Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The TF Game rules
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dod_gamerules.h"
#include "ammodef.h"
#include "KeyValues.h"
#include "weapon_dodbase.h"
#include "filesystem.h" // for WriteStatsFile
#ifdef CLIENT_DLL
#include "precache_register.h"
#include "c_dod_player.h"
#else
#include "coordsize.h"
#include "dod_player.h"
#include "voice_gamemgr.h"
#include "team.h"
#include "dod_player.h"
#include "dod_bot_temp.h"
#include "game.h"
#include "dod_shareddefs.h"
#include "player_resource.h"
#include "mapentities.h"
#include "dod_gameinterface.h"
#include "dod_objective_resource.h"
#include "dod_cvars.h"
#include "dod_team.h"
#include "dod_playerclass_info_parse.h"
#include "dod_control_point_master.h"
#include "dod_bombtarget.h"
//#include "teamplayroundbased_gamerules.h"
#include "weapon_dodbipodgun.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef CLIENT_DLL
BEGIN_DATADESC(CSpawnPoint)
// Keyfields
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
END_DATADESC();
LINK_ENTITY_TO_CLASS(info_player_allies, CSpawnPoint);
LINK_ENTITY_TO_CLASS(info_player_axis, CSpawnPoint);
#endif
REGISTER_GAMERULES_CLASS( CDODGameRules );
#define MAX_RESPAWN_WAVES_TO_TRANSMIT 5
#ifdef CLIENT_DLL
void RecvProxy_RoundState( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CDODGameRules *pGamerules = ( CDODGameRules *)pStruct;
int iRoundState = pData->m_Value.m_Int;
pGamerules->SetRoundState( iRoundState );
}
#endif
BEGIN_NETWORK_TABLE_NOBASE( CDODGameRules, DT_DODGameRules )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_iRoundState ), 0, RecvProxy_RoundState ),
RecvPropBool( RECVINFO( m_bInWarmup ) ),
RecvPropBool( RECVINFO( m_bAwaitingReadyRestart ) ),
RecvPropTime( RECVINFO( m_flMapResetTime ) ),
RecvPropTime( RECVINFO( m_flRestartRoundTime ) ),
RecvPropBool( RECVINFO( m_bAlliesAreBombing ) ),
RecvPropBool( RECVINFO( m_bAxisAreBombing ) ),
RecvPropArray3( RECVINFO_ARRAY(m_AlliesRespawnQueue), RecvPropTime( RECVINFO(m_AlliesRespawnQueue[0]) ) ),
RecvPropArray3( RECVINFO_ARRAY(m_AxisRespawnQueue), RecvPropTime( RECVINFO(m_AxisRespawnQueue[0]) ) ),
RecvPropInt( RECVINFO( m_iAlliesRespawnHead ) ),
RecvPropInt( RECVINFO( m_iAlliesRespawnTail ) ),
RecvPropInt( RECVINFO( m_iAxisRespawnHead ) ),
RecvPropInt( RECVINFO( m_iAxisRespawnTail ) ),
#else
SendPropInt( SENDINFO( m_iRoundState ), 5 ),
SendPropBool( SENDINFO( m_bInWarmup ) ),
SendPropBool( SENDINFO( m_bAwaitingReadyRestart ) ),
SendPropTime( SENDINFO( m_flMapResetTime ) ),
SendPropTime( SENDINFO( m_flRestartRoundTime ) ),
SendPropBool( SENDINFO( m_bAlliesAreBombing ) ),
SendPropBool( SENDINFO( m_bAxisAreBombing ) ),
SendPropArray3( SENDINFO_ARRAY3(m_AlliesRespawnQueue), SendPropTime( SENDINFO_ARRAY(m_AlliesRespawnQueue) ) ),
SendPropArray3( SENDINFO_ARRAY3(m_AxisRespawnQueue), SendPropTime( SENDINFO_ARRAY(m_AxisRespawnQueue) ) ),
SendPropInt( SENDINFO( m_iAlliesRespawnHead ), Q_log2( DOD_RESPAWN_QUEUE_SIZE ) + 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iAlliesRespawnTail ), Q_log2( DOD_RESPAWN_QUEUE_SIZE ) + 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iAxisRespawnHead ), Q_log2( DOD_RESPAWN_QUEUE_SIZE ) + 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iAxisRespawnTail ), Q_log2( DOD_RESPAWN_QUEUE_SIZE ) + 1, SPROP_UNSIGNED ),
#endif
END_NETWORK_TABLE()
#ifndef CLIENT_DLL
ConVar dod_flagrespawnbonus( "dod_flagrespawnbonus", "1.0", FCVAR_GAMEDLL | FCVAR_CHEAT, "How many seconds per advantage flag to decrease the respawn time" );
ConVar mp_warmup_time( "mp_warmup_time", "0", FCVAR_GAMEDLL, "Warmup time length in seconds" );
ConVar mp_restartwarmup( "mp_restartwarmup", "0", FCVAR_GAMEDLL, "Set to 1 to start or restart the warmup period." );
ConVar mp_cancelwarmup( "mp_cancelwarmup", "0", FCVAR_GAMEDLL, "Set to 1 to end the warmup period." );
#endif
ConVar dod_enableroundwaittime( "dod_enableroundwaittime", "1", FCVAR_REPLICATED, "Enable timers to wait between rounds." );
ConVar mp_allowrandomclass( "mp_allowrandomclass", "1", FCVAR_REPLICATED, "Allow players to select random class" );
ConVar dod_bonusroundtime( "dod_bonusroundtime", "15", FCVAR_REPLICATED, "Time after round win until round restarts", true, 5, true, 15 );
LINK_ENTITY_TO_CLASS( dod_gamerules, CDODGameRulesProxy );
IMPLEMENT_NETWORKCLASS_ALIASED( DODGameRulesProxy, DT_DODGameRulesProxy )
#ifdef CLIENT_DLL
void RecvProxy_DODGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
{
CDODGameRules *pRules = DODGameRules();
Assert( pRules );
*pOut = pRules;
}
BEGIN_RECV_TABLE( CDODGameRulesProxy, DT_DODGameRulesProxy )
RecvPropDataTable( "dod_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_DODGameRules ), RecvProxy_DODGameRules )
END_RECV_TABLE()
#else
void* SendProxy_DODGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
{
CDODGameRules *pRules = DODGameRules();
Assert( pRules );
pRecipients->SetAllRecipients();
return pRules;
}
BEGIN_SEND_TABLE( CDODGameRulesProxy, DT_DODGameRulesProxy )
SendPropDataTable( "dod_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_DODGameRules ), SendProxy_DODGameRules )
END_SEND_TABLE()
#endif
static CDODViewVectors g_DODViewVectors(
Vector( 0, 0, 58 ), //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, 45 ), //VEC_DUCK_HULL_MAX (m_vDuckHullMax)
Vector( 0, 0, 34 ), //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_PRONE_HULL_MIN (m_vProneHullMin)
Vector( 16, 16, 24 ) //VEC_PRONE_HULL_MAX (m_vProneHullMax)
);
#ifdef CLIENT_DLL
#else
void ParseEntKVBlock( CBaseEntity *pNode, KeyValues *pkvNode )
{
KeyValues *pkvNodeData = pkvNode->GetFirstSubKey();
while ( pkvNodeData )
{
// Handle the connections block
if ( !Q_strcmp(pkvNodeData->GetName(), "connections") )
{
ParseEntKVBlock( pNode, pkvNodeData );
}
else
{
pNode->KeyValue( pkvNodeData->GetName(), pkvNodeData->GetString() );
}
pkvNodeData = pkvNodeData->GetNextKey();
}
}
CUtlVector<EHANDLE> m_hSpawnedEntities;
// for now only allow blocker walls to load this way
bool CanLoadEntityFromEntText( const char *clsName )
{
if ( !Q_strcmp( clsName, "func_team_wall" ) )
{
return true;
}
return false;
}
void Load_EntText( void )
{
bool oldLock = engine->LockNetworkStringTables( false );
// remove all ents in m_SpawnedEntities
for ( int i = 0; i < m_hSpawnedEntities.Count(); i++ )
{
UTIL_Remove( m_hSpawnedEntities[i] );
}
// delete the items from our list
m_hSpawnedEntities.RemoveAll();
// Find the commentary file
char szFullName[512];
Q_snprintf(szFullName,sizeof(szFullName), "maps/%s.ent", STRING( gpGlobals->mapname ));
KeyValues *pkvFile = new KeyValues( "EntText" );
if ( pkvFile->LoadFromFile( filesystem, szFullName, "MOD" ) )
{
DevMsg( "Load_EntText: Loading entity data from %s. \n", szFullName );
// Load each commentary block, and spawn the entities
KeyValues *pkvNode = pkvFile->GetFirstSubKey();
while ( pkvNode )
{
// Get node name
const char *pNodeName = pkvNode->GetName();
KeyValues *pClassname = pkvNode->FindKey( "classname" );
if ( pClassname )
{
// Use the classname instead
pNodeName = pClassname->GetString();
}
if ( CanLoadEntityFromEntText( pNodeName ) )
{
// Spawn the entity
CBaseEntity *pNode = CreateEntityByName( pNodeName );
if ( pNode )
{
ParseEntKVBlock( pNode, pkvNode );
DispatchSpawn( pNode );
EHANDLE hHandle;
hHandle = pNode;
m_hSpawnedEntities.AddToTail( hHandle );
}
else
{
Warning("Load_EntText: Failed to spawn entity, type: '%s'\n", pNodeName );
}
}
// Move to next entity
pkvNode = pkvNode->GetNextKey();
}
// Then activate all the entities
for ( int i = 0; i < m_hSpawnedEntities.Count(); i++ )
{
m_hSpawnedEntities[i]->Activate();
}
}
else
{
DevMsg( "Load_EntText: Could not find entity data file '%s'. \n", szFullName );
}
engine->LockNetworkStringTables( oldLock );
}
// --------------------------------------------------------------------------------------------------- //
// Voice helper
// --------------------------------------------------------------------------------------------------- //
class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
{
public:
virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity )
{
// Dead players can only be heard by other dead team mates
if ( pTalker->IsAlive() == false )
{
if ( pListener->IsAlive() == false )
return ( pListener->InSameTeam( pTalker ) );
return false;
}
return ( pListener->InSameTeam( pTalker ) );
}
};
CVoiceGameMgrHelper g_VoiceGameMgrHelper;
IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
// --------------------------------------------------------------------------------------------------- //
// Globals.
// --------------------------------------------------------------------------------------------------- //
// NOTE: the indices here must match TEAM_TERRORIST, TEAM_ALLIES, TEAM_AXIS, etc.
char *sTeamNames[] =
{
"Unassigned",
"Spectator",
"Allies",
"Axis"
};
static const char *s_PreserveEnts[] =
{
"player",
"viewmodel",
"worldspawn",
"soundent",
"ai_network",
"ai_hint",
"dod_gamerules",
"dod_team_manager",
"dod_player_manager",
"dod_objective_resource",
"env_soundscape",
"env_soundscape_proxy",
"env_soundscape_triggerable",
"env_sprite",
"env_sun",
"env_wind",
"env_fog_controller",
"func_brush",
"func_wall",
"func_illusionary",
"info_node",
"info_target",
"info_node_hint",
"info_player_allies",
"info_player_axis",
"point_viewcontrol",
"shadow_control",
"sky_camera",
"scene_manager",
"trigger_soundscape",
"info_dod_detect",
"dod_team_allies",
"dod_team_axis",
"point_commentary_node",
"dod_round_timer",
"func_precipitation",
"func_team_wall",
"", // END Marker
};
// --------------------------------------------------------------------------------------------------- //
// Global helper functions.
// --------------------------------------------------------------------------------------------------- //
// World.cpp calls this but we don't use it in DoD.
void InitBodyQue()
{
}
// Handler for the "bot" command.
CON_COMMAND_F( bot, "Add a bot.", FCVAR_CHEAT )
{
//CDODPlayer *pPlayer = CDODPlayer::Instance( UTIL_GetCommandClientIndex() );
// The bot command uses switches like command-line switches.
// -count <count> tells how many bots to spawn.
// -team <index> selects the bot's team. Default is -1 which chooses randomly.
// Note: if you do -team !, then it
// -class <index> selects the bot's class. Default is -1 which chooses randomly.
// -frozen prevents the bots from running around when they spawn in.
// Look at -count.
int count = args.FindArgInt( "-count", 1 );
count = clamp( count, 1, 16 );
int iTeam = TEAM_ALLIES;
const char *pVal = args.FindArg( "-team" );
if ( pVal )
{
iTeam = atoi( pVal );
iTeam = clamp( iTeam, 0, (GetNumberOfTeams()-1) );
}
int iClass = 0;
pVal = args.FindArg( "-class" );
if ( pVal )
{
iClass = atoi( pVal );
iClass = clamp( iClass, 0, 10 );
}
// Look at -frozen.
bool bFrozen = !!args.FindArg( "-frozen" );
// Ok, spawn all the bots.
while ( --count >= 0 )
{
BotPutInServer( bFrozen, iTeam, iClass );
}
}
void RestartRound_f()
{
DODGameRules()->State_Transition( STATE_RESTART );
}
ConCommand cc_Restart( "restartround", RestartRound_f, "Restart the round", FCVAR_CHEAT );
void CDODGameRules::CopyGamePlayLogic( const CDODGamePlayRules otherGamePlay )
{
m_GamePlayRules.CopyFrom( otherGamePlay );
}
// --------------------------------------------------------------------------------------------------- //
// CDODGameRules implementation.
// --------------------------------------------------------------------------------------------------- //
CDODGameRules::CDODGameRules()
{
InitTeams();
ResetMapTime();
m_GamePlayRules.Reset();
ResetScores();
m_bInWarmup = false;
m_bAwaitingReadyRestart = false;
m_flRestartRoundTime = -1;
m_iAlliesRespawnHead = 0;
m_iAlliesRespawnTail = 0;
m_iAxisRespawnHead = 0;
m_iAxisRespawnTail = 0;
m_iNumAlliesRespawnWaves = 0;
m_iNumAxisRespawnWaves = 0;
for ( int i=0; i <DOD_RESPAWN_QUEUE_SIZE; i++ )
{
m_AlliesRespawnQueue.Set( i, 0 );
m_AxisRespawnQueue.Set( i, 0 );
}
m_bLevelInitialized = false;
m_iSpawnPointCount_Allies = 0;
m_iSpawnPointCount_Axis = 0;
Q_memset( m_vecPlayerPositions,0, sizeof(m_vecPlayerPositions) );
// Lets execute a map specific cfg file
// Matt - execute this after server.cfg!
char szCommand[256] = { 0 };
// Map names cannot contain quotes or control characters so this is safe but silly that we have to do it.
Q_snprintf( szCommand, sizeof(szCommand), "exec \"%s.cfg\"\n", STRING(gpGlobals->mapname) );
engine->ServerCommand( szCommand );
m_pCurStateInfo = NULL;
State_Transition( STATE_PREGAME );
// stats
memset( m_iStatsKillsPerClass_Allies, 0, sizeof(m_iStatsKillsPerClass_Allies) );
memset( m_iStatsKillsPerClass_Axis, 0, sizeof(m_iStatsKillsPerClass_Axis) );
memset( m_iStatsSpawnsPerClass_Allies, 0, sizeof(m_iStatsSpawnsPerClass_Allies) );
memset( m_iStatsSpawnsPerClass_Axis, 0, sizeof(m_iStatsSpawnsPerClass_Axis) );
memset( m_iStatsCapsPerClass_Allies, 0, sizeof(m_iStatsCapsPerClass_Allies) );
memset( m_iStatsCapsPerClass_Axis, 0, sizeof(m_iStatsCapsPerClass_Axis) );
memset( m_iStatsDefensesPerClass_Allies, 0, sizeof(m_iStatsDefensesPerClass_Allies) );
memset( m_iStatsDefensesPerClass_Axis, 0, sizeof(m_iStatsDefensesPerClass_Axis) );
memset( &m_iWeaponShotsFired, 0, sizeof(m_iWeaponShotsFired) );
memset( &m_iWeaponShotsHit, 0, sizeof(m_iWeaponShotsHit) );
memset( &m_iWeaponDistanceBuckets, 0, sizeof(m_iWeaponDistanceBuckets) );
memset( &m_flSecondsPlayedPerClass_Allies, 0, sizeof(m_flSecondsPlayedPerClass_Allies) );
memset( &m_flSecondsPlayedPerClass_Axis, 0, sizeof(m_flSecondsPlayedPerClass_Axis) );
m_bUsingTimer = false;
m_pRoundTimer = NULL; // created on first round spawn that requires a timer
m_bAlliesAreBombing = false;
m_bAxisAreBombing = false;
m_flNextFailSafeWaveCheckTime = 0;
// Init the holiday
int day = 0, month = 0, year = 0;
#ifdef WIN32
GetCurrentDate( &day, &month, &year );
#elif POSIX
time_t now = time(NULL);
struct tm *tm = localtime( &now );
day = tm->tm_mday + 1;
month = tm->tm_mon;
year = tm->tm_year + 1900;
#endif
if ( ( month == 12 && day >= 1 ) || ( month == 1 && day <= 2 ) )
{
m_bWinterHolidayActive = true;
}
else
{
m_bWinterHolidayActive = false;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDODGameRules::~CDODGameRules()
{
// Note, don't delete each team since they are in the gEntList and will
// automatically be deleted from there, instead.
g_Teams.Purge();
}
void CDODGameRules::LevelShutdown( void )
{
UploadLevelStats();
BaseClass::LevelShutdown();
}
#define MY_USHRT_MAX 0xffff
#define MY_UCHAR_MAX 0xff
void CDODGameRules::UploadLevelStats( void )
{
if ( Q_strlen( STRING( gpGlobals->mapname ) ) > 0 )
{
int i,j;
CDODTeam *pAllies = GetGlobalDODTeam( TEAM_ALLIES );
CDODTeam *pAxis = GetGlobalDODTeam( TEAM_AXIS );
dod_gamestats_t stats;
memset( &stats, 0, sizeof(stats) );
// Header
stats.header.iVersion = DOD_STATS_BLOB_VERSION;
Q_strncpy( stats.header.szGameName, "dod", sizeof(stats.header.szGameName) );
Q_strncpy( stats.header.szMapName, STRING( gpGlobals->mapname ), sizeof( stats.header.szMapName ) );
ConVar *hostip = cvar->FindVar( "hostip" );
if ( hostip )
{
int ip = hostip->GetInt();
stats.header.ipAddr[0] = ip >> 24;
stats.header.ipAddr[1] = ( ip >> 16 ) & 0xff;
stats.header.ipAddr[2] = ( ip >> 8 ) & 0xff;
stats.header.ipAddr[3] = ( ip ) & 0xff;
}
ConVar *hostport = cvar->FindVar( "hostip" );
if ( hostport )
{
stats.header.port = hostport->GetInt();
}
stats.header.serverid = 0;
stats.iMinutesPlayed = clamp( (short)( gpGlobals->curtime / 60 ), 0, MY_USHRT_MAX );
// Team Scores
stats.iNumAlliesWins = clamp( pAllies->GetRoundsWon(), 0, MY_UCHAR_MAX );
stats.iNumAxisWins = clamp( pAxis->GetRoundsWon(), 0, MY_UCHAR_MAX );
stats.iAlliesTickPoints = clamp( pAllies->GetScore(), 0, MY_USHRT_MAX );
stats.iAxisTickPoints = clamp( pAxis->GetScore(), 0, MY_USHRT_MAX );
// Player Data
for ( i=1;i<=MAX_PLAYERS;i++ )
{
CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
// Sum up the time played for players that are still connected.
