csgo-2018-source/game/server/maprules.cpp
2021-07-24 21:11:47 -07:00

1156 lines
28 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains entities for implementing/changing game rules dynamically within each BSP.
//
//=============================================================================//
#include "cbase.h"
#include "datamap.h"
#include "gamerules.h"
#include "maprules.h"
#include "player.h"
#include "entitylist.h"
#include "ai_hull.h"
#include "entityoutput.h"
#if defined( CSTRIKE15 )
#include "weapon_csbase.h"
#include "cs_weapon_parse.h"
#include "cs_shareddefs.h"
#include "cs_gamerules.h"
#include "cs_player.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CRuleEntity )
DEFINE_KEYFIELD( m_iszMaster, FIELD_STRING, "master" ),
END_DATADESC()
void CRuleEntity::Spawn( void )
{
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NONE );
AddEffects( EF_NODRAW );
}
bool CRuleEntity::CanFireForActivator( CBaseEntity *pActivator )
{
if ( m_iszMaster != NULL_STRING )
{
if ( UTIL_IsMasterTriggered( m_iszMaster, pActivator ) )
return true;
else
return false;
}
return true;
}
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CRulePointEntity )
DEFINE_FIELD( m_Score, FIELD_INTEGER ),
END_DATADESC()
void CRulePointEntity::Spawn( void )
{
BaseClass::Spawn();
SetModelName( NULL_STRING );
m_Score = 0;
}
//
// CRuleBrushEntity -- base class for all rule "brush" entities (not brushes)
// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
//
class CRuleBrushEntity : public CRuleEntity
{
public:
DECLARE_CLASS( CRuleBrushEntity, CRuleEntity );
void Spawn( void );
private:
};
void CRuleBrushEntity::Spawn( void )
{
SetModel( STRING( GetModelName() ) );
BaseClass::Spawn();
}
// CGameScore / game_score -- award points to player / team
// Points +/- total
// Flag: Allow negative scores SF_SCORE_NEGATIVE
// Flag: Award points to team in teamplay SF_SCORE_TEAM
#define SF_SCORE_NEGATIVE 0x0001
#define SF_SCORE_TEAM 0x0002
class CGameScore : public CRulePointEntity
{
public:
DECLARE_CLASS( CGameScore, CRulePointEntity );
DECLARE_DATADESC();
void Spawn( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
bool KeyValue( const char *szKeyName, const char *szValue );
inline int Points( void ) { return m_Score; }
inline bool AllowNegativeScore( void ) { return m_spawnflags & SF_SCORE_NEGATIVE; }
inline int AwardToTeam( void ) { return (m_spawnflags & SF_SCORE_TEAM); }
inline void SetPoints( int points ) { m_Score = points; }
void InputApplyScore( inputdata_t &inputdata );
#if defined( CSTRIKE15 )
void InputAddScoreTerrorist( inputdata_t &inputdata );
void InputAddScoreCT( inputdata_t &inputdata );
#endif
private:
};
LINK_ENTITY_TO_CLASS( game_score, CGameScore );
BEGIN_DATADESC( CGameScore )
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ApplyScore", InputApplyScore ),
DEFINE_INPUTFUNC( FIELD_VOID, "AddScoreTerrorist", InputAddScoreTerrorist ),
DEFINE_INPUTFUNC( FIELD_VOID, "AddScoreCT", InputAddScoreCT ),
END_DATADESC()
void CGameScore::Spawn( void )
{
int iScore = Points();
BaseClass::Spawn();
SetPoints( iScore );
}
bool CGameScore::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "points"))
{
SetPoints( atoi(szValue) );
