mirror of
https://github.com/alliedmodders/hl2sdk.git
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944 lines
27 KiB
C++
944 lines
27 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Contains the implementation of game rules for multiplayer.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "multiplay_gamerules.h"
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#include "viewport_panel_names.h"
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#include "gameeventdefs.h"
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#include <KeyValues.h>
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#ifdef CLIENT_DLL
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#else
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#include "eventqueue.h"
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#include "player.h"
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#include "basecombatweapon.h"
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#include "gamerules.h"
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#include "game.h"
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#include "items.h"
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#include "entitylist.h"
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#include "in_buttons.h"
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#include <ctype.h>
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#include "voice_gamemgr.h"
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#include "iscorer.h"
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#include "hltvdirector.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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REGISTER_GAMERULES_CLASS( CMultiplayRules );
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ConVar mp_chattime(
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"mp_chattime",
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"10",
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FCVAR_REPLICATED,
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"amount of time players can chat after the game is over",
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true, 1,
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true, 120 );
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ConVar mp_timelimit( "mp_timelimit",
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"0",
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FCVAR_NOTIFY|FCVAR_REPLICATED,
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"game time per map in minutes" );
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#ifdef GAME_DLL
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ConVar tv_delaymapchange( "tv_delaymapchange",
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"0",
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0,
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"Delays map change until broadcast is complete" );
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#endif
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//=========================================================
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//=========================================================
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bool CMultiplayRules::IsMultiplayer( void )
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{
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return true;
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}
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#ifdef CLIENT_DLL
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#else
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extern bool g_fGameOver;
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#define ITEM_RESPAWN_TIME 30
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#define WEAPON_RESPAWN_TIME 20
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#define AMMO_RESPAWN_TIME 20
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//*********************************************************
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// Rules for the half-life multiplayer game.
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//*********************************************************
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CMultiplayRules::CMultiplayRules()
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{
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RefreshSkillData( true );
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// 11/8/98
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// Modified by YWB: Server .cfg file is now a cvar, so that
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// server ops can run multiple game servers, with different server .cfg files,
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// from a single installed directory.
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// Mapcyclefile is already a cvar.
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// 3/31/99
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// Added lservercfg file cvar, since listen and dedicated servers should not
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// share a single config file. (sjb)
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if ( engine->IsDedicatedServer() )
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{
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// dedicated server
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const char *cfgfile = servercfgfile.GetString();
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if ( cfgfile && cfgfile[0] )
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{
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char szCommand[256];
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Msg( "Executing dedicated server config file\n" );
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Q_snprintf( szCommand,sizeof(szCommand), "exec %s\n", cfgfile );
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engine->ServerCommand( szCommand );
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}
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}
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else
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{
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// listen server
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const char *cfgfile = lservercfgfile.GetString();
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if ( cfgfile && cfgfile[0] )
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{
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char szCommand[256];
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Msg( "Executing listen server config file\n" );
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Q_snprintf( szCommand,sizeof(szCommand), "exec %s\n", cfgfile );
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engine->ServerCommand( szCommand );
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}
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}
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}
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//=========================================================
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//=========================================================
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void CMultiplayRules::RefreshSkillData( bool forceUpdate )
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{
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// load all default values
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BaseClass::RefreshSkillData( forceUpdate );
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// override some values for multiplay.
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// suitcharger
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ConVar *suitcharger = ( ConVar * )cvar->FindVar( "sk_suitcharger" );
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if ( suitcharger )
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{
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suitcharger->SetValue( 30 );
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}
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}
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//=========================================================
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//=========================================================
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void CMultiplayRules::Think ( void )
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{
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BaseClass::Think();
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///// Check game rules /////
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if ( g_fGameOver ) // someone else quit the game already
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{
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ChangeLevel(); // intermission is over
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return;
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}
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float flTimeLimit = mp_timelimit.GetFloat() * 60;
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float flFragLimit = fraglimit.GetFloat();
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if ( flTimeLimit != 0 && gpGlobals->curtime >= flTimeLimit )
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{
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GoToIntermission();
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return;
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}
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if ( flFragLimit )
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{
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// check if any player is over the frag limit
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && pPlayer->FragCount() >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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}
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}
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}
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//=========================================================
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//=========================================================
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bool CMultiplayRules::IsDeathmatch( void )
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{
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return true;
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}
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//=========================================================
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//=========================================================
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bool CMultiplayRules::IsCoOp( void )
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{
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return false;
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}
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//=========================================================
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//=========================================================
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bool CMultiplayRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
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{
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if ( !pPlayer->Weapon_CanSwitchTo( pWeapon ) )
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{
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// Can't switch weapons for some reason.