// players who disconnected had their connect time added in ClientDisconnected
// Tally the latest time for this player
pPlayer->TallyLatestTimePlayedPerClass( pPlayer->GetTeamNumber(), pPlayer->m_Shared.DesiredPlayerClass() );
for( j=0;j<7;j++ )
{
m_flSecondsPlayedPerClass_Allies[j] += pPlayer->m_flTimePlayedPerClass_Allies[j];
m_flSecondsPlayedPerClass_Axis[j] += pPlayer->m_flTimePlayedPerClass_Axis[j];
}
}
}
// convert to minutes
for( j=0;j<7;j++ )
{
stats.iMinutesPlayedPerClass_Allies[j] = clamp( (short)( m_flSecondsPlayedPerClass_Allies[j] / 60 ), 0, MY_USHRT_MAX );
stats.iMinutesPlayedPerClass_Axis[j] = clamp( (short)( m_flSecondsPlayedPerClass_Axis[j] / 60 ), 0, MY_USHRT_MAX );
}
for ( i=0;i<6;i++ )
{
stats.iKillsPerClass_Allies[i] = clamp( (short)m_iStatsKillsPerClass_Allies[i], 0, MY_USHRT_MAX );
stats.iKillsPerClass_Axis[i] = clamp( (short)m_iStatsKillsPerClass_Axis[i], 0, MY_USHRT_MAX );
stats.iSpawnsPerClass_Allies[i] = clamp( (short)m_iStatsSpawnsPerClass_Allies[i], 0, MY_USHRT_MAX );
stats.iSpawnsPerClass_Axis[i] = clamp( (short)m_iStatsSpawnsPerClass_Axis[i], 0, MY_USHRT_MAX );
stats.iCapsPerClass_Allies[i] = clamp( (short)m_iStatsCapsPerClass_Allies[i], 0, MY_USHRT_MAX );
stats.iCapsPerClass_Axis[i] = clamp( (short)m_iStatsCapsPerClass_Axis[i], 0, MY_USHRT_MAX );
stats.iDefensesPerClass_Allies[i] = clamp( m_iStatsDefensesPerClass_Allies[i], 0, MY_UCHAR_MAX );
stats.iDefensesPerClass_Axis[i] = clamp( m_iStatsDefensesPerClass_Axis[i], 0, MY_UCHAR_MAX );
}
// Server Settings
stats.iClassLimits_Allies[0] = clamp( mp_limitAlliesRifleman.GetInt(), -1, 254 );
stats.iClassLimits_Allies[1] = clamp( mp_limitAlliesAssault.GetInt(), -1, 254 );
stats.iClassLimits_Allies[2] = clamp( mp_limitAlliesSupport.GetInt(), -1, 254 );
stats.iClassLimits_Allies[3] = clamp( mp_limitAlliesSniper.GetInt(), -1, 254 );
stats.iClassLimits_Allies[4] = clamp( mp_limitAlliesMachinegun.GetInt(), -1, 254 );
stats.iClassLimits_Allies[5] = clamp( mp_limitAlliesRocket.GetInt(), -1, 254 );
stats.iClassLimits_Axis[0] = clamp( mp_limitAxisRifleman.GetInt(), -1, 254 );
stats.iClassLimits_Axis[1] = clamp( mp_limitAxisAssault.GetInt(), -1, 254 );
stats.iClassLimits_Axis[2] = clamp( mp_limitAxisSupport.GetInt(), -1, 254 );
stats.iClassLimits_Axis[3] = clamp( mp_limitAxisSniper.GetInt(), -1, 254 );
stats.iClassLimits_Axis[4] = clamp( mp_limitAxisMachinegun.GetInt(), -1, 254 );
stats.iClassLimits_Axis[5] = clamp( mp_limitAxisRocket.GetInt(), -1, 254 );
// Weapon Data
// Send hit/shots/distance info for the following guns / modes
for ( i=0;i<DOD_NUM_DISTANCE_STAT_WEAPONS;i++ )
{
int weaponId = iDistanceStatWeapons[i];
stats.weaponStatsDistance[i].iNumHits = clamp( m_iWeaponShotsHit[weaponId], 0, MY_USHRT_MAX );
stats.weaponStatsDistance[i].iNumAttacks = clamp( m_iWeaponShotsFired[weaponId], 0, MY_USHRT_MAX );
for ( int j=0;j<DOD_NUM_WEAPON_DISTANCE_BUCKETS;j++ )
{
stats.weaponStatsDistance[i].iDistanceBuckets[j] = clamp( m_iWeaponDistanceBuckets[weaponId][j], 0, MY_USHRT_MAX );
}
}
// Send hit/shots info for the following guns / modes
for ( i=0;i<DOD_NUM_NODIST_STAT_WEAPONS;i++ )
{
int weaponId = iNoDistStatWeapons[i];
stats.weaponStats[i].iNumHits = clamp( m_iWeaponShotsHit[weaponId], 0, MY_USHRT_MAX );
stats.weaponStats[i].iNumAttacks = clamp( m_iWeaponShotsFired[weaponId], 0, MY_USHRT_MAX );
}
const void *pvBlobData = ( const void * )( &stats );
unsigned int uBlobSize = sizeof( stats );
if ( gamestatsuploader )
{
gamestatsuploader->UploadGameStats(
STRING( gpGlobals->mapname ),
DOD_STATS_BLOB_VERSION,
uBlobSize,
pvBlobData );
}
}
}
void CDODGameRules::Stats_PlayerKill( int team, int cls )
{
Assert( cls >= 0 && cls <= 5 );
if ( cls >= 0 && cls <= 5 )
{
if ( team == TEAM_ALLIES )
m_iStatsKillsPerClass_Allies[cls]++;
else if ( team == TEAM_AXIS )
m_iStatsKillsPerClass_Axis[cls]++;
}
}
void CDODGameRules::Stats_PlayerCap( int team, int cls )
{
Assert( cls >= 0 && cls <= 5 );
if ( cls >= 0 && cls <= 5 )
{
if ( team == TEAM_ALLIES )
m_iStatsCapsPerClass_Allies[cls]++;
else if ( team == TEAM_AXIS )
m_iStatsCapsPerClass_Axis[cls]++;
}
}
void CDODGameRules::Stats_PlayerDefended( int team, int cls )
{
Assert( cls >= 0 && cls <= 5 );
if ( cls >= 0 && cls <= 5 )
{
if ( team == TEAM_ALLIES )
m_iStatsDefensesPerClass_Allies[cls]++;
else if ( team == TEAM_AXIS )
m_iStatsDefensesPerClass_Axis[cls]++;
}
}
void CDODGameRules::Stats_WeaponFired( int weaponID )
{
m_iWeaponShotsFired[weaponID]++;
}
void CDODGameRules::Stats_WeaponHit( int weaponID, float flDist )
{
m_iWeaponShotsHit[weaponID]++;
int bucket = Stats_WeaponDistanceToBucket( weaponID, flDist );
m_iWeaponDistanceBuckets[weaponID][bucket]++;
}
int CDODGameRules::Stats_WeaponDistanceToBucket( int weaponID, float flDist )
{
int bucket = 4;
int iDist = (int)flDist;
for ( int i=0;i<DOD_NUM_WEAPON_DISTANCE_BUCKETS-1;i++ )
{
if ( iDist < iWeaponBucketDistances[i] )
{
bucket = i;
break;
}
}
return bucket;
}
//-----------------------------------------------------------------------------
// Purpose: DoD Specific Client Commands
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CDODGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
{
CDODPlayer *pPlayer = ToDODPlayer( pEdict );
const char *pcmd = args[0];
#ifdef DEBUG
if ( FStrEq( pcmd, "teamwin" ) )
{
if ( args.ArgC() < 2 )
return true;
SetWinningTeam( atoi( args[1] ) );
return true;
}
else
#endif
// Handle some player commands here as they relate more directly to gamerules state
if ( FStrEq( pcmd, "nextmap" ) )
{
CDODPlayer *pDODPlayer = ToDODPlayer(pPlayer);
if ( pDODPlayer->m_flNextTimeCheck < gpGlobals->curtime )
{
char szNextMap[32];
if ( nextlevel.GetString() && *nextlevel.GetString() )
{
Q_strncpy( szNextMap, nextlevel.GetString(), sizeof( szNextMap ) );
}
else
{
GetNextLevelName( szNextMap, sizeof( szNextMap ) );
}
ClientPrint( pPlayer, HUD_PRINTTALK, "#game_nextmap", szNextMap);
pDODPlayer->m_flNextTimeCheck = gpGlobals->curtime + 1;
}
return true;
}
else if ( FStrEq( pcmd, "timeleft" ) )
{
CDODPlayer *pDODPlayer = ToDODPlayer(pPlayer);
if ( pDODPlayer->m_flNextTimeCheck < gpGlobals->curtime )
{
if ( mp_timelimit.GetInt() > 0 )
{
int iTimeLeft = GetTimeLeft();
char szMinutes[5];
char szSeconds[3];
if ( iTimeLeft <= 0 )
{
Q_snprintf( szMinutes, sizeof(szMinutes), "0" );
Q_snprintf( szSeconds, sizeof(szSeconds), "00" );
}
else
{
Q_snprintf( szMinutes, sizeof(szMinutes), "%d", iTimeLeft / 60 );
Q_snprintf( szSeconds, sizeof(szSeconds), "%02d", iTimeLeft % 60 );
}
ClientPrint( pPlayer, HUD_PRINTTALK, "#game_time_left1", szMinutes, szSeconds );
}
else
{
ClientPrint( pPlayer, HUD_PRINTTALK, "#game_time_left2" );
}
CDODPlayer *pDODPlayer = ToDODPlayer(pPlayer);
pDODPlayer->m_flNextTimeCheck = gpGlobals->curtime + 1;
}
return true;
}
else if ( pPlayer->ClientCommand( args ) )
{
return true;
}
else if ( BaseClass::ClientCommand( pEdict, args ) )
{
return true;
}
return false;
}
void CDODGameRules::CheckChatForReadySignal( CDODPlayer *pPlayer, const char *chatmsg )
{
if( m_bAwaitingReadyRestart && FStrEq( chatmsg, mp_clan_ready_signal.GetString() ) )
{
if( !m_bHeardAlliesReady && pPlayer->GetTeamNumber() == TEAM_ALLIES )
{
m_bHeardAlliesReady = true;
IGameEvent *event = gameeventmanager->CreateEvent( "dod_allies_ready" );
if ( event )
gameeventmanager->FireEvent( event );
}
else if( !m_bHeardAxisReady && pPlayer->GetTeamNumber() == TEAM_AXIS )
{
m_bHeardAxisReady = true;
IGameEvent *event = gameeventmanager->CreateEvent( "dod_axis_ready" );
if ( event )
gameeventmanager->FireEvent( event );
}
}
}
int CDODGameRules::SelectDefaultTeam()
{
int team = TEAM_UNASSIGNED;
CDODTeam *pAllies = GetGlobalDODTeam(TEAM_ALLIES);
CDODTeam *pAxis = GetGlobalDODTeam(TEAM_AXIS);
int iNumAllies = pAllies->GetNumPlayers();
int iNumAxis = pAxis->GetNumPlayers();
int iAlliesRoundsWon = pAllies->GetRoundsWon();
int iAxisRoundsWon = pAxis->GetRoundsWon();
int iAlliesPoints = pAllies->GetScore();
int iAxisPoints = pAxis->GetScore();
// Choose the team that's lacking players
if ( iNumAllies < iNumAxis )
{
team = TEAM_ALLIES;
}
else if ( iNumAllies > iNumAxis )
{
team = TEAM_AXIS;
}
// Choose the team that's losing
else if ( iAlliesRoundsWon < iAxisRoundsWon )
{
team = TEAM_ALLIES;
}
else if ( iAlliesRoundsWon > iAxisRoundsWon )
{
team = TEAM_AXIS;
}
// choose the team with fewer points
else if ( iAlliesPoints < iAxisPoints )
{
team = TEAM_ALLIES;
}
else if ( iAlliesPoints > iAxisPoints )
{
team = TEAM_AXIS;
}
else
{
// Teams and scores are equal, pick a random team
team = ( random->RandomInt(0,1) == 0 ) ? TEAM_ALLIES : TEAM_AXIS;
}
if ( TeamFull( team ) )
{
// Pick the opposite team
if ( team == TEAM_ALLIES )
{
team = TEAM_AXIS;
}
else
{
team = TEAM_ALLIES;
}
// No choices left
if ( TeamFull( team ) )
return TEAM_UNASSIGNED;
}
return team;
}
bool CDODGameRules::TeamFull( int team_id )
{
switch ( team_id )
{
case TEAM_ALLIES:
{
int iNumAllies = GetGlobalDODTeam(TEAM_ALLIES)->GetNumPlayers();
return iNumAllies >= m_iSpawnPointCount_Allies;
}
case TEAM_AXIS:
{
int iNumAxis = GetGlobalDODTeam(TEAM_AXIS)->GetNumPlayers();
return iNumAxis >= m_iSpawnPointCount_Axis;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Player has just spawned. Equip them.
//-----------------------------------------------------------------------------
// return a multiplier that should adjust the damage done by a blast at position vecSrc to something at the position
// vecEnd. This will take into account the density of an entity that blocks the line of sight from one position to
// the other.
//
// this algorithm was taken from the HL2 version of RadiusDamage.
float CDODGameRules::GetExplosionDamageAdjustment(Vector & vecSrc, Vector & vecEnd, CBaseEntity *pTarget, CBaseEntity *pEntityToIgnore)
{
float retval = 0.0;
trace_t tr;
UTIL_TraceLine(vecSrc, vecEnd, MASK_SHOT, pEntityToIgnore, COLLISION_GROUP_NONE, &tr);
Assert( pTarget );
// its a hit if we made it to the dest, or if we hit another part of the target on the way
if (tr.fraction == 1.0 || tr.m_pEnt == pTarget )
{
retval = 1.0;
}
else if (!(tr.DidHitWorld()) && (tr.m_pEnt != NULL) && (tr.m_pEnt->GetOwnerEntity() != pEntityToIgnore))
{
// if we didn't hit world geometry perhaps there's still damage to be done here.
CBaseEntity *blockingEntity = tr.m_pEnt;
// check to see if this part of the player is visible if entities are ignored.
UTIL_TraceLine(vecSrc, vecEnd, CONTENTS_SOLID, NULL, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0)
{
if ((blockingEntity != NULL) && (blockingEntity->VPhysicsGetObject() != NULL))
{
int nMaterialIndex = blockingEntity->VPhysicsGetObject()->GetMaterialIndex();
float flDensity;
float flThickness;
float flFriction;
float flElasticity;
physprops->GetPhysicsProperties( nMaterialIndex, &flDensity,
&flThickness, &flFriction, &flElasticity );
const float ONE_OVER_DENSITY_ABSORB_ALL_DAMAGE = ( 1.0 / 3000.0 );
float scale = flDensity * ONE_OVER_DENSITY_ABSORB_ALL_DAMAGE;
if ((scale >= 0.0) && (scale < 1.0))
{
retval = 1.0 - scale;
}
else if (scale < 0.0)
{
// should never happen, but just in case.
retval = 1.0;
}
}
else
{
retval = 0.75; // we're blocked by something that isn't an entity with a physics module or world geometry, just cut damage in half for now.
}
}
}
return retval;
}
// returns the percentage of the player that is visible from the given point in the world.
// return value is between 0 and 1.
float CDODGameRules::GetAmountOfEntityVisible(Vector & vecSrc, CBaseEntity *entity, CBaseEntity *pIgnoreEntity )
{
float retval = 0.0;
Vector vecHullSizeNormal = VEC_HULL_MAX - VEC_HULL_MIN;
const float damagePercentageChest = 0.40;
const float damagePercentageHead = 0.30;
const float damagePercentageFoot = 0.10; // x 2
const float damagePercentageHand = 0.05; // x 2
if (!(entity->IsPlayer()))
{
// the entity is not a player, so the damage is all or nothing.
Vector vecTarget;
vecTarget = entity->BodyTarget(vecSrc, false);
return GetExplosionDamageAdjustment(vecSrc, vecTarget, entity, pIgnoreEntity);
}
CDODPlayer *player = ToDODPlayer(entity);
/*
new, sane method
*/
static int iRHandIndex = 0;
static int iLHandIndex = 0;
static int iHeadIndex = 0;
static int iChestIndex = 0;
static int iRFootIndex = 0;
static int iLFootIndex = 0;
static bool bInitializedBones = false;
if ( !bInitializedBones )
{
iRHandIndex = player->LookupBone( "ValveBiped.Bip01_R_Hand" );
iLHandIndex = player->LookupBone( "ValveBiped.Bip01_L_Hand" );
iHeadIndex = player->LookupBone( "ValveBiped.Bip01_Head1" );
iChestIndex = player->LookupBone( "ValveBiped.Bip01_Spine2" );
iRFootIndex = player->LookupBone( "ValveBiped.Bip01_R_Foot" );
iLFootIndex = player->LookupBone( "ValveBiped.Bip01_L_Foot" );
Assert( iRHandIndex != -1 );
Assert( iLHandIndex != -1 );
Assert( iHeadIndex != -1 );
Assert( iChestIndex != -1 );
Assert( iRFootIndex != -1 );
Assert( iLFootIndex != -1 );
bInitializedBones = true;
}
#ifdef _DEBUG
// verify that these bone indeces don't change
int checkBoneIndex = player->LookupBone( "ValveBiped.Bip01_R_Hand" );
Assert( checkBoneIndex == iRHandIndex );
#endif
QAngle dummyAngle;
Vector vecRHand;
player->GetBonePosition( iRHandIndex, vecRHand, dummyAngle );
Vector vecLHand;
player->GetBonePosition( iLHandIndex, vecLHand, dummyAngle );
Vector vecHead;
player->GetBonePosition( iHeadIndex, vecHead, dummyAngle );
Vector vecChest;
player->GetBonePosition( iChestIndex, vecChest, dummyAngle );
Vector vecRFoot;
player->GetBonePosition( iRFootIndex, vecRFoot, dummyAngle );
Vector vecLFoot;
player->GetBonePosition( iLFootIndex, vecLFoot, dummyAngle );
// right hand
float damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecRHand, player, pIgnoreEntity );
retval += (damagePercentageHand * damageAdjustment);
/*
Msg( "right hand: %.1f\n", damageAdjustment );
NDebugOverlay::Line( vecSrc, vecRHand,
(int)(damageAdjustment * 255.0),
(int)((1.0 - damageAdjustment) * 255.0),
0,
true,
10 );*/
// left hand
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecLHand, player, pIgnoreEntity );
retval += (damagePercentageHand * damageAdjustment);
/*
Msg( "left hand: %.1f\n", damageAdjustment );
NDebugOverlay::Line( vecSrc, vecLHand,
(int)(damageAdjustment * 255.0),
(int)((1.0 - damageAdjustment) * 255.0),
0,
true,
10 );*/
// head
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecHead, player, pIgnoreEntity );
retval += (damagePercentageHead * damageAdjustment);
/*
Msg( "head: %.1f\n", damageAdjustment );
NDebugOverlay::Line( vecSrc, vecHead,
(int)(damageAdjustment * 255.0),
(int)((1.0 - damageAdjustment) * 255.0),
0,
true,
10 );*/
// chest
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecChest, player, pIgnoreEntity );
retval += (damagePercentageChest * damageAdjustment);
/*
Msg( "chest: %.1f\n", damageAdjustment );
NDebugOverlay::Line( vecSrc, vecChest,
(int)(damageAdjustment * 255.0),
(int)((1.0 - damageAdjustment) * 255.0),
0,
true,
10 );*/
// right foot
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecRFoot, player, pIgnoreEntity );
retval += (damagePercentageFoot * damageAdjustment);
/*
Msg( "right foot: %.1f\n", damageAdjustment );
NDebugOverlay::Line( vecSrc, vecRFoot,
(int)(damageAdjustment * 255.0),
(int)((1.0 - damageAdjustment) * 255.0),
0,
true,
10 );*/
// left foot
damageAdjustment = GetExplosionDamageAdjustment(vecSrc, vecRFoot, player, pIgnoreEntity );
retval += (damagePercentageFoot * damageAdjustment);
/*
Msg( "left foot: %.1f\n", damageAdjustment );
NDebugOverlay::Line( vecSrc, vecRFoot,
(int)(damageAdjustment * 255.0),
(int)((1.0 - damageAdjustment) * 255.0),
0,
true,
10 );*/
// Msg( "total: %.1f\n", retval );
return retval;
}
void CDODGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore )
{
RadiusDamage( info, vecSrcIn, flRadius, iClassIgnore, pEntityIgnore, false );
}
ConVar r_visualizeExplosion( "r_visualizeExplosion", "0", FCVAR_CHEAT );
void CDODGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore, bool bIgnoreWorld /* = false */ )
{
CBaseEntity *pEntity = NULL;
trace_t tr;
float flAdjustedDamage, falloff;
Vector vecSpot;
Vector vecToTarget;
Vector vecSrc = vecSrcIn;
float flDamagePercentage;
if ( flRadius )
falloff = info.GetDamage() / flRadius;
else
falloff = 1.0;
vecSrc.z += 1;// in case grenade is lying on the ground
if ( r_visualizeExplosion.GetBool() )
{
float flLethalRange = ( info.GetDamage() - 100 ) / falloff;
float flHalfDamageRange = ( info.GetDamage() - 50 ) / falloff;
float flZeroDamageRange = ( info.GetDamage() ) / falloff;
// draw a red sphere representing the kill area
Vector dest = vecSrc;
dest.x += flLethalRange;
NDebugOverlay::HorzArrow( vecSrc, dest, 10, 255, 0, 0, 255, true, 10.0 );
// yellow for 50 damage
dest = vecSrc;
dest.x += flHalfDamageRange;
NDebugOverlay::HorzArrow( vecSrc, dest, 10, 255, 255, 0, 255, true, 10.0 );
// green for > 0 damage
dest = vecSrc;
dest.x += flZeroDamageRange;
NDebugOverlay::HorzArrow( vecSrc, dest, 10, 0, 255, 0, 255, true, 10.0 );
}
// iterate on all entities in the vicinity.