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
void CGameScore::InputApplyScore( inputdata_t &inputdata )
{
CBaseEntity *pActivator = inputdata.pActivator;
if ( pActivator == NULL )
return;
if ( CanFireForActivator( pActivator ) == false )
return;
// Only players can use this
if ( pActivator->IsPlayer() )
{
if ( AwardToTeam() )
{
pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
}
else
{
pActivator->AddPoints( Points(), AllowNegativeScore() );
}
}
}
#if defined( CSTRIKE15 )
void CGameScore::InputAddScoreTerrorist( inputdata_t &inputdata )
{
CCSMatch* match = CSGameRules()->GetMatch();
if ( match )
{
match->AddTerroristScore( Points() );
}
}
void CGameScore::InputAddScoreCT( inputdata_t &inputdata )
{
CCSMatch* match = CSGameRules()->GetMatch();
if ( match )
{
match->AddCTScore( Points() );
}
}
#endif
void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
// Only players can use this
if ( pActivator->IsPlayer() )
{
if ( AwardToTeam() )
{
pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
}
else
{
pActivator->AddPoints( Points(), AllowNegativeScore() );
}
}
}
BEGIN_ENT_SCRIPTDESC( CGameCoopMissionManager, CBaseEntity, "game_coopmission_manager" )
DEFINE_SCRIPTFUNC_NAMED( GetWaveNumber, "GetWaveNumber", "Get the number of waves the players have completed" )
END_SCRIPTDESC()
LINK_ENTITY_TO_CLASS( game_coopmission_manager, CGameCoopMissionManager );
BEGIN_DATADESC( CGameCoopMissionManager )
// inputs
//DEFINE_INPUTFUNC( FIELD_FLOAT, "EndRound_Draw", InputEndRound_Draw ),
DEFINE_OUTPUT( m_OnWaveCompleted, "OnWaveCompleted" ),
DEFINE_OUTPUT( m_OnRoundReset, "OnRoundReset" ),
DEFINE_OUTPUT( m_OnSpawnsReset, "OnSpawnsReset" ),
DEFINE_OUTPUT( m_OnRoundLostKilled, "OnRoundLostKilled" ),
DEFINE_OUTPUT( m_OnRoundLostTime, "OnRoundLostTime" ),
DEFINE_OUTPUT( m_OnMissionCompleted, "OnMissionCompleted" ),
END_DATADESC()
void CGameCoopMissionManager::Spawn( void )
{
BaseClass::Spawn();
}
bool CGameCoopMissionManager::KeyValue( const char *szKeyName, const char *szValue )
{
return BaseClass::KeyValue( szKeyName, szValue );
}
int CGameCoopMissionManager::GetWaveNumber( void )
{
if ( !CSGameRules() )
return 0;
return CSGameRules()->GetCoopWaveNumber();
}
void CGameCoopMissionManager::SetWaveCompleted( void )
{
// send output
m_OnWaveCompleted.FireOutput( NULL, NULL );
}
void CGameCoopMissionManager::SetRoundReset( void )
{
// send output
m_OnRoundReset.FireOutput( NULL, NULL );
}
void CGameCoopMissionManager::SetSpawnsReset( void )
{
// send output
m_OnSpawnsReset.FireOutput( NULL, NULL );
}
void CGameCoopMissionManager::SetRoundLostKilled( void )
{
// send output
m_OnRoundLostKilled.FireOutput( NULL, NULL );
}
void CGameCoopMissionManager::SetRoundLostTime( void )
{
// send output
m_OnRoundLostTime.FireOutput( NULL, NULL );
}
void CGameCoopMissionManager::SetMissionCompleted( void )
{
// send output
m_OnMissionCompleted.FireOutput( NULL, NULL );
}
// void CGameCoopMissionManager::InputApplyScore( inputdata_t &inputdata )
// {
// CBaseEntity *pActivator = inputdata.pActivator;
//
// if ( pActivator == NULL )
// return;
//
// if ( CanFireForActivator( pActivator ) == false )
// return;
//
// // Only players can use this