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return false;
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}
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if ( !pPlayer->GetActiveWeapon() )
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{
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// Player doesn't have an active item, might as well switch.
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return true;
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}
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if ( !pWeapon->AllowsAutoSwitchTo() )
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{
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// The given weapon should not be auto switched to from another weapon.
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return false;
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}
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if ( !pPlayer->GetActiveWeapon()->AllowsAutoSwitchFrom() )
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{
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// The active weapon does not allow autoswitching away from it.
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return false;
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}
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if ( pWeapon->GetWeight() > pPlayer->GetActiveWeapon()->GetWeight() )
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{
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the weapon in the player's inventory that would be better than
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// the given weapon.
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//-----------------------------------------------------------------------------
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CBaseCombatWeapon *CMultiplayRules::GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
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{
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CBaseCombatWeapon *pCheck;
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CBaseCombatWeapon *pBest;// this will be used in the event that we don't find a weapon in the same category.
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int iCurrentWeight = -1;
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int iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
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pBest = NULL;
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// If I have a weapon, make sure I'm allowed to holster it
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if ( pCurrentWeapon )
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{
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if ( !pCurrentWeapon->AllowsAutoSwitchFrom() || !pCurrentWeapon->CanHolster() )
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{
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// Either this weapon doesn't allow autoswitching away from it or I
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// can't put this weapon away right now, so I can't switch.
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return NULL;
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}
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iCurrentWeight = pCurrentWeapon->GetWeight();
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}
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for ( int i = 0 ; i < pPlayer->WeaponCount(); ++i )
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{
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pCheck = pPlayer->GetWeapon( i );
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if ( !pCheck )
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continue;
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// If we have an active weapon and this weapon doesn't allow autoswitching away
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// from another weapon, skip it.
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if ( pCurrentWeapon && !pCheck->AllowsAutoSwitchTo() )
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continue;
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if ( pCheck->GetWeight() > -1 && pCheck->GetWeight() == iCurrentWeight && pCheck != pCurrentWeapon )
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{
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// this weapon is from the same category.
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if ( pCheck->HasAnyAmmo() )
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{
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if ( pPlayer->Weapon_CanSwitchTo( pCheck ) )
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{
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return pCheck;
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}
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}
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}
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else if ( pCheck->GetWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
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{
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//Msg( "Considering %s\n", STRING( pCheck->GetClassname() );
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// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
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// that the player was using. This will end up leaving the player with his heaviest-weighted
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// weapon.
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if ( pCheck->HasAnyAmmo() )
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{
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// if this weapon is useable, flag it as the best
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iBestWeight = pCheck->GetWeight();
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pBest = pCheck;
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}
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}
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}
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// if we make it here, we've checked all the weapons and found no useable
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// weapon in the same catagory as the current weapon.
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// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
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// at least get the crowbar, but ya never know.