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( pEntity->m_takedamage != DAMAGE_NO )
{
// UNDONE: this should check a damage mask, not an ignore
if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
continue;
if ( pEntity == pEntityIgnore )
continue;
// radius damage can only be blocked by the world
vecSpot = pEntity->BodyTarget( vecSrc );
if ( bIgnoreWorld )
{
flDamagePercentage = 1.0;
}
else
{
// get the percentage of the target entity that is visible from the
// explosion position.
flDamagePercentage = GetAmountOfEntityVisible(vecSrc, pEntity, info.GetInflictor() );
}
if (flDamagePercentage > 0.0)
{
// the explosion can 'see' this entity, so hurt them!
vecToTarget = ( vecSpot - vecSrc );
// decrease damage for an ent that's farther from the bomb.
flAdjustedDamage = vecToTarget.Length() * falloff;
flAdjustedDamage = info.GetDamage() - flAdjustedDamage;
flAdjustedDamage *= flDamagePercentage;
if ( flAdjustedDamage > 0 )
{
CTakeDamageInfo adjustedInfo = info;
adjustedInfo.SetDamage( flAdjustedDamage );
Vector dir = vecToTarget;
VectorNormalize( dir );
// If we don't have a damage force, manufacture one
if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
{
CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5 /* explosion scale! */ );
}
else
{
// Assume the force passed in is the maximum force. Decay it based on falloff.
float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
adjustedInfo.SetDamageForce( dir * flForce );
adjustedInfo.SetDamagePosition( vecSrc );
}
pEntity->TakeDamage( adjustedInfo );
// Now hit all triggers along the way that respond to damage...
pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecSpot, dir );
}
}
}
}
}
void CDODGameRules::RadiusStun( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius )
{
CBaseEntity *pEntity = NULL;
trace_t tr;
float flAdjustedDamage, falloff;
Vector vecSpot;
Vector vecToTarget;
if ( flRadius )
falloff = info.GetDamage() / flRadius;
else
falloff = 1.0;
// ok, now send updates to all clients
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits;
playerbits.ClearAll();
// see which players are actually in the PVS of the grenade
engine->Message_DetermineMulticastRecipients( false, vecSrc, playerbits );
// Iterate through all players that made it into playerbits, that are inside the radius
// and give them stun damage
for ( int i=0;i<MAX_PLAYERS;i++ )
{
if ( playerbits.Get(i) == false )
continue;
pEntity = UTIL_EntityByIndex( i+1 );
if ( !pEntity || !pEntity->IsPlayer() )
continue;
if ( pEntity->m_takedamage != DAMAGE_NO )
{
// radius damage can only be blocked by the world
vecSpot = pEntity->BodyTarget( vecSrc );
// the explosion can 'see' this entity, so hurt them!
vecToTarget = ( vecSpot - vecSrc );
float flDist = vecToTarget.Length();
// make sure they are inside the radius
if ( flDist > flRadius )
continue;
// decrease damage for an ent that's farther from the bomb.
flAdjustedDamage = flDist * falloff;
flAdjustedDamage = info.GetDamage() - flAdjustedDamage;
if ( flAdjustedDamage > 0 )
{
CTakeDamageInfo adjustedInfo = info;
adjustedInfo.SetDamage( flAdjustedDamage );
pEntity->TakeDamage( adjustedInfo );
}
}
}
}
void CDODGameRules::Think()
{
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;
}
State_Think();
if ( gpGlobals->curtime > m_flNextPeriodicThink )
{
if ( CheckTimeLimit() )
return;
if ( CheckWinLimit() )
return;
CheckRestartRound();
CheckWarmup();
CheckPlayerPositions();
m_flNextPeriodicThink = gpGlobals->curtime + 1.0;
}
CGameRules::Think();
}
void CDODGameRules::GoToIntermission( void )
{
BaseClass::GoToIntermission();
// set all players to FL_FROZEN
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
pPlayer->AddFlag( FL_FROZEN );
pPlayer->StatEvent_UploadStats();
}
}
// Print out map stats to a text file
//WriteStatsFile( "stats.xml" );
State_Enter( STATE_GAME_OVER );
}
void CDODGameRules::SetInWarmup( bool bWarmup )
{
if( m_bInWarmup == bWarmup )
return;
m_bInWarmup = bWarmup;
if( m_bInWarmup )
{
m_flWarmupTimeEnds = gpGlobals->curtime + mp_warmup_time.GetFloat();
DevMsg( "Warmup_Begin\n" );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_warmup_begins" );
if ( event )
gameeventmanager->FireEvent( event );
}
else
{
m_flWarmupTimeEnds = -1;
DevMsg( "Warmup_Ends\n" );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_warmup_ends" );
if ( event )
gameeventmanager->FireEvent( event );
}
}
void CDODGameRules::CheckWarmup( void )
{
if( mp_restartwarmup.GetBool() )
{
if( m_bInWarmup )
{
m_flWarmupTimeEnds = gpGlobals->curtime + mp_warmup_time.GetFloat();
}
else
DODGameRules()->SetInWarmup( true );
mp_restartwarmup.SetValue( 0 );
}
if( mp_cancelwarmup.GetBool() )
{
DODGameRules()->SetInWarmup( false );
mp_cancelwarmup.SetValue( 0 );
}
if( m_bInWarmup )
{
// only exit the warmup if the time is up, and we are not in a round
// restart countdown already, and we are not waiting for a ready restart
if( gpGlobals->curtime > m_flWarmupTimeEnds && m_flRestartRoundTime < 0 && !m_bAwaitingReadyRestart )
{
// no need to end the warmup, the restart will end it automatically
//SetInWarmup( false );
m_flRestartRoundTime = gpGlobals->curtime; // reset asap
}
}
}
void CDODGameRules::CheckRestartRound( void )
{
if( mp_clan_readyrestart.GetBool() )
{
m_bAwaitingReadyRestart = true;
m_bHeardAlliesReady = false;
m_bHeardAxisReady = false;
const char *pszReadyString = mp_clan_ready_signal.GetString();
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#clan_ready_rules", pszReadyString );
UTIL_ClientPrintAll( HUD_PRINTTALK, "#clan_ready_rules", pszReadyString );
// Don't let them put anything malicious in there
if( pszReadyString == NULL || Q_strlen(pszReadyString) > 16 )
{
pszReadyString = "ready";
}
IGameEvent *event = gameeventmanager->CreateEvent( "dod_ready_restart" );
if ( event )
gameeventmanager->FireEvent( event );
mp_clan_readyrestart.SetValue( 0 );
// cancel any restart round in progress
m_flRestartRoundTime = -1;
}
// Restart the game if specified by the server
int iRestartDelay = mp_clan_restartround.GetInt();
if ( iRestartDelay > 0 )
{
if ( iRestartDelay > 60 )
iRestartDelay = 60;
m_flRestartRoundTime = gpGlobals->curtime + iRestartDelay;
IGameEvent *event = gameeventmanager->CreateEvent( "dod_round_restart_seconds" );
if ( event )
{
event->SetInt( "seconds", iRestartDelay );
gameeventmanager->FireEvent( event );
}
mp_clan_restartround.SetValue( 0 );
// cancel any ready restart in progress
m_bAwaitingReadyRestart = false;
}
}
bool CDODGameRules::CheckTimeLimit()
{
if ( IsGameUnderTimeLimit() )
{
if( GetTimeLeft() <= 0 )
{
IGameEvent *event = gameeventmanager->CreateEvent( "dod_game_over" );
if ( event )
{
event->SetString( "reason", "Reached Time Limit" );
gameeventmanager->FireEvent( event );
}
SendTeamScoresEvent();
GoToIntermission();
return true;
}
}
return false;
}
bool CDODGameRules::CheckWinLimit()
{
// has one team won the specified number of rounds?
int iWinLimit = mp_winlimit.GetInt();
if ( iWinLimit > 0 )
{
CDODTeam *pAllies = GetGlobalDODTeam(TEAM_ALLIES);
CDODTeam *pAxis = GetGlobalDODTeam(TEAM_AXIS);
bool bAlliesWin = pAllies->GetRoundsWon() >= iWinLimit;
bool bAxisWin = pAxis->GetRoundsWon() >= iWinLimit;
if ( bAlliesWin || bAxisWin )
{
IGameEvent *event = gameeventmanager->CreateEvent( "dod_game_over" );
if ( event )
{
event->SetString( "reason", "Reached Round Win Limit" );
gameeventmanager->FireEvent( event );
}
GoToIntermission();
return true;
}
}
return false;
}
void CDODGameRules::CheckPlayerPositions()
{
int i;
bool bUpdatePlayer[MAX_PLAYERS];
Q_memset( bUpdatePlayer, 0, sizeof(bUpdatePlayer) );
// check all players
for ( i=1; i<=gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
Vector origin = pPlayer->GetAbsOrigin();
Vector2D pos( (int)(origin.x/4), (int)(origin.y/4) );
if ( pos == m_vecPlayerPositions[i-1] )
continue; // player didn't move enough
m_vecPlayerPositions[i-1] = pos;
bUpdatePlayer[i-1] = true; // player position changed since last time
}
// ok, now send updates to all clients
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits;
for ( i=1; i<=gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
if ( !pPlayer->IsConnected() )
continue;
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin( filter, "UpdateRadar" );
playerbits.ClearAll();
// see what other players are in it's PVS, don't update them
engine->Message_DetermineMulticastRecipients( false, pPlayer->EyePosition(), playerbits );
for ( int i=0; i < gpGlobals->maxClients; i++ )
{
if ( playerbits.Get(i) )
continue; // this player is in his PVS, don't update radar pos
if ( !bUpdatePlayer[i] )
continue;
CBasePlayer *pOtherPlayer = UTIL_PlayerByIndex( i+1 );
if ( !pOtherPlayer )
continue; // nothing there
if ( pOtherPlayer == pPlayer )
continue; // dont update himself
if ( !pOtherPlayer->IsAlive() || pOtherPlayer->IsObserver() || !pOtherPlayer->IsConnected() )
continue; // don't update spectators or dead players
if ( pPlayer->GetTeamNumber() > TEAM_SPECTATOR )
{
// update only team mates if not a pure spectator
if ( pPlayer->GetTeamNumber() != pOtherPlayer->GetTeamNumber() )
continue;
}
WRITE_BYTE( i+1 ); // player entity index
WRITE_SBITLONG( m_vecPlayerPositions[i].x, COORD_INTEGER_BITS-1 );
WRITE_SBITLONG( m_vecPlayerPositions[i].y, COORD_INTEGER_BITS-1 );
WRITE_SBITLONG( AngleNormalize( pOtherPlayer->GetAbsAngles().y ), 9 );
}
WRITE_BYTE( 0 ); // end marker
MessageEnd(); // send message
}
}
Vector DropToGround(
CBaseEntity *pMainEnt,
const Vector &vPos,
const Vector &vMins,
const Vector &vMaxs )
{
trace_t trace;
UTIL_TraceHull( vPos, vPos + Vector( 0, 0, -500 ), vMins, vMaxs, MASK_SOLID, pMainEnt, COLLISION_GROUP_NONE, &trace );
return trace.endpos;
}
void TestSpawnPointType( const char *pEntClassName )
{
// Find the next spawn spot.
CBaseEntity *pSpot = gEntList.FindEntityByClassname( NULL, pEntClassName );
while( pSpot )
{
// check if pSpot is valid
if( g_pGameRules->IsSpawnPointValid( pSpot, NULL ) )
{
// the successful spawn point's location
NDebugOverlay::Box( pSpot->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX, 0, 255, 0, 100, 60 );
// drop down to ground
Vector GroundPos = DropToGround( NULL, pSpot->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX );
// the location the player will spawn at
NDebugOverlay::Box( GroundPos, VEC_HULL_MIN, VEC_HULL_MAX, 0, 0, 255, 100, 60 );
// draw the spawn angles
QAngle spotAngles = pSpot->GetLocalAngles();
Vector vecForward;
AngleVectors( spotAngles, &vecForward );
NDebugOverlay::HorzArrow( pSpot->GetAbsOrigin(), pSpot->GetAbsOrigin() + vecForward * 32, 10, 255, 0, 0, 255, true, 60 );
}
else
{
// failed spawn point location
NDebugOverlay::Box( pSpot->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX, 255, 0, 0, 100, 60 );
}
// increment pSpot
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
}
}
void TestSpawns()
{
TestSpawnPointType( "info_player_allies" );
TestSpawnPointType( "info_player_axis" );
}
ConCommand cc_TestSpawns( "map_showspawnpoints", TestSpawns, "Dev - test the spawn points, draws for 60 seconds", FCVAR_CHEAT );
CBaseEntity *CDODGameRules::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
{
// get valid spawn point
CBaseEntity *pSpawnSpot = pPlayer->EntSelectSpawnPoint();
// drop down to ground
Vector GroundPos = DropToGround( pPlayer, pSpawnSpot->GetAbsOrigin(), VEC_HULL_MIN, VEC_HULL_MAX );
// Move the player to the place it said.
pPlayer->Teleport( &GroundPos, &pSpawnSpot->GetLocalAngles(), &vec3_origin );
pPlayer->m_Local.m_vecPunchAngle = vec3_angle;
return pSpawnSpot;
}
// checks if the spot is clear of players
bool CDODGameRules::IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer )
{
if ( !pSpot->IsTriggered( pPlayer ) )
{
return false;
}
// Check if it is disabled by Enable/Disable
CSpawnPoint *pSpawnPoint = dynamic_cast< CSpawnPoint * >( pSpot );
if ( pSpawnPoint )
{
if ( pSpawnPoint->IsDisabled() )
{
return false;
}
}
Vector mins = GetViewVectors()->m_vHullMin;
Vector maxs = GetViewVectors()->m_vHullMax;
Vector vTestMins = pSpot->GetAbsOrigin() + mins;
Vector vTestMaxs = pSpot->GetAbsOrigin() + maxs;
// First test the starting origin.
return UTIL_IsSpaceEmpty( pPlayer, vTestMins, vTestMaxs );
}
void CDODGameRules::PlayerSpawn( CBasePlayer *p )
{
CDODPlayer *pPlayer = ToDODPlayer( p );
int team = pPlayer->GetTeamNumber();
if( team == TEAM_ALLIES || team == TEAM_AXIS )
{
int iPreviousPlayerClass = pPlayer->m_Shared.PlayerClass();
if( pPlayer->m_Shared.DesiredPlayerClass() == PLAYERCLASS_RANDOM )
{
ChooseRandomClass( pPlayer );
ClientPrint( pPlayer, HUD_PRINTTALK, "#game_now_as", GetPlayerClassName( pPlayer->m_Shared.PlayerClass(), team ) );
}
else
{
pPlayer->m_Shared.SetPlayerClass( pPlayer->m_Shared.DesiredPlayerClass() );
}
int playerclass = pPlayer->m_Shared.PlayerClass();
if ( playerclass != iPreviousPlayerClass )
{
// spawning as a new class, flush stats
pPlayer->StatEvent_UploadStats();
}
if( playerclass != PLAYERCLASS_UNDEFINED )
{
//Assert( PLAYERCLASS_UNDEFINED < playerclass && playerclass < NUM_PLAYERCLASSES );
int i;
CDODTeam *pTeam = GetGlobalDODTeam( team );
const CDODPlayerClassInfo &pClassInfo = pTeam->GetPlayerClassInfo( playerclass );
Assert( pClassInfo.m_iTeam == team );
pPlayer->SetModel( pClassInfo.m_szPlayerModel );
pPlayer->SetHitboxSet( 0 );
char buf[64];
int bufsize = sizeof(buf);
//Give weapons
// Primary weapon
Q_snprintf( buf, bufsize, "weapon_%s", WeaponIDToAlias(pClassInfo.m_iPrimaryWeapon) );
CBaseEntity *pPrimaryWpn = pPlayer->GiveNamedItem( buf );
Assert( pPrimaryWpn );
// Secondary weapon
CBaseEntity *pSecondaryWpn = NULL;
if ( pClassInfo.m_iSecondaryWeapon != WEAPON_NONE )
{
Q_snprintf( buf, bufsize, "weapon_%s", WeaponIDToAlias(pClassInfo.m_iSecondaryWeapon) );
pSecondaryWpn = pPlayer->GiveNamedItem( buf );
}
// Melee weapon
if ( pClassInfo.m_iMeleeWeapon )
{
Q_snprintf( buf, bufsize, "weapon_%s", WeaponIDToAlias(pClassInfo.m_iMeleeWeapon) );
pPlayer->GiveNamedItem( buf );
}
CWeaponDODBase *pWpn = NULL;
// Primary Ammo
pWpn = dynamic_cast<CWeaponDODBase *>(pPrimaryWpn);
if( pWpn )
{
int iNumClip = pWpn->GetDODWpnData().m_iDefaultAmmoClips - 1; //account for one clip in the gun
int iClipSize = pWpn->GetDODWpnData().iMaxClip1;
pPlayer->GiveAmmo( iNumClip * iClipSize, pWpn->GetDODWpnData().szAmmo1 );
}
// Secondary Ammo
if ( pSecondaryWpn )
{
pWpn = dynamic_cast<CWeaponDODBase *>(pSecondaryWpn);
if( pWpn )
{
int iNumClip = pWpn->GetDODWpnData().m_iDefaultAmmoClips - 1; //account for one clip in the gun
int iClipSize = pWpn->GetDODWpnData().iMaxClip1;
pPlayer->GiveAmmo( iNumClip * iClipSize, pWpn->GetDODWpnData().szAmmo1 );
}
}
// Grenade Type 1
if ( pClassInfo.m_iGrenType1 != WEAPON_NONE )
{
Q_snprintf( buf, bufsize, "weapon_%s", WeaponIDToAlias(pClassInfo.m_iGrenType1) );
for ( i=0;i<pClassInfo.m_iNumGrensType1;i++ )
{
pPlayer->GiveNamedItem( buf );
}
}
// Grenade Type 2
if ( pClassInfo.m_iGrenType2 != WEAPON_NONE )
{
Q_snprintf( buf, bufsize, "weapon_%s", WeaponIDToAlias(pClassInfo.m_iGrenType2) );
for ( i=0;i<pClassInfo.m_iNumGrensType2;i++ )
{
pPlayer->GiveNamedItem( buf );
}
}
pPlayer->Weapon_Switch( (CBaseCombatWeapon *)pPrimaryWpn );
// you get a helmet
pPlayer->SetBodygroup( BODYGROUP_HELMET, pClassInfo.m_iHelmetGroup );
// no jumpgear
pPlayer->SetBodygroup( BODYGROUP_JUMPGEAR, BODYGROUP_JUMPGEAR_OFF );
pPlayer->SetMaxSpeed( 600 );
Assert( playerclass >= 0 && playerclass <= 5 );
if ( playerclass >= 0 && playerclass <= 5 )
{
if ( team == TEAM_ALLIES )
m_iStatsSpawnsPerClass_Allies[playerclass]++;
else if ( team == TEAM_AXIS )
m_iStatsSpawnsPerClass_Axis[playerclass]++;
}
}
else
{
Assert( !"Player spawning with PLAYERCLASS_UNDEFINED" );
pPlayer->SetModel( NULL );
}
}
}
const char *CDODGameRules::GetPlayerClassName( int cls, int team )
{
CDODTeam *pTeam = GetGlobalDODTeam( team );
if( cls == PLAYERCLASS_RANDOM )
{
return "#class_random";
}
if( cls < 0 || cls >= pTeam->GetNumPlayerClasses() )
{
Assert( false );
return NULL;
}
const CDODPlayerClassInfo &pClassInfo = pTeam->GetPlayerClassInfo( cls );
return pClassInfo.m_szPrintName;
}
void CDODGameRules::ChooseRandomClass( CDODPlayer *pPlayer )
{
int i;
int numChoices = 0;
int choices[16];
int firstclass = 0;
CDODTeam *pTeam = GetGlobalDODTeam( pPlayer->GetTeamNumber() );
int lastclass = pTeam->GetNumPlayerClasses();
int previousClass = pPlayer->m_Shared.PlayerClass();
// Compile a list of the classes that aren't full
for( i=firstclass;i<lastclass;i++ )
{
// don't join the same class twice in a row
if ( i == previousClass )
continue;
if( CanPlayerJoinClass( pPlayer, i ) )
{
choices[numChoices] = i;
numChoices++;
}
}
// If ALL the classes are full
if( numChoices == 0 )
{
Msg( "Random class found that all classes were full - ignoring class limits for this spawn\n" );
pPlayer->m_Shared.SetPlayerClass( random->RandomFloat( firstclass, lastclass ) );
}
else
{
// Choose a slot randomly
i = random->RandomInt( 0, numChoices-1 );
// We are now the class that was in that slot
pPlayer->m_Shared.SetPlayerClass( choices[i] );
}
}
//-----------------------------------------------------------------------------
// Purpose: This function can be used to find a valid placement location for an entity.