// if ( pActivator->IsPlayer() )
// {
// if ( AwardToTeam() )
// {
// pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
// }
// else
// {
// pActivator->AddPoints( Points(), AllowNegativeScore() );
// }
// }
// }
#if defined( CSTRIKE15 )
// CGameMoney / game_money -- award money to player / team
class CGameMoney : public CRulePointEntity
{
public:
DECLARE_CLASS( CGameMoney, CRulePointEntity );
DECLARE_DATADESC();
void Spawn( void );
inline int Money( void ) { return m_nMoney; }
void InputSetMoneyAmount( inputdata_t &inputdata );
void InputSetTeamMoneyTerrorist( inputdata_t &inputdata );
void InputSetTeamMoneyCT( inputdata_t &inputdata );
void InputAddTeamMoneyTerrorist( inputdata_t &inputdata );
void InputAddTeamMoneyCT( inputdata_t &inputdata );
void InputAddMoneyPlayer( inputdata_t &inputdata );
private:
int m_nMoney;
string_t m_strAwardText;
};
LINK_ENTITY_TO_CLASS( game_money, CGameMoney );
BEGIN_DATADESC( CGameMoney )
DEFINE_KEYFIELD( m_nMoney, FIELD_INTEGER, "Money" ),
DEFINE_KEYFIELD( m_strAwardText, FIELD_STRING, "AwardText" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMoneyAmount", InputSetMoneyAmount ),
DEFINE_INPUTFUNC( FIELD_VOID, "AddTeamMoneyTerrorist", InputAddTeamMoneyTerrorist ),
DEFINE_INPUTFUNC( FIELD_VOID, "AddTeamMoneyCT", InputAddTeamMoneyCT ),
DEFINE_INPUTFUNC( FIELD_VOID, "AddMoneyPlayer", InputAddMoneyPlayer ),
END_DATADESC()
void CGameMoney::Spawn( void )
{
BaseClass::Spawn();
}
void CGameMoney::InputSetMoneyAmount( inputdata_t &inputdata )
{
int nMoney = inputdata.value.Int();
m_nMoney = nMoney;
}
void CGameMoney::InputAddMoneyPlayer( inputdata_t &inputdata )
{
CBaseEntity *pActivator = inputdata.pActivator;
if ( pActivator == NULL )
return;
// if ( CanFireForActivator( pActivator ) == false )
// return;
// Only players can use this
if ( pActivator->IsPlayer() )
{
int nMoney = clamp( m_nMoney, 0, CSGameRules()->GetMaxMoney() );
CCSPlayer *pPlayer = dynamic_cast<CCSPlayer*>( inputdata.pActivator );
pPlayer->AddAccount( nMoney, true, false );
}
}
void CGameMoney::InputAddTeamMoneyTerrorist( inputdata_t &inputdata )
{
int nMoney = clamp( m_nMoney, 0, CSGameRules()->GetMaxMoney() );
CSGameRules()->AddTeamAccount( TEAM_TERRORIST, TeamCashAward::CUSTOM_AWARD, nMoney, STRING(m_strAwardText) );
}
void CGameMoney::InputAddTeamMoneyCT( inputdata_t &inputdata )
{
int nMoney = clamp( m_nMoney, 0, CSGameRules()->GetMaxMoney() );
CSGameRules()->AddTeamAccount( TEAM_CT, TeamCashAward::CUSTOM_AWARD, nMoney, STRING(m_strAwardText) );
}
#endif
// CGameEnd / game_end -- Ends the game in MP
class CGameEnd : public CRulePointEntity
{
DECLARE_CLASS( CGameEnd, CRulePointEntity );
public:
DECLARE_DATADESC();
void InputGameEnd( inputdata_t &inputdata );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
private:
};
BEGIN_DATADESC( CGameEnd )
// inputs
DEFINE_INPUTFUNC( FIELD_VOID, "EndGame", InputGameEnd ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( game_end, CGameEnd );
void CGameEnd::InputGameEnd( inputdata_t &inputdata )
{
g_pGameRules->EndMultiplayerGame();
}
void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
g_pGameRules->EndMultiplayerGame();
}
#if defined( CSTRIKE15 )
