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369 lines
10 KiB
369 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: The TF Game rules |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "sdk_gamerules.h" |
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#include "ammodef.h" |
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#include "KeyValues.h" |
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#include "weapon_sdkbase.h" |
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#ifdef CLIENT_DLL |
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#else |
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#include "voice_gamemgr.h" |
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#include "team.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#ifndef CLIENT_DLL |
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LINK_ENTITY_TO_CLASS(info_player_terrorist, CPointEntity); |
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LINK_ENTITY_TO_CLASS(info_player_counterterrorist,CPointEntity); |
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#endif |
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REGISTER_GAMERULES_CLASS( CSDKGameRules ); |
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BEGIN_NETWORK_TABLE_NOBASE( CSDKGameRules, DT_SDKGameRules ) |
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END_NETWORK_TABLE() |
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LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy ); |
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IMPLEMENT_NETWORKCLASS_ALIASED( SDKGameRulesProxy, DT_SDKGameRulesProxy ) |
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#ifdef CLIENT_DLL |
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void RecvProxy_SDKGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID ) |
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{ |
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CSDKGameRules *pRules = SDKGameRules(); |
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Assert( pRules ); |
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*pOut = pRules; |
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} |
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BEGIN_RECV_TABLE( CSDKGameRulesProxy, DT_SDKGameRulesProxy ) |
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RecvPropDataTable( "sdk_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_SDKGameRules ), RecvProxy_SDKGameRules ) |
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END_RECV_TABLE() |
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#else |
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void *SendProxy_SDKGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID ) |
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{ |
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CSDKGameRules *pRules = SDKGameRules(); |
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Assert( pRules ); |
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pRecipients->SetAllRecipients(); |
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return pRules; |
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} |
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BEGIN_SEND_TABLE( CSDKGameRulesProxy, DT_SDKGameRulesProxy ) |
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SendPropDataTable( "sdk_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_SDKGameRules ), SendProxy_SDKGameRules ) |
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END_SEND_TABLE() |
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#endif |
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#ifdef CLIENT_DLL |
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#else |
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// --------------------------------------------------------------------------------------------------- // |
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// Voice helper |
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// --------------------------------------------------------------------------------------------------- // |
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class CVoiceGameMgrHelper : public IVoiceGameMgrHelper |
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{ |
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public: |
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virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker ) |
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{ |
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// Dead players can only be heard by other dead team mates |
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if ( pTalker->IsAlive() == false ) |
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{ |
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if ( pListener->IsAlive() == false ) |
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return ( pListener->InSameTeam( pTalker ) ); |
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return false; |
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} |
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return ( pListener->InSameTeam( pTalker ) ); |
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} |
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}; |
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CVoiceGameMgrHelper g_VoiceGameMgrHelper; |
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IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper; |
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// --------------------------------------------------------------------------------------------------- // |
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// Globals. |
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// --------------------------------------------------------------------------------------------------- // |
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// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc. |
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char *sTeamNames[] = |
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{ |
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"Unassigned", |
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"Spectator", |
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"Terrorist", |
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"Counter-Terrorist" |
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}; |
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// --------------------------------------------------------------------------------------------------- // |
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// Global helper functions. |
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// --------------------------------------------------------------------------------------------------- // |
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// World.cpp calls this but we don't use it in SDK. |
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void InitBodyQue() |
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{ |
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} |
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// --------------------------------------------------------------------------------------------------- // |
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// CSDKGameRules implementation. |
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// --------------------------------------------------------------------------------------------------- // |
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CSDKGameRules::CSDKGameRules() |
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{ |
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// Create the team managers |
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for ( int i = 0; i < ARRAYSIZE( sTeamNames ); i++ ) |
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{ |
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CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "sdk_team_manager" )); |
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pTeam->Init( sTeamNames[i], i ); |
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g_Teams.AddToTail( pTeam ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CSDKGameRules::~CSDKGameRules() |
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{ |
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// Note, don't delete each team since they are in the gEntList and will |
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// automatically be deleted from there, instead. |
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g_Teams.Purge(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: TF2 Specific Client Commands |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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bool CSDKGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args ) |
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{ |
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return BaseClass::ClientCommand( pEdict, args ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Player has just spawned. Equip them. |
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//----------------------------------------------------------------------------- |
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void CSDKGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore ) |
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{ |
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RadiusDamage( info, vecSrcIn, flRadius, iClassIgnore, false ); |
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} |
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// Add the ability to ignore the world trace |
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void CSDKGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, bool bIgnoreWorld ) |
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{ |
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CBaseEntity *pEntity = NULL; |
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trace_t tr; |
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float flAdjustedDamage, falloff; |
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Vector vecSpot; |
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Vector vecToTarget; |
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Vector vecEndPos; |
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Vector vecSrc = vecSrcIn; |
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if ( flRadius ) |
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falloff = info.GetDamage() / flRadius; |
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else |
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falloff = 1.0; |
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int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false; |
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vecSrc.z += 1;// in case grenade is lying on the ground |
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// iterate on all entities in the vicinity. |
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for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) |