// Given an origin to start looking from and a minimum radius to place the entity at,
// it will sweep out a circle around vOrigin and try to find a valid spot (on the ground)
// where mins and maxs will fit.
// Input : *pMainEnt - Entity to place
// &vOrigin - Point to search around
// fRadius - Radius to search within
// nTries - Number of tries to attempt
// &mins - mins of the Entity
// &maxs - maxs of the Entity
// &outPos - Return point
// Output : Returns true and fills in outPos if it found a spot.
//-----------------------------------------------------------------------------
bool EntityPlacementTest( CBaseEntity *pMainEnt, const Vector &vOrigin, Vector &outPos, bool bDropToGround )
{
// This function moves the box out in each dimension in each step trying to find empty space like this:
//
// X
// X X
// Step 1: X Step 2: XXX Step 3: XXXXX
// X X
// X
//
Vector mins, maxs;
pMainEnt->CollisionProp()->WorldSpaceAABB( &mins, &maxs );
mins -= pMainEnt->GetAbsOrigin();
maxs -= pMainEnt->GetAbsOrigin();
// Put some padding on their bbox.
Vector vTestMins = mins;
Vector vTestMaxs = maxs;
// First test the starting origin.
if ( UTIL_IsSpaceEmpty( pMainEnt, vOrigin + vTestMins, vOrigin + vTestMaxs ) )
{
if ( bDropToGround )
{
outPos = DropToGround( pMainEnt, vOrigin, vTestMins, vTestMaxs );
}
else
{
outPos = vOrigin;
}
return true;
}
Vector vDims = vTestMaxs - vTestMins;
// Keep branching out until we get too far.
int iCurIteration = 0;
int nMaxIterations = 15;
int offset = 0;
do
{
for ( int iDim=0; iDim < 2; iDim++ )
{
float flCurOffset = offset * vDims[iDim];
for ( int iSign=0; iSign < 2; iSign++ )
{
Vector vBase = vOrigin;
vBase[iDim] += (iSign*2-1) * flCurOffset;
if ( UTIL_IsSpaceEmpty( pMainEnt, vBase + vTestMins, vBase + vTestMaxs ) )
{
// Ensure that there is a clear line of sight from the spawnpoint entity to the actual spawn point.
// (Useful for keeping things from spawning behind walls near a spawn point)
trace_t tr;
UTIL_TraceLine( vOrigin, vBase, MASK_SOLID, pMainEnt, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
continue;
}
if ( bDropToGround )
outPos = DropToGround( pMainEnt, vBase, vTestMins, vTestMaxs );
else
outPos = vBase;
return true;
}
}
}
++offset;
} while ( iCurIteration++ < nMaxIterations );
// Warning( "EntityPlacementTest for ent %d:%s failed!\n", pMainEnt->entindex(), pMainEnt->GetClassname() );
return false;
}
bool CDODGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
{
//only allow one primary, one secondary and one melee
CWeaponDODBase *pWpn = (CWeaponDODBase *)pWeapon;
if( pWpn )
{
int type = pWpn->GetDODWpnData().m_WeaponType;
switch( type )
{
case WPN_TYPE_MELEE:
{
#ifdef DEBUG
CWeaponDODBase *pMeleeWeapon = (CWeaponDODBase *)pPlayer->Weapon_GetSlot( WPN_SLOT_MELEE );
bool bHasMelee = ( pMeleeWeapon != NULL );
if( bHasMelee )
{
Assert( !"Why are we trying to add another melee?" );
return false;
}
#endif
}
break;
case WPN_TYPE_PISTOL:
case WPN_TYPE_SIDEARM:
{
#ifdef DEBUG
CWeaponDODBase *pSecondaryWeapon = (CWeaponDODBase *)pPlayer->Weapon_GetSlot( WPN_SLOT_SECONDARY );
bool bHasPistol = ( pSecondaryWeapon != NULL );
if( bHasPistol )
{
Assert( !"Why are we trying to add another pistol?" );
return false;
}
#endif
}
break;
case WPN_TYPE_CAMERA:
return true;
case WPN_TYPE_RIFLE:
case WPN_TYPE_SNIPER:
case WPN_TYPE_SUBMG:
case WPN_TYPE_MG:
case WPN_TYPE_BAZOOKA:
{
//Don't pick up dropped weapons if we have one already
CWeaponDODBase *pPrimaryWeapon = (CWeaponDODBase *)pPlayer->Weapon_GetSlot( WPN_SLOT_PRIMARY );
bool bHasPrimary = ( pPrimaryWeapon != NULL );
if( bHasPrimary )
return false;
}
break;
default:
break;
}
}
return BaseClass::CanHavePlayerItem( pPlayer, pWeapon );
}
void CDODGameRules::ResetMapTime( void )
{
m_flMapResetTime = gpGlobals->curtime;
// send an event with the time remaining until map change
IGameEvent *event = gameeventmanager->CreateEvent( "dod_map_time_remaining" );
if ( event )
{
event->SetInt( "seconds", GetTimeLeft() );
gameeventmanager->FireEvent( event );
}
}
#endif
bool CDODGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
{
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
V_swap(collisionGroup0,collisionGroup1);
}
//Don't stand on COLLISION_GROUP_WEAPONs
if( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT &&
collisionGroup1 == COLLISION_GROUP_WEAPON )
{
return false;
}
// TE shells don't collide with the player
if ( collisionGroup0 == COLLISION_GROUP_PLAYER &&
collisionGroup1 == DOD_COLLISIONGROUP_SHELLS )
{
return false;
}
// blocker walls only collide with players
if ( collisionGroup1 == DOD_COLLISIONGROUP_BLOCKERWALL )
return ( collisionGroup0 == COLLISION_GROUP_PLAYER ) || ( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT );
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
}
int CDODGameRules::GetSubTeam( int team )
{
return SUBTEAM_NORMAL;
}
bool CDODGameRules::IsGameUnderTimeLimit( void )
{
return ( mp_timelimit.GetInt() > 0 );
}
int CDODGameRules::GetTimeLeft( void )
{
float flTimeLimit = mp_timelimit.GetInt() * 60;
Assert( flTimeLimit > 0 && "Should not call this function when !IsGameUnderTimeLimit" );
float flMapChangeTime = m_flMapResetTime + flTimeLimit;
#ifndef CLIENT_DLL
// If the round timer is longer, let the round complete
if ( m_bUsingTimer && m_pRoundTimer )
{
float flTimerSeconds = m_pRoundTimer->GetTimeRemaining();
float flMapChangeSeconds = flMapChangeTime - gpGlobals->curtime;
// if the map timer is less than the round timer
// AND
// the round timer is less than 2 minutes
// If the map time for any reason goes beyond the end of the round, remove the flag
if ( flMapChangeSeconds > flTimerSeconds )
{
m_bChangeLevelOnRoundEnd = false;
}
else if ( m_bChangeLevelOnRoundEnd || flTimerSeconds < 120 )
{
// once this happens once in a round, use this until the round ends
// or else the round will end when a team captures an objective and adds time to above 120
m_bChangeLevelOnRoundEnd = true;
return (int)( flTimerSeconds );
}
}
#endif
return ( (int)(flMapChangeTime - gpGlobals->curtime) );
}
int CDODGameRules::GetReinforcementTimerSeconds( int team, float flSpawnEligibleTime )
{
// find the first wave that this player can fit in
float flWaveTime = -1;
switch( team )
{
case TEAM_ALLIES:
{
int i = m_iAlliesRespawnHead;
while( i != m_iAlliesRespawnTail )
{
if ( flSpawnEligibleTime < m_AlliesRespawnQueue[i] )
{
flWaveTime = m_AlliesRespawnQueue[i];
break;
}
i = ( i+1 ) % DOD_RESPAWN_QUEUE_SIZE;
}
}
break;
case TEAM_AXIS:
{
int i = m_iAxisRespawnHead;
while( i != m_iAxisRespawnTail )
{
if ( flSpawnEligibleTime < m_AxisRespawnQueue[i] )
{
flWaveTime = m_AxisRespawnQueue[i];
break;
}
i = ( i+1 ) % DOD_RESPAWN_QUEUE_SIZE;
}
}
break;
default:
return -1;
}
return MAX( 0, (int)( flWaveTime - gpGlobals->curtime ) );
}
const CViewVectors* CDODGameRules::GetViewVectors() const
{
return &g_DODViewVectors;
}
const CDODViewVectors *CDODGameRules::GetDODViewVectors() const
{
return &g_DODViewVectors;
}
#ifndef CLIENT_DLL
extern ConVar dod_bonusround;
bool CDODGameRules::IsFriendlyFireOn( void )
{
// Never friendly fire in bonus round
if ( IsInBonusRound() )
{
return false;
}
return friendlyfire.GetBool();
}
bool CDODGameRules::IsInBonusRound( void )
{
return ( dod_bonusround.GetBool() == true && ( State_Get() == STATE_ALLIES_WIN || State_Get() == STATE_AXIS_WIN ) );
}
ConVar dod_showroundtransitions( "dod_showroundtransitions", "0", 0, "Show gamestate round transitions" );
void CDODGameRules::State_Transition( DODRoundState newState )
{
State_Leave();
State_Enter( newState );
}
void CDODGameRules::State_Enter( DODRoundState newState )
{
m_iRoundState = newState;
m_pCurStateInfo = State_LookupInfo( newState );
if ( dod_showroundtransitions.GetInt() > 0 )
{
if ( m_pCurStateInfo )
Msg( "DODRoundState: entering '%s'\n", m_pCurStateInfo->m_pStateName );
else
Msg( "DODRoundState: entering #%d\n", newState );
}
// Initialize the new state.
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
(this->*m_pCurStateInfo->pfnEnterState)();
}
void CDODGameRules::State_Leave()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
{
(this->*m_pCurStateInfo->pfnLeaveState)();
}
}
void CDODGameRules::State_Think()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnThink )
{
(this->*m_pCurStateInfo->pfnThink)();
}
}
CDODRoundStateInfo* CDODGameRules::State_LookupInfo( DODRoundState state )
{
static CDODRoundStateInfo playerStateInfos[] =
{
{ STATE_INIT, "STATE_INIT", &CDODGameRules::State_Enter_INIT, NULL, &CDODGameRules::State_Think_INIT },
{ STATE_PREGAME, "STATE_PREGAME", &CDODGameRules::State_Enter_PREGAME, NULL, &CDODGameRules::State_Think_PREGAME },
{ STATE_STARTGAME, "STATE_STARTGAME", &CDODGameRules::State_Enter_STARTGAME, NULL, &CDODGameRules::State_Think_STARTGAME },
{ STATE_PREROUND, "STATE_PREROUND", &CDODGameRules::State_Enter_PREROUND, NULL, &CDODGameRules::State_Think_PREROUND },
{ STATE_RND_RUNNING,"STATE_RND_RUNNING",&CDODGameRules::State_Enter_RND_RUNNING, NULL, &CDODGameRules::State_Think_RND_RUNNING },
{ STATE_ALLIES_WIN, "STATE_ALLIES_WIN", &CDODGameRules::State_Enter_ALLIES_WIN, NULL, &CDODGameRules::State_Think_ALLIES_WIN },
{ STATE_AXIS_WIN, "STATE_AXIS_WIN", &CDODGameRules::State_Enter_AXIS_WIN, NULL, &CDODGameRules::State_Think_AXIS_WIN },
{ STATE_RESTART, "STATE_RESTART", &CDODGameRules::State_Enter_RESTART, NULL, &CDODGameRules::State_Think_RESTART },
{ STATE_GAME_OVER, "STATE_GAME_OVER", NULL, NULL, NULL },
};
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ )
{
if ( playerStateInfos[i].m_iRoundState == state )
return &playerStateInfos[i];
}
return NULL;
}
extern ConVar sv_stopspeed;
extern ConVar sv_friction;
void CDODGameRules::State_Enter_INIT( void )
{
InitTeams();
sv_stopspeed.SetValue( 50.0f );
sv_friction.SetValue( 8.0f );
ResetMapTime();
}
void CDODGameRules::State_Think_INIT( void )
{
State_Transition( STATE_PREGAME );
}
void CDODGameRules::InitTeams( void )
{
Assert( g_Teams.Count() == 0 );
g_Teams.Purge(); // just in case
// Create the team managers
int i;
for ( i = 0; i < 2; i++ ) // Unassigned and Spectators
{
CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "dod_team_manager" ));
pTeam->Init( sTeamNames[i], i );
g_Teams.AddToTail( pTeam );
}
// clear the player class data
ResetFilePlayerClassInfoDatabase();
CTeam *pAllies = static_cast<CTeam*>(CreateEntityByName( "dod_team_allies" ));
Assert( pAllies );
pAllies->Init( sTeamNames[TEAM_ALLIES], TEAM_ALLIES );
g_Teams.AddToTail( pAllies );
CTeam *pAxis = static_cast<CTeam*>(CreateEntityByName( "dod_team_axis" ));
Assert( pAxis );
pAxis->Init( sTeamNames[TEAM_AXIS], TEAM_AXIS );
g_Teams.AddToTail( pAxis );
}
// dod_control_point_master can take inputs to add time to the round timer
void CDODGameRules::AddTimerSeconds( int iSecondsToAdd )
{
if( m_bUsingTimer && m_pRoundTimer )
{
m_pRoundTimer->AddTimerSeconds( iSecondsToAdd );
float flTimerSeconds = m_pRoundTimer->GetTimeRemaining();
m_bPlayTimerWarning_1Minute = ( flTimerSeconds > 60 );
m_bPlayTimerWarning_2Minute = ( flTimerSeconds > 120 );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_timer_time_added" );
if ( event )
{
event->SetInt( "seconds_added", iSecondsToAdd );
gameeventmanager->FireEvent( event );
}
}
}
int CDODGameRules::GetTimerSeconds( void )
{
if( m_bUsingTimer && m_pRoundTimer )
{
return m_pRoundTimer->GetTimeRemaining();
}
else
{
return 0;
}
}
// PREGAME - the server is idle and waiting for enough
// players to start up again. When we find an active player
// go to STATE_STARTGAME
void CDODGameRules::State_Enter_PREGAME( void )
{
m_flNextPeriodicThink = gpGlobals->curtime + 0.1;
Load_EntText();
}
void CDODGameRules::State_Think_PREGAME( void )
{
CheckLevelInitialized();
if( CountActivePlayers() > 0 )
State_Transition( STATE_STARTGAME );
}
// STARTGAME - wait a bit and then spawn everyone into the
// preround
void CDODGameRules::State_Enter_STARTGAME( void )
{
m_flStateTransitionTime = gpGlobals->curtime + 5 * dod_enableroundwaittime.GetFloat();
m_bInitialSpawn = true;
}
void CDODGameRules::State_Think_STARTGAME()
{
if( gpGlobals->curtime > m_flStateTransitionTime )
{
if( mp_warmup_time.GetFloat() > 0 )
{
// go into warmup, reset at end of it
SetInWarmup( true );
}
State_Transition( STATE_PREROUND );
}
}
void CDODGameRules::State_Enter_PREROUND( void )
{
// Longer wait time if its the first round, let people join
if ( m_bInitialSpawn )
{
m_flStateTransitionTime = gpGlobals->curtime + 10 * dod_enableroundwaittime.GetFloat();
m_bInitialSpawn = false;
}
else
{
m_flStateTransitionTime = gpGlobals->curtime + 5 * dod_enableroundwaittime.GetFloat();
}
//Game rules may change, if a new one becomes mastered at the end of the last round
DetectGameRules();
//reset everything in the level
RoundRespawn();
// reset this now! If its reset at round restart, we lose all the players that died
// during the preround
m_iAlliesRespawnHead = 0;
m_iAlliesRespawnTail = 0;
m_iAxisRespawnHead = 0;
m_iAxisRespawnTail = 0;
m_iNumAlliesRespawnWaves = 0;
m_iNumAxisRespawnWaves = 0;
m_iLastAlliesCapEvent = CAP_EVENT_NONE;
m_iLastAxisCapEvent = CAP_EVENT_NONE;
//find all the control points, init the timer
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point_master" );
if( !pEnt )
{
Warning( "No dod_control_point_master found in level - control points will not work as expected.\n" );
}
bool bFoundTimer = false;
while( pEnt )
{
variant_t emptyVariant;
pEnt->AcceptInput( "RoundInit", NULL, NULL, emptyVariant, 0 );
CControlPointMaster *pMaster = dynamic_cast<CControlPointMaster *>( pEnt );
if ( pMaster && pMaster->IsActive() )
{
if ( pMaster->IsUsingRoundTimer() )
{
bFoundTimer = true;
m_bUsingTimer = true;
int iTimerSeconds;
pMaster->GetTimerData( iTimerSeconds, m_iTimerWinTeam );
if ( m_iTimerWinTeam != TEAM_ALLIES && m_iTimerWinTeam != TEAM_AXIS )
{
Assert( !"Round timer win team can only be allies or axis!\n" );
}
// Timer starts paused
if ( !m_pRoundTimer.Get() )
{
m_pRoundTimer = ( CDODRoundTimer *) CreateEntityByName( "dod_round_timer" );
}
Assert( m_pRoundTimer );
if ( m_pRoundTimer )
{
m_pRoundTimer->SetTimeRemaining( iTimerSeconds );
m_pRoundTimer->PauseTimer();
m_bPlayTimerWarning_1Minute = ( iTimerSeconds > 60 );
m_bPlayTimerWarning_2Minute = ( iTimerSeconds > 120 );
}
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point_master" );
}
if ( bFoundTimer == false )
{
// No masters are active that require the round timer, destroy it
UTIL_Remove( m_pRoundTimer.Get() );
m_pRoundTimer = NULL;
}
//init the cap areas
pEnt = gEntList.FindEntityByClassname( NULL, "dod_capture_area" );
while( pEnt )
{
variant_t emptyVariant;
pEnt->AcceptInput( "RoundInit", NULL, NULL, emptyVariant, 0 );
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_capture_area" );
}
IGameEvent *event = gameeventmanager->CreateEvent( "dod_round_start" );
if ( event )
gameeventmanager->FireEvent( event );
// figure out which teams are bombing
m_bAlliesAreBombing = false;
m_bAxisAreBombing = false;
pEnt = gEntList.FindEntityByClassname( NULL, "dod_bomb_target" );
while( pEnt )
{
CDODBombTarget *pTarget = dynamic_cast<CDODBombTarget *>( pEnt );
if ( pTarget && pTarget->State_Get() == BOMB_TARGET_ACTIVE )
{
switch( pTarget->GetBombingTeam() )
{
case TEAM_ALLIES:
m_bAlliesAreBombing = true;
break;
case TEAM_AXIS:
m_bAxisAreBombing = true;
break;
default:
break;
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_bomb_target" );
}
}
void CDODGameRules::State_Think_PREROUND( void )
{
if( gpGlobals->curtime > m_flStateTransitionTime )
State_Transition( STATE_RND_RUNNING );
CheckRespawnWaves();
}
void CDODGameRules::State_Enter_RND_RUNNING( void )
{
//find all the control points, init the timer
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point_master" );
while( pEnt )
{
variant_t emptyVariant;
pEnt->AcceptInput( "RoundStart", NULL, NULL, emptyVariant, 0 );
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point_master" );
}
IGameEvent *event = gameeventmanager->CreateEvent( "dod_round_active" );
if ( event )
gameeventmanager->FireEvent( event );
if( !IsInWarmup() )
PlayStartRoundVoice();
if ( m_bUsingTimer && m_pRoundTimer.Get() != NULL )
{
m_pRoundTimer->ResumeTimer();
}
m_bChangeLevelOnRoundEnd = false;
}
void CDODGameRules::State_Think_RND_RUNNING( void )
{
//Where the magic happens
if ( m_bUsingTimer && m_pRoundTimer )
{
float flSecondsRemaining = m_pRoundTimer->GetTimeRemaining();
if ( flSecondsRemaining <= 0 )
{
// if there is a bomb still on a timer, and that bomb has
// the potential to add time, then we don't end the game
bool bBombBlocksWin = false;
//find all the control points, init the timer
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_bomb_target" );
while( pEnt )
{
CDODBombTarget *pBomb = dynamic_cast<CDODBombTarget *>( pEnt );
// Find active bombs that have the potential to add round time
if ( pBomb && pBomb->State_Get() == BOMB_TARGET_ARMED )
{
if ( pBomb->GetTimerAddSeconds() > 0 )
{
// don't end the round until this bomb goes off or is disarmed
bBombBlocksWin = true;
break;
}
CControlPoint *pPoint = pBomb->GetControlPoint();
int iBombingTeam = pBomb->GetBombingTeam();
if ( pPoint && pPoint->GetBombsRemaining() <= 1 )
{
// find active dod_control_point_masters, ask them if this flag capping
// would end the game
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point_master" );
while( pEnt )
{
CControlPointMaster *pMaster = dynamic_cast<CControlPointMaster *>( pEnt );
if ( pMaster->IsActive() )
{
// Check TeamOwnsAllPoints, while overriding this particular flag's owner
if ( pMaster->WouldNewCPOwnerWinGame( pPoint, iBombingTeam ) )
{
// This bomb may win the game, don't end the round.
bBombBlocksWin = true;
break;
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point_master" );
}
}
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_bomb_target" );
}
if ( bBombBlocksWin == false )
{
SetWinningTeam( m_iTimerWinTeam );
// tell the dod_control_point_master to fire its outputs for the winning team!