// CGameEnd / game_round_end -- Ends the round in MP
class CGameRoundEnd : public CRulePointEntity , public CGameEventListener
{
DECLARE_CLASS( CGameRoundEnd, CRulePointEntity );
public:
DECLARE_DATADESC();
CGameRoundEnd();
virtual void FireGameEvent( IGameEvent *event );
void InputEndRound_Draw( inputdata_t &inputdata );
void InputEndRound_TerroristsWin( inputdata_t &inputdata );
void InputEndRound_CounterTerroristsWin( inputdata_t &inputdata );
private:
COutputEvent m_OnRoundEnded;
//m_OnForcedInteractionFinished.FireOutput( this, this );
};
BEGIN_DATADESC( CGameRoundEnd )
// inputs
DEFINE_INPUTFUNC( FIELD_FLOAT, "EndRound_Draw", InputEndRound_Draw ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "EndRound_TerroristsWin", InputEndRound_TerroristsWin ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "EndRound_CounterTerroristsWin", InputEndRound_CounterTerroristsWin ),
DEFINE_OUTPUT( m_OnRoundEnded, "OnRoundEnded" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( game_round_end, CGameRoundEnd );
CGameRoundEnd::CGameRoundEnd()
{
ListenForGameEvent( "round_end" );
}
void CGameRoundEnd::FireGameEvent( IGameEvent *event )
{
const char *name = event->GetName();
if ( Q_strcmp( name, "round_end" ) == 0 )
{
m_OnRoundEnded.FireOutput( NULL, NULL );
}
}
void CGameRoundEnd::InputEndRound_Draw( inputdata_t &inputdata )
{
float flDelay = inputdata.value.Float();
CSGameRules()->IncrementAndTerminateRound( flDelay, Round_Draw );
}
void CGameRoundEnd::InputEndRound_TerroristsWin( inputdata_t &inputdata )
{
float flDelay = inputdata.value.Float();
CSGameRules()->IncrementAndTerminateRound( flDelay, Terrorists_Win );
}
void CGameRoundEnd::InputEndRound_CounterTerroristsWin( inputdata_t &inputdata )
{
float flDelay = inputdata.value.Float();
CSGameRules()->IncrementAndTerminateRound( flDelay, CTs_Win );
}
#endif
//
// CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message)
// Flag: All players SF_ENVTEXT_ALLPLAYERS
//
#define SF_ENVTEXT_ALLPLAYERS 0x0001
class CGameText : public CRulePointEntity
{
public:
DECLARE_CLASS( CGameText, CRulePointEntity );
bool KeyValue( const char *szKeyName, const char *szValue );
DECLARE_DATADESC();
inline bool MessageToAll( void ) { return (m_spawnflags & SF_ENVTEXT_ALLPLAYERS); }
inline void MessageSet( const char *pMessage ) { m_iszMessage = AllocPooledString(pMessage); }
inline const char *MessageGet( void ) { return STRING( m_iszMessage ); }
void InputDisplay( inputdata_t &inputdata );
void Display( CBaseEntity *pActivator );
void InputSetText ( inputdata_t &inputdata );
void SetText( const char* pszStr );
void InputSetPosX( inputdata_t &inputdata );
void SetPosX( float flPosX );
void InputSetPosY( inputdata_t &inputdata );
void SetPosY( float flPosY );
void InputSetTextColor( inputdata_t &inputdata );
void SetTextColor( color32 color );
void InputSetTextColor2( inputdata_t &inputdata );
void SetTextColor2( color32 color );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
Display( pActivator );
}
private:
string_t m_iszMessage;
hudtextparms_t m_textParms;
};
LINK_ENTITY_TO_CLASS( game_text, CGameText );
// Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so
// it can't impact saved Half-Life games.
