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575 lines
14 KiB
C++
575 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "KeyValues.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#include "c_team.h"
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#else
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#include "player.h"
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#include "game.h"
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#include "gamevars_shared.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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#ifdef GAME_DLL
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static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH];
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static int team_scores[MAX_TEAMS];
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static int num_teams = 0;
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extern bool g_fGameOver;
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REGISTER_GAMERULES_CLASS( CTeamplayRules );
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CTeamplayRules::CTeamplayRules()
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{
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m_DisableDeathMessages = false;
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m_DisableDeathPenalty = false;
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m_bSwitchTeams = false;
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m_bScrambleTeams = false;
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memset( team_names, 0, sizeof(team_names) );
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memset( team_scores, 0, sizeof(team_scores) );
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num_teams = 0;
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// Copy over the team from the server config
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m_szTeamList[0] = 0;
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RecountTeams();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamplayRules::Precache( void )
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{
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// Call the Team Manager's precaches
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for ( int i = 0; i < GetNumberOfTeams(); i++ )
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{
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CTeam *pTeam = GetGlobalTeam( i );
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pTeam->Precache();
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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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void CTeamplayRules::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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BaseClass::Think();
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return;
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}
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float flTimeLimit = mp_timelimit.GetFloat() * 60;
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if ( flTimeLimit != 0 && gpGlobals->curtime >= flTimeLimit )
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{
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ChangeLevel();
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return;
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}
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float flFragLimit = fraglimit.GetFloat();
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if ( flFragLimit )
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{
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// check if any team is over the frag limit
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for ( int i = 0; i < num_teams; i++ )
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{
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if ( team_scores[i] >= flFragLimit )
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{
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ChangeLevel();
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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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// ClientCommand
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// the user has typed a command which is unrecognized by everything else;
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// this check to see if the gamerules knows anything about the command
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//=========================================================
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bool CTeamplayRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
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{
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if( BaseClass::ClientCommand( pEdict, args ) )
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return true;
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if ( FStrEq( args[0], "menuselect" ) )
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{
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if ( args.ArgC() < 2 )
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return true;
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//int slot = atoi( args[1] );
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// select the item from the current menu
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return true;
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}
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return false;
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}
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const char *CTeamplayRules::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
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{
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// copy out the team name from the model
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int clientIndex = pPlayer->entindex();
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const char *team = (!pPlayer->IsNetClient())?"default":engine->GetClientConVarValue( clientIndex, "cl_team" );
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/* TODO
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pPlayer->SetTeamName( team );
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RecountTeams();
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// update the current player of the team he is joining
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if ( (pPlayer->TeamName())[0] == '\0' || !IsValidTeam( pPlayer->TeamName() ) || defaultteam.GetFloat() )
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{
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const char *pTeamName = NULL;
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if ( defaultteam.GetFloat() )
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{
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pTeamName = team_names[0];
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}
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else
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{
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pTeamName = TeamWithFewestPlayers();
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}
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pPlayer->SetTeamName( pTeamName );
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} */
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return team; //pPlayer->TeamName();
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}
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//=========================================================
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// InitHUD
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//=========================================================
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void CTeamplayRules::InitHUD( CBasePlayer *pPlayer )
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{
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SetDefaultPlayerTeam( pPlayer );
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BaseClass::InitHUD( pPlayer );
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RecountTeams();
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/* TODO this has to be rewritten, maybe add a new USERINFO cvar "team"
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const char *team = engine->GetClientConVarValue( pPlayer->entindex(), "cl_team" );
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// update the current player of the team he is joining
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char text[1024];
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if ( !strcmp( mdls, pPlayer->TeamName() ) )
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{
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Q_snprintf( text,sizeof(text), "You are on team \'%s\'\n", pPlayer->TeamName() );
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}
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else
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{
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Q_snprintf( text,sizeof(text), "You were assigned to team %s\n", pPlayer->TeamName() );
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}
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ChangePlayerTeam( pPlayer, pPlayer->TeamName(), false, false );
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if ( Q_strlen( pPlayer->TeamName() ) > 0 )
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{
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UTIL_SayText( text, pPlayer );
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}
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RecountTeams(); */
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}
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void CTeamplayRules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib )
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{
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int damageFlags = DMG_GENERIC;
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// int clientIndex = pPlayer->entindex();
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if ( !bGib )
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{
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damageFlags |= DMG_NEVERGIB;
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}
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else
