mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
370 lines
10 KiB
C++
370 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: The TF Game rules
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "sdk_gamerules.h"
|
|
#include "ammodef.h"
|
|
#include "KeyValues.h"
|
|
#include "weapon_sdkbase.h"
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
|
|
#else
|
|
|
|
#include "voice_gamemgr.h"
|
|
#include "team.h"
|
|
|
|
#endif
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
LINK_ENTITY_TO_CLASS(info_player_terrorist, CPointEntity);
|
|
LINK_ENTITY_TO_CLASS(info_player_counterterrorist,CPointEntity);
|
|
#endif
|
|
|
|
REGISTER_GAMERULES_CLASS( CSDKGameRules );
|
|
|
|
|
|
BEGIN_NETWORK_TABLE_NOBASE( CSDKGameRules, DT_SDKGameRules )
|
|
END_NETWORK_TABLE()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy );
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( SDKGameRulesProxy, DT_SDKGameRulesProxy )
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
void RecvProxy_SDKGameRules( const RecvProp *pProp, void **pOut, void *pData, int objectID )
|
|
{
|
|
CSDKGameRules *pRules = SDKGameRules();
|
|
Assert( pRules );
|
|
*pOut = pRules;
|
|
}
|
|
|
|
BEGIN_RECV_TABLE( CSDKGameRulesProxy, DT_SDKGameRulesProxy )
|
|
RecvPropDataTable( "sdk_gamerules_data", 0, 0, &REFERENCE_RECV_TABLE( DT_SDKGameRules ), RecvProxy_SDKGameRules )
|
|
END_RECV_TABLE()
|
|
#else
|
|
void *SendProxy_SDKGameRules( const SendProp *pProp, const void *pStructBase, const void *pData, CSendProxyRecipients *pRecipients, int objectID )
|
|
{
|
|
CSDKGameRules *pRules = SDKGameRules();
|
|
Assert( pRules );
|
|
pRecipients->SetAllRecipients();
|
|
return pRules;
|
|
}
|
|
|
|
BEGIN_SEND_TABLE( CSDKGameRulesProxy, DT_SDKGameRulesProxy )
|
|
SendPropDataTable( "sdk_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_SDKGameRules ), SendProxy_SDKGameRules )
|
|
END_SEND_TABLE()
|
|
#endif
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
|
|
#else
|
|
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
// Voice helper
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
|
|
class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
|
|
{
|
|
public:
|
|
virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker )
|
|
{
|
|
// Dead players can only be heard by other dead team mates
|
|
if ( pTalker->IsAlive() == false )
|
|
{
|
|
if ( pListener->IsAlive() == false )
|
|
return ( pListener->InSameTeam( pTalker ) );
|
|
|
|
return false;
|
|
}
|
|
|
|
return ( pListener->InSameTeam( pTalker ) );
|
|
}
|
|
};
|
|
CVoiceGameMgrHelper g_VoiceGameMgrHelper;
|
|
IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = &g_VoiceGameMgrHelper;
|
|
|
|
|
|
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
// Globals.
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
|
|
// NOTE: the indices here must match TEAM_TERRORIST, TEAM_CT, TEAM_SPECTATOR, etc.
|
|
char *sTeamNames[] =
|
|
{
|
|
"Unassigned",
|
|
"Spectator",
|
|
"Terrorist",
|
|
"Counter-Terrorist"
|
|
};
|
|
|
|
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
// Global helper functions.
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
|
|
// World.cpp calls this but we don't use it in SDK.
|
|
void InitBodyQue()
|
|
{
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
// CSDKGameRules implementation.
|
|
// --------------------------------------------------------------------------------------------------- //
|
|
|
|
CSDKGameRules::CSDKGameRules()
|
|
{
|
|
// Create the team managers
|
|
for ( int i = 0; i < ARRAYSIZE( sTeamNames ); i++ )
|
|
{
|
|
CTeam *pTeam = static_cast<CTeam*>(CreateEntityByName( "sdk_team_manager" ));
|
|
pTeam->Init( sTeamNames[i], i );
|
|
|
|
g_Teams.AddToTail( pTeam );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CSDKGameRules::~CSDKGameRules()
|
|
{
|
|
// Note, don't delete each team since they are in the gEntList and will
|
|
// automatically be deleted from there, instead.
|
|
g_Teams.Purge();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: TF2 Specific Client Commands
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CSDKGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
|
|
{
|
|
return BaseClass::ClientCommand( pEdict, args );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player has just spawned. Equip them.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CSDKGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore )
|
|
{
|
|
RadiusDamage( info, vecSrcIn, flRadius, iClassIgnore, false );
|
|
}
|
|
|
|
// Add the ability to ignore the world trace
|
|
void CSDKGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, bool bIgnoreWorld )
|
|
{
|
|
CBaseEntity *pEntity = NULL;
|
|
trace_t tr;
|
|
float flAdjustedDamage, falloff;
|
|
Vector vecSpot;
|
|
Vector vecToTarget;
|
|
Vector vecEndPos;
|
|
|
|
Vector vecSrc = vecSrcIn;
|
|
|
|
if ( flRadius )
|
|
falloff = info.GetDamage() / flRadius;
|
|
else
|
|
falloff = 1.0;
|
|
|
|
int bInWater = (UTIL_PointContents ( vecSrc ) & MASK_WATER) ? true : false;
|
|
|
|
vecSrc.z += 1;// in case grenade is lying on the ground
|
|
|
|
// iterate on all entities in the vicinity.