BEGIN_DATADESC( CGameText )
DEFINE_KEYFIELD( m_iszMessage, FIELD_STRING, "message" ),
DEFINE_KEYFIELD( m_textParms.channel, FIELD_INTEGER, "channel" ),
DEFINE_KEYFIELD( m_textParms.x, FIELD_FLOAT, "x" ),
DEFINE_KEYFIELD( m_textParms.y, FIELD_FLOAT, "y" ),
DEFINE_KEYFIELD( m_textParms.effect, FIELD_INTEGER, "effect" ),
DEFINE_KEYFIELD( m_textParms.fadeinTime, FIELD_FLOAT, "fadein" ),
DEFINE_KEYFIELD( m_textParms.fadeoutTime, FIELD_FLOAT, "fadeout" ),
DEFINE_KEYFIELD( m_textParms.holdTime, FIELD_FLOAT, "holdtime" ),
DEFINE_KEYFIELD( m_textParms.fxTime, FIELD_FLOAT, "fxtime" ),
DEFINE_ARRAY( m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Display", InputDisplay ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetText", InputSetText ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosX", InputSetPosX ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetPosY", InputSetPosY ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetTextColor", InputSetTextColor ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetTextColor2", InputSetTextColor2 ),
END_DATADESC()
bool CGameText::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "color"))
{
int color[4];
V_StringToIntArray( color, 4, szValue );
m_textParms.r1 = color[0];
m_textParms.g1 = color[1];
m_textParms.b1 = color[2];
m_textParms.a1 = color[3];
}
else if (FStrEq(szKeyName, "color2"))
{
int color[4];
V_StringToIntArray( color, 4, szValue );
m_textParms.r2 = color[0];
m_textParms.g2 = color[1];
m_textParms.b2 = color[2];
m_textParms.a2 = color[3];
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
void CGameText::InputDisplay( inputdata_t &inputdata )
{
Display( inputdata.pActivator );
}
void CGameText::Display( CBaseEntity *pActivator )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( MessageToAll() )
{
UTIL_HudMessageAll( m_textParms, MessageGet() );
}
else
{
// If we're in singleplayer, show the message to the player.
if ( gpGlobals->maxClients == 1 )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
UTIL_HudMessage( pPlayer, m_textParms, MessageGet() );
}
// Otherwise show the message to the player that triggered us.
else if ( pActivator && pActivator->IsNetClient() )
{
UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() );
}
}
}
void CGameText::InputSetText( inputdata_t &inputdata )
{
SetText( inputdata.value.String() );
}
void CGameText::SetText( const char* pszStr )
{
m_iszMessage = AllocPooledString( pszStr );
}
void CGameText::InputSetPosX( inputdata_t &inputdata )
{
SetPosX( inputdata.value.Float() );
}
void CGameText::SetPosX( float flPosX )
{
m_textParms.x = flPosX;
}
void CGameText::InputSetPosY( inputdata_t &inputdata )
{
SetPosY( inputdata.value.Float() );
}
void CGameText::SetPosY( float flPosY )
{
m_textParms.y = flPosY;
}
void CGameText::InputSetTextColor( inputdata_t &inputdata )
{
SetTextColor( inputdata.value.Color32() );
}
void CGameText::SetTextColor( color32 color )
{
m_textParms.r1 = color.r;
m_textParms.g1 = color.g;
m_textParms.b1 = color.b;
m_textParms.a1 = color.a;
}
void CGameText::InputSetTextColor2( inputdata_t &inputdata )
{
SetTextColor2( inputdata.value.Color32() );
}
void CGameText::SetTextColor2( color32 color )
{
m_textParms.r2 = color.r;
m_textParms.g2 = color.g;
m_textParms.b2 = color.b;
m_textParms.a2 = color.a;
}
/* TODO: Replace with an entity I/O version
//
// CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team
// Flag: Fire once
// Flag: Clear team -- Sets the team to "NONE" instead of activator
#define SF_TEAMSET_FIREONCE 0x0001
#define SF_TEAMSET_CLEARTEAM 0x0002
class CGameTeamSet : public CRulePointEntity
{
public:
DECLARE_CLASS( CGameTeamSet, CRulePointEntity );
inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_TEAMSET_FIREONCE) ? true : false; }
inline bool ShouldClearTeam( void ) { return (m_spawnflags & SF_TEAMSET_CLEARTEAM) ? true : false; }
void InputTrigger( inputdata_t &inputdata );
private:
COutputEvent m_OnTrigger;
};
LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet );
void CGameTeamSet::InputTrigger( inputdata_t &inputdata )
{
if ( !CanFireForActivator( inputdata.pActivator ) )
return;
if ( ShouldClearTeam() )
{
// clear the team of our target
}
else
{
// set the team of our target to our activator's team
}
m_OnTrigger.FireOutput(pActivator, this);
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
*/
//
// CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired
//
// Needs master?