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return pBest;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CMultiplayRules::SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
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{
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CBaseCombatWeapon *pWeapon = GetNextBestWeapon( pPlayer, pCurrentWeapon );
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if ( pWeapon != NULL )
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return pPlayer->Weapon_Switch( pWeapon );
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return false;
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}
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//=========================================================
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//=========================================================
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bool CMultiplayRules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
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{
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GetVoiceGameMgr()->ClientConnected( pEntity );
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return true;
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}
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void CMultiplayRules::InitHUD( CBasePlayer *pl )
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{
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}
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//=========================================================
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//=========================================================
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void CMultiplayRules::ClientDisconnected( edict_t *pClient )
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{
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if ( pClient )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
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if ( pPlayer )
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{
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FireTargets( "game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0 );
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pPlayer->RemoveAllItems( true );// destroy all of the players weapons and items
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// Kill off view model entities
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pPlayer->DestroyViewModels();
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pPlayer->SetConnected( PlayerDisconnected );
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}
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}
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}
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//=========================================================
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//=========================================================
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float CMultiplayRules::FlPlayerFallDamage( CBasePlayer *pPlayer )
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{
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int iFallDamage = (int)falldamage.GetFloat();
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switch ( iFallDamage )
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{
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case 1://progressive
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pPlayer->m_Local.m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
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return pPlayer->m_Local.m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
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break;
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default:
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case 0:// fixed
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return 10;
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break;
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}
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}
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//=========================================================
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//=========================================================
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bool CMultiplayRules::AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info )
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{
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return true;
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}
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//=========================================================
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//=========================================================
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bool CMultiplayRules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
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{
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return true;
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}
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//=========================================================
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//=========================================================
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void CMultiplayRules::PlayerThink( CBasePlayer *pPlayer )
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{
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if ( g_fGameOver )
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{
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// clear attack/use commands from player
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pPlayer->m_afButtonPressed = 0;
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pPlayer->m_nButtons = 0;
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pPlayer->m_afButtonReleased = 0;
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}
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}
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//=========================================================
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//=========================================================
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void CMultiplayRules::PlayerSpawn( CBasePlayer *pPlayer )
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{
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bool addDefault;
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CBaseEntity *pWeaponEntity = NULL;
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pPlayer->EquipSuit();
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addDefault = true;
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while ( (pWeaponEntity = gEntList.FindEntityByClassname( pWeaponEntity, "game_player_equip" )) != NULL)
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{
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pWeaponEntity->Touch( pPlayer );
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addDefault = false;
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}
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}
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//=========================================================
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//=========================================================
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bool CMultiplayRules::FPlayerCanRespawn( CBasePlayer *pPlayer )
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{
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return true;
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}
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//=========================================================
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//=========================================================
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float CMultiplayRules::FlPlayerSpawnTime( CBasePlayer *pPlayer )
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{
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return gpGlobals->curtime;//now!
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}
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bool CMultiplayRules::AllowAutoTargetCrosshair( void )
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{
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return ( aimcrosshair.GetInt() != 0 );
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}
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//=========================================================
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// IPointsForKill - how many points awarded to anyone
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// that kills this player?
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//=========================================================
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int CMultiplayRules::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
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{
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBasePlayer *CMultiplayRules::GetDeathScorer( CBaseEntity *pKiller, CBaseEntity *pInflictor )
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{
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if ( pKiller)
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{
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if ( pKiller->Classify() == CLASS_PLAYER )
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return (CBasePlayer*)pKiller;
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// Killing entity might be specifying a scorer player
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IScorer *pScorerInterface = dynamic_cast<IScorer*>( pKiller );
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if ( pScorerInterface )
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{
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CBasePlayer *pPlayer = pScorerInterface->GetScorer();
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if ( pPlayer )
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return pPlayer;
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}
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// Inflicting entity might be specifying a scoring player
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pScorerInterface = dynamic_cast<IScorer*>( pInflictor );
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if ( pScorerInterface )
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{
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CBasePlayer *pPlayer = pScorerInterface->GetScorer();
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if ( pPlayer )
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return pPlayer;
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}
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}
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return NULL;
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}
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//=========================================================
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// PlayerKilled - someone/something killed this player
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//=========================================================
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void CMultiplayRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
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{
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DeathNotice( pVictim, info );
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// Find the killer & the scorer
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CBaseEntity *pInflictor = info.GetInflictor();
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CBaseEntity *pKiller = info.GetAttacker();
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CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor );
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pVictim->IncrementDeathCount( 1 );
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// dvsents2: uncomment when removing all FireTargets
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// variant_t value;
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// g_EventQueue.AddEvent( "game_playerdie", "Use", value, 0, pVictim, pVictim );
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FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 );
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// Did the player kill himself?
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if ( pVictim == pScorer )
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{
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// Players lose a frag for killing themselves
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pVictim->IncrementFragCount( -1 );
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}
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else if ( pScorer )
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{
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// if a player dies in a deathmatch game and the killer is a client, award the killer some points
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pScorer->IncrementFragCount( IPointsForKill( pScorer, pVictim ) );
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// Allow the scorer to immediately paint a decal
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pScorer->AllowImmediateDecalPainting();
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// dvsents2: uncomment when removing all FireTargets
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//variant_t value;
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//g_EventQueue.AddEvent( "game_playerkill", "Use", value, 0, pScorer, pScorer );
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FireTargets( "game_playerkill", pScorer, pScorer, USE_TOGGLE, 0 );
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}
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else
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{
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// Players lose a frag for letting the world kill them
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pVictim->IncrementFragCount( -1 );
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}
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}
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//=========================================================
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// Deathnotice.
