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1485 lines
43 KiB
1485 lines
43 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Contains the implementation of game rules for multiplayer. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "multiplay_gamerules.h" |
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#include "viewport_panel_names.h" |
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#include "gameeventdefs.h" |
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#include <KeyValues.h> |
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#include "filesystem.h" |
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#include "mp_shareddefs.h" |
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#ifdef CLIENT_DLL |
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#else |
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#include "eventqueue.h" |
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#include "player.h" |
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#include "basecombatweapon.h" |
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#include "gamerules.h" |
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#include "game.h" |
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#include "items.h" |
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#include "entitylist.h" |
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#include "in_buttons.h" |
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#include <ctype.h> |
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#include "voice_gamemgr.h" |
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#include "iscorer.h" |
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#include "hltvdirector.h" |
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#if defined( REPLAY_ENABLED ) |
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#include "replaydirector.h" |
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#endif |
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#include "AI_Criteria.h" |
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#include "sceneentity.h" |
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#include "team.h" |
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#include "usermessages.h" |
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#include "tier0/icommandline.h" |
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#include "basemultiplayerplayer.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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REGISTER_GAMERULES_CLASS( CMultiplayRules ); |
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ConVar mp_chattime( |
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"mp_chattime", |
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"10", |
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FCVAR_REPLICATED, |
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"amount of time players can chat after the game is over", |
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true, 1, |
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true, 120 ); |
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#ifdef GAME_DLL |
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void MPTimeLimitCallback( IConVar *var, const char *pOldString, float flOldValue ) |
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{ |
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if ( mp_timelimit.GetInt() < 0 ) |
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{ |
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mp_timelimit.SetValue( 0 ); |
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} |
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if ( MultiplayRules() ) |
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{ |
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MultiplayRules()->HandleTimeLimitChange(); |
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} |
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} |
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#endif |
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ConVar mp_timelimit( "mp_timelimit", "0", FCVAR_NOTIFY|FCVAR_REPLICATED, "game time per map in minutes" |
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#ifdef GAME_DLL |
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, MPTimeLimitCallback |
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#endif |
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); |
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#ifdef GAME_DLL |
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ConVar tv_delaymapchange( "tv_delaymapchange", "0", 0, "Delays map change until broadcast is complete" ); |
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ConVar mp_restartgame( "mp_restartgame", "0", FCVAR_GAMEDLL, "If non-zero, game will restart in the specified number of seconds" ); |
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ConVar mp_waitingforplayers_time( "mp_waitingforplayers_time", "0", FCVAR_GAMEDLL, "WaitingForPlayers time length in seconds" ); |
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ConVar mp_waitingforplayers_restart( "mp_waitingforplayers_restart", "0", FCVAR_GAMEDLL, "Set to 1 to start or restart the WaitingForPlayers period." ); |
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ConVar mp_waitingforplayers_cancel( "mp_waitingforplayers_cancel", "0", FCVAR_GAMEDLL, "Set to 1 to end the WaitingForPlayers period." ); |
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ConVar mp_clan_readyrestart( "mp_clan_readyrestart", "0", FCVAR_GAMEDLL, "If non-zero, game will restart once someone from each team gives the ready signal" ); |
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ConVar mp_clan_ready_signal( "mp_clan_ready_signal", "ready", FCVAR_GAMEDLL, "Text that team leader from each team must speak for the match to begin" ); |
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ConVar nextlevel( "nextlevel", |
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"", |
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FCVAR_GAMEDLL | FCVAR_NOTIFY, |
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"If set to a valid map name, will change to this map during the next changelevel" ); |
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#endif |
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#ifndef CLIENT_DLL |
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int CMultiplayRules::m_nMapCycleTimeStamp = 0; |
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int CMultiplayRules::m_nMapCycleindex = 0; |
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CUtlStringList CMultiplayRules::m_MapList; |
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#endif |
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::IsMultiplayer( void ) |
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{ |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CMultiplayRules::Damage_GetTimeBased( void ) |
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{ |
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int iDamage = ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ); |
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return iDamage; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CMultiplayRules::Damage_GetShouldGibCorpse( void ) |
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{ |
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int iDamage = ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB ); |