class CGamePlayerZone : public CRuleBrushEntity
{
public:
DECLARE_CLASS( CGamePlayerZone, CRuleBrushEntity );
void InputCountPlayersInZone( inputdata_t &inputdata );
DECLARE_DATADESC();
private:
COutputEvent m_OnPlayerInZone;
COutputEvent m_OnPlayerOutZone;
COutputInt m_PlayersInCount;
COutputInt m_PlayersOutCount;
};
LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone );
BEGIN_DATADESC( CGamePlayerZone )
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "CountPlayersInZone", InputCountPlayersInZone),
// Outputs
DEFINE_OUTPUT(m_OnPlayerInZone, "OnPlayerInZone"),
DEFINE_OUTPUT(m_OnPlayerOutZone, "OnPlayerOutZone"),
DEFINE_OUTPUT(m_PlayersInCount, "PlayersInCount"),
DEFINE_OUTPUT(m_PlayersOutCount, "PlayersOutCount"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Counts all the players in the zone. Fires one output per player
// in the zone, one output per player out of the zone, and outputs
// with the total counts of players in and out of the zone.
//-----------------------------------------------------------------------------
void CGamePlayerZone::InputCountPlayersInZone( inputdata_t &inputdata )
{
int playersInCount = 0;
int playersOutCount = 0;
if ( !CanFireForActivator( inputdata.pActivator ) )
return;
CBaseEntity *pPlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
trace_t trace;
Hull_t hullType;
hullType = HULL_HUMAN;
if ( pPlayer->GetFlags() & FL_DUCKING )
{
hullType = HULL_SMALL_CENTERED;
}
UTIL_TraceModel( pPlayer->GetAbsOrigin(), pPlayer->GetAbsOrigin(), NAI_Hull::Mins(hullType),
NAI_Hull::Maxs(hullType), this, COLLISION_GROUP_NONE, &trace );
if ( trace.startsolid )
{
playersInCount++;
m_OnPlayerInZone.FireOutput(pPlayer, this);
}
else
{
playersOutCount++;
m_OnPlayerOutZone.FireOutput(pPlayer, this);
}
}
}
m_PlayersInCount.Set(playersInCount, inputdata.pActivator, this);
m_PlayersOutCount.Set(playersOutCount, inputdata.pActivator, this);
}
/*
// Disable. Eventually will be replace by new activator filter entities. (LHL)
//
// CGamePlayerHurt / game_player_hurt -- Damages the player who fires it
// Flag: Fire once
#define SF_PKILL_FIREONCE 0x0001
class CGamePlayerHurt : public CRulePointEntity
{
public:
DECLARE_CLASS( CGamePlayerHurt, CRulePointEntity );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_PKILL_FIREONCE) ? true : false; }
DECLARE_DATADESC();
private:
float m_flDamage; // Damage to inflict, negative values give health.