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//=========================================================
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void CMultiplayRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
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{
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// Work out what killed the player, and send a message to all clients about it
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const char *killer_weapon_name = "world"; // by default, the player is killed by the world
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int killer_ID = 0;
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// Find the killer & the scorer
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CBaseEntity *pInflictor = info.GetInflictor();
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CBaseEntity *pKiller = info.GetAttacker();
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CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor );
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// Custom kill type?
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if ( info.GetCustomKill() )
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{
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killer_weapon_name = GetCustomKillString( info );
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if ( pScorer )
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{
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killer_ID = pScorer->GetUserID();
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}
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}
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else
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{
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// Is the killer a client?
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if ( pScorer )
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{
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killer_ID = pScorer->GetUserID();
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if ( pInflictor )
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{
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if ( pInflictor == pScorer )
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{
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// If the inflictor is the killer, then it must be their current weapon doing the damage
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if ( pScorer->GetActiveWeapon() )
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{
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killer_weapon_name = pScorer->GetActiveWeapon()->GetDeathNoticeName();
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}
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}
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else
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{
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killer_weapon_name = STRING( pInflictor->m_iClassname ); // it's just that easy
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}
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}
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}
|
|
else
|
|
{
|
|
killer_weapon_name = STRING( pInflictor->m_iClassname );
|
|
}
|
|
|
|
// strip the NPC_* or weapon_* from the inflictor's classname
|
|
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )
|
|
{
|
|
killer_weapon_name += 7;
|
|
}
|
|
else if ( strncmp( killer_weapon_name, "NPC_", 8 ) == 0 )
|
|
{
|
|
killer_weapon_name += 8;
|
|
}
|
|
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 )
|
|
{
|
|
killer_weapon_name += 5;
|
|
}
|
|
}
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_death" );
|
|
if ( event )
|
|
{
|
|
event->SetInt("userid", pVictim->GetUserID() );
|
|
event->SetInt("attacker", killer_ID );
|
|
event->SetInt("priority", 7 ); // HLTV event priority, not transmitted
|
|
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
}
|
|
|
|
//=========================================================
|
|
// FlWeaponRespawnTime - what is the time in the future
|
|
// at which this weapon may spawn?
|
|
//=========================================================
|
|
float CMultiplayRules::FlWeaponRespawnTime( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
if ( weaponstay.GetInt() > 0 )
|
|
{
|
|
// make sure it's only certain weapons
|
|
if ( !(pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
|
|
{
|
|
return gpGlobals->curtime + 0; // weapon respawns almost instantly
|
|
}
|
|
}
|
|
|
|
return gpGlobals->curtime + WEAPON_RESPAWN_TIME;
|
|
}
|
|
|
|
// when we are within this close to running out of entities, items
|
|
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
|
|
#define ENTITY_INTOLERANCE 100
|
|
|
|
//=========================================================
|
|
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
|
|
// now, otherwise it returns the time at which it can try
|
|
// to spawn again.
|
|
//=========================================================
|
|
float CMultiplayRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
if ( pWeapon && (pWeapon->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD) )
|
|
{
|
|
if ( gEntList.NumberOfEntities() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) )
|
|
return 0;
|
|
|
|
// we're past the entity tolerance level, so delay the respawn
|
|
return FlWeaponRespawnTime( pWeapon );
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//=========================================================
|
|
// VecWeaponRespawnSpot - where should this weapon spawn?
|
|
// Some game variations may choose to randomize spawn locations
|
|
//=========================================================
|
|
Vector CMultiplayRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
return pWeapon->GetAbsOrigin();
|
|
}
|
|
|
|
//=========================================================
|
|
// WeaponShouldRespawn - any conditions inhibiting the
|
|
// respawning of this weapon?