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{
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damageFlags |= DMG_ALWAYSGIB;
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}
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// copy out the team name from the model
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// pPlayer->SetTeamName( pTeamName );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player has just left the game
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//-----------------------------------------------------------------------------
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void CTeamplayRules::ClientDisconnected( edict_t *pClient )
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{
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// Msg( "CLIENT DISCONNECTED, REMOVING FROM TEAM.\n" );
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CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
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if ( pPlayer )
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{
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pPlayer->SetConnected( PlayerDisconnecting );
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// Remove the player from his team
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if ( pPlayer->GetTeam() )
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{
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pPlayer->ChangeTeam( 0 );
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}
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}
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BaseClass::ClientDisconnected( pClient );
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}
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//=========================================================
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// ClientUserInfoChanged
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//=========================================================
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void CTeamplayRules::ClientSettingsChanged( CBasePlayer *pPlayer )
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{
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/* TODO: handle skin, model & team changes
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char text[1024];
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// skin/color/model changes
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int iTeam = Q_atoi( engine->GetClientConVarValue( pPlayer->entindex(), "cl_team" ) );
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int iClass = Q_atoi( engine->GetClientConVarValue( pPlayer->entindex(), "cl_class" ) );
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if ( defaultteam.GetBool() )
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{
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// int clientIndex = pPlayer->entindex();
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// engine->SetClientKeyValue( clientIndex, "model", pPlayer->TeamName() );
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// engine->SetClientKeyValue( clientIndex, "team", pPlayer->TeamName() );
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UTIL_SayText( "Not allowed to change teams in this game!\n", pPlayer );
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return;
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}
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if ( defaultteam.GetFloat() || !IsValidTeam( mdls ) )
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{
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// int clientIndex = pPlayer->entindex();
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// engine->SetClientKeyValue( clientIndex, "model", pPlayer->TeamName() );
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Q_snprintf( text,sizeof(text), "Can't change team to \'%s\'\n", mdls );
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UTIL_SayText( text, pPlayer );
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Q_snprintf( text,sizeof(text), "Server limits teams to \'%s\'\n", m_szTeamList );
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UTIL_SayText( text, pPlayer );
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return;
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}
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ChangePlayerTeam( pPlayer, mdls, true, true );
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// recound stuff
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RecountTeams(); */
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const char *pszName = engine->GetClientConVarValue( pPlayer->entindex(), "name" );
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const char *pszOldName = pPlayer->GetPlayerName();
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// msg everyone if someone changes their name, and it isn't the first time (changing no name to current name)
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// Note, not using FStrEq so that this is case sensitive
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if ( pszOldName[0] != 0 && Q_strcmp( pszOldName, pszName ) )
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{
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IGameEvent * event = gameeventmanager->CreateEvent( "player_changename" );
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if ( event )
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{
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event->SetInt( "userid", pPlayer->GetUserID() );
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event->SetString( "oldname", pszOldName );
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event->SetString( "newname", pszName );
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gameeventmanager->FireEvent( event );
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}
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pPlayer->SetPlayerName( pszName );
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}
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// NVNT see if this user is still or has began using a haptic device
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const char *pszHH = engine->GetClientConVarValue( pPlayer->entindex(), "hap_HasDevice" );
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if(pszHH)
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{
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int iHH = atoi(pszHH);
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pPlayer->SetHaptics(iHH!=0);
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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 CTeamplayRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
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{
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if ( m_DisableDeathMessages )
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return;
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CBaseEntity *pKiller = info.GetAttacker();
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if ( pVictim && pKiller && pKiller->IsPlayer() )
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{
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CBasePlayer *pk = (CBasePlayer*)pKiller;
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if ( pk )
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{
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if ( (pk != pVictim) && (PlayerRelationship( pVictim, pk ) == GR_TEAMMATE) )
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{
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IGameEvent * event = gameeventmanager->CreateEvent( "player_death" );
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if ( event )
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{
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event->SetInt("killer", pk->GetUserID() );
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event->SetInt("victim", pVictim->GetUserID() );
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event->SetInt("priority", 7 ); // HLTV event priority, not transmitted
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gameeventmanager->FireEvent( event );
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}
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return;
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}
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}
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}
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BaseClass::DeathNotice( pVictim, info );
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}
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//=========================================================
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//=========================================================
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void CTeamplayRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
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{
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if ( !m_DisableDeathPenalty )
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{
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BaseClass::PlayerKilled( pVictim, info );
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RecountTeams();
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}
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}
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//=========================================================
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// IsTeamplay
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//=========================================================
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bool CTeamplayRules::IsTeamplay( void )
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{
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return true;
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}
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bool CTeamplayRules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker, const CTakeDamageInfo &info )
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{
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if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE && !info.IsForceFriendlyFire() )
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{
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// my teammate hit me.