COutputEvent m_OnUse;
};
LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt );
BEGIN_DATADESC( CGamePlayerHurt )
DEFINE_KEYFIELD( m_flDamage, FIELD_FLOAT, "dmg" ),
END_DATADESC()
void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( pActivator->IsPlayer() )
{
if ( m_flDamage < 0 )
{
pActivator->TakeHealth( -m_flDamage, DMG_GENERIC );
}
else
{
pActivator->TakeDamage( this, this, m_flDamage, DMG_GENERIC );
}
}
SUB_UseTargets( pActivator, useType, value );
m_OnUse.FireOutput(pActivator, this); // dvsents2: handle useType and value here - they are passed through
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}
*/
//
// CGamePlayerEquip / game_playerequip -- Sets the default player equipment
// Flag: USE Only
LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CGamePlayerEquip )
DEFINE_AUTO_ARRAY( m_weaponNames, FIELD_STRING ),
DEFINE_AUTO_ARRAY( m_weaponCount, FIELD_INTEGER ),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "TriggerForAllPlayers", InputTriggerForAllPlayers),
DEFINE_INPUTFUNC(FIELD_STRING, "TriggerForActivatedPlayer", InputTriggerForActivatedPlayer),
END_DATADESC()
void CGamePlayerEquip::InputTriggerForAllPlayers( inputdata_t &inputdata )
{
TriggerForAllPlayers();
}
void CGamePlayerEquip::InputTriggerForActivatedPlayer( inputdata_t &inputdata )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( inputdata.pActivator );
if ( pPlayer )
TriggerForActivatedPlayer( pPlayer, inputdata.value.String() );
}
bool CGamePlayerEquip::KeyValue( const char *szKeyName, const char *szValue )
{
if ( !BaseClass::KeyValue( szKeyName, szValue ) )
{
for ( int i = 0; i < MAX_EQUIP; i++ )
{
if ( !m_weaponNames[i] )
{
char tmp[128];
UTIL_StripToken( szKeyName, tmp );
m_weaponNames[i] = AllocPooledString(tmp);
m_weaponCount[i] = atoi(szValue);
m_weaponCount[i] = MAX(0,m_weaponCount[i]);
return true;
}
}
}
return false;
}
void CGamePlayerEquip::TriggerForAllPlayers( void )
{
for( int i = 1; i <= gpGlobals->maxClients; ++i )
{
CBasePlayer *pToPlayer = UTIL_PlayerByIndex( i );
if ( pToPlayer )
{
if ( CanFireForActivator( pToPlayer ) )
{
EquipPlayer( pToPlayer );
}
}
}
}
void CGamePlayerEquip::TriggerForActivatedPlayer( CBasePlayer *pPlayer, const char *szWeapon )
{
if ( pPlayer )
{
if ( CanFireForActivator( pPlayer ) )
{
EquipPlayer( pPlayer, szWeapon );
}
}
}
void CGamePlayerEquip::Touch( CBaseEntity *pOther )
{
if ( !CanFireForActivator( pOther ) )
return;
if ( UseOnly() )
return;
EquipPlayer( pOther );
}
void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity, const char *szWeapon )
{
if ( !pEntity )
return;
CBasePlayer *pPlayer = NULL;
if ( pEntity->IsPlayer() )
{
pPlayer = (CBasePlayer *)pEntity;
}
if ( !pPlayer )
return;
if ( StripFirst() )
{
// remove all our weapons and armor
pPlayer->RemoveAllItems( true );
}
const char *weaponName = szWeapon;
int nMaxLoop = MAX_EQUIP;
if ( szWeapon != NULL )
nMaxLoop = 1;
for ( int i = 0; i < MAX_EQUIP; i++ )
{
if ( szWeapon == NULL && !m_weaponNames[i] )
break;
if ( szWeapon == NULL )
weaponName = STRING( m_weaponNames[i] );
CSWeaponID weaponID = WeaponIdFromString( weaponName );
CCSPlayer *pCSPlayer = static_cast<CCSPlayer*>( pPlayer );
// if it's a grenade and we don't have it, give it