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return iDamage; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CMultiplayRules::Damage_GetShowOnHud( void ) |
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{ |
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int iDamage = ( DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK ); |
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return iDamage; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CMultiplayRules::Damage_GetNoPhysicsForce( void ) |
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{ |
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int iTimeBasedDamage = Damage_GetTimeBased(); |
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int iDamage = ( DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | iTimeBasedDamage | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE ); |
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return iDamage; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CMultiplayRules::Damage_GetShouldNotBleed( void ) |
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{ |
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int iDamage = ( DMG_POISON | DMG_ACID ); |
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return iDamage; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : iDmgType - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CMultiplayRules::Damage_IsTimeBased( int iDmgType ) |
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{ |
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// Damage types that are time-based. |
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return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) != 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : iDmgType - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CMultiplayRules::Damage_ShouldGibCorpse( int iDmgType ) |
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{ |
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// Damage types that gib the corpse. |
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return ( ( iDmgType & ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB ) ) != 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : iDmgType - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CMultiplayRules::Damage_ShowOnHUD( int iDmgType ) |
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{ |
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// Damage types that have client HUD art. |
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return ( ( iDmgType & ( DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK ) ) != 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : iDmgType - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CMultiplayRules::Damage_NoPhysicsForce( int iDmgType ) |
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{ |
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// Damage types that don't have to supply a physics force & position. |
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int iTimeBasedDamage = Damage_GetTimeBased(); |
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return ( ( iDmgType & ( DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | iTimeBasedDamage | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE ) ) != 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : iDmgType - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CMultiplayRules::Damage_ShouldNotBleed( int iDmgType ) |
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{ |
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// Damage types that don't make the player bleed. |
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return ( ( iDmgType & ( DMG_POISON | DMG_ACID ) ) != 0 ); |
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} |
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//********************************************************* |
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// Rules for the half-life multiplayer game. |
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//********************************************************* |
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CMultiplayRules::CMultiplayRules() |
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{ |
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#ifndef CLIENT_DLL |
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RefreshSkillData( true ); |
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// 11/8/98 |
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// Modified by YWB: Server .cfg file is now a cvar, so that |
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// server ops can run multiple game servers, with different server .cfg files, |
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// from a single installed directory. |
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// Mapcyclefile is already a cvar. |
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// 3/31/99 |
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// Added lservercfg file cvar, since listen and dedicated servers should not |
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// share a single config file. (sjb) |
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if ( engine->IsDedicatedServer() ) |
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{ |
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// dedicated server |
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const char *cfgfile = servercfgfile.GetString(); |
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if ( cfgfile && cfgfile[0] ) |
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{ |
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char szCommand[256]; |
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Msg( "Executing dedicated server config file\n" ); |
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Q_snprintf( szCommand,sizeof(szCommand), "exec %s\n", cfgfile ); |
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engine->ServerCommand( szCommand ); |
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} |
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} |
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else |
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{ |
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// listen server |
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const char *cfgfile = lservercfgfile.GetString(); |
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if ( cfgfile && cfgfile[0] ) |
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{ |
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char szCommand[256]; |
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Msg( "Executing listen server config file\n" ); |
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Q_snprintf( szCommand,sizeof(szCommand), "exec %s\n", cfgfile ); |
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engine->ServerCommand( szCommand ); |
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} |
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} |
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nextlevel.SetValue( "" ); |
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#endif |
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LoadVoiceCommandScript(); |
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} |
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#ifdef CLIENT_DLL |
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#else |
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extern bool g_fGameOver; |