// minor hackage - dod_gamerules should be responsible for team win events, not dod_cpm
//find all the control points, init the timer
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point_master" );
while( pEnt )
{
CControlPointMaster *pMaster = dynamic_cast<CControlPointMaster *>( pEnt );
if ( pMaster->IsActive() )
{
pMaster->FireTeamWinOutput( m_iTimerWinTeam );
}
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point_master" );
}
}
}
else if ( flSecondsRemaining < 60.0 && m_bPlayTimerWarning_1Minute == true )
{
// play one minute warning
DevMsg( 1, "Timer Warning: 1 Minute Remaining\n" );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_timer_flash" );
if ( event )
{
event->SetInt( "time_remaining", 60 );
gameeventmanager->FireEvent( event );
}
m_bPlayTimerWarning_1Minute = false;
}
else if ( flSecondsRemaining < 120.0 && m_bPlayTimerWarning_2Minute == true )
{
// play two minute warning
DevMsg( 1, "Timer Warning: 2 Minutes Remaining\n" );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_timer_flash" );
if ( event )
{
event->SetInt( "time_remaining", 120 );
gameeventmanager->FireEvent( event );
}
m_bPlayTimerWarning_2Minute = false;
}
}
//if we don't find any active players, return to STATE_PREGAME
if( CountActivePlayers() <= 0 )
{
State_Transition( STATE_PREGAME );
return;
}
CheckRespawnWaves();
// check round restart
if( m_flRestartRoundTime > 0 && m_flRestartRoundTime < gpGlobals->curtime )
{
// time to restart!
State_Transition( STATE_RESTART );
m_flRestartRoundTime = -1;
}
// check ready restart
if( m_bAwaitingReadyRestart && m_bHeardAlliesReady && m_bHeardAxisReady )
{
//State_Transition( STATE_RESTART );
m_flRestartRoundTime = gpGlobals->curtime + 5;
m_bAwaitingReadyRestart = false;
}
}
void CDODGameRules::CheckRespawnWaves( void )
{
bool bDoFailSafeWaveCheck = false;
if ( m_flNextFailSafeWaveCheckTime < gpGlobals->curtime )
{
bDoFailSafeWaveCheck = true;
m_flNextFailSafeWaveCheckTime = gpGlobals->curtime + 3.0;
}
//Respawn Timers
if( m_iNumAlliesRespawnWaves > 0 )
{
if ( m_AlliesRespawnQueue[m_iAlliesRespawnHead] < gpGlobals->curtime )
{
DevMsg( "Wave: Respawning Allies\n" );
RespawnTeam( TEAM_ALLIES );
PopWaveTime( TEAM_ALLIES );
}
}
else if ( bDoFailSafeWaveCheck )
{
// if there are any allied people waiting to spawn, spawn them
FailSafeSpawnPlayersOnTeam( TEAM_ALLIES );
}
if( m_iNumAxisRespawnWaves > 0 )
{
if ( m_AxisRespawnQueue[m_iAxisRespawnHead] < gpGlobals->curtime )
{
DevMsg( "Wave: Respawning Axis\n" );
RespawnTeam( TEAM_AXIS );
PopWaveTime( TEAM_AXIS );
}
}
else if ( bDoFailSafeWaveCheck )
{
// if there are any axis people waiting to spawn, spawn them
FailSafeSpawnPlayersOnTeam( TEAM_AXIS );
}
}
void CDODGameRules::FailSafeSpawnPlayersOnTeam( int iTeam )
{
DODRoundState roundState = State_Get();
CDODTeam *pTeam = GetGlobalDODTeam( iTeam );
if ( pTeam )
{
int iNumPlayers = pTeam->GetNumPlayers();
for ( int i=0;i<iNumPlayers;i++ )
{
CDODPlayer *pPlayer = pTeam->GetDODPlayer(i);
if ( !pPlayer )
continue;
// if this player is waiting to spawn, spawn them
if ( pPlayer->IsAlive() )
continue;
if( pPlayer->m_Shared.DesiredPlayerClass() == PLAYERCLASS_UNDEFINED )
continue;
if ( gpGlobals->curtime < ( pPlayer->GetDeathTime() + DEATH_CAM_TIME ) )
continue;
if ( pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
continue;
if ( roundState != STATE_PREROUND && pPlayer->State_Get() == STATE_DEATH_ANIM )
continue;
// Respawn this player
pPlayer->DODRespawn();
Assert( !"This will happen, but see if we can figure out why we get here" );
}
}
}
//ALLIES WIN
void CDODGameRules::State_Enter_ALLIES_WIN( void )
{
float flTime = MAX( 5, dod_bonusroundtime.GetFloat() );
m_flStateTransitionTime = gpGlobals->curtime + flTime * dod_enableroundwaittime.GetFloat();
if ( m_bUsingTimer && m_pRoundTimer )
{
m_pRoundTimer->PauseTimer();
}
}
void CDODGameRules::State_Think_ALLIES_WIN( void )
{
if( gpGlobals->curtime > m_flStateTransitionTime )
{
State_Transition( STATE_PREROUND );
}
}
//AXIS WIN
void CDODGameRules::State_Enter_AXIS_WIN( void )
{
float flTime = MAX( 5, dod_bonusroundtime.GetFloat() );
m_flStateTransitionTime = gpGlobals->curtime + flTime * dod_enableroundwaittime.GetFloat();
if ( m_bUsingTimer && m_pRoundTimer )
{
m_pRoundTimer->PauseTimer();
}
}
void CDODGameRules::State_Think_AXIS_WIN( void )
{
if( gpGlobals->curtime > m_flStateTransitionTime )
{
State_Transition( STATE_PREROUND );
}
}
// manual restart
void CDODGameRules::State_Enter_RESTART( void )
{
// send scores
SendTeamScoresEvent();
// send restart event
IGameEvent *event = gameeventmanager->CreateEvent( "dod_restart_round" );
if ( event )
gameeventmanager->FireEvent( event );
SetInWarmup( false );
ResetScores();
// reset the round time
ResetMapTime();
State_Transition( STATE_PREROUND );
}
void CDODGameRules::SendTeamScoresEvent( void )
{
// send scores
IGameEvent *event = gameeventmanager->CreateEvent( "dod_team_scores" );
if ( event )
{
CDODTeam *pAllies = GetGlobalDODTeam( TEAM_ALLIES );
CDODTeam *pAxis = GetGlobalDODTeam( TEAM_AXIS );
Assert( pAllies && pAxis );
event->SetInt( "allies_caps", pAllies->GetRoundsWon() );
event->SetInt( "allies_tick", pAllies->GetScore() );
event->SetInt( "allies_players", pAllies->GetNumPlayers() );
event->SetInt( "axis_caps", pAxis->GetRoundsWon() );
event->SetInt( "axis_tick", pAxis->GetScore() );
event->SetInt( "axis_players", pAxis->GetNumPlayers() );
gameeventmanager->FireEvent( event );
}
}
void CDODGameRules::State_Think_RESTART( void )
{
Assert( 0 ); // should never get here, State_Enter_RESTART sets us into a different state
}
void CDODGameRules::ResetScores( void )
{
GetGlobalDODTeam( TEAM_ALLIES )->ResetScores();
GetGlobalDODTeam( TEAM_AXIS )->ResetScores();
CDODPlayer *pDODPlayer;
for( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pDODPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if (pDODPlayer == NULL)
continue;
if (FNullEnt( pDODPlayer->edict() ))
continue;
pDODPlayer->ResetScores();
}
}
ConVar dod_showcleanedupents( "dod_showcleanedupents", "0", 0, "Show entities that are removed on round respawn" );
// Utility function
bool FindInList( const char **pStrings, const char *pToFind )
{
int i = 0;
while ( pStrings[i][0] != 0 )
{
if ( Q_stricmp( pStrings[i], pToFind ) == 0 )
return true;
i++;
}
return false;
}
void CDODGameRules::CleanUpMap()
{
// Recreate all the map entities from the map data (preserving their indices),
// then remove everything else except the players.
if( dod_showcleanedupents.GetBool() )
{
Msg( "CleanUpMap\n===============\n" );
}
// Get rid of all entities except players.
CBaseEntity *pCur = gEntList.FirstEnt();
while ( pCur )
{
if ( !FindInList( s_PreserveEnts, pCur->GetClassname() ) )
{
if( dod_showcleanedupents.GetBool() )
{
Msg( "Removed Entity: %s\n", pCur->GetClassname() );
}
UTIL_Remove( pCur );
}
pCur = gEntList.NextEnt( pCur );
}
// Really remove the entities so we can have access to their slots below.
gEntList.CleanupDeleteList();
// Now reload the map entities.
class CDODMapEntityFilter : 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
// CDODMapLoadEntityFilter, 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.
};
CDODMapEntityFilter filter;
filter.m_iIterator = g_MapEntityRefs.Head();
// DO NOT CALL SPAWN ON info_node ENTITIES!
MapEntity_ParseAllEntities( engine->GetMapEntitiesString(), &filter, true );
}
int CDODGameRules::CountActivePlayers( void )
{
int i;
int count = 0;
CDODPlayer *pDODPlayer;
for (i = 1; i <= gpGlobals->maxClients; i++ )
{
pDODPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if( pDODPlayer )
{
if( pDODPlayer->IsReadyToPlay() )
{
count++;
}
}
}
return count;
}
void CDODGameRules::RoundRespawn( void )
{
CleanUpMap();
RespawnAllPlayers();
// reset per-round scores for each player
for ( int i=0;i<MAX_PLAYERS;i++ )
{
CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
pPlayer->ResetPerRoundStats();
}
}
}
typedef struct {
int iPlayerIndex;
int iScore;
} playerscore_t;
int PlayerScoreInfoSort( const playerscore_t *p1, const playerscore_t *p2 )
{
// check frags
if ( p1->iScore > p2->iScore )
return -1;
if ( p2->iScore > p1->iScore )
return 1;
// check index
if ( p1->iPlayerIndex < p2->iPlayerIndex )
return -1;
return 1;
}
// Store which event happened most recently, flag cap or bomb explode
void CDODGameRules::CapEvent( int event, int team )
{
switch( team )
{
case TEAM_ALLIES:
m_iLastAlliesCapEvent = event;
break;
case TEAM_AXIS:
m_iLastAxisCapEvent = event;
break;
}
}
void FillEventCategory( IGameEvent *event, int side, int category, CUtlVector<playerscore_t> &pList )
{
switch ( side )
{
case 0:
event->SetInt( "category_left", category );
break;
case 1:
event->SetInt( "category_right", category );
break;
}
static const char *pCategoryNames[2][6] =
{
{
"left_1",
"left_score_1",
"left_2",
"left_score_2",
"left_3",
"left_score_3"
},
{
"right_1",
"right_score_1",
"right_2",
"right_score_2",
"right_3",
"right_score_3"
}
};
int iNumInList = pList.Count();
if ( iNumInList > 0 )
{
event->SetInt( pCategoryNames[side][0], pList[0].iPlayerIndex );
event->SetInt( pCategoryNames[side][1], pList[0].iScore );
}
else
event->SetInt( pCategoryNames[side][0], 0 );
if ( iNumInList > 1 )
{
event->SetInt( pCategoryNames[side][2], pList[1].iPlayerIndex );
event->SetInt( pCategoryNames[side][3], pList[1].iScore );
}
else
event->SetInt( pCategoryNames[side][2], 0 );
if ( iNumInList > 2 )
{
event->SetInt( pCategoryNames[side][4], pList[2].iPlayerIndex );
event->SetInt( pCategoryNames[side][5], pList[2].iScore );
}
else
event->SetInt( pCategoryNames[side][4], 0 );
}
//Input for other entities to declare a round winner.
//Most often a dod_control_point_master saying that the
//round timer expired or that someone capped all the flags
void CDODGameRules::SetWinningTeam( int team )
{
if ( team != TEAM_ALLIES && team != TEAM_AXIS )
{
Assert( !"bad winning team set" );
return;
}
PlayWinSong(team);
GetGlobalDODTeam( team )->IncrementRoundsWon();
switch(team)
{
case TEAM_ALLIES:
{
State_Transition( STATE_ALLIES_WIN );
}
break;
case TEAM_AXIS:
{
State_Transition( STATE_AXIS_WIN );
}
break;
default:
break;
}
IGameEvent *event = gameeventmanager->CreateEvent( "dod_round_win" );
if ( event )
{
event->SetInt( "team", team );
gameeventmanager->FireEvent( event );
}
// if this was in colmar, and the losing team did not cap any points,
// the winners may have gotten an achievement
if ( FStrEq( STRING(gpGlobals->mapname), "dod_colmar" ) )
{
CControlPointMaster *pMaster = dynamic_cast<CControlPointMaster *>( gEntList.FindEntityByClassname( NULL, "dod_control_point_master" ) );
if ( pMaster )
{
// 1. losing team must not own any control points
// 2. for each point that the winning team owns, that takes bombs, it must still have 2 bombs required
bool bFlawlessVictory = true;
int iNumCP = pMaster->GetNumPoints();
for ( int i=0;i<iNumCP;i++ )
{
CControlPoint *pPoint = pMaster->GetCPByIndex(i);
if ( !pPoint || !pPoint->PointIsVisible() )
continue;
// if the enemy owns any visible points, not a flawless victory
if ( pPoint->GetOwner() != team )
{
bFlawlessVictory = false;
}
// 0 bombs remaining means we blew it up and now own it.
// 1 bomb remaining means we own it, but the other team blew it up a bit.