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{ |
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if ( pEntity->m_takedamage != DAMAGE_NO ) |
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{ |
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// UNDONE: this should check a damage mask, not an ignore |
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if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore ) |
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{// houndeyes don't hurt other houndeyes with their attack |
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continue; |
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} |
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// blast's don't tavel into or out of water |
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if (bInWater && pEntity->GetWaterLevel() == 0) |
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continue; |
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if (!bInWater && pEntity->GetWaterLevel() == 3) |
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continue; |
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// radius damage can only be blocked by the world |
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vecSpot = pEntity->BodyTarget( vecSrc ); |
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bool bHit = false; |
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if( bIgnoreWorld ) |
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{ |
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vecEndPos = vecSpot; |
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bHit = true; |
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} |
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else |
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{ |
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UTIL_TraceLine( vecSrc, vecSpot, MASK_SOLID_BRUSHONLY, info.GetInflictor(), COLLISION_GROUP_NONE, &tr ); |
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if (tr.startsolid) |
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{ |
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// if we're stuck inside them, fixup the position and distance |
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tr.endpos = vecSrc; |
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tr.fraction = 0.0; |
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} |
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vecEndPos = tr.endpos; |
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if( tr.fraction == 1.0 || tr.m_pEnt == pEntity ) |
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{ |
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bHit = true; |
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} |
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} |
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if ( bHit ) |
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{ |
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// the explosion can 'see' this entity, so hurt them! |
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//vecToTarget = ( vecSrc - vecEndPos ); |
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vecToTarget = ( vecEndPos - vecSrc ); |
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// decrease damage for an ent that's farther from the bomb. |
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flAdjustedDamage = vecToTarget.Length() * falloff; |
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flAdjustedDamage = info.GetDamage() - flAdjustedDamage; |
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if ( flAdjustedDamage > 0 ) |
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{ |
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CTakeDamageInfo adjustedInfo = info; |
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adjustedInfo.SetDamage( flAdjustedDamage ); |
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Vector dir = vecToTarget; |
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VectorNormalize( dir ); |
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// If we don't have a damage force, manufacture one |
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if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin ) |
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{ |
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CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5 /* explosion scale! */ ); |
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} |
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else |
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{ |
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// Assume the force passed in is the maximum force. Decay it based on falloff. |
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float flForce = adjustedInfo.GetDamageForce().Length() * falloff; |
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adjustedInfo.SetDamageForce( dir * flForce ); |
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adjustedInfo.SetDamagePosition( vecSrc ); |
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} |
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pEntity->TakeDamage( adjustedInfo ); |
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// Now hit all triggers along the way that respond to damage... |
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pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecEndPos, dir ); |
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} |
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} |
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} |
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} |
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} |
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void CSDKGameRules::Think() |
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{ |
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BaseClass::Think(); |
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} |
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#endif |
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bool CSDKGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 ) |
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{ |
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if ( collisionGroup0 > collisionGroup1 ) |
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{ |
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// swap so that lowest is always first |
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swap(collisionGroup0,collisionGroup1); |
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} |
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//Don't stand on COLLISION_GROUP_WEAPON |
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if( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT && |
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collisionGroup1 == COLLISION_GROUP_WEAPON ) |
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{ |
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return false; |
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} |
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return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Init CS ammo definitions |
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//----------------------------------------------------------------------------- |
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// shared ammo definition |
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// JAY: Trying to make a more physical bullet response |
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#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f) |
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#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains)) |
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// exaggerate all of the forces, but use real numbers to keep them consistent |
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#define BULLET_IMPULSE_EXAGGERATION 1 |
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// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s |
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#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION) |
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CAmmoDef* GetAmmoDef() |
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{ |
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static CAmmoDef def; |
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static bool bInitted = false; |
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if ( !bInitted ) |
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{ |
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bInitted = true; |
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// def.AddAmmoType( BULLET_PLAYER_50AE, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50AE_max", 2400, 0, 10, 14 ); |
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def.AddAmmoType( AMMO_GRENADE, DMG_BLAST, TRACER_LINE, 0, 0, 1/*max carry*/, 1, 0 ); |
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def.AddAmmoType( AMMO_BULLETS, DMG_BULLET, TRACER_LINE, 0, 0, 1/*max carry*/, 1, 0 ); |
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} |
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return &def; |
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} |
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#ifndef CLIENT_DLL |
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const char *CSDKGameRules::GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer ) |
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{ |
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return "(chat prefix)"; |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Find the relationship between players (teamplay vs. deathmatch) |
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//----------------------------------------------------------------------------- |
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int CSDKGameRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) |
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{ |
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#ifndef CLIENT_DLL |
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// half life multiplay has a simple concept of Player Relationships. |
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// you are either on another player's team, or you are not. |
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if ( !pPlayer || !pTarget || !pTarget->IsPlayer() || IsTeamplay() == false ) |
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return GR_NOTTEAMMATE; |
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if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) ) |
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return GR_TEAMMATE; |
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#endif |
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return GR_NOTTEAMMATE; |
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}
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