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#define ITEM_RESPAWN_TIME 30 |
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#define WEAPON_RESPAWN_TIME 20 |
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#define AMMO_RESPAWN_TIME 20 |
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//========================================================= |
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//========================================================= |
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void CMultiplayRules::RefreshSkillData( bool forceUpdate ) |
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{ |
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// load all default values |
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BaseClass::RefreshSkillData( forceUpdate ); |
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// override some values for multiplay. |
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// suitcharger |
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ConVarRef suitcharger( "sk_suitcharger" ); |
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suitcharger.SetValue( 30 ); |
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} |
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//========================================================= |
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//========================================================= |
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void CMultiplayRules::Think ( void ) |
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{ |
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BaseClass::Think(); |
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///// Check game rules ///// |
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if ( g_fGameOver ) // someone else quit the game already |
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{ |
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ChangeLevel(); // intermission is over |
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return; |
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} |
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float flTimeLimit = mp_timelimit.GetFloat() * 60; |
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float flFragLimit = fraglimit.GetFloat(); |
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if ( flTimeLimit != 0 && gpGlobals->curtime >= flTimeLimit ) |
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{ |
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GoToIntermission(); |
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return; |
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} |
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if ( flFragLimit ) |
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{ |
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// check if any player is over the frag limit |
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for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
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{ |
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); |
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if ( pPlayer && pPlayer->FragCount() >= flFragLimit ) |
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{ |
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GoToIntermission(); |
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return; |
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} |
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} |
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} |
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} |
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::IsDeathmatch( void ) |
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{ |
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return true; |
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} |
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::IsCoOp( void ) |
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{ |
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return false; |
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} |
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon ) |
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{ |
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if ( !pPlayer->Weapon_CanSwitchTo( pWeapon ) ) |
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{ |
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// Can't switch weapons for some reason. |
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return false; |
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} |
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if ( !pPlayer->GetActiveWeapon() ) |
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{ |
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// Player doesn't have an active item, might as well switch. |
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return true; |
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} |
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if ( !pWeapon->AllowsAutoSwitchTo() ) |
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{ |
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// The given weapon should not be auto switched to from another weapon. |
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return false; |
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} |
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if ( !pPlayer->GetActiveWeapon()->AllowsAutoSwitchFrom() ) |
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{ |
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// The active weapon does not allow autoswitching away from it. |
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return false; |
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} |
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if ( pWeapon->GetWeight() > pPlayer->GetActiveWeapon()->GetWeight() ) |
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{ |
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return true; |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the weapon in the player's inventory that would be better than |
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// the given weapon. |
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//----------------------------------------------------------------------------- |
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CBaseCombatWeapon *CMultiplayRules::GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ) |
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{ |
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CBaseCombatWeapon *pCheck; |
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CBaseCombatWeapon *pBest;// this will be used in the event that we don't find a weapon in the same category. |
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int iCurrentWeight = -1; |
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int iBestWeight = -1;// no weapon lower than -1 can be autoswitched to |
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pBest = NULL; |
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// If I have a weapon, make sure I'm allowed to holster it |
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if ( pCurrentWeapon ) |
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{ |
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if ( !pCurrentWeapon->AllowsAutoSwitchFrom() || !pCurrentWeapon->CanHolster() ) |