else if ( pPoint->GetBombsRequired() > 0 && pPoint->GetBombsRemaining() == 1 )
{
bFlawlessVictory = false;
}
}
if ( bFlawlessVictory )
{
GetGlobalDODTeam( team )->AwardAchievement( ACHIEVEMENT_DOD_COLMAR_DEFENSE );
}
}
}
// send team scores
SendTeamScoresEvent();
IGameEvent *winEvent = gameeventmanager->CreateEvent( "dod_win_panel" );
if ( winEvent )
{
// determine what categories to send
if ( m_bUsingTimer )
{
if ( team == m_iTimerWinTeam )
{
// timer expired, defenders win
// show total time that was defended
winEvent->SetBool( "show_timer_defend", true );
winEvent->SetInt( "timer_time", m_pRoundTimer->GetTimerMaxLength() );
}
else
{
// attackers win
// show time it took for them to win
winEvent->SetBool( "show_timer_attack", true );
int iTimeElapsed = m_pRoundTimer->GetTimerMaxLength() - (int)m_pRoundTimer->GetTimeRemaining();
winEvent->SetInt( "timer_time", iTimeElapsed );
}
}
else
{
winEvent->SetBool( "show_timer_attack", false );
winEvent->SetBool( "show_timer_defend", false );
}
int iLastEvent = ( team == TEAM_ALLIES ) ? m_iLastAlliesCapEvent : m_iLastAxisCapEvent;
winEvent->SetInt( "final_event", iLastEvent );
int i;
int index;
CUtlVector<playerscore_t> m_TopCappers;
CUtlVector<playerscore_t> m_TopDefenders;
CUtlVector<playerscore_t> m_TopBombers;
CUtlVector<playerscore_t> m_TopKills;
CDODTeam *pWinningTeam = GetGlobalDODTeam( team );
int iNumPlayers = pWinningTeam->GetNumPlayers();
for ( i=0;i<iNumPlayers;i++ )
{
CDODPlayer *pPlayer = dynamic_cast<CDODPlayer *>( pWinningTeam->GetPlayer(i) );
if ( pPlayer )
{
int iCaps = pPlayer->GetPerRoundCaps();
if ( iCaps )
{
index = m_TopCappers.AddToTail();
m_TopCappers[index].iPlayerIndex = pPlayer->entindex();
m_TopCappers[index].iScore = iCaps;
}
int iDefenses = pPlayer->GetPerRoundDefenses();
if ( iDefenses )
{
index = m_TopDefenders.AddToTail();
m_TopDefenders[index].iPlayerIndex = pPlayer->entindex();
m_TopDefenders[index].iScore = iDefenses;
}
// bombs
int iBombsDetonated = pPlayer->GetPerRoundBombsDetonated();
if ( iBombsDetonated )
{
index = m_TopBombers.AddToTail();
m_TopBombers[index].iPlayerIndex = pPlayer->entindex();
m_TopBombers[index].iScore = iBombsDetonated;
}
// kills
int iKills = pPlayer->GetPerRoundKills();
if ( iKills )
{
index = m_TopKills.AddToTail();
m_TopKills[index].iPlayerIndex = pPlayer->entindex();
m_TopKills[index].iScore = iKills;
}
pPlayer->StatEvent_RoundWin();
}
}
CDODTeam *pLosingTeam = GetGlobalDODTeam( ( team == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES );
iNumPlayers = pLosingTeam->GetNumPlayers();
for ( i=0;i<iNumPlayers;i++ )
{
CDODPlayer *pPlayer = dynamic_cast<CDODPlayer *>( pLosingTeam->GetPlayer(i) );
if ( pPlayer )
{
pPlayer->StatEvent_RoundLoss();
}
}
m_TopCappers.Sort( PlayerScoreInfoSort );
m_TopDefenders.Sort( PlayerScoreInfoSort );
m_TopBombers.Sort( PlayerScoreInfoSort );
m_TopKills.Sort( PlayerScoreInfoSort );
// Decide what two categories to show in the winpanel
// based on the gametype and which event have good information
// to show
int iCategoryPriority[8];
int pos = 0;
// Default is to show two blank sides
iCategoryPriority[pos++] = WINPANEL_TOP3_NONE;
iCategoryPriority[pos++] = WINPANEL_TOP3_NONE;
// Only show a category if it has information in it
if ( m_TopKills.Count() > 0 )
{
iCategoryPriority[pos++] = WINPANEL_TOP3_KILLERS;
}
if ( m_TopDefenders.Count() > 0 )
{
iCategoryPriority[pos++] = WINPANEL_TOP3_DEFENDERS;
}
if ( m_TopBombers.Count() > 0 )
{
iCategoryPriority[pos++] = WINPANEL_TOP3_BOMBERS;
}
else if ( m_TopCappers.Count() > 0 )
{
iCategoryPriority[pos++] = WINPANEL_TOP3_CAPPERS;
}
// Get the two most interesting
int iLeftCategory = iCategoryPriority[pos-1];
int iRightCategory = iCategoryPriority[pos-2];
switch( iLeftCategory )
{
case WINPANEL_TOP3_BOMBERS:
FillEventCategory( winEvent, 0, iLeftCategory, m_TopBombers );
break;
case WINPANEL_TOP3_CAPPERS:
FillEventCategory( winEvent, 0, iLeftCategory, m_TopCappers );
break;
case WINPANEL_TOP3_DEFENDERS:
FillEventCategory( winEvent, 0, iLeftCategory, m_TopDefenders );
break;
case WINPANEL_TOP3_KILLERS:
FillEventCategory( winEvent, 0, iLeftCategory, m_TopKills );
break;
case WINPANEL_TOP3_NONE:
default:
break;
}
switch( iRightCategory )
{
case WINPANEL_TOP3_BOMBERS:
FillEventCategory( winEvent, 1, iRightCategory, m_TopBombers );
break;
case WINPANEL_TOP3_CAPPERS:
FillEventCategory( winEvent, 1, iRightCategory, m_TopCappers );
break;
case WINPANEL_TOP3_DEFENDERS:
FillEventCategory( winEvent, 1, iRightCategory, m_TopDefenders );
break;
case WINPANEL_TOP3_KILLERS:
FillEventCategory( winEvent, 1, iRightCategory, m_TopKills );
break;
case WINPANEL_TOP3_NONE:
default:
break;
}
gameeventmanager->FireEvent( winEvent );
}
}
void TestWinpanel( void )
{
IGameEvent *event = gameeventmanager->CreateEvent( "dod_round_win" );
event->SetInt( "team", TEAM_ALLIES );
if ( event )
{
gameeventmanager->FireEvent( event );
}
IGameEvent *event2 = gameeventmanager->CreateEvent( "dod_point_captured" );
if ( event2 )
{
char cappers[9]; // pCappingPlayers is max length 8
int i;
for( i=0;i<1;i++ )
{
cappers[i] = (char)1;
}
cappers[i] = '\0';
// pCappingPlayers is a null terminated list of player indeces
event2->SetString( "cappers", cappers );
event2->SetBool( "bomb", true );
gameeventmanager->FireEvent( event2 );
}
IGameEvent *winEvent = gameeventmanager->CreateEvent( "dod_win_panel" );
if ( winEvent )
{
if ( 1 )
{
if ( 0 /*team == m_iTimerWinTeam */)
{
// timer expired, defenders win
// show total time that was defended
winEvent->SetBool( "show_timer_defend", true );
winEvent->SetInt( "timer_time", 0 /*m_pRoundTimer->GetTimerMaxLength() */);
}
else
{
// attackers win
// show time it took for them to win
winEvent->SetBool( "show_timer_attack", true );
int iTimeElapsed = 90; //m_pRoundTimer->GetTimerMaxLength() - (int)m_pRoundTimer->GetTimeRemaining();
winEvent->SetInt( "timer_time", iTimeElapsed );
}
}
else
{
winEvent->SetBool( "show_timer_attack", false );
winEvent->SetBool( "show_timer_defend", false );
}
int iLastEvent = CAP_EVENT_FLAG;
winEvent->SetInt( "final_event", iLastEvent );
CUtlVector<playerscore_t> m_TopKillers;
CUtlVector<playerscore_t> m_TopDefenders;
CUtlVector<playerscore_t> m_TopCappers;
CUtlVector<playerscore_t> m_TopBombers;
CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex(1) );
if ( !pPlayer )
return;
int i = 0;
int index;
for ( i=0;i<3;i++ )
{
index = m_TopCappers.AddToTail();
m_TopCappers[index].iPlayerIndex = pPlayer->entindex();
m_TopCappers[index].iScore = pPlayer->GetPerRoundCaps() + 1;
index = m_TopDefenders.AddToTail();
m_TopDefenders[index].iPlayerIndex = pPlayer->entindex();
m_TopDefenders[index].iScore = pPlayer->GetPerRoundDefenses() + 1;
index = m_TopBombers.AddToTail();
m_TopBombers[index].iPlayerIndex = pPlayer->entindex();
m_TopBombers[index].iScore = pPlayer->GetPerRoundBombsDetonated() + 1;
index = m_TopKillers.AddToTail();
m_TopKillers[index].iPlayerIndex = pPlayer->entindex();
m_TopKillers[index].iScore = pPlayer->GetPerRoundKills() + 1;
}
m_TopCappers.Sort( PlayerScoreInfoSort );
m_TopDefenders.Sort( PlayerScoreInfoSort );
//FillEventCategory( winEvent, 0, WINPANEL_TOP3_KILLERS, m_TopKillers );
//FillEventCategory( winEvent, 1, WINPANEL_TOP3_DEFENDERS, m_TopDefenders );
FillEventCategory( winEvent, 0, WINPANEL_TOP3_BOMBERS, m_TopBombers );
FillEventCategory( winEvent, 1, WINPANEL_TOP3_CAPPERS, m_TopCappers );
gameeventmanager->FireEvent( winEvent );
}
}
ConCommand dod_test_winpanel( "dod_test_winpanel", TestWinpanel, "", FCVAR_CHEAT );
// bForceRespawn - respawn player even if dead or dying
// bTeam - if true, only respawn the passed team
// iTeam - team to respawn
void CDODGameRules::RespawnPlayers( bool bForceRespawn, bool bTeam /* = false */, int iTeam/* = TEAM_UNASSIGNED */ )
{
if ( bTeam )
{
if ( iTeam == TEAM_ALLIES )
DevMsg( 2, "Respawning Allies\n" );
else if ( iTeam == TEAM_AXIS )
DevMsg( 2, "Respawning Axis\n" );
else
Assert(!"Trying to respawn a strange team");
}
CDODPlayer *pPlayer;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue;
// Check for team specific spawn
if ( bTeam && pPlayer->GetTeamNumber() != iTeam )
continue;
// players that haven't chosen a class can never spawn
if( pPlayer->m_Shared.DesiredPlayerClass() == PLAYERCLASS_UNDEFINED )
{
ClientPrint(pPlayer, HUD_PRINTTALK, "#game_will_spawn");
continue;
}
// If we aren't force respawning, don't respawn players that:
// - are alive
// - are still in the death anim stage of dying
if ( !bForceRespawn )
{
if ( pPlayer->IsAlive() )
continue;
if ( gpGlobals->curtime < ( pPlayer->GetDeathTime() + DEATH_CAM_TIME ) )
continue;
if ( pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
continue;
if ( State_Get() != STATE_PREROUND && pPlayer->State_Get() == STATE_DEATH_ANIM )
continue;
}
// Respawn this player
pPlayer->DODRespawn();
}
}
bool CDODGameRules::IsPlayerClassOnTeam( int cls, int team )
{
if( cls == PLAYERCLASS_RANDOM )
return true;
CDODTeam *pTeam = GetGlobalDODTeam( team );
return ( cls >= 0 && cls < pTeam->GetNumPlayerClasses() );
}
bool CDODGameRules::CanPlayerJoinClass( CDODPlayer *pPlayer, int cls )
{
if( cls == PLAYERCLASS_RANDOM )
{
return mp_allowrandomclass.GetBool();
}
if( ReachedClassLimit( pPlayer->GetTeamNumber(), cls ) )
return false;
return true;
}
bool CDODGameRules::ReachedClassLimit( int team, int cls )
{
Assert( cls != PLAYERCLASS_UNDEFINED );
Assert( cls != PLAYERCLASS_RANDOM );
// get the cvar
int iClassLimit = GetClassLimit( team, cls );
// count how many are active
int iClassExisting = CountPlayerClass( team, cls );
CDODTeam *pTeam = GetGlobalDODTeam( team );
const CDODPlayerClassInfo &pThisClassInfo = pTeam->GetPlayerClassInfo( cls );
if( mp_combinemglimits.GetBool() && pThisClassInfo.m_bClassLimitMGMerge )
{
// find the other classes that have "mergemgclasses"
for( int i=0; i<pTeam->GetNumPlayerClasses();i++ )
{
if( i != cls )
{
const CDODPlayerClassInfo &pClassInfo = pTeam->GetPlayerClassInfo( i );
if( pClassInfo.m_bClassLimitMGMerge )
{
// add that class' limits and counts
iClassLimit += GetClassLimit( team, i );
iClassExisting += CountPlayerClass( team, i );
}
}
}
}
if( iClassLimit > -1 && iClassExisting >= iClassLimit )
{
return true;
}
return false;
}
int CDODGameRules::CountPlayerClass( int team, int cls )
{
int num = 0;
CDODPlayer *pDODPlayer;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pDODPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if (pDODPlayer == NULL)
continue;
if (FNullEnt( pDODPlayer->edict() ))
continue;
if( pDODPlayer->GetTeamNumber() != team )
continue;
if( pDODPlayer->m_Shared.DesiredPlayerClass() == cls )
num++;
}
return num;
}
int CDODGameRules::GetClassLimit( int team, int cls )
{
CDODTeam *pTeam = GetGlobalDODTeam( team );
Assert( pTeam );
const CDODPlayerClassInfo &pClassInfo = pTeam->GetPlayerClassInfo( cls );
int iClassLimit;
ConVar *pLimitCvar = ( ConVar * )cvar->FindVar( pClassInfo.m_szLimitCvar );
Assert( pLimitCvar );
if( pLimitCvar )
iClassLimit = pLimitCvar->GetInt();
else
iClassLimit = -1;
return iClassLimit;
}
void CDODGameRules::CheckLevelInitialized()
{
if ( !m_bLevelInitialized )
{
// Count the number of spawn points for each team
// This determines the maximum number of players allowed on each
CBaseEntity* ent = NULL;
m_iSpawnPointCount_Allies = 0;
m_iSpawnPointCount_Axis = 0;
while ( ( ent = gEntList.FindEntityByClassname( ent, "info_player_allies" ) ) != NULL )
{
if ( IsSpawnPointValid( ent, NULL ) )
{
m_iSpawnPointCount_Allies++;
// store in a list
m_AlliesSpawnPoints.AddToTail( ent );
}
else
{
Warning("Invalid allies spawnpoint at (%.1f,%.1f,%.1f)\n",
ent->GetAbsOrigin()[0],ent->GetAbsOrigin()[2],ent->GetAbsOrigin()[2] );
}
}
while ( ( ent = gEntList.FindEntityByClassname( ent, "info_player_axis" ) ) != NULL )
{
if ( IsSpawnPointValid( ent, NULL ) )
{
m_iSpawnPointCount_Axis++;
// store in a list
m_AxisSpawnPoints.AddToTail( ent );
}
else
{
Warning("Invalid axis spawnpoint at (%.1f,%.1f,%.1f)\n",
ent->GetAbsOrigin()[0],ent->GetAbsOrigin()[2],ent->GetAbsOrigin()[2] );
}
}
m_bLevelInitialized = true;
}
}
CUtlVector<EHANDLE> *CDODGameRules::GetSpawnPointListForTeam( int iTeam )
{
switch ( iTeam )
{
case TEAM_ALLIES:
return &m_AlliesSpawnPoints;
case TEAM_AXIS:
return &m_AxisSpawnPoints;
default:
break;
}
return NULL;
}
/* create some proxy entities that we use for transmitting data */
void CDODGameRules::CreateStandardEntities()
{
// Create the player resource
g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "dod_player_manager", vec3_origin, vec3_angle );
// Create the objective resource
g_pObjectiveResource = (CDODObjectiveResource *)CBaseEntity::Create( "dod_objective_resource", vec3_origin, vec3_angle );
Assert( g_pObjectiveResource );
// Create the entity that will send our data to the client.
#ifdef DBGFLAG_ASSERT
CBaseEntity *pEnt =
#endif
CBaseEntity::Create( "dod_gamerules", vec3_origin, vec3_angle );
Assert( pEnt );
}
ConVar dod_waverespawnfactor( "dod_waverespawnfactor", "1.0", FCVAR_REPLICATED | FCVAR_CHEAT, "Factor for respawn wave timers" );
float CDODGameRules::GetWaveTime( int iTeam )
{
float flRespawnTime = 0.0f;
switch( iTeam )
{
case TEAM_ALLIES:
flRespawnTime = ( m_iNumAlliesRespawnWaves > 0 ) ? m_AlliesRespawnQueue[m_iAlliesRespawnHead] : -1;
break;
case TEAM_AXIS:
flRespawnTime = ( m_iNumAxisRespawnWaves > 0 ) ? m_AxisRespawnQueue[m_iAxisRespawnHead] : -1;
break;
default:
Assert( !"Why are you trying to get the wave time for a non-team?" );
break;
}
return flRespawnTime;
}
float CDODGameRules::GetMaxWaveTime( int nTeam )
{
float fTime = 0;
// Quick waves to get everyone in if we are in PREROUND
if ( State_Get() == STATE_PREROUND )
{
return 1.0;
}
int nNumPlayers = GetGlobalDODTeam( nTeam )->GetNumPlayers();
if( nNumPlayers < 3 )
fTime = 6.f;
else if( nNumPlayers < 6 )
fTime = 8.f;
else if( nNumPlayers < 8 )
fTime = 10.f;
else if( nNumPlayers < 10 )
fTime = 11.f;
else if( nNumPlayers < 12 )
fTime = 12.f;
else if( nNumPlayers < 14 )
fTime = 13.f;
else
fTime = 14.f;
//adjust wave time based on mapper settings
//they can adjust the factor ( default 1.0 )
// to give longer or shorter wait times for
// either team
if( nTeam == TEAM_ALLIES )
fTime *= m_GamePlayRules.m_fAlliesRespawnFactor;
else if( nTeam == TEAM_AXIS )
fTime *= m_GamePlayRules.m_fAxisRespawnFactor;
// Finally, adjust the respawn time based on how well the team is doing
// a team with more flags should respawn faster.
// Give a bonus to respawn time for each flag that we own that we
// don't own by default.
CControlPointMaster *pMaster = dynamic_cast<CControlPointMaster*>( gEntList.FindEntityByClassname( NULL, "dod_control_point_master" ) );
if( pMaster )
{
int advantageFlags = pMaster->CountAdvantageFlags( nTeam );
// this can be negative if we are losing, this will add time!
fTime -= (float)(advantageFlags) * dod_flagrespawnbonus.GetFloat();
}
fTime *= dod_waverespawnfactor.GetFloat();
// Minimum 5 seconds
if (fTime <= DEATH_CAM_TIME)
fTime = DEATH_CAM_TIME;
// Maximum 20 seconds
if ( fTime > MAX_WAVE_RESPAWN_TIME )
{
fTime = MAX_WAVE_RESPAWN_TIME;
}
return fTime;
}
void CDODGameRules::CreateOrJoinRespawnWave( CDODPlayer *pPlayer )
{
int team = pPlayer->GetTeamNumber();
float flWaveTime = GetWaveTime( team ) - gpGlobals->curtime;
if( flWaveTime <= 0 )
{
// start a new wave
DevMsg( "Wave: Starting a new wave for team %d, time %.1f\n", team, GetMaxWaveTime(team) );
//start a new wave with this player
AddWaveTime( team, GetMaxWaveTime(team) );
}
else
{
// see if this player needs to start a new wave
int team = pPlayer->GetTeamNumber();
float flSpawnEligibleTime = gpGlobals->curtime + DEATH_CAM_TIME;
if ( team == TEAM_ALLIES )
{
bool bFoundWave = false;
int i = m_iAlliesRespawnHead;
while( i != m_iAlliesRespawnTail )
{
// if the player can fit in this wave, set bFound = true
if ( flSpawnEligibleTime < m_AlliesRespawnQueue[i] )
{
bFoundWave = true;
break;
}
i = ( i+1 ) % DOD_RESPAWN_QUEUE_SIZE;
}
if ( !bFoundWave )
{
// add a new wave to the end
AddWaveTime( TEAM_ALLIES, GetMaxWaveTime(TEAM_ALLIES) );
}
}
else if ( team == TEAM_AXIS )
{
bool bFoundWave = false;
int i = m_iAxisRespawnHead;
while( i != m_iAxisRespawnTail )
{
// if the player can fit in this wave, set bFound = true
if ( flSpawnEligibleTime < m_AxisRespawnQueue[i] )
{
bFoundWave = true;
break;
}
i = ( i+1 ) % DOD_RESPAWN_QUEUE_SIZE;
}
if ( !bFoundWave )
{
// add a new wave to the end
AddWaveTime( TEAM_AXIS, GetMaxWaveTime(TEAM_AXIS) );
}
}
else
Assert( 0 );
}
}
bool CDODGameRules::InRoundRestart( void )
{
if ( State_Get() == STATE_PREROUND )
return true;
return false;
}
void CDODGameRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
CDODPlayer *pDODVictim = ToDODPlayer( pVictim );
// if you're still playing dod, you know how this works, let's not
// interfere with the freezecam panel
//bool bPlayed = pDODVictim->HintMessage( HINT_PLAYER_KILLED_WAVETIME );
// If we already played the killed hint, play the deathcam hint
//if ( !bPlayed )
//{
// pDODVictim->HintMessage( HINT_DEATHCAM );
//}
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CDODPlayer *pScorer = ToDODPlayer( GetDeathScorer( pKiller, pInflictor ) );
if( pScorer && pScorer->IsPlayer() && pScorer != pVictim )
{
if( pVictim->GetTeamNumber() == pScorer->GetTeamNumber() )
{
pScorer->HintMessage( HINT_FRIEND_KILLED, true ); //force this
}
else
{
pScorer->HintMessage( HINT_ENEMY_KILLED );
}
}
// determine if this kill affected a nemesis relationship
int iDeathFlags = 0;
if ( pScorer )
{
CalcDominationAndRevenge( pScorer, pDODVictim, &iDeathFlags );
}
pDODVictim->SetDeathFlags( iDeathFlags ); // for deathnotice I assume?
