Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#ifdef HL2_EPISODIC
#include "hl2_gamerules.h"
#include "ammodef.h"
#include "hl2_shareddefs.h"
#include "filesystem.h"
#include <KeyValues.h>
#ifdef CLIENT_DLL
#else
#include "player.h"
#include "game.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "hl2_player.h"
#include "voice_gamemgr.h"
#include "globalstate.h"
#include "ai_basenpc.h"
#include "weapon_physcannon.h"
#include "ammodef.h"
#endif
#ifdef CLIENT_DLL
#define CHalfLife2Survival C_HalfLife2Survival
#define CHalfLife2SurvivalProxy C_HalfLife2SurvivalProxy
#endif
ConVar gamerules_survival( "gamerules_survival", "0", FCVAR_REPLICATED );
class CHalfLife2SurvivalProxy : public CGameRulesProxy
{
public:
DECLARE_CLASS( CHalfLife2SurvivalProxy, CGameRulesProxy );
DECLARE_NETWORKCLASS();
};
class CSurvivalAmmo
{
public:
char m_szAmmoName[256];
int m_iAmount;
};
class CSurvivalSettings
{
public:
CSurvivalSettings();
CUtlVector<char*, CUtlMemory<char*> > m_Loadout;
int m_iSpawnHealth;
string_t m_szPickups;
CUtlVector<CSurvivalAmmo> m_Ammo;
};
CSurvivalSettings::CSurvivalSettings()
{
m_iSpawnHealth = 100;
}
class CHalfLife2Survival : public CHalfLife2
{
public:
DECLARE_CLASS( CHalfLife2Survival, CHalfLife2 );
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE(); // This makes datatables able to access our private vars.
#else
DECLARE_SERVERCLASS_NOBASE(); // This makes datatables able to access our private vars.
CHalfLife2Survival();
virtual ~CHalfLife2Survival() {}
virtual void Think( void );
virtual void PlayerSpawn( CBasePlayer *pPlayer );
virtual bool IsAllowedToSpawn( CBaseEntity *pEntity );
virtual void CreateStandardEntities();
void ReadSurvivalScriptFile( void );
void ParseSurvivalSettings( KeyValues *pSubKey );
void ParseSurvivalAmmo( KeyValues *pSubKey );
private:
bool m_bActive;
CSurvivalSettings m_SurvivalSettings;
#endif
};
//-----------------------------------------------------------------------------
// Gets us at the Half-Life 2 game rules
//-----------------------------------------------------------------------------
inline CHalfLife2Survival* HL2SurvivalGameRules()
{
return static_cast<CHalfLife2Survival*>(g_pGameRules);
}
REGISTER_GAMERULES_CLASS( CHalfLife2Survival );
BEGIN_NETWORK_TABLE_NOBASE( CHalfLife2Survival, DT_HL2SurvivalGameRules )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( hl2_survival_gamerules, CHalfLife2SurvivalProxy );
IMPLEMENT_NETWORKCLASS_ALIASED( HalfLife2SurvivalProxy, DT_HalfLife2SurvivalProxy )
#ifdef CLIENT_DLL
void RecvProxy_HL2SurvivalGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
{
CHalfLife2Survival *pRules = HL2SurvivalGameRules();
Assert( pRules );
*pOut = pRules;
}
BEGIN_RECV_TABLE( CHalfLife2SurvivalProxy, DT_HalfLife2SurvivalProxy )
RecvPropDataTable( "hl2_survival_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_HL2SurvivalGameRules ), RecvProxy_HL2SurvivalGameRules )
END_RECV_TABLE()
#else
void* SendProxy_HL2SurvivalGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
{
CHalfLife2Survival *pRules = HL2SurvivalGameRules();
Assert( pRules );
pRecipients->SetAllRecipients();
return pRules;
}
BEGIN_SEND_TABLE( CHalfLife2SurvivalProxy, DT_HalfLife2SurvivalProxy )
