/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // teamplay_gamerules.cpp // #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "skill.h" #include "game.h" #include "items.h" extern DLL_GLOBAL CGameRules *g_pGameRules; extern DLL_GLOBAL BOOL g_fGameOver; extern int gmsgDeathMsg; // client dll messages extern int gmsgScoreInfo; extern int gmsgMOTD; #define ITEM_RESPAWN_TIME 30 #define WEAPON_RESPAWN_TIME 20 #define AMMO_RESPAWN_TIME 20 //********************************************************* // Rules for the half-life multiplayer game. //********************************************************* CHalfLifeMultiplay :: CHalfLifeMultiplay() { RefreshSkillData(); m_flIntermissionEndTime = 0; // 11/8/98 // Modified by YWB: Server .cfg file is now a cvar, so that // server ops can run multiple game servers, with different server .cfg files, // from a single installed directory. // Mapcyclefile is already a cvar. // 3/31/99 // Added lservercfg file cvar, since listen and dedicated servers should not // share a single config file. (sjb) if ( IS_DEDICATED_SERVER() ) { // dedicated server char *servercfgfile = (char *)CVAR_GET_STRING( "servercfgfile" ); if ( servercfgfile && servercfgfile[0] ) { char szCommand[256]; ALERT( at_console, "Executing dedicated server config file\n" ); sprintf( szCommand, "exec %s\n", servercfgfile ); SERVER_COMMAND( szCommand ); } } else { // listen server char *lservercfgfile = (char *)CVAR_GET_STRING( "lservercfgfile" ); if ( lservercfgfile && lservercfgfile[0] ) { char szCommand[256]; ALERT( at_console, "Executing listen server config file\n" ); sprintf( szCommand, "exec %s\n", lservercfgfile ); SERVER_COMMAND( szCommand ); } } } //========================================================= //========================================================= void CHalfLifeMultiplay::RefreshSkillData( void ) { // load all default values CGameRules::RefreshSkillData(); // override some values for multiplay. // suitcharger gSkillData.suitchargerCapacity = 30; // Crowbar whack gSkillData.plrDmgCrowbar = 25; // Glock Round gSkillData.plrDmg9MM = 12; // 357 Round gSkillData.plrDmg357 = 40; // MP5 Round gSkillData.plrDmgMP5 = 12; // M203 grenade gSkillData.plrDmgM203Grenade = 100; // Shotgun buckshot gSkillData.plrDmgBuckshot = 20;// fewer pellets in deathmatch // Crossbow gSkillData.plrDmgCrossbowClient = 20; // RPG gSkillData.plrDmgRPG = 120; // Egon gSkillData.plrDmgEgonWide = 20; gSkillData.plrDmgEgonNarrow = 10; // Hand Grendade gSkillData.plrDmgHandGrenade = 100; // Satchel Charge gSkillData.plrDmgSatchel = 120; // Tripmine gSkillData.plrDmgTripmine = 150; // hornet gSkillData.plrDmgHornet = 10; } // longest the intermission can last, in seconds #define MAX_INTERMISSION_TIME 120 extern cvar_t timeleft, fragsleft; //========================================================= //========================================================= void CHalfLifeMultiplay :: Think ( void ) { ///// Check game rules ///// static int last_frags; static int last_time; int frags_remaining = 0; int time_remaining = 0; if ( g_fGameOver ) // someone else quit the game already { if ( m_flIntermissionEndTime < gpGlobals->time ) { if ( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over || ((m_flIntermissionEndTime + MAX_INTERMISSION_TIME) < gpGlobals->time) ) ChangeLevel(); // intermission is over } return; } float flTimeLimit = timelimit.value * 60; float flFragLimit = fraglimit.value; time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0); if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit ) { GoToIntermission(); return; } if ( flFragLimit ) { int bestfrags = 9999; int remain; // check if any player is over the frag limit for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer && pPlayer->pev->frags >= flFragLimit ) { GoToIntermission(); return; } if ( pPlayer ) { remain = flFragLimit - pPlayer->pev->frags; if ( remain < bestfrags ) { bestfrags = remain; } } } frags_remaining = bestfrags; } // Updates when frags change if ( frags_remaining != last_frags ) { g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) ); } // Updates once