn(); + SetModelName( NULL_STRING ); + m_Score = 0; +} + +// +// CRuleBrushEntity -- base class for all rule "brush" entities (not brushes) +// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing +// +class CRuleBrushEntity : public CRuleEntity +{ +public: + DECLARE_CLASS( CRuleBrushEntity, CRuleEntity ); + + void Spawn( void ); + +private: +}; + +void CRuleBrushEntity::Spawn( void ) +{ + SetModel( STRING( GetModelName() ) ); + BaseClass::Spawn(); +} + + +// CGameScore / game_score -- award points to player / team +// Points +/- total +// Flag: Allow negative scores SF_SCORE_NEGATIVE +// Flag: Award points to team in teamplay SF_SCORE_TEAM + +#define SF_SCORE_NEGATIVE 0x0001 +#define SF_SCORE_TEAM 0x0002 + +class CGameScore : public CRulePointEntity +{ +public: + DECLARE_CLASS( CGameScore, CRulePointEntity ); + DECLARE_DATADESC(); + + void Spawn( void ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + bool KeyValue( const char *szKeyName, const char *szValue ); + + inline int Points( void ) { return m_Score; } + inline bool AllowNegativeScore( void ) { return m_spawnflags & SF_SCORE_NEGATIVE; } + inline int AwardToTeam( void ) { return (m_spawnflags & SF_SCORE_TEAM); } + + inline void SetPoints( int points ) { m_Score = points; } + + void InputApplyScore( inputdata_t &inputdata ); + +private: +}; + +LINK_ENTITY_TO_CLASS( game_score, CGameScore ); + +BEGIN_DATADESC( CGameScore ) + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "ApplyScore", InputApplyScore ), +END_DATADESC() + +void CGameScore::Spawn( void ) +{ + int iScore = Points(); + BaseClass::Spawn(); + SetPoints( iScore ); +} + + +bool CGameScore::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "points")) + { + SetPoints( atoi(szValue) ); + } + else + return BaseClass::KeyValue( szKeyName, szValue ); + + return true; +} + +void CGameScore::InputApplyScore( inputdata_t &inputdata ) +{ + CBaseEntity *pActivator = inputdata.pActivator; + + if ( pActivator == NULL ) + return; + + if ( CanFireForActivator( pActivator ) == false ) + return; + + // Only players can use this + if ( pActivator->IsPlayer() ) + { + if ( AwardToTeam() ) + { + pActivator->AddPointsToTeam( Points(), AllowNegativeScore() ); + } + else + { + pActivator->AddPoints( Points(), AllowNegativeScore() ); + } + } +} + +void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( !CanFireForActivator( pActivator ) ) + return; + + // Only players can use this + if ( pActivator->IsPlayer() ) + { + if ( AwardToTeam() ) + { + pActivator->AddPointsToTeam( Points(), AllowNegativeScore() ); + } + else + { + pActivator->AddPoints( Points(), AllowNegativeScore() ); + } + } +} + + +// CGameEnd / game_end -- Ends the game in MP + +class CGameEnd : public CRulePointEntity +{ + DECLARE_CLASS( CGameEnd, CRulePointEntity ); + +public: + DECLARE_DATADESC(); + + void InputGameEnd( inputdata_t &inputdata ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); +private: +}; + +BEGIN_DATADESC( CGameEnd ) + + // inputs + DEFINE_INPUTFUNC( FIELD_VOID, "EndGame", InputGameEnd ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( game_end, CGameEnd ); + + +void CGameEnd::InputGameEnd( inputdata_t &inputdata ) +{ + g_pGameRules->EndMultiplayerGame(); +} + +void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( !CanFireForActivator( pActivator ) ) + return; + + g_pGameRules->EndMultiplayerGame(); +} + + +// +// CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message) +// Flag: All players SF_ENVTEXT_ALLPLAYERS +// +#define SF_ENVTEXT_ALLPLAYERS 0x0001 + + +class CGameText : public CRulePointEntity +{ +public: + DECLARE_CLASS( CGameText, CRulePointEntity ); + + bool KeyValue( const char *szKeyName, const char *szValue ); + + DECLARE_DATADESC(); + + inline bool MessageToAll( void ) { return (m_spawnflags & SF_ENVTEXT_ALLPLAYERS); } + inline void MessageSet( const char *pMessage ) { m_iszMessage = AllocPooledString(pMessage); } + inline const char *MessageGet( void ) { return STRING( m_iszMessage ); } + + void InputDisplay( inputdata_t &inputdata ); + void Display( CBaseEntity *pActivator ); + + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) + { + Display( pActivator ); + } + +private: + + string_t m_iszMessage; + hudtextparms_t m_textParms; +}; + +LINK_ENTITY_TO_CLASS( game_text, CGameText ); + +// Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so +// it can't impact saved Half-Life games. +BEGIN_DATADESC( CGameText ) + + DEFINE_KEYFIELD( m_iszMessage, FIELD_STRING, "message" ), + + DEFINE_KEYFIELD( m_textParms.channel, FIELD_INTEGER, "channel" ), + DEFINE_KEYFIELD( m_textParms.x, FIELD_FLOAT, "x" ), + DEFINE_KEYFIELD( m_textParms.y, FIELD_FLOAT, "y" ), + DEFINE_KEYFIELD( m_textParms.effect, FIELD_INTEGER, "effect" ), + DEFINE_KEYFIELD( m_textParms.fadeinTime, FIELD_FLOAT, "fadein" ), + DEFINE_KEYFIELD( m_textParms.fadeoutTime, FIELD_FLOAT, "fadeout" ), + DEFINE_KEYFIELD( m_textParms.holdTime, FIELD_FLOAT, "holdtime" ), + DEFINE_KEYFIELD( m_textParms.fxTime, FIELD_FLOAT, "fxtime" ), + + DEFINE_ARRAY( m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_VOID, "Display", InputDisplay ), + +END_DATADESC() + + + +bool CGameText::KeyValue( const char *szKeyName, const char *szValue ) +{ + if (FStrEq(szKeyName, "color")) + { + int color[4]; + UTIL_StringToIntArray( color, 4, szValue ); + m_textParms.r1 = color[0]; + m_textParms.g1 = color[1]; + m_textParms.b1 = color[2]; + m_textParms.a1 = color[3]; + } + else if (FStrEq(szKeyName, "color2")) + { + int color[4]; + UTIL_StringToIntArray( color, 4, szValue ); + m_textParms.r2 = color[0]; + m_textParms.g2 = color[1]; + m_textParms.b2 = color[2]; + m_textParms.a2 = color[3]; + } + else + return BaseClass::KeyValue( szKeyName, szValue ); + + return true; +} + + +void CGameText::InputDisplay( inputdata_t &inputdata ) +{ + Display( inputdata.pActivator ); +} + +void CGameText::Display( CBaseEntity *pActivator ) +{ + if ( !CanFireForActivator( pActivator ) ) + return; + + if ( MessageToAll() ) + { + UTIL_HudMessageAll( m_textParms, MessageGet() ); + } + else + { + // If we're in singleplayer, show the message to the player. + if ( gpGlobals->maxClients == 1 ) + { + CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); + UTIL_HudMessage( pPlayer, m_textParms, MessageGet() ); + } + // Otherwise show the message to the player that triggered us. + else if ( pActivator && pActivator->IsNetClient() ) + { + UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() ); + } + } +} + + +/* TODO: Replace with an entity I/O version +// +// CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team +// Flag: Fire once +// Flag: Clear team -- Sets the team to "NONE" instead of activator + +#define SF_TEAMSET_FIREONCE 0x0001 +#define SF_TEAMSET_CLEARTEAM 0x0002 + +class CGameTeamSet : public CRulePointEntity +{ +public: + DECLARE_CLASS( CGameTeamSet, CRulePointEntity ); + + inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_TEAMSET_FIREONCE) ? true : false; } + inline bool ShouldClearTeam( void ) { return (m_spawnflags & SF_TEAMSET_CLEARTEAM) ? true : false; } + void InputTrigger( inputdata_t &inputdata ); + +private: + COutputEvent m_OnTrigger; +}; + +LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet ); + + +void CGameTeamSet::InputTrigger( inputdata_t &inputdata ) +{ + if ( !CanFireForActivator( inputdata.pActivator ) ) + return; + + if ( ShouldClearTeam() ) + { + // clear the team of our target + } + else + { + // set the