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{ |
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// Either this weapon doesn't allow autoswitching away from it or I |
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// can't put this weapon away right now, so I can't switch. |
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return NULL; |
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} |
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iCurrentWeight = pCurrentWeapon->GetWeight(); |
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} |
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for ( int i = 0 ; i < pPlayer->WeaponCount(); ++i ) |
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{ |
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pCheck = pPlayer->GetWeapon( i ); |
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if ( !pCheck ) |
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continue; |
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// If we have an active weapon and this weapon doesn't allow autoswitching away |
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// from another weapon, skip it. |
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if ( pCurrentWeapon && !pCheck->AllowsAutoSwitchTo() ) |
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continue; |
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if ( pCheck->GetWeight() > -1 && pCheck->GetWeight() == iCurrentWeight && pCheck != pCurrentWeapon ) |
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{ |
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// this weapon is from the same category. |
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if ( pCheck->HasAnyAmmo() ) |
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{ |
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if ( pPlayer->Weapon_CanSwitchTo( pCheck ) ) |
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{ |
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return pCheck; |
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} |
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} |
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} |
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else if ( pCheck->GetWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of |
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{ |
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//Msg( "Considering %s\n", STRING( pCheck->GetClassname() ); |
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// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight |
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// that the player was using. This will end up leaving the player with his heaviest-weighted |
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// weapon. |
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if ( pCheck->HasAnyAmmo() ) |
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{ |
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// if this weapon is useable, flag it as the best |
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iBestWeight = pCheck->GetWeight(); |
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pBest = pCheck; |
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} |
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} |
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} |
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// if we make it here, we've checked all the weapons and found no useable |
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// weapon in the same catagory as the current weapon. |
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// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always |
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// at least get the crowbar, but ya never know. |
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return pBest; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CMultiplayRules::SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ) |
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{ |
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CBaseCombatWeapon *pWeapon = GetNextBestWeapon( pPlayer, pCurrentWeapon ); |
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if ( pWeapon != NULL ) |
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return pPlayer->Weapon_Switch( pWeapon ); |
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return false; |
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} |
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) |
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{ |
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GetVoiceGameMgr()->ClientConnected( pEntity ); |
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/* |
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CBasePlayer *pl = ToBasePlayer( GetContainingEntity( pEntity ) ); |
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if ( pl && ( engine->IsSplitScreenPlayer( pl->entindex() ) ) |
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{ |
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Msg( "%s is a split screen player\n", pszName ); |
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} |
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*/ |
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return true; |
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} |
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void CMultiplayRules::InitHUD( CBasePlayer *pl ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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void CMultiplayRules::ClientDisconnected( edict_t *pClient ) |
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{ |
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if ( pClient ) |
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{ |
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CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient ); |
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if ( pPlayer ) |
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{ |
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FireTargets( "game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0 ); |
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pPlayer->RemoveAllItems( true );// destroy all of the players weapons and items |
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// Kill off view model entities |
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pPlayer->DestroyViewModels(); |
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pPlayer->SetConnected( PlayerDisconnected ); |
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} |
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} |
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} |
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//========================================================= |
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//========================================================= |
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float CMultiplayRules::FlPlayerFallDamage( CBasePlayer *pPlayer ) |
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{ |
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int iFallDamage = (int)falldamage.GetFloat(); |
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switch ( iFallDamage ) |
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{ |
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case 1://progressive |