per second if ( timeleft.value != last_time ) { g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) ); } last_frags = frags_remaining; last_time = time_remaining; } //========================================================= //========================================================= BOOL CHalfLifeMultiplay::IsMultiplayer( void ) { return TRUE; } //========================================================= //========================================================= BOOL CHalfLifeMultiplay::IsDeathmatch( void ) { return TRUE; } //========================================================= //========================================================= BOOL CHalfLifeMultiplay::IsCoOp( void ) { return gpGlobals->coop; } //========================================================= //========================================================= BOOL CHalfLifeMultiplay::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) { if ( !pWeapon->CanDeploy() ) { // that weapon can't deploy anyway. return FALSE; } if ( !pPlayer->m_pActiveItem ) { // player doesn't have an active item! return TRUE; } if ( !pPlayer->m_pActiveItem->CanHolster() ) { // can't put away the active item. return FALSE; } if ( pWeapon->iWeight() > pPlayer->m_pActiveItem->iWeight() ) { return TRUE; } return FALSE; } BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { CBasePlayerItem *pCheck; CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category. int iBestWeight; int i; iBestWeight = -1;// no weapon lower than -1 can be autoswitched to pBest = NULL; if ( !pCurrentWeapon->CanHolster() ) { // can't put this gun away right now, so can't switch. return FALSE; } for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { pCheck = pPlayer->m_rgpPlayerItems[ i ]; while ( pCheck ) { if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon ) { // this weapon is from the same category. if ( pCheck->CanDeploy() ) { if ( pPlayer->SwitchWeapon( pCheck ) ) { return TRUE; } } } else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of { //ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) ); // we keep updating the 'best' weapon just in case we can't find a weapon of the same weight // that the player was using. This will end up leaving the player with his heaviest-weighted // weapon. if ( pCheck->CanDeploy() ) { // if this weapon is useable, flag it as the best iBestWeight = pCheck->iWeight(); pBest = pCheck; } } pCheck = pCheck->m_pNext; } } // if we make it here, we've checked all the weapons and found no useable // weapon in the same catagory as the current weapon. // if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always // at least get the crowbar, but ya never know. if ( !pBest ) { return FALSE; } pPlayer->SwitchWeapon( pBest ); return TRUE; } //========================================================= //========================================================= BOOL CHalfLifeMultiplay :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) { return TRUE; } extern int gmsgSayText; extern int gmsgGameMode; void CHalfLifeMultiplay :: UpdateGameMode( CBasePlayer *pPlayer ) { MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() ); WRITE_BYTE( 0 ); // game mode none MESSAGE_END(); } void CHalfLifeMultiplay :: InitHUD( CBasePlayer *pl ) { // notify other clients of player joining the game UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s has joined the game\n", ( pl->pev->netname && STRING(pl->pev->netname)[0] != 0 ) ? STRING(pl->pev->netname) : "unconnected" ) ); UTIL_LogPrintf( "\"%s<%i>\" has entered the game\n", STRING( pl->pev->netname ), GETPLAYERUSERID( pl->edict() ) ); UpdateGameMode( pl ); // sending just one score makes the hud scoreboard active; otherwise // it is just disabled for single play MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() ); WRITE_BYTE( ENTINDEX(pl->edict()) ); WRITE_SHORT( 0 ); WRITE_SHORT( 0 ); MESSAGE_END(); SendMOTDToClient( pl->edict() ); // loop through all active players and send their score info to the new client for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { // FIXME: Probably don't need to cast this just to read