|
|
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
|
|
{
|
|
if ( pEntity->m_takedamage != DAMAGE_NO )
|
|
{
|
|
// UNDONE: this should check a damage mask, not an ignore
|
|
if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
|
|
{// houndeyes don't hurt other houndeyes with their attack
|
|
continue;
|
|
}
|
|
|
|
// blast's don't tavel into or out of water
|
|
if (bInWater && pEntity->GetWaterLevel() == 0)
|
|
continue;
|
|
if (!bInWater && pEntity->GetWaterLevel() == 3)
|
|
continue;
|
|
|
|
// radius damage can only be blocked by the world
|
|
vecSpot = pEntity->BodyTarget( vecSrc );
|
|
|
|
|
|
|
|
bool bHit = false;
|
|
|
|
if( bIgnoreWorld )
|
|
{
|
|
vecEndPos = vecSpot;
|
|
bHit = true;
|
|
}
|
|
else
|
|
{
|
|
UTIL_TraceLine( vecSrc, vecSpot, MASK_SOLID_BRUSHONLY, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
|
|
|
|
if (tr.startsolid)
|
|
{
|
|
// if we're stuck inside them, fixup the position and distance
|
|
tr.endpos = vecSrc;
|
|
tr.fraction = 0.0;
|
|
}
|
|
|
|
vecEndPos = tr.endpos;
|
|
|
|
if( tr.fraction == 1.0 || tr.m_pEnt == pEntity )
|
|
{
|
|
bHit = true;
|
|
}
|
|
}
|
|
|
|
if ( bHit )
|
|
{
|
|
// the explosion can 'see' this entity, so hurt them!
|
|
//vecToTarget = ( vecSrc - vecEndPos );
|
|
vecToTarget = ( vecEndPos - vecSrc );
|
|
|
|
// decrease damage for an ent that's farther from the bomb.
|
|
flAdjustedDamage = vecToTarget.Length() * falloff;
|
|
flAdjustedDamage = info.GetDamage() - flAdjustedDamage;
|
|
|
|
if ( flAdjustedDamage > 0 )
|
|
{
|
|
CTakeDamageInfo adjustedInfo = info;
|
|
adjustedInfo.SetDamage( flAdjustedDamage );
|
|
|
|
Vector dir = vecToTarget;
|
|
VectorNormalize( dir );
|
|
|
|
// If we don't have a damage force, manufacture one
|
|
if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
|
|
{
|
|
CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc, 1.5 /* explosion scale! */ );
|
|
}
|
|
else
|
|
{
|
|
// Assume the force passed in is the maximum force. Decay it based on falloff.
|
|
float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
|
|
adjustedInfo.SetDamageForce( dir * flForce );
|
|
adjustedInfo.SetDamagePosition( vecSrc );
|
|
}
|
|
|
|
pEntity->TakeDamage( adjustedInfo );
|
|
|
|
// Now hit all triggers along the way that respond to damage...
|
|
pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, vecEndPos, dir );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSDKGameRules::Think()
|
|
{
|
|
BaseClass::Think();
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
bool CSDKGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
|
|
{
|
|
if ( collisionGroup0 > collisionGroup1 )
|
|
{
|
|
// swap so that lowest is always first
|
|
swap(collisionGroup0,collisionGroup1);
|
|
}
|
|
|
|
//Don't stand on COLLISION_GROUP_WEAPON
|
|
if( collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT &&
|
|
collisionGroup1 == COLLISION_GROUP_WEAPON )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::ShouldCollide( collisionGroup0, collisionGroup1 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Init CS ammo definitions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// shared ammo definition
|
|
// JAY: Trying to make a more physical bullet response
|
|
#define BULLET_MASS_GRAINS_TO_LB(grains) (0.002285*(grains)/16.0f)
|
|
#define BULLET_MASS_GRAINS_TO_KG(grains) lbs2kg(BULLET_MASS_GRAINS_TO_LB(grains))
|
|
|
|
// exaggerate all of the forces, but use real numbers to keep them consistent
|
|
#define BULLET_IMPULSE_EXAGGERATION 1
|
|
|
|
// convert a velocity in ft/sec and a mass in grains to an impulse in kg in/s
|
|
#define BULLET_IMPULSE(grains, ftpersec) ((ftpersec)*12*BULLET_MASS_GRAINS_TO_KG(grains)*BULLET_IMPULSE_EXAGGERATION)
|
|
|
|
|
|
CAmmoDef* GetAmmoDef()
|
|
{
|
|
static CAmmoDef def;
|
|
static bool bInitted = false;
|
|
|
|
if ( !bInitted )
|
|
{
|
|
bInitted = true;
|
|
|
|
// def.AddAmmoType( BULLET_PLAYER_50AE, DMG_BULLET, TRACER_LINE, 0, 0, "ammo_50AE_max", 2400, 0, 10, 14 );
|
|
def.AddAmmoType( AMMO_GRENADE, DMG_BLAST, TRACER_LINE, 0, 0, 1/*max carry*/, 1, 0 );
|
|
def.AddAmmoType( AMMO_BULLETS, DMG_BULLET, TRACER_LINE, 0, 0, 1/*max carry*/, 1, 0 );
|
|
}
|
|
|
|
return &def;
|
|
}
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
const char *CSDKGameRules::GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer )
|
|
{
|
|
return "(chat prefix)";
|
|
}
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find the relationship between players (teamplay vs. deathmatch)
|
|
//-----------------------------------------------------------------------------
|
|
int CSDKGameRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
// half life multiplay has a simple concept of Player Relationships.
|
|
// you are either on another player's team, or you are not.
|
|
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() || IsTeamplay() == false )
|
|
return GR_NOTTEAMMATE;
|
|
|
|
if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
|
|
return GR_TEAMMATE;
|
|
|
|
#endif
|
|
|
|
return GR_NOTTEAMMATE;
|
|
}
|