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pPlayer->m_Local.m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED; |
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return pPlayer->m_Local.m_flFallVelocity * DAMAGE_FOR_FALL_SPEED; |
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break; |
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default: |
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case 0:// fixed |
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return 10; |
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break; |
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} |
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} |
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info ) |
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{ |
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return true; |
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} |
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|
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) |
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{ |
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return true; |
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} |
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|
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//========================================================= |
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//========================================================= |
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void CMultiplayRules::PlayerThink( CBasePlayer *pPlayer ) |
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{ |
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if ( g_fGameOver ) |
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{ |
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// clear attack/use commands from player |
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pPlayer->m_afButtonPressed = 0; |
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pPlayer->m_nButtons = 0; |
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pPlayer->m_afButtonReleased = 0; |
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} |
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} |
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|
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//========================================================= |
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//========================================================= |
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void CMultiplayRules::PlayerSpawn( CBasePlayer *pPlayer ) |
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{ |
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bool addDefault; |
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CBaseEntity *pWeaponEntity = NULL; |
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pPlayer->EquipSuit(); |
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addDefault = true; |
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while ( (pWeaponEntity = gEntList.FindEntityByClassname( pWeaponEntity, "game_player_equip" )) != NULL) |
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{ |
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pWeaponEntity->Touch( pPlayer ); |
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addDefault = false; |
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} |
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} |
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|
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//========================================================= |
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//========================================================= |
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bool CMultiplayRules::FPlayerCanRespawn( CBasePlayer *pPlayer ) |
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{ |
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return true; |
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} |
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|
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//========================================================= |
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//========================================================= |
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float CMultiplayRules::FlPlayerSpawnTime( CBasePlayer *pPlayer ) |
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{ |
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return gpGlobals->curtime;//now! |
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} |
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|
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bool CMultiplayRules::AllowAutoTargetCrosshair( void ) |
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{ |
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return ( aimcrosshair.GetInt() != 0 ); |
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} |
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|
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//========================================================= |
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// IPointsForKill - how many points awarded to anyone |
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// that kills this player? |
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//========================================================= |
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int CMultiplayRules::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) |
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{ |
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return 1; |
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} |
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|
|
//----------------------------------------------------------------------------- |
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// Purpose: |
|
//----------------------------------------------------------------------------- |
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CBasePlayer *CMultiplayRules::GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor ) |
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{ |
|
if ( pKiller) |
|
{ |
|
if ( pKiller->Classify() == CLASS_PLAYER ) |
|
return (CBasePlayer*)pKiller; |
|
|
|
// Killing entity might be specifying a scorer player |
|
IScorer *pScorerInterface = dynamic_cast<IScorer*>( pKiller ); |
|
if ( pScorerInterface ) |
|
{ |
|
CBasePlayer *pPlayer = pScorerInterface->GetScorer(); |
|
if ( pPlayer ) |
|
return pPlayer; |
|
} |
|
|
|
// Inflicting entity might be specifying a scoring player |
|
pScorerInterface = dynamic_cast<IScorer*>( pInflictor ); |
|
if ( pScorerInterface ) |
|
{ |
|
CBasePlayer *pPlayer = pScorerInterface->GetScorer(); |
|
if ( pPlayer ) |
|
return pPlayer; |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns player who should receive credit for kill |
|
//----------------------------------------------------------------------------- |
|
CBasePlayer *CMultiplayRules::GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor, CBaseEntity *pVictim ) |
|
{ |
|
// if this method not overridden by subclass, just call our default implementation |
|
return GetDeathScorer( pKiller, pInflictor ); |
|
} |
|
|
|
//========================================================= |
|
// PlayerKilled - someone/something killed this player |