m_iDeaths CBasePlayer *plr = (CBasePlayer *)UTIL_PlayerByIndex( i ); if ( plr ) { MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() ); WRITE_BYTE( i ); // client number WRITE_SHORT( plr->pev->frags ); WRITE_SHORT( plr->m_iDeaths ); MESSAGE_END(); } } if ( g_fGameOver ) { MESSAGE_BEGIN( MSG_ONE, SVC_INTERMISSION, NULL, pl->edict() ); MESSAGE_END(); } } //========================================================= //========================================================= void CHalfLifeMultiplay :: ClientDisconnected( edict_t *pClient ) { if ( pClient ) { CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient ); if ( pPlayer ) { FireTargets( "game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0 ); UTIL_LogPrintf( "\"%s<%i>\" disconnected\n", STRING( pPlayer->pev->netname ), GETPLAYERUSERID( pPlayer->edict() ) ); pPlayer->RemoveAllItems( TRUE );// destroy all of the players weapons and items } } } //========================================================= //========================================================= float CHalfLifeMultiplay :: FlPlayerFallDamage( CBasePlayer *pPlayer ) { int iFallDamage = (int)CVAR_GET_FLOAT("mp_falldamage"); switch ( iFallDamage ) { case 1://progressive pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED; return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED; break; default: case 0:// fixed return 10; break; } } //========================================================= //========================================================= BOOL CHalfLifeMultiplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) { return TRUE; } //========================================================= //========================================================= void CHalfLifeMultiplay :: PlayerThink( CBasePlayer *pPlayer ) { if ( g_fGameOver ) { // check for button presses if ( pPlayer->m_afButtonPressed & ( IN_DUCK | IN_ATTACK | IN_ATTACK2 | IN_USE | IN_JUMP ) ) m_iEndIntermissionButtonHit = TRUE; // clear attack/use commands from player pPlayer->m_afButtonPressed = 0; pPlayer->pev->button = 0; pPlayer->m_afButtonReleased = 0; } } //========================================================= //========================================================= void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer ) { BOOL addDefault; CBaseEntity *pWeaponEntity = NULL; pPlayer->pev->weapons |= (1<<WEAPON_SUIT); addDefault = TRUE; while ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" )) { pWeaponEntity->Touch( pPlayer ); addDefault = FALSE; } if ( addDefault ) { pPlayer->GiveNamedItem( "weapon_crowbar" ); pPlayer->GiveNamedItem( "weapon_expand" ); pPlayer->GiveNamedItem( "weapon_short" ); // pPlayer->GiveNamedItem( "weapon_9mmhandgun" ); // pPlayer->GiveAmmo( 68, "9mm", _9MM_MAX_CARRY );// 4 full reloads } } //========================================================= //========================================================= BOOL CHalfLifeMultiplay :: FPlayerCanRespawn( CBasePlayer *pPlayer ) { return TRUE; } //========================================================= //========================================================= float CHalfLifeMultiplay :: FlPlayerSpawnTime( CBasePlayer *pPlayer ) { return gpGlobals->time;//now! } BOOL CHalfLifeMultiplay :: AllowAutoTargetCrosshair( void ) { return ( CVAR_GET_FLOAT( "mp_autocrosshair" ) != 0 ); } //========================================================= // IPointsForKill - how many points awarded to anyone // that kills this player? //========================================================= int CHalfLifeMultiplay :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) { return 1; } //========================================================= // PlayerKilled - someone/something killed this player //========================================================= void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) { DeathNotice( pVictim, pKiller, pInflictor ); pVictim->m_iDeaths += 1; FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 ); CBasePlayer *peKiller = NULL; CBaseEntity *ktmp = CBaseEntity::Instance( pKiller ); if ( ktmp && (ktmp->Classify() == CLASS_PLAYER) ) peKiller = (CBasePlayer*)ktmp; if ( pVictim->pev == pKiller ) { // killed self pKiller->frags -= 1; } else if ( ktmp && ktmp->IsPlayer() ) { // if a player dies in a deathmatch game and the killer is a client, award the killer some points pKiller->frags += IPointsForKill( peKiller, pVictim ); FireTargets( "game_playerkill", ktmp, ktmp, USE_TOGGLE, 0 ); } else { // killed by the world pKiller->frags -= 1; } // update the scores // killed scores MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo ); WRITE_BYTE( ENTINDEX(pVictim->edict()) ); WRITE_SHORT( pVictim->pev->frags ); WRITE_SHORT( pVictim->m_iDeaths ); MESSAGE_END(); // killers score, if it's a player CBaseEntity *ep = CBaseEntity::Instance( pKiller ); if ( ep && ep->Classify() == CLASS_PLAYER ) { CBasePlayer *PK = (CBasePlayer*)ep; MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo ); WRITE_BYTE( ENTINDEX(PK->edict()) ); WRITE_SHORT( PK->pev->frags ); WRITE_SHORT( PK->m_iDeaths ); MESSAGE_END(); // let the killer paint another decal as soon as he'd like. PK->m_flNextDecalTime = gpGlobals->time; } #ifndef HLDEMO_BUILD if ( pVictim->HasNamedPlayerItem("weapon_satchel") ) { DeactivateSatchels( pVictim ); } #endif } //========================================================= // Deathnotice. //========================================================= void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor ) { // Work out what killed the player, and send a message to all clients about it CBaseEntity *Killer = CBaseEntity::Instance( pKiller ); const char *killer_weapon_name = "world"; // by default, the player is killed by the world int killer_index = 0; // Hack to fix name change char *tau = "tau_cannon"; char *gluon = "gluon gun"; if ( pKiller->flags & FL_CLIENT ) { killer_index = ENTINDEX(ENT(pKiller)); if ( pevInflictor ) { if ( pevInflictor == pKiller ) { // If the inflictor is the killer, then it must be their current weapon doing the damage CBasePlayer *pPlayer = (CBasePlayer*)CBaseEntity::Instance( pKiller ); if ( pPlayer->m_pActiveItem ) { killer_weapon_name = pPlayer->m_pActiveItem->pszName(); } } else { killer_weapon_name = STRING( pevInflictor->classname ); // it's just that easy } } } else { killer_weapon_name = STRING( pevInflictor->classname ); } // strip the monster_* 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, "monster_", 8 ) == 0 ) killer_weapon_name += 8; else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 ) killer_weapon_name += 5; MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg ); WRITE_BYTE( killer_index ); // the killer WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim WRITE_STRING( killer_weapon_name ); // what they were killed by (should this be a string?) MESSAGE_END(); // replace the code names with the 'real' names if ( !strcmp( killer_weapon_name, "egon" ) ) killer_weapon_name = gluon; else if ( !strcmp( killer_weapon_name, "gauss" ) ) killer_weapon_name = tau; if ( pVictim->pev == pKiller ) { // killed self UTIL_LogPrintf( "\"%s<%i>\" killed self with %s\n", STRING( pVictim->pev->netname ), GETPLAYERUSERID( pVictim->edict() ), killer_weapon_name ); } else if ( pKiller->flags & FL_CLIENT ) { UTIL_LogPrintf( "\"%s<%i>\" killed \"%s<%i>\" with %s\n", STRING( pKiller->netname ), GETPLAYERUSERID( ENT(pKiller) ), STRING( pVictim->pev->netname ), GETPLAYERUSERID( pVictim->edict() ), killer_weapon_name ); } else { // killed by the world UTIL_LogPrintf( "\"%s<%i>\" killed by world with %s\n", STRING( pVictim->pev->netname ), GETPLAYERUSERID( pVictim->edict() ), killer_weapon_name ); } // Print a standard message // TODO: make this go direct to console return; // just remove for now /* char szText[ 128 ]; if ( pKiller->flags & FL_MONSTER ) { // killed by a monster strcpy ( szText, STRING( pVictim->pev->netname ) ); strcat ( szText, " was killed by a monster.\n" ); return; } if ( pKiller == pVictim->pev ) { strcpy ( szText, STRING( pVictim->pev->netname ) ); strcat ( szText, " commited suicide.