//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hl2mp_gamerules.h" #include "viewport_panel_names.h" #include "gameeventdefs.h" #include #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 #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(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