|
//========================================================= |
|
void CMultiplayRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info ) |
|
{ |
|
DeathNotice( pVictim, info ); |
|
|
|
// Find the killer & the scorer |
|
CBaseEntity *pInflictor = info.GetInflictor(); |
|
CBaseEntity *pKiller = info.GetAttacker(); |
|
CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor, pVictim ); |
|
|
|
pVictim->IncrementDeathCount( 1 ); |
|
|
|
// dvsents2: uncomment when removing all FireTargets |
|
// variant_t value; |
|
// g_EventQueue.AddEvent( "game_playerdie", "Use", value, 0, pVictim, pVictim ); |
|
FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 ); |
|
|
|
// Did the player kill himself? |
|
if ( pVictim == pScorer ) |
|
{ |
|
if ( UseSuicidePenalty() ) |
|
{ |
|
// Players lose a frag for killing themselves |
|
pVictim->IncrementFragCount( -1 ); |
|
} |
|
} |
|
else if ( pScorer ) |
|
{ |
|
// if a player dies in a deathmatch game and the killer is a client, award the killer some points |
|
pScorer->IncrementFragCount( IPointsForKill( pScorer, pVictim ) ); |
|
|
|
// Allow the scorer to immediately paint a decal |
|
pScorer->AllowImmediateDecalPainting(); |
|
|
|
// dvsents2: uncomment when removing all FireTargets |
|
//variant_t value; |
|
//g_EventQueue.AddEvent( "game_playerkill", "Use", value, 0, pScorer, pScorer ); |
|
FireTargets( "game_playerkill", pScorer, pScorer, USE_TOGGLE, 0 ); |
|
} |
|
else |
|
{ |
|
if ( UseSuicidePenalty() ) |
|
{ |
|
// Players lose a frag for letting the world kill them |
|
pVictim->IncrementFragCount( -1 ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Deathnotice. |
|
//========================================================= |
|
void CMultiplayRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info ) |
|
{ |
|
// 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, pVictim ); |
|
|
|
// Custom damage 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()->GetDeathNoticeName(); |
|
} |
|
} |
|
else |
|
{ |
|
killer_weapon_name = STRING( pInflictor->m_iClassname ); // it's just that easy |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
killer_weapon_name = STRING( pInflictor->m_iClassname ); |
|
} |
|
|
|
// 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_", 8 ) == 0 ) |
|
{ |
|
killer_weapon_name += 8; |
|
} |
|
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 ) |
|
{ |
|
killer_weapon_name += 5; |
|
} |
|
} |
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_death" ); |
|
if ( event ) |
|
{ |
|
event->SetInt("userid", pVictim->GetUserID() ); |
|
event->SetInt("attacker", killer_ID ); |
|
event->SetInt("customkill", info.GetDamageCustom() ); |
|
event->SetInt("priority", 7 ); // HLTV event priority, not transmitted |
|
|
|
gameeventmanager->FireEvent( event ); |
|
} |
|
|
|
} |
|
|
|
//========================================================= |
|
// FlWeaponRespawnTime - what is the time in the future |
|
// at which this weapon may spawn? |
|
//========================================================= |
|
float CMultiplayRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon ) |
|
{ |
|
if ( weaponstay.GetInt() > 0 ) |
|
{ |
|
// make sure it's only certain weapons |
|
if ( !(pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) ) |
|
{ |
|
return gpGlobals->curtime + 0; // weapon respawns almost instantly |
|
} |
|
} |
|
|
|
return gpGlobals->curtime + WEAPON_RESPAWN_TIME; |
|
} |
|
|
|
// 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 CMultiplayRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon ) |
|
{ |
|
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 ); |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
//========================================================= |
|
// VecWeaponRespawnSpot - where should this weapon spawn? |
|
// Some game variations may choose to randomize spawn locations |
|
//========================================================= |
|
Vector CMultiplayRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon ) |
|
{ |
|
return pWeapon->GetAbsOrigin(); |
|
} |
|
|
|
//========================================================= |
|
// WeaponShouldRespawn - any conditions inhibiting the |
|
// respawning of this weapon? |
|
//========================================================= |
|
int CMultiplayRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon ) |
|
{ |
|
if ( pWeapon->HasSpawnFlags( SF_NORESPAWN ) ) |
|
{ |
|
return GR_WEAPON_RESPAWN_NO; |
|
} |
|
|
|
return GR_WEAPON_RESPAWN_YES; |
|
} |
|
|
|
//========================================================= |
|
// CanHaveWeapon - returns false if the player is not allowed |
|
// to pick up this weapon |
|
//========================================================= |
|
bool CMultiplayRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem ) |
|
{ |
|
if ( weaponstay.GetInt() > 0 ) |
|
{ |
|
if ( pItem->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD ) |
|
return BaseClass::CanHavePlayerItem( pPlayer, pItem ); |
|
|
|
// check if the player already has this weapon |
|
for ( int i = 0 ; i < pPlayer->WeaponCount() ; i++ ) |
|
{ |
|
if ( pPlayer->GetWeapon(i) == pItem ) |
|
{ |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
return BaseClass::CanHavePlayerItem( pPlayer, pItem ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
bool CMultiplayRules::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) |
|
{ |
|
return true; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CMultiplayRules::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) |
|
{ |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
int CMultiplayRules::ItemShouldRespawn( CItem *pItem ) |
|
{ |
|
if ( pItem->HasSpawnFlags( SF_NORESPAWN ) ) |
|
{ |
|
return GR_ITEM_RESPAWN_NO; |
|
} |
|
|
|
return GR_ITEM_RESPAWN_YES; |
|
} |
|
|
|
|
|
//========================================================= |
|
// At what time in the future may this Item respawn? |
|
//========================================================= |
|
float CMultiplayRules::FlItemRespawnTime( CItem *pItem ) |
|
{ |
|
return gpGlobals->curtime + ITEM_RESPAWN_TIME; |
|
} |
|
|
|
//========================================================= |
|
// Where should this item respawn? |
|
// Some game variations may choose to randomize spawn locations |
|
//========================================================= |
|
Vector CMultiplayRules::VecItemRespawnSpot( CItem *pItem ) |
|
{ |
|
return pItem->GetAbsOrigin(); |
|
} |
|
|
|
//========================================================= |
|
// What angles should this item use to respawn? |
|
//========================================================= |
|
QAngle CMultiplayRules::VecItemRespawnAngles( CItem *pItem ) |
|
{ |
|
return pItem->GetAbsAngles(); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CMultiplayRules::PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount ) |
|
{ |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
bool CMultiplayRules::IsAllowedToSpawn( CBaseEntity *pEntity ) |
|
{ |
|
// if ( pEntity->GetFlags() & FL_NPC ) |
|
// return false; |
|
|
|
return true; |
|
} |
|
|
|
|
|
//========================================================= |
|
//========================================================= |
|
float CMultiplayRules::FlHealthChargerRechargeTime( void ) |
|
{ |
|
return 60; |
|
} |
|
|
|
|
|
float CMultiplayRules::FlHEVChargerRechargeTime( void ) |
|
{ |
|
return 30; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
int CMultiplayRules::DeadPlayerWeapons( CBasePlayer *pPlayer ) |
|
{ |
|
return GR_PLR_DROP_GUN_ACTIVE; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
