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https://github.com/nillerusr/source-engine.git
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370 lines
10 KiB
C++
370 lines
10 KiB
C++
//========= 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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