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if ( (friendlyfire.GetInt() == 0) && (pAttacker != pPlayer) )
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{
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// friendly fire is off, and this hit came from someone other than myself, then don't get hurt
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return false;
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}
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}
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return BaseClass::FPlayerCanTakeDamage( pPlayer, pAttacker, info );
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}
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//=========================================================
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//=========================================================
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int CTeamplayRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
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{
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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() )
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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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{
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return GR_TEAMMATE;
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}
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return GR_NOTTEAMMATE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pListener -
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// *pSpeaker -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CTeamplayRules::PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker )
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{
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return ( PlayerRelationship( pListener, pSpeaker ) == GR_TEAMMATE );
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}
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//=========================================================
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//=========================================================
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bool CTeamplayRules::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
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{
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// always autoaim, unless target is a teammate
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CBaseEntity *pTgt = CBaseEntity::Instance( target );
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if ( pTgt && pTgt->IsPlayer() )
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{
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if ( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE )
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return false; // don't autoaim at teammates
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}
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return BaseClass::ShouldAutoAim( pPlayer, target );
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}
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//=========================================================
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//=========================================================
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int CTeamplayRules::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
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{
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if ( !pKilled )
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return 0;
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if ( !pAttacker )
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return 1;
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if ( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE )
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return -1;
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return 1;
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}
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//=========================================================
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//=========================================================
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const char *CTeamplayRules::GetTeamID( CBaseEntity *pEntity )
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{
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if ( pEntity == NULL || pEntity->edict() == NULL )
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return "";
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// return their team name
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return pEntity->TeamID();
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}
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int CTeamplayRules::GetTeamIndex( const char *pTeamName )
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{
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if ( pTeamName && *pTeamName != 0 )
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{
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// try to find existing team
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for ( int tm = 0; tm < num_teams; tm++ )
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{
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if ( !stricmp( team_names[tm], pTeamName ) )
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return tm;
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}
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}
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return -1; // No match
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}
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const char *CTeamplayRules::GetIndexedTeamName( int teamIndex )
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{
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if ( teamIndex < 0 || teamIndex >= num_teams )
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return "";
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return team_names[ teamIndex ];
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}
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bool CTeamplayRules::IsValidTeam( const char *pTeamName )
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{
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if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set
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return true;
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return ( GetTeamIndex( pTeamName ) != -1 ) ? true : false;
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}
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const char *CTeamplayRules::TeamWithFewestPlayers( void )
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{
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int i;
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int minPlayers = MAX_TEAMS;
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int teamCount[ MAX_TEAMS ];
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char *pTeamName = NULL;
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memset( teamCount, 0, MAX_TEAMS * sizeof(int) );
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// loop through all clients, count number of players on each team
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for ( i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseEntity *plr = UTIL_PlayerByIndex( i );
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if ( plr )
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{
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int team = GetTeamIndex( plr->TeamID() );
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if ( team >= 0 )
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teamCount[team] ++;
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}
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}
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// Find team with least players
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for ( i = 0; i < num_teams; i++ )
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{
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if ( teamCount[i] < minPlayers )
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{
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minPlayers = teamCount[i];
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pTeamName = team_names[i];
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}
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}
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return pTeamName;
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}
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//=========================================================
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//=========================================================
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void CTeamplayRules::RecountTeams( void )
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{
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char *pName;
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char teamlist[TEAMPLAY_TEAMLISTLENGTH];
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// loop through all teams, recounting everything
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num_teams = 0;
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// Copy all of the teams from the teamlist
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// make a copy because strtok is destructive
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Q_strncpy( teamlist, m_szTeamList, sizeof(teamlist) );
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pName = teamlist;
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pName = strtok( pName, ";" );
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while ( pName != NULL && *pName )
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{
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if ( GetTeamIndex( pName ) < 0 )
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{
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Q_strncpy( team_names[num_teams], pName, sizeof(team_names[num_teams]));
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num_teams++;
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}
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pName = strtok( NULL, ";" );
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}
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if ( num_teams < 2 )
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{
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num_teams = 0;
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m_teamLimit = false;
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}
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// Sanity check
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memset( team_scores, 0, sizeof(team_scores) );
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// loop through all clients
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *plr = UTIL_PlayerByIndex( i );
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if ( plr )
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{
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const char *pTeamName = plr->TeamID();
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// try add to existing team
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int tm = GetTeamIndex( pTeamName );
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if ( tm < 0 ) // no team match found
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{
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if ( !m_teamLimit )
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{
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// add to new team
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tm = num_teams;
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num_teams++;
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team_scores[tm] = 0;
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Q_strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH );
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|
}
|
|
}
|
|
|
|
if ( tm >= 0 )
|
|
{
|
|
team_scores[tm] += plr->FragCount();
|
|
}
|
|
}
|
|
}
|
|
}
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#endif // GAME_DLL
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