int CMultiplayRules::DeadPlayerAmmo( CBasePlayer *pPlayer ) |
|
{ |
|
return GR_PLR_DROP_AMMO_ACTIVE; |
|
} |
|
|
|
CBaseEntity *CMultiplayRules::GetPlayerSpawnSpot( CBasePlayer *pPlayer ) |
|
{ |
|
CBaseEntity *pentSpawnSpot = BaseClass::GetPlayerSpawnSpot( pPlayer ); |
|
|
|
//!! replace this with an Event |
|
/* |
|
if ( IsMultiplayer() && pentSpawnSpot->m_target ) |
|
{ |
|
FireTargets( STRING(pentSpawnSpot->m_target), pPlayer, pPlayer, USE_TOGGLE, 0 ); // dvsents2: what is this code supposed to do? |
|
} |
|
*/ |
|
|
|
return pentSpawnSpot; |
|
} |
|
|
|
|
|
//========================================================= |
|
//========================================================= |
|
bool CMultiplayRules::PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker ) |
|
{ |
|
return ( PlayerRelationship( pListener, pSpeaker ) == GR_TEAMMATE ); |
|
} |
|
|
|
int CMultiplayRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) |
|
{ |
|
// half life deathmatch has only enemies |
|
return GR_NOTTEAMMATE; |
|
} |
|
|
|
bool CMultiplayRules::PlayFootstepSounds( CBasePlayer *pl ) |
|
{ |
|
if ( footsteps.GetInt() == 0 ) |
|
return false; |
|
|
|
if ( pl->IsOnLadder() || pl->GetAbsVelocity().Length2D() > 220 ) |
|
return true; // only make step sounds in multiplayer if the player is moving fast enough |
|
|
|
return false; |
|
} |
|
|
|
bool CMultiplayRules::FAllowFlashlight( void ) |
|
{ |
|
return flashlight.GetInt() != 0; |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
bool CMultiplayRules::FAllowNPCs( void ) |
|
{ |
|
return true; // E3 hack |
|
return ( allowNPCs.GetInt() != 0 ); |
|
} |
|
|
|
//========================================================= |
|
//======== CMultiplayRules private functions =========== |
|
|
|
void CMultiplayRules::GoToIntermission( void ) |
|
{ |
|
if ( g_fGameOver ) |
|
return; |
|
|
|
g_fGameOver = true; |
|
|
|
float flWaitTime = mp_chattime.GetInt(); |
|
|
|
if ( tv_delaymapchange.GetBool() ) |
|
{ |
|
if ( HLTVDirector()->IsActive() ) |
|
flWaitTime = MAX ( flWaitTime, HLTVDirector()->GetDelay() ); |
|
#if defined( REPLAY_ENABLED ) |
|
else if ( ReplayDirector()->IsActive() ) |
|
flWaitTime = MAX ( flWaitTime, ReplayDirector()->GetDelay() ); |
|
#endif |
|
} |
|
|
|
m_flIntermissionEndTime = gpGlobals->curtime + flWaitTime; |
|
|
|
for ( int i = 1; i <= MAX_PLAYERS; i++ ) |
|
{ |
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); |
|
|
|
if ( !pPlayer ) |
|
continue; |
|
|
|
pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD ); |
|
} |
|
} |
|
|
|
void StripChar(char *szBuffer, const char cWhiteSpace ) |
|
{ |
|
|
|
while ( char *pSpace = strchr( szBuffer, cWhiteSpace ) ) |
|
{ |
|
char *pNextChar = pSpace + sizeof(char); |
|
V_strcpy( pSpace, pNextChar ); |
|
} |
|
} |
|
|
|
void CMultiplayRules::GetNextLevelName( char *pszNextMap, int bufsize, bool bRandom /* = false */ ) |
|
{ |
|
const char *mapcfile = mapcyclefile.GetString(); |
|
Assert( mapcfile != NULL ); |
|
|
|
// Check the time of the mapcycle file and re-populate the list of level names if the file has been modified |
|
const int nMapCycleTimeStamp = filesystem->GetPathTime( mapcfile, "GAME" ); |
|
|
|
if ( 0 == nMapCycleTimeStamp ) |
|
{ |
|
// Map cycle file does not exist, make a list containing only the current map |
|
char *szCurrentMapName = new char[32]; |
|
Q_strncpy( szCurrentMapName, STRING(gpGlobals->mapname), 32 ); |
|
m_MapList.AddToTail( szCurrentMapName ); |
|
} |
|
else |
|
{ |
|
// If map cycle file has changed or this is the first time through ... |
|
if ( m_nMapCycleTimeStamp != nMapCycleTimeStamp ) |
|
{ |
|
// Reset map index and map cycle timestamp |
|
m_nMapCycleTimeStamp = nMapCycleTimeStamp; |
|
m_nMapCycleindex = 0; |
|
|
|
// Clear out existing map list. Not using Purge() because I don't think that it will do a 'delete []' |
|
for ( int i = 0; i < m_MapList.Count(); i++ ) |
|
{ |
|
delete [] m_MapList[i]; |
|
} |
|
|
|
m_MapList.RemoveAll(); |
|
|
|
// Repopulate map list from mapcycle file |
|
int nFileLength; |
|
char *aFileList = (char*)UTIL_LoadFileForMe( mapcfile, &nFileLength ); |
|
if ( aFileList && nFileLength ) |
|
{ |
|
V_SplitString( aFileList, "\n", m_MapList ); |
|
|
|
for ( int i = 0; i < m_MapList.Count(); i++ ) |
|
{ |
|
bool bIgnore = false; |
|
|
|
// Strip out the spaces in the name |
|
StripChar( m_MapList[i] , '\r'); |
|
StripChar( m_MapList[i] , ' '); |
|
|
|
if ( !engine->IsMapValid( m_MapList[i] ) ) |
|
{ |
|
bIgnore = true; |
|
|
|
// If the engine doesn't consider it a valid map remove it from the lists |
|
char szWarningMessage[MAX_PATH]; |
|
V_snprintf( szWarningMessage, MAX_PATH, "Invalid map '%s' included in map cycle file. Ignored.\n", m_MapList[i] ); |
|
Warning( szWarningMessage ); |
|
} |
|
else if ( !Q_strncmp( m_MapList[i], "//", 2 ) ) |
|
{ |
|
bIgnore = true; |
|
} |
|
|
|
if ( bIgnore ) |
|
{ |
|
delete [] m_MapList[i]; |
|
m_MapList.Remove( i ); |
|
--i; |
|
} |
|
} |
|
|
|
UTIL_FreeFile( (byte *)aFileList ); |
|
} |
|
} |
|
} |
|
|
|
// If somehow we have no maps in the list then add the current one |
|
if ( 0 == m_MapList.Count() ) |
|
{ |
|
char *szDefaultMapName = new char[32]; |
|
Q_strncpy( szDefaultMapName, STRING(gpGlobals->mapname), 32 ); |
|
m_MapList.AddToTail( szDefaultMapName ); |
|
} |
|
|
|
if ( bRandom ) |
|
{ |
|
m_nMapCycleindex = RandomInt( 0, m_MapList.Count() - 1 ); |
|
} |
|
|
|
// Here's the return value |
|
Q_strncpy( pszNextMap, m_MapList[m_nMapCycleindex], bufsize); |
|
} |
|
|
|
void CMultiplayRules::ChangeLevel( void ) |
|
{ |
|
char szNextMap[32]; |
|
|
|
if ( nextlevel.GetString() && *nextlevel.GetString() && engine->IsMapValid( nextlevel.GetString() ) ) |
|
{ |
|
Q_strncpy( szNextMap, nextlevel.GetString(), sizeof( szNextMap ) ); |
|
} |
|
else |
|
{ |
|
GetNextLevelName( szNextMap, sizeof(szNextMap) ); |
|
IncrementMapCycleIndex(); |
|
} |
|
|
|
g_fGameOver = true; |
|
Msg( "CHANGE LEVEL: %s\n", szNextMap ); |
|
engine->ChangeLevel( szNextMap, NULL ); |
|
} |
|
|
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Shared script resource of voice menu commands and hud strings |
|
//----------------------------------------------------------------------------- |
|
void CMultiplayRules::LoadVoiceCommandScript( void ) |
|
{ |
|
KeyValues *pKV = new KeyValues( "VoiceCommands" ); |
|
|
|
if ( pKV->LoadFromFile( filesystem, "scripts/voicecommands.txt", "GAME" ) ) |
|
{ |
|
for ( KeyValues *menu = pKV->GetFirstSubKey(); menu != NULL; menu = menu->GetNextKey() ) |
|
{ |
|
int iMenuIndex = m_VoiceCommandMenus.AddToTail(); |
|
|
|
int iNumItems = 0; |
|
|
|
// for each subkey of this menu, add a menu item |
|
for ( KeyValues *menuitem = menu->GetFirstSubKey(); menuitem != NULL; menuitem = menuitem->GetNextKey() ) |
|
{ |
|
iNumItems++; |
|
|
|
if ( iNumItems > 9 ) |
|
{ |
|
Warning( "Trying to load more than 9 menu items in voicecommands.txt, extras ignored" ); |
|
continue; |
|
} |
|
|
|
VoiceCommandMenuItem_t item; |
|
|
|
#ifndef CLIENT_DLL |
|
int iConcept = GetMPConceptIndexFromString( menuitem->GetString( "concept", "" ) ); |
|
if ( iConcept == MP_CONCEPT_NONE ) |
|
{ |
|
Warning( "Voicecommand script attempting to use unknown concept. Need to define new concepts in code. ( %s )\n", menuitem->GetString( "concept", "" ) ); |
|
} |
|
item.m_iConcept = iConcept; |
|
|
|
item.m_bShowSubtitle = ( menuitem->GetInt( "show_subtitle", 0 ) > 0 ); |
|
item.m_bDistanceBasedSubtitle = ( menuitem->GetInt( "distance_check_subtitle", 0 ) > 0 ); |
|
|
|
Q_strncpy( item.m_szGestureActivity, menuitem->GetString( "activity", "" ), sizeof( item.m_szGestureActivity ) ); |