// if we do have it, don't do anything because you can only carry one of each grenade
// TODO: if we change how many grenades you can carry, this code needs to cover that, this is poor code otherwise
if ( pCSPlayer && IsGrenadeWeapon( weaponID ) )
{
if ( !pCSPlayer->Weapon_OwnsThisType( weaponName ) )
{
AcquireResult::Type acquireResult = pCSPlayer->CanAcquire( weaponID, AcquireMethod::PickUp, NULL );
if ( acquireResult == AcquireResult::Allowed )
pCSPlayer->GiveNamedItem( weaponName );
}
}
else
{
if ( OnlyStripSameWeaponType() )
{
if ( weaponID == WEAPON_NONE )
{
for ( int i = GGLIST_PISTOLS_START; i < ( GGLIST_SNIPERS_LAST ); i++ )
{
const char *item_name = weaponName;
if ( IsWeaponClassname( item_name ) )
{
item_name += WEAPON_CLASSNAME_PREFIX_LENGTH;
}
if ( V_strcmp( ggWeaponAliasNameList[i].aliasName, item_name ) == 0 )
{
weaponID = ggWeaponAliasNameList[i].id;
break;
}
}
}
if ( IsPrimaryWeapon( weaponID ) )
{
CBaseCombatWeapon *pPrimary = pPlayer->Weapon_GetSlot( WEAPON_SLOT_RIFLE );
if ( pPrimary )
pPlayer->RemoveWeaponOnPlayer( pPrimary );
}
else if ( IsSecondaryWeapon( weaponID ) )
{
CBaseCombatWeapon *pSecondary = pPlayer->Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if ( pSecondary )
pPlayer->RemoveWeaponOnPlayer( pSecondary );
}
}
pPlayer->GiveNamedItem( weaponName );
if ( const CCSWeaponInfo* pWeaponInfo = GetWeaponInfo( weaponID ) )
{
int nType = pWeaponInfo->GetPrimaryAmmoType();
pPlayer->GiveAmmo( m_weaponCount[ i ], nType );
}
}
}
}
void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
EquipPlayer( pActivator ); // note: pActivator may sometimes be NULL
}
//
// CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it
// Flag: Fire once
// Flag: Kill Player
// Flag: Gib Player
#define SF_PTEAM_FIREONCE 0x0001
#define SF_PTEAM_KILL 0x0002
#define SF_PTEAM_GIB 0x0004
class CGamePlayerTeam : public CRulePointEntity
{
public:
DECLARE_CLASS( CGamePlayerTeam, CRulePointEntity );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
private:
inline bool RemoveOnFire( void ) { return (m_spawnflags & SF_PTEAM_FIREONCE) ? true : false; }
inline bool ShouldKillPlayer( void ) { return (m_spawnflags & SF_PTEAM_KILL) ? true : false; }
inline bool ShouldGibPlayer( void ) { return (m_spawnflags & SF_PTEAM_GIB) ? true : false; }
const char *TargetTeamName( const char *pszTargetName, CBaseEntity *pActivator );
};
LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam );
const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName, CBaseEntity *pActivator )
{
CBaseEntity *pTeamEntity = NULL;
while ((pTeamEntity = gEntList.FindEntityByName( pTeamEntity, pszTargetName, NULL, pActivator )) != NULL)
{
if ( FClassnameIs( pTeamEntity, "game_team_master" ) )
return pTeamEntity->TeamID();
}
return NULL;
}
void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !CanFireForActivator( pActivator ) )
return;
if ( pActivator->IsPlayer() )
{
const char *pszTargetTeam = TargetTeamName( STRING(m_target), pActivator );
if ( pszTargetTeam )
{
CBasePlayer *pPlayer = (CBasePlayer *)pActivator;
g_pGameRules->ChangePlayerTeam( pPlayer, pszTargetTeam, ShouldKillPlayer(), ShouldGibPlayer() );
}
}
if ( RemoveOnFire() )
{
UTIL_Remove( this );
}
}