\n" ); } else if ( pKiller->flags & FL_CLIENT ) { strcpy ( szText, STRING( pKiller->netname ) ); strcat( szText, " : " ); strcat( szText, killer_weapon_name ); strcat( szText, " : " ); strcat ( szText, STRING( pVictim->pev->netname ) ); strcat ( szText, "\n" ); } else if ( FClassnameIs ( pKiller, "worldspawn" ) ) { strcpy ( szText, STRING( pVictim->pev->netname ) ); strcat ( szText, " fell or drowned or something.\n" ); } else if ( pKiller->solid == SOLID_BSP ) { strcpy ( szText, STRING( pVictim->pev->netname ) ); strcat ( szText, " was mooshed.\n" ); } else { strcpy ( szText, STRING( pVictim->pev->netname ) ); strcat ( szText, " died mysteriously.\n" ); } UTIL_ClientPrintAll( szText ); */ } //========================================================= // PlayerGotWeapon - player has grabbed a weapon that was // sitting in the world //========================================================= void CHalfLifeMultiplay :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) { } //========================================================= // FlWeaponRespawnTime - what is the time in the future // at which this weapon may spawn? //========================================================= float CHalfLifeMultiplay :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) { if ( CVAR_GET_FLOAT("mp_weaponstay") > 0 ) { // make sure it's only certain weapons if ( !(pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) ) { return gpGlobals->time + 0; // weapon respawns almost instantly } } return gpGlobals->time + 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 CHalfLifeMultiplay :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) { if ( pWeapon && pWeapon->m_iId && (pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) ) { if ( NUMBER_OF_ENTITIES() < (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 CHalfLifeMultiplay :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) { return pWeapon->pev->origin; } //========================================================= // WeaponShouldRespawn - any conditions inhibiting the // respawning of this weapon? //========================================================= int CHalfLifeMultiplay :: WeaponShouldRespawn( CBasePlayerItem *pWeapon ) { if ( pWeapon->pev->spawnflags & 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 CHalfLifeMultiplay::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pItem ) { if ( CVAR_GET_FLOAT("mp_weaponstay") > 0 ) { if ( pItem->iFlags() & ITEM_FLAG_LIMITINWORLD ) return CGameRules::CanHavePlayerItem( pPlayer, pItem ); // check if the player already has this weapon for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ ) { CBasePlayerItem *it = pPlayer->m_rgpPlayerItems[i]; while ( it != NULL ) { if ( it->m_iId == pItem->m_iId ) { return FALSE; } it = it->m_pNext; } } } return CGameRules::CanHavePlayerItem( pPlayer, pItem ); } //========================================================= //========================================================= BOOL CHalfLifeMultiplay::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) { return TRUE; } //========================================================= //========================================================= void CHalfLifeMultiplay::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) { } //========================================================= //========================================================= int CHalfLifeMultiplay::ItemShouldRespawn( CItem *pItem ) { if ( pItem->pev->spawnflags & SF_NORESPAWN ) { return GR_ITEM_RESPAWN_NO; } return GR_ITEM_RESPAWN_YES; } //========================================================= // At what time in the future may this Item respawn? //========================================================= float CHalfLifeMultiplay::FlItemRespawnTime( CItem *pItem ) { return gpGlobals->time + ITEM_RESPAWN_TIME; } //========================================================= // Where should this item respawn? // Some game variations may choose to randomize spawn locations //========================================================= Vector CHalfLifeMultiplay::VecItemRespawnSpot( CItem *pItem ) { return pItem->pev->origin; } //========================================================= //========================================================= void