SendPropDataTable( "hl2_survival_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_HL2SurvivalGameRules ), SendProxy_HL2SurvivalGameRules )
END_SEND_TABLE()
#endif
#ifndef CLIENT_DLL
CHalfLife2Survival::CHalfLife2Survival()
{
m_bActive = false;
}
void CHalfLife2Survival::Think( void )
{
}
bool CHalfLife2Survival::IsAllowedToSpawn( CBaseEntity *pEntity )
{
if ( !m_bActive )
return BaseClass::IsAllowedToSpawn( pEntity );
const char *pPickups = STRING( m_SurvivalSettings.m_szPickups );
if ( !pPickups )
return false;
if ( Q_stristr( pPickups, "everything" ) )
return true;
if ( Q_stristr( pPickups, pEntity->GetClassname() ) || Q_stristr( pPickups, STRING( pEntity->GetEntityName() ) ) )
return true;
return false;
}
void CHalfLife2Survival::PlayerSpawn( CBasePlayer *pPlayer )
{
BaseClass::PlayerSpawn( pPlayer );
if ( !m_bActive )
return;
pPlayer->EquipSuit();
pPlayer->SetHealth( m_SurvivalSettings.m_iSpawnHealth );
for ( int i = 0; i < m_SurvivalSettings.m_Loadout.Count(); ++i )
{
pPlayer->GiveNamedItem( m_SurvivalSettings.m_Loadout[i] );
}
for ( int i = 0; i < m_SurvivalSettings.m_Ammo.Count(); ++i )
{
pPlayer->CBasePlayer::GiveAmmo( m_SurvivalSettings.m_Ammo[i].m_iAmount , m_SurvivalSettings.m_Ammo[i].m_szAmmoName );
}
}
void CHalfLife2Survival::ParseSurvivalSettings( KeyValues *pSubKey )
{
if ( pSubKey == NULL )
return;
m_SurvivalSettings.m_szPickups = NULL_STRING;
m_SurvivalSettings.m_iSpawnHealth = 100;
KeyValues *pTestKey = pSubKey->GetFirstSubKey();
while ( pTestKey )
{
if ( !stricmp( pTestKey->GetName(), "weapons" ) )
{
const char *pLoadout = pTestKey->GetString();
Q_SplitString( pLoadout, ";", m_SurvivalSettings.m_Loadout );
}
else if ( !stricmp( pTestKey->GetName(), "spawnhealth" ) )
{
m_SurvivalSettings.m_iSpawnHealth = pTestKey->GetInt( NULL, 100 );
}
else if ( !stricmp( pTestKey->GetName(), "allowedpickups" ) )
{
m_SurvivalSettings.m_szPickups = MAKE_STRING( pTestKey->GetString() );
}
pTestKey = pTestKey->GetNextKey();
}
}
void CHalfLife2Survival::ParseSurvivalAmmo( KeyValues *pSubKey )
{
if ( pSubKey )
{
KeyValues *pAmmoKey = pSubKey->GetFirstSubKey();
while ( pAmmoKey )
{
CSurvivalAmmo ammo;
Q_strcpy( ammo.m_szAmmoName, pAmmoKey->GetName() );
ammo.m_iAmount = pAmmoKey->GetInt();
m_SurvivalSettings.m_Ammo.AddToTail( ammo );
pAmmoKey = pAmmoKey->GetNextKey();
}
}
}
void CHalfLife2Survival::ReadSurvivalScriptFile( void )
{
char szFullName[512];
Q_snprintf( szFullName, sizeof( szFullName ), "maps/%s_survival.txt", STRING(gpGlobals->mapname) );
KeyValues *pkvFile = new KeyValues( "Survival" );
if ( pkvFile->LoadFromFile( filesystem, szFullName, "MOD" ) )
{
ParseSurvivalSettings( pkvFile->FindKey( "settings" ) );
ParseSurvivalAmmo( pkvFile->FindKey( "ammo" ) );
CUtlVector <CBaseEntity*> entities;
UTIL_LoadAndSpawnEntitiesFromScript( entities, szFullName, "Survival", true );
// It's important to turn on survival mode after we create all the entities
// in the script, so that we don't remove them if they violate survival rules.
// i.e. we want the player to start with a shotgun, but prevent all future shotguns from spawning.
m_bActive = true;
}
else
{
m_bActive = false;
}
}
void CHalfLife2Survival::CreateStandardEntities( void )
{
ReadSurvivalScriptFile();
}
#endif
#endif