|
|
//=========================================================
|
|
int CMultiplayRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
if ( pWeapon->HasSpawnFlags( SF_NORESPAWN ) )
|
|
{
|
|
return GR_WEAPON_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_WEAPON_RESPAWN_YES;
|
|
}
|
|
|
|
//=========================================================
|
|
// CanHaveWeapon - returns false if the player is not allowed
|
|
// to pick up this weapon
|
|
//=========================================================
|
|
bool CMultiplayRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pItem )
|
|
{
|
|
if ( weaponstay.GetInt() > 0 )
|
|
{
|
|
if ( pItem->GetWeaponFlags() & ITEM_FLAG_LIMITINWORLD )
|
|
return BaseClass::CanHavePlayerItem( pPlayer, pItem );
|
|
|
|
// check if the player already has this weapon
|
|
for ( int i = 0 ; i < pPlayer->WeaponCount() ; i++ )
|
|
{
|
|
if ( pPlayer->GetWeapon(i) == pItem )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return BaseClass::CanHavePlayerItem( pPlayer, pItem );
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
bool CMultiplayRules::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CMultiplayRules::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CMultiplayRules::ItemShouldRespawn( CItem *pItem )
|
|
{
|
|
if ( pItem->HasSpawnFlags( SF_NORESPAWN ) )
|
|
{
|
|
return GR_ITEM_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_ITEM_RESPAWN_YES;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// At what time in the future may this Item respawn?
|
|
//=========================================================
|
|
float CMultiplayRules::FlItemRespawnTime( CItem *pItem )
|
|
{
|
|
return gpGlobals->curtime + ITEM_RESPAWN_TIME;
|
|
}
|
|
|
|
//=========================================================
|
|
// Where should this item respawn?
|
|
// Some game variations may choose to randomize spawn locations
|
|
//=========================================================
|
|
Vector CMultiplayRules::VecItemRespawnSpot( CItem *pItem )
|
|
{
|
|
return pItem->GetAbsOrigin();
|
|
}
|
|
|
|
//=========================================================
|
|
// What angles should this item use to respawn?
|
|
//=========================================================
|
|
QAngle CMultiplayRules::VecItemRespawnAngles( CItem *pItem )
|
|
{
|
|
return pItem->GetAbsAngles();
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CMultiplayRules::PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
bool CMultiplayRules::IsAllowedToSpawn( CBaseEntity *pEntity )
|
|
{
|
|
// if ( pEntity->GetFlags() & FL_NPC )
|
|
// return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
float CMultiplayRules::FlHealthChargerRechargeTime( void )
|
|
{
|
|
return 60;
|
|
}
|
|
|
|
|
|
float CMultiplayRules::FlHEVChargerRechargeTime( void )
|
|
{
|
|
return 30;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CMultiplayRules::DeadPlayerWeapons( CBasePlayer *pPlayer )
|
|
{
|
|
return GR_PLR_DROP_GUN_ACTIVE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CMultiplayRules::DeadPlayerAmmo( CBasePlayer *pPlayer )
|
|
{
|
|
return GR_PLR_DROP_AMMO_ACTIVE;
|
|
}
|
|
|
|
CBaseEntity *CMultiplayRules::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
|
|
{
|
|
CBaseEntity *pentSpawnSpot = BaseClass::GetPlayerSpawnSpot( pPlayer );
|
|
|
|
//!! replace this with an Event
|
|
/*
|
|
if ( IsMultiplayer() && pentSpawnSpot->m_target )
|
|
{
|
|
FireTargets( STRING(pentSpawnSpot->m_target), pPlayer, pPlayer, USE_TOGGLE, 0 ); // dvsents2: what is this code supposed to do?