|
#else |
|
Q_strncpy( item.m_szSubtitle, menuitem->GetString( "subtitle", "" ), MAX_VOICE_COMMAND_SUBTITLE ); |
|
Q_strncpy( item.m_szMenuLabel, menuitem->GetString( "menu_label", "" ), MAX_VOICE_COMMAND_SUBTITLE ); |
|
|
|
#endif |
|
m_VoiceCommandMenus.Element( iMenuIndex ).AddToTail( item ); |
|
} |
|
} |
|
} |
|
|
|
pKV->deleteThis(); |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
void CMultiplayRules::IncrementMapCycleIndex() |
|
{ |
|
// Reset index if we've passed the end of the map list |
|
if ( ++m_nMapCycleindex >= m_MapList.Count() ) |
|
{ |
|
m_nMapCycleindex = 0; |
|
} |
|
} |
|
|
|
bool CMultiplayRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args ) |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( pEdict ); |
|
|
|
const char *pcmd = args[0]; |
|
if ( FStrEq( pcmd, "voicemenu" ) ) |
|
{ |
|
if ( args.ArgC() < 3 ) |
|
return true; |
|
|
|
CBaseMultiplayerPlayer *pMultiPlayerPlayer = dynamic_cast< CBaseMultiplayerPlayer * >( pPlayer ); |
|
|
|
if ( pMultiPlayerPlayer ) |
|
{ |
|
int iMenu = atoi( args[1] ); |
|
int iItem = atoi( args[2] ); |
|
|
|
VoiceCommand( pMultiPlayerPlayer, iMenu, iItem ); |
|
} |
|
|
|
return true; |
|
} |
|
else if ( FStrEq( pcmd, "achievement_earned" ) ) |
|
{ |
|
CBaseMultiplayerPlayer *pPlayer = static_cast<CBaseMultiplayerPlayer*>( pEdict ); |
|
if ( pPlayer && pPlayer->ShouldAnnounceAchievement() ) |
|
{ |
|
// let's check this came from the client .dll and not the console |
|
unsigned short mask = UTIL_GetAchievementEventMask(); |
|
int iPlayerID = pPlayer->GetUserID(); |
|
|
|
int iAchievement = atoi( args[1] ) ^ mask; |
|
int code = ( iPlayerID ^ iAchievement ) ^ mask; |
|
|
|
if ( code == atoi( args[2] ) ) |
|
{ |
|
IGameEvent * event = gameeventmanager->CreateEvent( "achievement_earned" ); |
|
if ( event ) |
|
{ |
|
event->SetInt( "player", pEdict->entindex() ); |
|
event->SetInt( "achievement", iAchievement ); |
|
gameeventmanager->FireEvent( event ); |
|
} |
|
|
|
pPlayer->OnAchievementEarned( iAchievement ); |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
return BaseClass::ClientCommand( pEdict, args ); |
|
|
|
} |
|
|
|
VoiceCommandMenuItem_t *CMultiplayRules::VoiceCommand( CBaseMultiplayerPlayer *pPlayer, int iMenu, int iItem ) |
|
{ |
|
// have the player speak the concept that is in a particular menu slot |
|
if ( !pPlayer ) |
|
return NULL; |
|
|
|
if ( iMenu < 0 || iMenu >= m_VoiceCommandMenus.Count() ) |
|
return NULL; |
|
|
|
if ( iItem < 0 || iItem >= m_VoiceCommandMenus.Element( iMenu ).Count() ) |
|
return NULL; |
|
|
|
VoiceCommandMenuItem_t *pItem = &m_VoiceCommandMenus.Element( iMenu ).Element( iItem ); |
|
|
|
Assert( pItem ); |
|
|
|
char szResponse[AI_Response::MAX_RESPONSE_NAME]; |
|
|
|
if ( pPlayer->CanSpeakVoiceCommand() ) |
|
{ |
|
CMultiplayer_Expresser *pExpresser = pPlayer->GetMultiplayerExpresser(); |
|
Assert( pExpresser ); |
|
pExpresser->AllowMultipleScenes(); |
|
|
|
if ( pPlayer->SpeakConceptIfAllowed( pItem->m_iConcept, NULL, szResponse, AI_Response::MAX_RESPONSE_NAME ) ) |
|
{ |
|
// show a subtitle if we need to |
|
if ( pItem->m_bShowSubtitle ) |
|
{ |
|
CRecipientFilter filter; |
|
|
|
if ( pItem->m_bDistanceBasedSubtitle ) |
|
{ |
|
filter.AddRecipientsByPAS( pPlayer->WorldSpaceCenter() ); |
|
|
|
// further reduce the range to a certain radius |
|
int i; |
|
for ( i = filter.GetRecipientCount()-1; i >= 0; i-- ) |
|
{ |
|
int index = filter.GetRecipientIndex(i); |
|
|
|
CBasePlayer *pListener = UTIL_PlayerByIndex( index ); |
|
|
|
if ( pListener && pListener != pPlayer ) |
|
{ |
|
float flDist = ( pListener->WorldSpaceCenter() - pPlayer->WorldSpaceCenter() ).Length2D(); |
|
|
|
if ( flDist > VOICE_COMMAND_MAX_SUBTITLE_DIST ) |
|
filter.RemoveRecipientByPlayerIndex( index ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
filter.AddAllPlayers(); |
|
} |
|
|
|
// if we aren't a disguised spy |
|
if ( !pPlayer->ShouldShowVoiceSubtitleToEnemy() ) |
|
{ |
|
// remove players on other teams |
|
filter.RemoveRecipientsNotOnTeam( pPlayer->GetTeam() ); |
|
} |
|
|
|
// Register this event in the mod-specific usermessages .cpp file if you hit this assert |
|
Assert( usermessages->LookupUserMessage( "VoiceSubtitle" ) != -1 ); |
|
|
|
// Send a subtitle to anyone in the PAS |
|
UserMessageBegin( filter, "VoiceSubtitle" ); |
|
WRITE_BYTE( pPlayer->entindex() ); |
|
WRITE_BYTE( iMenu ); |
|
WRITE_BYTE( iItem ); |
|
MessageEnd(); |
|
} |
|
|
|
pPlayer->NoteSpokeVoiceCommand( szResponse ); |
|
} |
|
else |
|
{ |
|
pItem = NULL; |
|
} |
|
|
|
pExpresser->DisallowMultipleScenes(); |
|
return pItem; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
bool CMultiplayRules::IsLoadingBugBaitReport() |
|
{ |
|
return ( !engine->IsDedicatedServer()&& CommandLine()->CheckParm( "-bugbait" ) && sv_cheats->GetBool() ); |
|
} |
|
|
|
void CMultiplayRules::HaveAllPlayersSpeakConceptIfAllowed( int iConcept ) |
|
{ |
|
CBaseMultiplayerPlayer *pPlayer; |
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
|
{ |
|
pPlayer = ToBaseMultiplayerPlayer( UTIL_PlayerByIndex( i ) ); |
|
|
|
if ( !pPlayer ) |
|
continue; |
|
|
|
pPlayer->SpeakConceptIfAllowed( iConcept ); |
|
} |
|
} |
|
|
|
void CMultiplayRules::GetTaggedConVarList( KeyValues *pCvarTagList ) |
|
{ |
|
BaseClass::GetTaggedConVarList( pCvarTagList ); |
|
|
|
KeyValues *pGravity = new KeyValues( "sv_gravity" ); |
|
pGravity->SetString( "convar", "sv_gravity" ); |
|
pGravity->SetString( "tag", "gravity" ); |
|
|
|
pCvarTagList->AddSubKey( pGravity ); |
|
} |
|
|
|
#else |
|
|
|
const char *CMultiplayRules::GetVoiceCommandSubtitle( int iMenu, int iItem ) |
|
{ |
|
Assert( iMenu >= 0 && iMenu < m_VoiceCommandMenus.Count() ); |
|
if ( iMenu < 0 || iMenu >= m_VoiceCommandMenus.Count() ) |
|
return ""; |
|
|
|
Assert( iItem >= 0 && iItem < m_VoiceCommandMenus.Element( iMenu ).Count() ); |
|
if ( iItem < 0 || iItem >= m_VoiceCommandMenus.Element( iMenu ).Count() ) |
|
return ""; |
|
|
|
VoiceCommandMenuItem_t *pItem = &m_VoiceCommandMenus.Element( iMenu ).Element( iItem ); |
|
|
|
Assert( pItem ); |
|
|
|
return pItem->m_szSubtitle; |
|
} |
|
|
|
// Returns false if no such menu is declared or if it's an empty menu |
|
bool CMultiplayRules::GetVoiceMenuLabels( int iMenu, KeyValues *pKV ) |
|
{ |
|
Assert( iMenu >= 0 && iMenu < m_VoiceCommandMenus.Count() ); |
|
if ( iMenu < 0 || iMenu >= m_VoiceCommandMenus.Count() ) |
|
return false; |
|
|
|
int iNumItems = m_VoiceCommandMenus.Element( iMenu ).Count(); |
|
|
|
for ( int i=0; i<iNumItems; i++ ) |
|
{ |
|
VoiceCommandMenuItem_t *pItem = &m_VoiceCommandMenus.Element( iMenu ).Element( i ); |
|
|
|
KeyValues *pLabelKV = new KeyValues( pItem->m_szMenuLabel ); |
|
|
|
pKV->AddSubKey( pLabelKV ); |
|
} |
|
|
|
return iNumItems > 0; |
|
} |
|
|
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sort function for sorting players by time spent connected ( user ID ) |
|
//----------------------------------------------------------------------------- |
|
bool CSameTeamGroup::Less( const CSameTeamGroup &p1, const CSameTeamGroup &p2 ) |
|
{ |
|
// sort by score |
|
return ( p1.Score() > p2.Score() ); |
|
} |
|
|
|
CSameTeamGroup::CSameTeamGroup() : |
|
m_nScore( INT_MIN ) |
|
{ |
|
} |
|
|
|
CSameTeamGroup::CSameTeamGroup( const CSameTeamGroup &src ) |
|
{ |
|
m_nScore = src.m_nScore; |
|
m_Players = src.m_Players; |
|
} |
|
|
|
int CSameTeamGroup::Score() const |
|
{ |
|
return m_nScore; |
|
} |
|
|
|
CBasePlayer *CSameTeamGroup::GetPlayer( int idx ) |
|
{ |
|
return m_Players[ idx ]; |
|
} |
|
|
|
int CSameTeamGroup::Count() const |
|
{ |
|
return m_Players.Count(); |
|
}
|
|
|