DeathNotice( pVictim, info );
// 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 );
bool bScoring = !IsInWarmup();
if( bScoring )
{
pVictim->IncrementDeathCount( 1 );
}
// Did the player kill himself?
if ( pVictim == pScorer )
{
// Players lose a frag for killing themselves
//if( bScoring )
// 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
if( bScoring )
pScorer->IncrementFragCount( DODPointsForKill( pVictim, info ) );
// 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 );
// see if this saved a capture
if ( pDODVictim->m_signals.GetState() & SIGNAL_CAPTUREAREA )
{
//find the area the player is in and see if his death causes a block
CAreaCapture *pArea = dynamic_cast<CAreaCapture *>(gEntList.FindEntityByClassname( NULL, "dod_capture_area" ) );
while( pArea )
{
if ( pArea->CheckIfDeathCausesBlock( pDODVictim, pScorer ) )
{
break;
}
pArea = dynamic_cast<CAreaCapture *>( gEntList.FindEntityByClassname( pArea, "dod_capture_area" ) );
}
}
if ( pDODVictim->m_bIsDefusing && pDODVictim->m_pDefuseTarget && pScorer->GetTeamNumber() != pDODVictim->GetTeamNumber() )
{
CDODBombTarget *pTarget = pDODVictim->m_pDefuseTarget;
pTarget->DefuseBlocked( pScorer );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_kill_defuser" );
if ( event )
{
event->SetInt( "userid", pScorer->GetUserID() );
event->SetInt( "victimid", pDODVictim->GetUserID() );
gameeventmanager->FireEvent( event );
}
}
}
else
{
// Players lose a frag for letting the world kill them
//if( bScoring )
// pVictim->IncrementFragCount( -1 );
}
}
void CDODGameRules::DetectGameRules( void )
{
bool bFound = false;
CBaseEntity *pEnt = NULL;
pEnt = gEntList.FindEntityByClassname( pEnt, "info_doddetect" );
while( pEnt )
{
CDODDetect *pDetect = dynamic_cast<CDODDetect *>(pEnt);
if( pDetect && pDetect->IsMasteredOn() )
{
CDODGamePlayRules *pRules = pDetect->GetGamePlay();
Assert( pRules );
CopyGamePlayLogic( *pRules );
bFound = true;
break;
}
pEnt = gEntList.FindEntityByClassname( pEnt, "info_doddetect" );
}
if( !bFound )
{
m_GamePlayRules.Reset();
}
}
void CDODGameRules::PlayWinSong( int team )
{
switch(team)
{
case TEAM_ALLIES:
BroadcastSound( "Game.USWin" );
break;
case TEAM_AXIS:
BroadcastSound( "Game.GermanWin" );
break;
default:
Assert(0);
break;
}
}
void CDODGameRules::BroadcastSound( const char *sound )
{
//send it to everyone
IGameEvent *event = gameeventmanager->CreateEvent( "dod_broadcast_audio" );
if ( event )
{
event->SetString( "sound", sound );
gameeventmanager->FireEvent( event );
}
}
void CDODGameRules::PlayStartRoundVoice( void )
{
// One for the Allies..
switch( m_GamePlayRules.m_iAlliesStartRoundVoice )
{
case STARTROUND_ATTACK:
PlaySpawnSoundToTeam( "Voice.US_ObjectivesAttack", TEAM_ALLIES );
break;
case STARTROUND_DEFEND:
PlaySpawnSoundToTeam( "Voice.US_ObjectivesDefend", TEAM_ALLIES );
break;
case STARTROUND_BEACH:
PlaySpawnSoundToTeam( "Voice.US_Beach", TEAM_ALLIES );
break;
case STARTROUND_ATTACK_TIMED:
PlaySpawnSoundToTeam( "Voice.US_ObjectivesAttackTimed", TEAM_ALLIES );
break;
case STARTROUND_DEFEND_TIMED:
PlaySpawnSoundToTeam( "Voice.US_ObjectivesDefendTimed", TEAM_ALLIES );
break;
case STARTROUND_FLAGS:
default:
PlaySpawnSoundToTeam( "Voice.US_Flags", TEAM_ALLIES );
break;
}
// and one for the Axis
switch( m_GamePlayRules.m_iAxisStartRoundVoice )
{
case STARTROUND_ATTACK:
PlaySpawnSoundToTeam( "Voice.German_ObjectivesAttack", TEAM_AXIS );
break;
case STARTROUND_DEFEND:
PlaySpawnSoundToTeam( "Voice.German_ObjectivesDefend", TEAM_AXIS );
break;
case STARTROUND_BEACH:
PlaySpawnSoundToTeam( "Voice.German_Beach", TEAM_AXIS );
break;
case STARTROUND_ATTACK_TIMED:
PlaySpawnSoundToTeam( "Voice.German_ObjectivesAttackTimed", TEAM_AXIS );
break;
case STARTROUND_DEFEND_TIMED:
PlaySpawnSoundToTeam( "Voice.German_ObjectivesDefendTimed", TEAM_AXIS );
break;
case STARTROUND_FLAGS:
default:
PlaySpawnSoundToTeam( "Voice.German_Flags", TEAM_AXIS );
break;
}
}
void CDODGameRules::PlaySpawnSoundToTeam( const char *sound, int team )
{
// find the first valid player and make them do it as a voice command
CDODPlayer *pPlayer;
static int iLastSpeaker = 1;
int iCurrent = iLastSpeaker;
bool bBreakLoop = false;
while( !bBreakLoop )
{
iCurrent++;
if( iCurrent > gpGlobals->maxClients )
iCurrent = 1;
if( iCurrent == iLastSpeaker )
{
// couldn't find a different player. check the same player again
// and then break regardless
bBreakLoop = true;
}
pPlayer = ToDODPlayer( UTIL_PlayerByIndex( iCurrent ) );
if (pPlayer == NULL)
continue;
if (FNullEnt( pPlayer->edict() ))
continue;
if( pPlayer && pPlayer->GetTeamNumber() == team && pPlayer->IsAlive() )
{
CPASFilter filter( pPlayer->WorldSpaceCenter() );
pPlayer->EmitSound( filter, pPlayer->entindex(), sound );
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_HANDSIGNAL );
iLastSpeaker = iCurrent;
break;
}
}
}
void CDODGameRules::ClientDisconnected( edict_t *pClient )
{
CDODPlayer *pPlayer = ToDODPlayer( GetContainingEntity( pClient ) );
if( pPlayer )
{
pPlayer->DestroyRagdoll();
pPlayer->StatEvent_UploadStats();
}
// Tally the latest time for this player
pPlayer->TallyLatestTimePlayedPerClass( pPlayer->GetTeamNumber(), pPlayer->m_Shared.DesiredPlayerClass() );
pPlayer->RemoveNemesisRelationships();
for( int j=0;j<7;j++ )
{
m_flSecondsPlayedPerClass_Allies[j] += pPlayer->m_flTimePlayedPerClass_Allies[j];
m_flSecondsPlayedPerClass_Axis[j] += pPlayer->m_flTimePlayedPerClass_Axis[j];
}
int iPlayerIndex = pPlayer->entindex();
Assert( iPlayerIndex >= 1 && iPlayerIndex <= MAX_PLAYERS);
if ( iPlayerIndex >= 1 && iPlayerIndex <= MAX_PLAYERS )
{
// for every other player, set all all the kills with respect to this player to 0
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CDODPlayer *p = ToDODPlayer( UTIL_PlayerByIndex(i) );
if ( !p )
continue;
p->iNumKilledByUnanswered[iPlayerIndex] = 0;
}
}
BaseClass::ClientDisconnected( pClient );
}
void CDODGameRules::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();
CDODPlayer *pScorer = ToDODPlayer( GetDeathScorer( pKiller, pInflictor ) );
CDODPlayer *pDODVictim = ToDODPlayer( pVictim );
Assert( pDODVictim );
if ( pScorer ) // Is the killer a client?
{
killer_ID = pScorer->GetUserID();
if ( pInflictor )
{
if ( pInflictor == pScorer )
{
CWeaponDODBase *pWeapon = pScorer->GetActiveDODWeapon();
if ( pWeapon )
{
int iWeaponType = pWeapon->GetDODWpnData().m_WeaponType;
// Putting this here because we already have the weapon pointer.
if ( iWeaponType == WPN_TYPE_MG && pScorer->GetTeamNumber() != pVictim->GetTeamNumber() )
{
CDODBipodWeapon *pMG = dynamic_cast<CDODBipodWeapon *>( pWeapon );
Assert( pMG );
if ( pMG->IsDeployed() )
{
pScorer->HandleDeployedMGKillCount( 1 );
}
}
// if the weapon does not belong to the same team
if ( pWeapon->GetDODWpnData().m_iDefaultTeam != pScorer->GetTeamNumber() &&
pScorer->GetTeamNumber() != pVictim->GetTeamNumber() )
{
pScorer->HandleEnemyWeaponsAchievement( 1 );
}
// achievement for getting kills with several different weapon types in one life
if ( pScorer->GetTeamNumber() != pVictim->GetTeamNumber() )
{
pScorer->HandleComboWeaponKill( iWeaponType );
}
if( info.GetDamageCustom() & MELEE_DMG_SECONDARYATTACK )
{
//it was a butt or bayonet!
killer_weapon_name = pWeapon->GetSecondaryDeathNoticeName();
}
// If the inflictor is the killer, then it must be their current weapon doing the damage
else
{
killer_weapon_name = pWeapon->GetClassname();
}
}
}
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, "func_", 5 ) == 0 )
{
killer_weapon_name += 5;
}
else if ( strncmp( killer_weapon_name, "rocket_", 7 ) == 0 )
{
killer_weapon_name += 7;
}
else if ( strncmp( killer_weapon_name, "grenade_", 8 ) == 0 )
{
killer_weapon_name += 8;
// achievement for getting kills with several different weapon types in one life
if ( pScorer && pScorer->GetTeamNumber() != pVictim->GetTeamNumber() )
{
pScorer->HandleComboWeaponKill( WPN_TYPE_GRENADE );
}
}
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 );
if ( pDODVictim->GetDeathFlags() & DOD_DEATHFLAG_DOMINATION )
{
event->SetInt( "dominated", 1 );
}
if ( pDODVictim->GetDeathFlags() & DOD_DEATHFLAG_REVENGE )
{
event->SetInt( "revenge", 1 );
}
gameeventmanager->FireEvent( event );
}
}
// CDODDetect - map entity for mappers to choose game rules
LINK_ENTITY_TO_CLASS( info_doddetect, CDODDetect );
CDODDetect::CDODDetect()
{
m_GamePlayRules.Reset();
}
void CDODDetect::Spawn( void )
{
SetSolid( SOLID_NONE );
BaseClass::Spawn();
}
bool CDODDetect::IsMasteredOn( void )
{
//For now return true
return true;
}
bool CDODDetect::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "detect_allies_respawnfactor"))
{
m_GamePlayRules.m_fAlliesRespawnFactor = atof(szValue);
}
else if (FStrEq(szKeyName, "detect_axis_respawnfactor"))
{
m_GamePlayRules.m_fAxisRespawnFactor = atof(szValue);
}
else if (FStrEq(szKeyName, "detect_allies_startroundvoice"))
{
m_GamePlayRules.m_iAlliesStartRoundVoice = atoi(szValue);
}
else if (FStrEq(szKeyName, "detect_axis_startroundvoice"))
{
m_GamePlayRules.m_iAxisStartRoundVoice = atof(szValue);
}
else
return CBaseEntity::KeyValue( szKeyName, szValue );
return true;
}
//checks to see if the desired team is stacked, returns true if it is
bool CDODGameRules::TeamStacked( int iNewTeam, int iCurTeam )
{
//players are allowed to change to their own team
if(iNewTeam == iCurTeam)
return false;
int iTeamLimit = mp_limitteams.GetInt();
// Tabulate the number of players on each team.
int iNumAllies = GetGlobalTeam( TEAM_ALLIES )->GetNumPlayers();
int iNumAxis = GetGlobalTeam( TEAM_AXIS )->GetNumPlayers();
switch ( iNewTeam )
{
case TEAM_ALLIES:
if( iCurTeam != TEAM_UNASSIGNED && iCurTeam != TEAM_SPECTATOR )
{
if((iNumAllies + 1) > (iNumAxis + iTeamLimit - 1))
return true;
else
return false;
}
else
{
if((iNumAllies + 1) > (iNumAxis + iTeamLimit))
return true;
else
return false;
}
break;
case TEAM_AXIS:
if( iCurTeam != TEAM_UNASSIGNED && iCurTeam != TEAM_SPECTATOR )
{
if((iNumAxis + 1) > (iNumAllies + iTeamLimit - 1))
return true;
else
return false;
}
else
{
if((iNumAxis + 1) > (iNumAllies + iTeamLimit))
return true;
else
return false;
}
break;
}
return false;
}
// Falling damage stuff.
#define DOD_PLAYER_FATAL_FALL_SPEED 900 // approx 60 feet
#define DOD_PLAYER_MAX_SAFE_FALL_SPEED 500 // approx 20 feet
#define DOD_DAMAGE_FOR_FALL_SPEED ((float)100 / ( DOD_PLAYER_FATAL_FALL_SPEED - DOD_PLAYER_MAX_SAFE_FALL_SPEED )) // damage per unit per second.
/*
#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
*/
float CDODGameRules::FlPlayerFallDamage( CBasePlayer *pPlayer )
{
pPlayer->m_Local.m_flFallVelocity -= DOD_PLAYER_MAX_SAFE_FALL_SPEED;
return pPlayer->m_Local.m_flFallVelocity * DOD_DAMAGE_FOR_FALL_SPEED;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Init CS ammo definitions
//-----------------------------------------------------------------------------
// 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 1
// 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;
//pistol ammo
def.AddAmmoType( DOD_AMMO_COLT, DMG_BULLET, TRACER_NONE, 0, 0, 21, 5000, 10, 14 );
def.AddAmmoType( DOD_AMMO_P38, DMG_BULLET, TRACER_NONE, 0, 0, 24, 5000, 10, 14 );
def.AddAmmoType( DOD_AMMO_C96, DMG_BULLET, TRACER_NONE, 0, 0, 60, 5000, 10, 14 );
//rifles
def.AddAmmoType( DOD_AMMO_GARAND, DMG_BULLET, TRACER_NONE, 0, 0, 88, 9000, 10, 14 );
def.AddAmmoType( DOD_AMMO_K98, DMG_BULLET, TRACER_NONE, 0, 0, 65, 9000, 10, 14 );
def.AddAmmoType( DOD_AMMO_M1CARBINE, DMG_BULLET, TRACER_NONE, 0, 0, 165, 9000, 10, 14 );
def.AddAmmoType( DOD_AMMO_SPRING, DMG_BULLET, TRACER_NONE, 0, 0, 55, 9000, 10, 14 );
//submg
def.AddAmmoType( DOD_AMMO_SUBMG, DMG_BULLET, TRACER_NONE, 0, 0, 210, 7000, 10, 14 );
def.AddAmmoType( DOD_AMMO_BAR, DMG_BULLET, TRACER_LINE_AND_WHIZ, 0, 0, 260, 9000, 10, 14 );
//mg
def.AddAmmoType( DOD_AMMO_30CAL, DMG_BULLET | DMG_MACHINEGUN, TRACER_LINE_AND_WHIZ, 0, 0, 300, 9000, 10, 14 );
def.AddAmmoType( DOD_AMMO_MG42, DMG_BULLET | DMG_MACHINEGUN, TRACER_LINE_AND_WHIZ, 0, 0, 500, 9000, 10, 14 );
//rockets
def.AddAmmoType( DOD_AMMO_ROCKET, DMG_BLAST, TRACER_NONE, 0, 0, 5, 9000, 10, 14 );
//grenades
def.AddAmmoType( DOD_AMMO_HANDGRENADE, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_STICKGRENADE, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_HANDGRENADE_EX, DMG_BLAST, TRACER_NONE, 0, 0, 1, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_STICKGRENADE_EX, DMG_BLAST, TRACER_NONE, 0, 0, 1, 1, 4, 8 );
// smoke grenades
def.AddAmmoType( DOD_AMMO_SMOKEGRENADE_US, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_SMOKEGRENADE_GER, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_SMOKEGRENADE_US_LIVE, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_SMOKEGRENADE_GER_LIVE,DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
// rifle grenades
def.AddAmmoType( DOD_AMMO_RIFLEGRENADE_US, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_RIFLEGRENADE_GER, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_RIFLEGRENADE_US_LIVE, DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
def.AddAmmoType( DOD_AMMO_RIFLEGRENADE_GER_LIVE,DMG_BLAST, TRACER_NONE, 0, 0, 2, 1, 4, 8 );
}
return &def;
}
#ifndef CLIENT_DLL
void CDODGameRules::AddWaveTime( int team, float flTime )
{
switch ( team )
{
case TEAM_ALLIES:
{
Assert( m_iNumAlliesRespawnWaves < DOD_RESPAWN_QUEUE_SIZE );
if ( m_iNumAlliesRespawnWaves >= DOD_RESPAWN_QUEUE_SIZE )
{
Warning( "Trying to add too many allies respawn waves\n" );
return;
}
m_AlliesRespawnQueue.Set( m_iAlliesRespawnTail, gpGlobals->curtime + flTime );
m_iNumAlliesRespawnWaves++;
m_iAlliesRespawnTail = ( m_iAlliesRespawnTail + 1 ) % DOD_RESPAWN_QUEUE_SIZE;
DevMsg( 1, "AddWaveTime ALLIES head %d tail %d numtotal %d time %.1f\n",
m_iAlliesRespawnHead.Get(),
m_iAlliesRespawnTail.Get(),
m_iNumAlliesRespawnWaves,
gpGlobals->curtime + flTime );
}
break;
case TEAM_AXIS:
{
Assert( m_iNumAxisRespawnWaves < DOD_RESPAWN_QUEUE_SIZE );
if ( m_iNumAxisRespawnWaves >= DOD_RESPAWN_QUEUE_SIZE )
{
Warning( "Trying to add too many axis respawn waves\n" );
return;
}
m_AxisRespawnQueue.Set( m_iAxisRespawnTail, gpGlobals->curtime + flTime );
m_iNumAxisRespawnWaves++;
m_iAxisRespawnTail = ( m_iAxisRespawnTail + 1 ) % DOD_RESPAWN_QUEUE_SIZE;
DevMsg( 1, "AddWaveTime AXIS head %d tail %d numtotal %d time %.1f\n",
m_iAxisRespawnHead.Get(),
m_iAxisRespawnTail.Get(),
m_iNumAxisRespawnWaves,
gpGlobals->curtime + flTime );
}
break;
default:
Assert(0);
break;
}
}
void CDODGameRules::PopWaveTime( int team )
{
switch ( team )
{
case TEAM_ALLIES:
{
Assert( m_iNumAlliesRespawnWaves > 0 );
m_iAlliesRespawnHead = ( m_iAlliesRespawnHead + 1 ) % DOD_RESPAWN_QUEUE_SIZE;
m_iNumAlliesRespawnWaves--;
DevMsg( 1, "PopWaveTime ALLIES head %d tail %d numtotal %d time %.1f\n",
m_iAlliesRespawnHead.Get(),
m_iAlliesRespawnTail.Get(),
m_iNumAlliesRespawnWaves,
gpGlobals->curtime );
}
break;
case TEAM_AXIS:
{
Assert( m_iNumAxisRespawnWaves > 0 );
m_iAxisRespawnHead = ( m_iAxisRespawnHead + 1 ) % DOD_RESPAWN_QUEUE_SIZE;
m_iNumAxisRespawnWaves--;
DevMsg( 1, "PopWaveTime AXIS head %d tail %d numtotal %d time %.1f\n",
m_iAxisRespawnHead.Get(),
m_iAxisRespawnTail.Get(),
m_iNumAxisRespawnWaves,
gpGlobals->curtime );
}
break;
default:
Assert(0);
break;
}
}
#endif
#ifndef CLIENT_DLL
const char *CDODGameRules::GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer )
{
char *pszPrefix = "";
if ( !pPlayer ) // dedicated server output
{
pszPrefix = "";
}
else
{
// don't show dead prefix if in the bonus round or at round end
// because we can chat at these times.
bool bShowDeadPrefix = ( pPlayer->IsAlive() == false ) && !IsInBonusRound() &&
( State_Get() != STATE_GAME_OVER );
if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
{
return "";
}
if ( bTeamOnly )
{
if ( bShowDeadPrefix )
{
pszPrefix = "(Dead)(Team)"; //#chatprefix_deadteam";
}
else
{
//MATTTODO: localize chat prefixes
pszPrefix = "(Team)"; //"#chatprefix_team";
}
}
// everyone
else
{
if ( bShowDeadPrefix )
{
pszPrefix = "(Dead)"; //"#chatprefix_dead";
}
}
}
return pszPrefix;
}
void CDODGameRules::ClientSettingsChanged( CBasePlayer *pPlayer )
{
CDODPlayer *pDODPlayer = ToDODPlayer( pPlayer );
Assert( pDODPlayer );
pDODPlayer->SetAutoReload( Q_atoi( engine->GetClientConVarValue( pPlayer->entindex(), "cl_autoreload" ) ) > 0 );
pDODPlayer->SetShowHints( Q_atoi( engine->GetClientConVarValue( pPlayer->entindex(), "cl_showhelp" ) ) > 0 );
pDODPlayer->SetAutoRezoom( Q_atoi( engine->GetClientConVarValue( pPlayer->entindex(), "cl_autorezoom" ) ) > 0 );
BaseClass::ClientSettingsChanged( pPlayer );
}
//-----------------------------------------------------------------------------
// Purpose: Determines if attacker and victim have gotten domination or revenge
//-----------------------------------------------------------------------------
void CDODGameRules::CalcDominationAndRevenge( CDODPlayer *pAttacker, CDODPlayer *pVictim, int *piDeathFlags )
{
// team kills don't count
if ( pAttacker->GetTeamNumber() == pVictim->GetTeamNumber() )
return;
int iKillsUnanswered = ++(pVictim->iNumKilledByUnanswered[pAttacker->entindex()]);
pAttacker->iNumKilledByUnanswered[pVictim->entindex()] = 0;
if ( DOD_KILLS_DOMINATION == iKillsUnanswered )
{
// this is the Nth unanswered kill between killer and victim, killer is now dominating victim
*piDeathFlags |= DOD_DEATHFLAG_DOMINATION;
// set victim to be dominated by killer
pAttacker->m_Shared.SetPlayerDominated( pVictim, true );
pAttacker->StatEvent_ScoredDomination();
}
else if ( pVictim->m_Shared.IsPlayerDominated( pAttacker->entindex() ) )
{
// the killer killed someone who was dominating him, gains revenge
*piDeathFlags |= DOD_DEATHFLAG_REVENGE;
// set victim to no longer be dominating the killer
pVictim->m_Shared.SetPlayerDominated( pAttacker, false );
pAttacker->StatEvent_ScoredRevenge();
}
}
int CDODGameRules::DODPointsForKill( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
if ( IsInWarmup() )
return 0;
CBaseEntity *pInflictor = info.GetInflictor();
CBaseEntity *pKiller = info.GetAttacker();
CDODPlayer *pScorer = ToDODPlayer( GetDeathScorer( pKiller, pInflictor ) );
// Don't give -1 points for killing a teammate with the bomb.