team of our target to our activator's team + } + + m_OnTrigger.FireOutput(pActivator, this); + + if ( RemoveOnFire() ) + { + UTIL_Remove( this ); + } +} +*/ + + +// +// CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired +// +// Needs master? +class CGamePlayerZone : public CRuleBrushEntity +{ +public: + DECLARE_CLASS( CGamePlayerZone, CRuleBrushEntity ); + void InputCountPlayersInZone( inputdata_t &inputdata ); + + DECLARE_DATADESC(); + +private: + + COutputEvent m_OnPlayerInZone; + COutputEvent m_OnPlayerOutZone; + + COutputInt m_PlayersInCount; + COutputInt m_PlayersOutCount; +}; + +LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone ); +BEGIN_DATADESC( CGamePlayerZone ) + + // Inputs + DEFINE_INPUTFUNC(FIELD_VOID, "CountPlayersInZone", InputCountPlayersInZone), + + // Outputs + DEFINE_OUTPUT(m_OnPlayerInZone, "OnPlayerInZone"), + DEFINE_OUTPUT(m_OnPlayerOutZone, "OnPlayerOutZone"), + DEFINE_OUTPUT(m_PlayersInCount, "PlayersInCount"), + DEFINE_OUTPUT(m_PlayersOutCount, "PlayersOutCount"), + +END_DATADESC() + + +//----------------------------------------------------------------------------- +// Purpose: Counts all the players in the zone. Fires one output per player +// in the zone, one output per player out of the zone, and outputs +// with the total counts of players in and out of the zone. +//----------------------------------------------------------------------------- +void CGamePlayerZone::InputCountPlayersInZone( inputdata_t &inputdata ) +{ + int playersInCount = 0; + int playersOutCount = 0; + + if ( !CanFireForActivator( inputdata.pActivator ) ) + return; + + CBaseEntity *pPlayer = NULL; + + for ( int i = 1; i <= gpGlobals->maxClients; i++ ) + { + pPlayer = UTIL_PlayerByIndex( i ); + if ( pPlayer ) + { + trace_t trace; + Hull_t hullType; + + hullType = HULL_HUMAN; + if ( pPlayer->GetFlags() & FL_DUCKING ) + { + hullType = HULL_SMALL_CENTERED; + } + + UTIL_TraceModel( pPlayer->GetAbsOrigin(), pPlayer->GetAbsOrigin(), NAI_Hull::Mins(hullType), + NAI_Hull::Maxs(hullType), this, COLLISION_GROUP_NONE, &trace ); + + if ( trace.startsolid ) + { + playersInCount++; + m_OnPlayerInZone.FireOutput(pPlayer, this); + } + else + { + playersOutCount++; + m_OnPlayerOutZone.FireOutput(pPlayer, this); + } + } + } + + m_PlayersInCount.Set(playersInCount, inputdata.pActivator, this); + m_PlayersOutCount.Set(playersOutCount, inputdata.pActivator, this); +} + + +/* +// Disable. Eventually will be replace by new activator filter entities. (LHL) +// +// CGamePlayerHurt / game_player_hurt -- Damages the player who fires it +// Flag: Fire once + +#define SF_PKILL_FIREONCE 0x0001 +class CGamePlayerHurt : public CRulePointEntity +{ +public: + DECLARE_CLASS( CGamePlayerHurt, CRulePointEntity ); + + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_PKILL_FIREONCE) ? true : false; } + + DECLARE_DATADESC(); + +private: + + float m_flDamage; // Damage to inflict, negative values give health. + + COutputEvent m_OnUse; +}; + +LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt ); + + +BEGIN_DATADESC( CGamePlayerHurt ) + + DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "dmg" ), + +END_DATADESC() + + + +void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( !CanFireForActivator( pActivator ) ) + return; + + if ( pActivator->IsPlayer() ) + { + if ( m_flDamage < 0 ) + { + pActivator->TakeHealth( -m_flDamage, DMG_GENERIC ); + } + else + { + pActivator->TakeDamage( this, this, m_flDamage, DMG_GENERIC ); + } + } + + SUB_UseTargets( pActivator, useType, value ); + m_OnUse.FireOutput(pActivator, this); // dvsents2: handle useType and value here - they are passed through + + if ( RemoveOnFire() ) + { + UTIL_Remove( this ); + } +} +*/ + +// +// CGamePlayerEquip / game_playerequip -- Sets the default player equipment +// Flag: USE Only + +#define SF_PLAYEREQUIP_USEONLY 0x0001 +#define MAX_EQUIP 32 + +class CGamePlayerEquip : public CRulePointEntity +{ + DECLARE_DATADESC(); + +public: + DECLARE_CLASS( CGamePlayerEquip, CRulePointEntity ); + + bool KeyValue( const char *szKeyName, const char *szValue ); + void Touch( CBaseEntity *pOther ); + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + + inline bool UseOnly( void ) { return (m_spawnflags & SF_PLAYEREQUIP_USEONLY) ? true : false; } + +private: + + void EquipPlayer( CBaseEntity *pPlayer ); + + string_t m_weaponNames[MAX_EQUIP]; + int m_weaponCount[MAX_EQUIP]; +}; + +LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip ); + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CGamePlayerEquip ) + + DEFINE_AUTO_ARRAY( m_weaponNames, FIELD_STRING ), + DEFINE_AUTO_ARRAY( m_weaponCount, FIELD_INTEGER ), + +END_DATADESC() + + + + +bool CGamePlayerEquip::KeyValue( const char *szKeyName, const char *szValue ) +{ + if ( !BaseClass::KeyValue( szKeyName, szValue ) ) + { + for ( int i = 0; i < MAX_EQUIP; i++ ) + { + if ( !m_weaponNames[i] ) + { + char tmp[128]; + + UTIL_StripToken( szKeyName, tmp ); + + m_weaponNames[i] = AllocPooledString(tmp); + m_weaponCount[i] = atoi(szValue); + m_weaponCount[i] = MAX(1,m_weaponCount[i]); + return true; + } + } + } + + return false; +} + + +void CGamePlayerEquip::Touch( CBaseEntity *pOther ) +{ + if ( !CanFireForActivator( pOther ) ) + return; + + if ( UseOnly() ) + return; + + EquipPlayer( pOther ); +} + +void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity ) +{ + CBasePlayer *pPlayer = ToBasePlayer(pEntity); + + if ( !pPlayer ) + return; + + for ( int i = 0; i < MAX_EQUIP; i++ ) + { + if ( !m_weaponNames[i] ) + break; + for ( int j = 0; j < m_weaponCount[i]; j++ ) + { + pPlayer->GiveNamedItem( STRING(m_weaponNames[i]) ); + } + } +} + + +void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + EquipPlayer( pActivator ); +} + + +// +// CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it +// Flag: Fire once +// Flag: Kill Player +// Flag: Gib Player + +#define SF_PTEAM_FIREONCE 0x0001 +#define SF_PTEAM_KILL 0x0002 +#define SF_PTEAM_GIB 0x0004 + +class CGamePlayerTeam : public CRulePointEntity +{ +public: + DECLARE_CLASS( CGamePlayerTeam, CRulePointEntity ); + + void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + +private: + + inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_PTEAM_FIREONCE) ? true : false; } + inline bool ShouldKillPlayer( void ) { return (m_spawnflags & SF_PTEAM_KILL) ? true : false; } + inline bool ShouldGibPlayer( void ) { return (m_spawnflags & SF_PTEAM_GIB) ? true : false; } + + const char *TargetTeamName( const char *pszTargetName, CBaseEntity *pActivator ); +}; + +LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam ); + + +const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName, CBaseEntity *pActivator ) +{ + CBaseEntity *pTeamEntity = NULL; + + while ((pTeamEntity = gEntList.FindEntityByName( pTeamEntity, pszTargetName, NULL, pActivator )) != NULL) + { + if ( FClassnameIs( pTeamEntity, "game_team_master" ) ) + return pTeamEntity->TeamID(); + } + + return NULL; +} + + +void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + if ( !CanFireForActivator( pActivator ) ) + return; + + if ( pActivator->IsPlayer() ) + { + const char *pszTargetTeam = TargetTeamName( STRING(m_target), pActivator ); + if ( pszTargetTeam ) + { + CBasePlayer *pPlayer = (CBasePlayer *)pActivator; + g_pGameRules->ChangePlayerTeam( pPlayer, pszTargetTeam, ShouldKillPlayer(), ShouldGibPlayer() ); + } + } + + if ( RemoveOnFire() ) + { + UTIL_Remove( this ); + } +} + + -- cgit v1.2.3