CHalfLifeMultiplay::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) { } //========================================================= //========================================================= BOOL CHalfLifeMultiplay::IsAllowedToSpawn( CBaseEntity *pEntity ) { // if ( pEntity->pev->flags & FL_MONSTER ) // return FALSE; return TRUE; } //========================================================= //========================================================= int CHalfLifeMultiplay::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) { if ( pAmmo->pev->spawnflags & SF_NORESPAWN ) { return GR_AMMO_RESPAWN_NO; } return GR_AMMO_RESPAWN_YES; } //========================================================= //========================================================= float CHalfLifeMultiplay::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) { return gpGlobals->time + AMMO_RESPAWN_TIME; } //========================================================= //========================================================= Vector CHalfLifeMultiplay::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) { return pAmmo->pev->origin; } //========================================================= //========================================================= float CHalfLifeMultiplay::FlHealthChargerRechargeTime( void ) { return 60; } float CHalfLifeMultiplay::FlHEVChargerRechargeTime( void ) { return 30; } //========================================================= //========================================================= int CHalfLifeMultiplay::DeadPlayerWeapons( CBasePlayer *pPlayer ) { return GR_PLR_DROP_GUN_ACTIVE; } //========================================================= //========================================================= int CHalfLifeMultiplay::DeadPlayerAmmo( CBasePlayer *pPlayer ) { return GR_PLR_DROP_AMMO_ACTIVE; } edict_t *CHalfLifeMultiplay::GetPlayerSpawnSpot( CBasePlayer *pPlayer ) { edict_t *pentSpawnSpot = CGameRules::GetPlayerSpawnSpot( pPlayer ); if ( IsMultiplayer() && pentSpawnSpot->v.target ) { FireTargets( STRING(pentSpawnSpot->v.target), pPlayer, pPlayer, USE_TOGGLE, 0 ); } return pentSpawnSpot; } //========================================================= //========================================================= int CHalfLifeMultiplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) { // half life deathmatch has only enemies return GR_NOTTEAMMATE; } BOOL CHalfLifeMultiplay :: PlayFootstepSounds( CBasePlayer *pl, float fvol ) { if ( g_footsteps && g_footsteps->value == 0 ) return FALSE; if ( pl->IsOnLadder() || pl->pev->velocity.Length2D() > 220 ) return TRUE; // only make step sounds in multiplayer if the player is moving fast enough return FALSE; } BOOL CHalfLifeMultiplay :: FAllowFlashlight( void ) { return CVAR_GET_FLOAT( "mp_flashlight" ) != 0; } //========================================================= //========================================================= BOOL CHalfLifeMultiplay :: FAllowMonsters( void ) { return TRUE; //mine - I want monsters in multiplayer! return ( CVAR_GET_FLOAT( "mp_allowmonsters" ) != 0 ); } //========================================================= //======== CHalfLifeMultiplay private functions =========== #define INTERMISSION_TIME 6 void CHalfLifeMultiplay :: GoToIntermission( void ) { if ( g_fGameOver ) return; // intermission has already been triggered, so ignore. MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION); MESSAGE_END(); m_flIntermissionEndTime = gpGlobals->time + INTERMISSION_TIME; g_fGameOver = TRUE; m_iEndIntermissionButtonHit = FALSE; } #define MAX_RULE_BUFFER 1024 typedef struct mapcycle_item_s { struct mapcycle_item_s *next; char mapname[ 32 ]; int minplayers, maxplayers; char rulebuffer[ MAX_RULE_BUFFER ]; } mapcycle_item_t; typedef struct mapcycle_s { struct mapcycle_item_s *items; struct mapcycle_item_s *next_item; } mapcycle_t; /* ============== DestroyMapCycle Clean up memory used by mapcycle when switching it ============== */ void DestroyMapCycle( mapcycle_t *cycle ) { mapcycle_item_t *p, *n, *start; p = cycle->items; if ( p ) { start = p; p = p->next; while ( p != start ) { n = p->next; delete p; p = n; } delete cycle->items; } cycle->items = NULL; cycle->next_item = NULL; } static char com_token[ 1500 ]; /* ============== COM_Parse Parse a token out of a string ============== */ char *COM_Parse (char *data) { int c; int len; len = 0; com_token[0] = 0; if (!data) return NULL; // skip whitespace skipwhite: while ( (c = *data) <= ' ') { if (c == 0) return NULL; // end of file; data++; } // skip // comments if (c=='/' && data[1] == '/') { while (*data && *data != '\n') data++; goto skipwhite; } // handle quoted strings specially if (c == '\"') { data++; while (1) { c = *data++; if (c=='\"' || !c) { com_token[len] = 0; return data; } com_token[len] = c; len++; } } // parse single characters if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) { com_token[len] = c; len++; com_token[len] = 0; return data+1; } // parse a regular word do { com_token[len] = c; data++; len++; c = *data; if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' ) break; } while (c>32); com_token[len] = 0; return data; } /* ============== COM_TokenWaiting Returns 1 if additional data is waiting to be processed on this line ============== */ int COM_TokenWaiting( char *buffer ) { char *p; p = buffer; while ( *p && *p!='\n') { if ( !isspace( *p ) || isalnum( *p ) ) return 1; p++; } return 0; } /* ============== ReloadMapCycleFile Parses mapcycle.txt file into mapcycle_t structure ============== */ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle ) { char szBuffer[ MAX_RULE_BUFFER ]; char szMap[ 32 ]; int length; char *pFileList; char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( filename, &length ); int hasbuffer; mapcycle_item_s *item, *newlist = NULL, *next; if ( pFileList && length ) { // the first map name in the file becomes the default while ( 1 ) { hasbuffer = 0; memset( szBuffer, 0, MAX_RULE_BUFFER ); pFileList = COM_Parse( pFileList ); if ( strlen( com_token ) <= 0 ) break; strcpy( szMap, com_token ); // Any more tokens on this line? if ( COM_TokenWaiting( pFileList ) ) { pFileList = COM_Parse( pFileList ); if ( strlen( com_token ) > 0 ) { hasbuffer = 1; strcpy( szBuffer, com_token ); } } // Check map if ( IS_MAP_VALID( szMap ) ) { // Create entry char *s; item = new mapcycle_item_s; strcpy( item->mapname, szMap ); item->minplayers = 0; item->maxplayers = 0; memset( item->rulebuffer, 0, MAX_RULE_BUFFER ); if ( hasbuffer ) { s = g_engfuncs.pfnInfoKeyValue( szBuffer, "minplayers" ); if ( s && s[0] ) { item->minplayers = atoi( s ); item->minplayers = max( item->minplayers, 0 ); item->minplayers = min( item->minplayers, gpGlobals->maxClients ); } s = g_engfuncs.pfnInfoKeyValue( szBuffer, "maxplayers" ); if ( s && s[0] ) { item->maxplayers = atoi( s ); item->maxplayers = max( item->maxplayers, 0 ); item->maxplayers = min( item->maxplayers, gpGlobals->maxClients ); } // Remove keys // g_engfuncs.pfnInfo_RemoveKey( szBuffer, "minplayers" ); g_engfuncs.pfnInfo_RemoveKey( szBuffer, "maxplayers" ); strcpy( item->rulebuffer, szBuffer ); } item->next = cycle->items; cycle->items = item; } else { ALERT( at_console, "Skipping %s from mapcycle, not a valid map\n", szMap ); } } FREE_FILE( aFileList ); } // Fixup circular list pointer item = cycle->items; // Reverse it to get original order while ( item ) { next = item->next; item->next = newlist; newlist = item; item = next; } cycle->items = newlist; item = cycle->items; // Didn't parse anything if ( !item ) { return 0; } while ( item->next ) { item = item->next; } item->next = cycle->items; cycle->next_item = item->next; return 1; } /* ============== CountPlayers Determine the current # of active players on the server for map cycling logic ============== */ int CountPlayers( void ) { int num = 0; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pEnt = UTIL_PlayerByIndex( i ); if ( pEnt ) { num = num + 1; } } return num; } /* ============== ExtractCommandString Parse commands/key value pairs to issue right after map xxx command is issued on server level transition ============== */ void ExtractCommandString( char *s, char *szCommand ) { // Now make rules happen char pkey[512]; char value[512]; // use two buffers so compares // work without stomping on each other char *o; if ( *s == '\\' ) s++; while (1) { o = pkey; while ( *s != '\\' ) { if ( !