|
|
}
|
|
*/
|
|
|
|
return pentSpawnSpot;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
bool CMultiplayRules::PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker )
|
|
{
|
|
return ( PlayerRelationship( pListener, pSpeaker ) == GR_TEAMMATE );
|
|
}
|
|
|
|
int CMultiplayRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
|
{
|
|
// half life deathmatch has only enemies
|
|
return GR_NOTTEAMMATE;
|
|
}
|
|
|
|
bool CMultiplayRules::PlayFootstepSounds( CBasePlayer *pl )
|
|
{
|
|
if ( footsteps.GetInt() == 0 )
|
|
return false;
|
|
|
|
if ( pl->IsOnLadder() || pl->GetAbsVelocity().Length2D() > 220 )
|
|
return true; // only make step sounds in multiplayer if the player is moving fast enough
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CMultiplayRules::FAllowFlashlight( void )
|
|
{
|
|
return flashlight.GetInt() != 0;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
bool CMultiplayRules::FAllowNPCs( void )
|
|
{
|
|
return true; // E3 hack
|
|
return ( allowNPCs.GetInt() != 0 );
|
|
}
|
|
|
|
//=========================================================
|
|
//======== CMultiplayRules private functions ===========
|
|
|
|
void CMultiplayRules::GoToIntermission( void )
|
|
{
|
|
if ( g_fGameOver )
|
|
return;
|
|
|
|
g_fGameOver = true;
|
|
|
|
float flWaitTime = mp_chattime.GetInt();
|
|
|
|
if ( tv_delaymapchange.GetBool() && HLTVDirector()->IsActive() )
|
|
{
|
|
flWaitTime = MAX ( flWaitTime, HLTVDirector()->GetDelay() );
|
|
}
|
|
|
|
m_flIntermissionEndTime = gpGlobals->curtime + flWaitTime;
|
|
|
|
for ( int i = 0; i < MAX_PLAYERS; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
pPlayer->ShowViewPortPanel( PANEL_SCOREBOARD );
|
|
}
|
|
}
|
|
|
|
void CMultiplayRules::GetNextLevelName( char *pszNextMap, int bufsize )
|
|
{
|
|
char szFirstMapInList[32];
|
|
Q_strncpy( szFirstMapInList, "hldm1" ,sizeof(szFirstMapInList)); // the absolute default level is hldm1
|
|
|
|
// find the map to change to
|
|
|
|
const char *mapcfile = mapcyclefile.GetString();
|
|
Assert( mapcfile != NULL );
|
|
Q_strncpy( pszNextMap, STRING(gpGlobals->mapname) ,bufsize);
|
|
Q_strncpy( szFirstMapInList, STRING(gpGlobals->mapname) ,sizeof(szFirstMapInList));
|
|
|
|
int length;
|
|
char *pFileList;
|
|
char *aFileList = pFileList = (char*)UTIL_LoadFileForMe( mapcfile, &length );
|
|
if ( pFileList && length )
|
|
{
|
|
// the first map name in the file becomes the default
|
|
sscanf( pFileList, " %31s", pszNextMap );
|
|
if ( engine->IsMapValid( pszNextMap ) )
|
|
Q_strncpy( szFirstMapInList, pszNextMap ,sizeof(szFirstMapInList));
|
|
|
|
// keep pulling mapnames out of the list until the current mapname
|
|
// if the current mapname isn't found, load the first map in the list
|
|
bool next_map_is_it = false;
|
|
while ( 1 )
|
|
{
|
|
while ( *pFileList && isspace( *pFileList ) ) pFileList++; // skip over any whitespace
|
|
if ( !(*pFileList) )
|
|
break;
|
|
|
|
char cBuf[32];
|
|
int ret = sscanf( pFileList, " %31s", cBuf );
|
|
// Check the map name is valid
|
|
if ( ret != 1 || *cBuf < 13 )
|
|
break;
|
|
|
|
if ( next_map_is_it )
|
|
{
|
|
// check that it is a valid map file
|
|
if ( engine->IsMapValid( cBuf ) )
|
|
{
|
|
Q_strncpy( pszNextMap, cBuf, bufsize);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( FStrEq( cBuf, STRING(gpGlobals->mapname) ) )
|
|
{ // we've found our map; next map is the one to change to
|
|
next_map_is_it = true;
|
|
}
|
|
|
|
pFileList += strlen( cBuf );
|
|
}
|
|
|
|
UTIL_FreeFile( (byte *)aFileList );
|
|
}
|
|
|
|
if ( !engine->IsMapValid(pszNextMap) )
|
|
Q_strncpy( pszNextMap, szFirstMapInList, bufsize);
|
|
}
|
|
|
|
void CMultiplayRules::ChangeLevel( void )
|
|
{
|
|
char szNextMap[32];
|
|
GetNextLevelName( szNextMap, sizeof(szNextMap) );
|
|
|
|
g_fGameOver = true;
|
|
|
|
Msg( "CHANGE LEVEL: %s\n", szNextMap );
|
|
|
|
engine->ChangeLevel( szNextMap, NULL );
|
|
}
|
|
|
|
#endif
|
|
|