// It was their fault for standing too close really.
if ( pVictim->GetTeamNumber() == pScorer->GetTeamNumber() &&
info.GetDamageType() & DMG_BOMB )
{
return 0;
}
return BaseClass::IPointsForKill( pScorer, pVictim );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the weapon in the player's inventory that would be better than
// the given weapon.
// Note, this version allows us to switch to a weapon that has no ammo as a last
// resort.
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CDODGameRules::GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
{
CBaseCombatWeapon *pCheck;
CBaseCombatWeapon *pBest;// this will be used in the event that we don't find a weapon in the same category.
int iCurrentWeight = -1;
int iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
pBest = NULL;
// If I have a weapon, make sure I'm allowed to holster it
if ( pCurrentWeapon )
{
if ( !pCurrentWeapon->AllowsAutoSwitchFrom() || !pCurrentWeapon->CanHolster() )
{
// Either this weapon doesn't allow autoswitching away from it or I
// can't put this weapon away right now, so I can't switch.
return NULL;
}
iCurrentWeight = pCurrentWeapon->GetWeight();
}
for ( int i = 0 ; i < pPlayer->WeaponCount(); ++i )
{
pCheck = pPlayer->GetWeapon( i );
if ( !pCheck )
continue;
// If we have an active weapon and this weapon doesn't allow autoswitching away
// from another weapon, skip it.
if ( pCurrentWeapon && !pCheck->AllowsAutoSwitchTo() )
continue;
int iWeight = pCheck->GetWeight();
// Empty weapons are lowest priority
if ( !pCheck->HasAnyAmmo() )
{
iWeight = 0;
}
if ( iWeight > -1 && iWeight == iCurrentWeight && pCheck != pCurrentWeapon )
{
// this weapon is from the same category.
if ( pPlayer->Weapon_CanSwitchTo( pCheck ) )
{
return pCheck;
}
}
else if ( iWeight > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
{
//Msg( "Considering %s\n", STRING( pCheck->GetClassname() );
// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
// that the player was using. This will end up leaving the player with his heaviest-weighted
// weapon.
// if this weapon is useable, flag it as the best
iBestWeight = pCheck->GetWeight();
pBest = pCheck;
}
}
// if we make it here, we've checked all the weapons and found no useable
// weapon in the same catagory as the current weapon.
// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
// at least get the crowbar, but ya never know.
return pBest;
}
char *szHitgroupNames[] =
{
"generic",
"head",
"chest",
"stomach",
"arm_left",
"arm_right",
"leg_left",
"leg_right"
};
void CDODGameRules::WriteStatsFile( const char *pszLogName )
{
int i, j, k;
FileHandle_t hFile = filesystem->Open( pszLogName, "w" );
if ( hFile == FILESYSTEM_INVALID_HANDLE )
{
Warning( "Helper_LoadFile: missing %s\n", pszLogName );
return;
}
// Header
filesystem->FPrintf( hFile, "<?xml version=\"1.0\" ?>\n\n" );
// open stats
filesystem->FPrintf( hFile, "<stats>\n" );
// per player
for ( i=0;i<MAX_PLAYERS;i++ )
{
CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
filesystem->FPrintf( hFile, "\t<player>\n" );
filesystem->FPrintf( hFile, "\t\t<playername>%s</playername>", pPlayer->GetPlayerName() );
filesystem->FPrintf( hFile, "\t\t<steamid>STEAM:0:01</steamid>" );
//float flTimePlayed = gpGlobals->curtime - pPlayer->m_flConnectTime;
//filesystem->FPrintf( hFile, "\t\t<time_played>%.1f</time_played>\n", flTimePlayed );
/*
pPlayer->TallyLatestTimePlayedPerClass( pPlayer->GetTeamNumber(), pPlayer->m_Shared.DesiredPlayerClass() );
filesystem->FPrintf( hFile, "\t\t<time_played_per_class>\n" );
for( j=0;j<7;j++ )
{
// TODO : add real class names
filesystem->FPrintf( hFile, "\t\t\t<class%i>%.1f</class%i>\n",
j,
pPlayer->m_flTimePlayedPerClass[j],
j );
}
filesystem->FPrintf( hFile, "\t\t</time_played_per_class>\n" );
*/
filesystem->FPrintf( hFile, "\t\t<area_captures>%i</area_captures>\n", pPlayer->m_iNumAreaCaptures );
filesystem->FPrintf( hFile, "\t\t<area_defenses>%i</area_defenses>\n", pPlayer->m_iNumAreaDefenses );
filesystem->FPrintf( hFile, "\t\t<bonus_round_kills>%i</bonus_round_kills>\n", pPlayer->m_iNumBonusRoundKills );
for ( j=0;j<MAX_WEAPONS;j++ )
{
if ( pPlayer->m_WeaponStats[j].m_iNumShotsTaken > 0 )
{
filesystem->FPrintf( hFile, "\t\t<weapon>\n" );
// weapon id
// weapon name
filesystem->FPrintf( hFile, "\t\t\t<weaponname>%s</weaponname>\n", WeaponIDToAlias( j ) );
filesystem->FPrintf( hFile, "\t\t\t<weaponid>%i</weaponid>\n", j );
filesystem->FPrintf( hFile, "\t\t\t<shots>%i</shots>\n", pPlayer->m_WeaponStats[j].m_iNumShotsTaken );
filesystem->FPrintf( hFile, "\t\t\t<hits>%i</hits>\n", pPlayer->m_WeaponStats[j].m_iNumShotsHit );
filesystem->FPrintf( hFile, "\t\t\t<damage>%i</damage>\n", pPlayer->m_WeaponStats[j].m_iTotalDamageGiven );
filesystem->FPrintf( hFile, "\t\t\t<avgdist>%.1f</avgdist>\n", pPlayer->m_WeaponStats[j].m_flAverageHitDistance );
filesystem->FPrintf( hFile, "\t\t\t<kills>%i</kills>\n", pPlayer->m_WeaponStats[j].m_iNumKills );
filesystem->FPrintf( hFile, "\t\t\t<hitgroups_hit>\n" );
for( k=0;k<8;k++ )
{
if ( pPlayer->m_WeaponStats[j].m_iBodygroupsHit[k] > 0 )
{
filesystem->FPrintf( hFile, "\t\t\t\t<%s>%i</%s>\n",
szHitgroupNames[k],
pPlayer->m_WeaponStats[j].m_iBodygroupsHit[k],
szHitgroupNames[k] );
}
}
filesystem->FPrintf( hFile, "\t\t\t</hitgroups_hit>\n" );
filesystem->FPrintf( hFile, "\t\t\t<times_hit>%i</times_hit>\n", pPlayer->m_WeaponStats[j].m_iNumHitsTaken );
filesystem->FPrintf( hFile, "\t\t\t<damage_taken>%i</damage_taken>\n", pPlayer->m_WeaponStats[j].m_iTotalDamageTaken );
filesystem->FPrintf( hFile, "\t\t\t<times_killed>%i</times_killed>\n", pPlayer->m_WeaponStats[j].m_iTimesKilled );
filesystem->FPrintf( hFile, "\t\t\t<hit_in_hitgroups>\n" );
for( k=0;k<8;k++ )
{
if ( pPlayer->m_WeaponStats[j].m_iHitInBodygroups[k] > 0 )
{
filesystem->FPrintf( hFile, "\t\t\t\t<%s>%i</%s>\n",
szHitgroupNames[k],
pPlayer->m_WeaponStats[j].m_iHitInBodygroups[k],
szHitgroupNames[k] );
}
}
filesystem->FPrintf( hFile, "\t\t\t</hit_in_hitgroups>\n" );
filesystem->FPrintf( hFile, "\t\t</weapon>\n" );
}
}
int numKilled = pPlayer->m_KilledPlayers.Count();
for ( j=0;j<numKilled;j++ )
{
filesystem->FPrintf( hFile, "<victim>\n" );
filesystem->FPrintf( hFile, "\t<name>%s</name>\n", pPlayer->m_KilledPlayers[j].m_szPlayerName );
filesystem->FPrintf( hFile, "\t<userid>%i</userid>\n", pPlayer->m_KilledPlayers[j].m_iUserID );
filesystem->FPrintf( hFile, "\t<kills>%i</kills>\n", pPlayer->m_KilledPlayers[j].m_iKills );
filesystem->FPrintf( hFile, "\t<damage>%i</damage>\n", pPlayer->m_KilledPlayers[j].m_iTotalDamage );
filesystem->FPrintf( hFile, "</victim>" );
}
int numAttackers = pPlayer->m_KilledByPlayers.Count();
for ( j=0;j<numAttackers;j++ )
{
filesystem->FPrintf( hFile, "<attacker>" );
filesystem->FPrintf( hFile, "\t<name>%s</name>\n", pPlayer->m_KilledByPlayers[j].m_szPlayerName );
filesystem->FPrintf( hFile, "\t<userid>%i</userid>\n", pPlayer->m_KilledByPlayers[j].m_iUserID );
filesystem->FPrintf( hFile, "\t<kills>%i</kills>\n", pPlayer->m_KilledByPlayers[j].m_iKills );
filesystem->FPrintf( hFile, "\t<damage>%i</damage>\n", pPlayer->m_KilledByPlayers[j].m_iTotalDamage );
filesystem->FPrintf( hFile, "</attacker>" );
}
filesystem->FPrintf( hFile, "\t</player>\n" );
}
}
// close stats
filesystem->FPrintf( hFile, "</stats>\n" );
filesystem->Close( hFile );
}
#include "dod_basegrenade.h"
//==========================================================
// Called on physics entities that the player +uses ( if sv_turbophysics is on )
// Here we want to exclude grenades
//==========================================================
bool CDODGameRules::CanEntityBeUsePushed( CBaseEntity *pEnt )
{
CDODBaseGrenade *pGrenade = dynamic_cast<CDODBaseGrenade *>( pEnt );
if ( pGrenade )
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Engine asks for the list of convars that should tag the server
//-----------------------------------------------------------------------------
void CDODGameRules::GetTaggedConVarList( KeyValues *pCvarTagList )
{
BaseClass::GetTaggedConVarList( pCvarTagList );
KeyValues *pKV = new KeyValues( "tag" );
pKV->SetString( "convar", "mp_fadetoblack" );
pKV->SetString( "tag", "fadetoblack" );
pCvarTagList->AddSubKey( pKV );
}
#endif //indef CLIENT_DLL
#ifdef CLIENT_DLL
void CDODGameRules::SetRoundState( int iRoundState )
{
m_iRoundState = iRoundState;
m_flLastRoundStateChangeTime = gpGlobals->curtime;
}
#endif // CLIENT_DLL
bool CDODGameRules::IsBombingTeam( int team )
{
if ( team == TEAM_ALLIES )
return m_bAlliesAreBombing;
if ( team == TEAM_AXIS )
return m_bAxisAreBombing;
return false;
}
bool CDODGameRules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
{
#ifdef GAME_DLL
if( pPlayer )
{
int iPlayerTeam = pPlayer->GetTeamNumber();
if( ( iPlayerTeam == TEAM_ALLIES ) || ( iPlayerTeam == TEAM_AXIS ) )
return false;
}
#else
int iLocalPlayerTeam = GetLocalPlayerTeam();
if( ( iLocalPlayerTeam == TEAM_ALLIES ) || ( iLocalPlayerTeam == TEAM_AXIS ) )
return false;
#endif
return true;
}
#ifndef CLIENT_DLL
ConVar dod_winter_never_drop_presents( "dod_winter_never_drop_presents", "0", FCVAR_CHEAT );
ConVar dod_winter_always_drop_presents( "dod_winter_always_drop_presents", "0", FCVAR_CHEAT );
ConVar dod_winter_present_drop_chance( "dod_winter_present_drop_chance", "0.2", FCVAR_CHEAT, "", true, 0.0, true, 1.0 );
float CDODGameRules::GetPresentDropChance( void )
{
if ( dod_winter_never_drop_presents.GetBool() )
{
return 0.0;
}
if ( dod_winter_always_drop_presents.GetBool() )
{
return 1.0;
}
if ( m_bWinterHolidayActive )
{
return dod_winter_present_drop_chance.GetFloat();
}
return 0.0;
}
#endif
//=========================
#ifndef CLIENT_DLL
class CFuncTeamWall : public CBaseEntity
{
DECLARE_DATADESC();
DECLARE_CLASS( CFuncTeamWall, CBaseEntity );
public:
virtual void Spawn();
virtual bool KeyValue( const char *szKeyName, const char *szValue ) ;
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
void WallTouch( CBaseEntity *pOther );
void DrawThink( void );
private:
Vector m_vecMaxs;
Vector m_vecMins;
int m_iBlockTeam;
float m_flNextHintTime;
bool m_bShowWarning;
};
BEGIN_DATADESC( CFuncTeamWall )
DEFINE_KEYFIELD( m_iBlockTeam, FIELD_INTEGER, "blockteam" ),
DEFINE_KEYFIELD( m_vecMaxs, FIELD_VECTOR, "maxs" ),
DEFINE_KEYFIELD( m_vecMins, FIELD_VECTOR, "mins" ),
DEFINE_KEYFIELD( m_bShowWarning, FIELD_BOOLEAN, "warn" ),
DEFINE_THINKFUNC( DrawThink ),
DEFINE_FUNCTION( WallTouch ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_team_wall, CFuncTeamWall );
ConCommand cc_Load_Blocker_Walls( "load_enttext", Load_EntText, 0, FCVAR_CHEAT );
ConVar showblockerwalls( "showblockerwalls", "0", FCVAR_CHEAT, "Set to 1 to visualize blocker walls" );
void CFuncTeamWall::Spawn( void )
{
SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
SetModel( STRING( GetModelName() ) );
AddEffects( EF_NODRAW );
SetSolid( SOLID_BBOX );
// set our custom collision if we declared this ent through the .ent file
if ( m_vecMins != vec3_origin && m_vecMaxs != vec3_origin )
{
SetCollisionBounds( m_vecMins, m_vecMaxs );
// If we delcared an angle in the .ent file, make us OBB
if ( GetAbsAngles() != vec3_angle )
{
SetSolid( SOLID_OBB );
}
}
SetThink( &CFuncTeamWall::DrawThink );
SetNextThink( gpGlobals->curtime + 0.1 );
SetTouch( &CFuncTeamWall::WallTouch );
m_flNextHintTime = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Parse data from a map file
//-----------------------------------------------------------------------------
bool CFuncTeamWall::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "mins" ))
{
UTIL_StringToVector( m_vecMins.Base(), szValue );
return true;
}
if ( FStrEq( szKeyName, "maxs" ))
{
UTIL_StringToVector( m_vecMaxs.Base(), szValue );
return true;
}
if ( FStrEq( szKeyName, "warn" ))
{
m_bShowWarning = atoi(szValue) > 0;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
bool CFuncTeamWall::ShouldCollide( int collisionGroup, int contentsMask ) const
{
bool bShouldCollide = false;
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
switch ( m_iBlockTeam )
{
case TEAM_UNASSIGNED:
bShouldCollide = ( contentsMask & ( CONTENTS_TEAM1 | CONTENTS_TEAM2 ) ) > 0;
break;
case TEAM_ALLIES:
bShouldCollide = ( contentsMask & CONTENTS_TEAM1 ) > 0;
break;
case TEAM_AXIS:
bShouldCollide = ( contentsMask & CONTENTS_TEAM2 ) > 0;
break;
default:
break;
}
}
return bShouldCollide;
}
void CFuncTeamWall::WallTouch( CBaseEntity *pOther )
{
if ( !m_bShowWarning )
return;
if ( pOther && pOther->IsPlayer() )
{
CDODPlayer *pPlayer = ToDODPlayer( pOther );
if ( pPlayer->GetTeamNumber() == m_iBlockTeam )
{
// show a "go away" icon
if ( m_flNextHintTime < gpGlobals->curtime )
{
pPlayer->HintMessage( "#dod_wrong_way" );
// global timer, but not critical to keep timer per player.
m_flNextHintTime = gpGlobals->curtime + 1.0;
}
}
}
}
void CFuncTeamWall::DrawThink( void )
{
if ( showblockerwalls.GetBool() )
{
NDebugOverlay::EntityBounds( this, 255, 0, 0, 0, 0.2 );
}
SetNextThink( gpGlobals->curtime + 0.1 );
}
#endif
#ifdef GAME_DLL
#include "modelentities.h"
#define SF_TEAM_WALL_NO_HINT (1<<1)
//-----------------------------------------------------------------------------
// Purpose: Visualizes a respawn room to the enemy team
//-----------------------------------------------------------------------------
class CFuncNewTeamWall : public CFuncBrush
{
DECLARE_CLASS( CFuncNewTeamWall, CFuncBrush );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual int UpdateTransmitState( void );
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
void WallTouch( CBaseEntity *pOther );
void SetActive( bool bActive );
private:
float m_flNextHintTime;
};
//===========================================================================================================
LINK_ENTITY_TO_CLASS( func_teamblocker, CFuncNewTeamWall );
BEGIN_DATADESC( CFuncNewTeamWall )
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CFuncNewTeamWall, DT_FuncNewTeamWall )
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNewTeamWall::Spawn( void )
{
BaseClass::Spawn();
SetActive( true );
SetCollisionGroup( DOD_COLLISIONGROUP_BLOCKERWALL );
if ( FBitSet( m_spawnflags, SF_TEAM_WALL_NO_HINT ) == false )
{
SetTouch( &CFuncNewTeamWall::WallTouch );
m_flNextHintTime = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CFuncNewTeamWall::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose: Only transmit this entity to clients that aren't in our team
//-----------------------------------------------------------------------------
int CFuncNewTeamWall::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncNewTeamWall::SetActive( bool bActive )
{
if ( bActive )
{
// We're a trigger, but we want to be solid. Out ShouldCollide() will make
// us non-solid to members of the team that spawns here.
RemoveSolidFlags( FSOLID_TRIGGER );
RemoveSolidFlags( FSOLID_NOT_SOLID );
}
else
{
AddSolidFlags( FSOLID_NOT_SOLID );
AddSolidFlags( FSOLID_TRIGGER );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncNewTeamWall::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( GetTeamNumber() == TEAM_UNASSIGNED )
return false;
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
switch( GetTeamNumber() )
{
case TEAM_ALLIES:
if ( !(contentsMask & CONTENTS_TEAM1) )
return false;
break;
case TEAM_AXIS:
if ( !(contentsMask & CONTENTS_TEAM2) )
return false;
break;
}
return true;
}
return false;
}
void CFuncNewTeamWall::WallTouch( CBaseEntity *pOther )
{
//if ( !m_bShowWarning )
// return;
if ( pOther && pOther->IsPlayer() )
{
CDODPlayer *pPlayer = ToDODPlayer( pOther );
if ( pPlayer->GetTeamNumber() == GetTeamNumber() )
{
// show a "go away" icon
if ( m_flNextHintTime < gpGlobals->curtime )
{
pPlayer->HintMessage( "#dod_wrong_way" );
// global timer, but not critical to keep timer per player.
m_flNextHintTime = gpGlobals->curtime + 1.0;
}
}
}
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_FuncNewTeamWall : public C_BaseEntity
{
DECLARE_CLASS( C_FuncNewTeamWall, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
virtual int DrawModel( int flags );
};
IMPLEMENT_CLIENTCLASS_DT( C_FuncNewTeamWall, DT_FuncNewTeamWall, CFuncNewTeamWall )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_FuncNewTeamWall::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( GetTeamNumber() == TEAM_UNASSIGNED )
return false;
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
switch( GetTeamNumber() )
{
case TEAM_ALLIES:
if ( !(contentsMask & CONTENTS_TEAM1) )
return false;
break;
case TEAM_AXIS:
if ( !(contentsMask & CONTENTS_TEAM2) )
return false;
break;
}
return true;
}
return false;
}
int C_FuncNewTeamWall::DrawModel( int flags )
{
return 1;
}
#endif