*s ) return; *o++ = *s++; } *o = 0; s++; o = value; while (*s != '\\' && *s) { if (!*s) return; *o++ = *s++; } *o = 0; strcat( szCommand, pkey ); if ( strlen( value ) > 0 ) { strcat( szCommand, " " ); strcat( szCommand, value ); } strcat( szCommand, "\n" ); if (!*s) return; s++; } } /* ============== ChangeLevel Server is changing to a new level, check mapcycle.txt for map name and setup info ============== */ void CHalfLifeMultiplay :: ChangeLevel( void ) { static char szPreviousMapCycleFile[ 256 ]; static mapcycle_t mapcycle; char szNextMap[32]; char szFirstMapInList[32]; char szCommands[ 1500 ]; char szRules[ 1500 ]; int minplayers = 0, maxplayers = 0; strcpy( szFirstMapInList, "hldm1" ); // the absolute default level is hldm1 int curplayers; BOOL do_cycle = TRUE; // find the map to change to char *mapcfile = (char*)CVAR_GET_STRING( "mapcyclefile" ); ASSERT( mapcfile != NULL ); szCommands[ 0 ] = '\0'; szRules[ 0 ] = '\0'; curplayers = CountPlayers(); // Has the map cycle filename changed? if ( stricmp( mapcfile, szPreviousMapCycleFile ) ) { strcpy( szPreviousMapCycleFile, mapcfile ); DestroyMapCycle( &mapcycle ); if ( !ReloadMapCycleFile( mapcfile, &mapcycle ) || ( !mapcycle.items ) ) { ALERT( at_console, "Unable to load map cycle file %s\n", mapcfile ); do_cycle = FALSE; } } if ( do_cycle && mapcycle.items ) { BOOL keeplooking = FALSE; BOOL found = FALSE; mapcycle_item_s *item; // Assume current map strcpy( szNextMap, STRING(gpGlobals->mapname) ); strcpy( szFirstMapInList, STRING(gpGlobals->mapname) ); // Traverse list for ( item = mapcycle.next_item; item->next != mapcycle.next_item; item = item->next ) { keeplooking = FALSE; ASSERT( item != NULL ); if ( item->minplayers != 0 ) { if ( curplayers >= item->minplayers ) { found = TRUE; minplayers = item->minplayers; } else { keeplooking = TRUE; } } if ( item->maxplayers != 0 ) { if ( curplayers <= item->maxplayers ) { found = TRUE; maxplayers = item->maxplayers; } else { keeplooking = TRUE; } } if ( keeplooking ) continue; found = TRUE; break; } if ( !found ) { item = mapcycle.next_item; } // Increment next item pointer mapcycle.next_item = item->next; // Perform logic on current item strcpy( szNextMap, item->mapname ); ExtractCommandString( item->rulebuffer, szCommands ); strcpy( szRules, item->rulebuffer ); } if ( !IS_MAP_VALID(szNextMap) ) { strcpy( szNextMap, szFirstMapInList ); } g_fGameOver = TRUE; ALERT( at_console, "CHANGE LEVEL: %s\n", szNextMap ); if ( minplayers || maxplayers ) { ALERT( at_console, "PLAYER COUNT: min %i max %i current %i\n", minplayers, maxplayers, curplayers ); } if ( strlen( szRules ) > 0 ) { ALERT( at_console, "RULES: %s\n", szRules ); } CHANGE_LEVEL( szNextMap, NULL ); if ( strlen( szCommands ) > 0 ) { SERVER_COMMAND( szCommands ); } } #define MAX_MOTD_CHUNK 60 #define MAX_MOTD_LENGTH (MAX_MOTD_CHUNK * 4) void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client ) { // read from the MOTD.txt file int length, char_count = 0; char *pFileList; char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( "motd.txt", &length ); // Send the message of the day // read it chunk-by-chunk, and send it in parts while ( pFileList && *pFileList && char_count < MAX_MOTD_LENGTH ) { char chunk[MAX_MOTD_CHUNK+1]; if ( strlen( pFileList ) < MAX_MOTD_CHUNK ) { strcpy( chunk, pFileList ); } else { strncpy( chunk, pFileList, MAX_MOTD_CHUNK ); chunk[MAX_MOTD_CHUNK] = 0; // strncpy doesn't always append the null terminator } char_count += strlen( chunk ); if ( char_count < MAX_MOTD_LENGTH ) pFileList = aFileList + char_count; else *pFileList = 0; MESSAGE_BEGIN( MSG_ONE, gmsgMOTD, NULL, client ); WRITE_BYTE( *pFileList ? FALSE : TRUE ); // FALSE means there is still more message to come WRITE_STRING( chunk ); MESSAGE_END(); } FREE_FILE( aFileList ); }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/src/dlls/multiplay_gamerules.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |