//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: NS high-level game rules // // $Workfile: AvHGamerules.cpp $ // $Date: 2002/11/22 21:23:55 $ // //------------------------------------------------------------------------------- // $Log: AvHGamerules.cpp,v $ // Revision 1.79 2002/11/22 21:23:55 Flayra // - Players can't switch teams after seeing a team // - Adminmod fixes // - Fixed bug where players were only doing friendly-fire damage to world entities (ie, 33% to doors and breakables) // - Changed allowed team discrepancy from 2 to 1. Affects casual model only. // - Fixes for timelimit // - A team now automatically wins if they have 4 or more players then another team (generally because the losing team starts quitting). Affects casual mode only. // // Revision 1.78 2002/11/15 23:41:52 Flayra // - Spectators get end-game victory sound and message // // Revision 1.77 2002/11/15 23:31:12 Flayra // - Added "ready" verification for tourny mode // // Revision 1.76 2002/11/15 04:46:18 Flayra // - Changes to for profiling and for improving AddToFullPack performance // // Revision 1.75 2002/11/12 18:44:10 Flayra // - Allow team unbalancing in tourny mode (assume everyone knows what they're doing) // // Revision 1.74 2002/11/12 06:21:12 Flayra // - More AdminMod fixes // // Revision 1.73 2002/11/12 02:24:50 Flayra // - HLTV updates // - Remove babblers on level clean up // - Don't dynamic_cast all entities, it's causes AdminMod to crash // - Log end-game stats in standard way // - Potential fix for server overflow after big games // // Revision 1.72 2002/11/06 01:40:01 Flayra // - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.) // // Revision 1.71 2002/11/05 06:17:25 Flayra // - Balance changes // // Revision 1.70 2002/11/03 04:49:44 Flayra // - Moved constants into .dll out of .cfg // - Particle systems update much less often, big optimization // - Team balance fixes // // Revision 1.69 2002/10/28 20:34:53 Flayra // - Reworked game reset slightly, to meter out network usage during game reset // // Revision 1.68 2002/10/24 21:25:42 Flayra // - Skin fixes (random number generator returning all 0s at some stages of the engine) // - Builders don't get points for building anymore // - Removed code that was never getting called in ClientConnected (AvHPlayer isn't built yet) // - Remove armor and jetpacks on round reset // - Update particle systems again, for particle culling // - Unbuilt hives show up on hive sight // // Revision 1.67 2002/10/20 21:10:41 Flayra // - Optimizations // // Revision 1.66 2002/10/20 17:24:41 Flayra // - Redid performance improvement (agh) // // Revision 1.65 2002/10/20 16:36:09 Flayra // - Added #ifdef for network metering // - Added particles back in // // Revision 1.64 2002/10/19 22:33:44 Flayra // - Various server optimizations // // Revision 1.63 2002/10/18 22:19:11 Flayra // - Add sensory chamber saying // // Revision 1.62 2002/10/16 20:52:46 Flayra // - Fixed bug introduced with secondary weapons // // Revision 1.61 2002/10/16 00:56:22 Flayra // - Prototyped curl support for NS stats // - Added player auth stuff (server string) // - Added concept of secondary weapons // - Removed disconnect sound // - Fixed MOTD // - Added "order needed" alert // // Revision 1.60 2002/10/07 17:49:50 Flayra // - Play marine building alerts properly // // Revision 1.59 2002/10/03 18:44:03 Flayra // - Play disconnected sound quieter because of mass exodus effect // - Added functionality to allow players to join a team and run around freely before game countdown starts. Game resets when countdown starts. // - Added new alien alerts // // Revision 1.58 2002/09/25 20:44:22 Flayra // - Removed old LOS code // - Added extra alerts, allow alien code to peacefully coexist // // Revision 1.57 2002/09/23 22:16:01 Flayra // - Added game victory status logging // - Fixed commander alerts // - Added new alerts // - Particle system changes, only send them down when connecting or map changes // // Revision 1.56 2002/09/09 19:51:13 Flayra // - Removed gamerules dictating alien respawn time, now it's in server variable // // Revision 1.55 2002/08/31 18:01:01 Flayra // - Work at VALVe // // Revision 1.54 2002/08/16 02:35:09 Flayra // - Blips now update once per second, instead of once per player per second // // Revision 1.53 2002/08/09 00:58:35 Flayra // - Removed error condition for map validity, allow marines to have only one primary weapon, adjust weapon weights // // Revision 1.52 2002/08/02 22:00:24 Flayra // - New alert system that's not so annoying and is more helpful. Tweaks for new help system. // // Revision 1.51 2002/07/25 16:57:59 flayra // - Linux changes // // Revision 1.50 2002/07/24 18:45:41 Flayra // - Linux and scripting changes // // Revision 1.49 2002/07/23 17:03:20 Flayra // - Resource model changes, refactoring spawning to fix level 5 redemption bug without code duplication // // Revision 1.48 2002/07/10 14:40:48 Flayra // - Profiling and performance tweaks // // Revision 1.47 2002/07/08 16:59:14 Flayra // - Don't pick up empty weapons, added handicapping, check map validity when loaded, reset players just like all other entities, fixed spawn bug code where it was counting non-team spawns // // Revision 1.46 2002/07/01 21:32:43 Flayra // - Visibility update now updates world for primal scream and umbra, don't update reliable network messages every tick (big optimization) // // Revision 1.45 2002/06/25 17:59:03 Flayra // - Added timelimit (switches map after a game finishes), added info_locations, tried adding team balance (not sure it works yet), give resources for kills // // Revision 1.44 2002/06/10 19:54:29 Flayra // - New minimap support, more attempts to fix picking up of alien weapons // // Revision 1.43 2002/06/03 16:45:20 Flayra // - Breakables and buttons take damage like they should, points added for buildables correctly, weapon weights tweaked // // Revision 1.42 2002/05/28 17:40:32 Flayra // - Minimap refactoring, hive sight "under attack", reinforcement refactoring, don't delete entities marked as permanent (it was deleting hives!), allow players to join the opposite team until this can be fixed for real (server retry gets around this code so this is just an inconvenience), things build fast with cheats // // Revision 1.41 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "../util/nowarnings.h" #include "../dlls/extdll.h" #include "../dlls/util.h" #include "../dlls/cbase.h" #include "../dlls/player.h" #include "../dlls/weapons.h" #include "AvHGamerules.h" #include "AvHConstants.h" #include "AvHAlienEquipmentConstants.h" #include "AvHEntities.h" #include "AvHParticleTemplateServer.h" #include "AvHPlayer.h" #include "../dlls/client.h" #include "../dlls/game.h" #include "../dlls/util.h" #include "AvHServerUtil.h" #include "AvHServerVariables.h" #include "AvHMessage.h" #include "AvHSoundListManager.h" #include "AvHMovementUtil.h" #include "AvHServerUtil.h" #include "AvHTitles.h" #include "AvHParticleSystemManager.h" #include "AvHMarineEquipment.h" #include "AvHEntities.h" #include "AvHVoiceHelper.h" #include "../common/director_cmds.h" #include "AvHPlayerUpgrade.h" #include "AvHDramaticPriority.h" #include "AvHSharedUtil.h" #include "AvHHulls.h" #include "../textrep/TRFactory.h" #include #include "NetworkMeter.h" #include "AvHScriptManager.h" #include "AvHCloakable.h" #include "AvHCommandConstants.h" #include "AvHAlert.h" #include "AvHParticleConstants.h" #include "../util/MathUtil.h" #include "AvHNetworkMessages.h" #include "AvHNexusServer.h" #include "AvHParticleTemplateClient.h" // : 0001073 #ifdef USE_OLDAUTH AuthMaskListType gAuthMaskList; extern const char* kSteamIDPending; extern const char* kSteamIDLocal; extern const char* kSteamIDBot; extern const char* kSteamIDInvalidID; extern const char* kSteamIDDefault; #endif AvHSoundListManager gSoundListManager; extern AvHVoiceHelper gVoiceHelper; CVoiceGameMgr g_VoiceGameMgr; extern cvar_t allow_spectators; extern cvar_t avh_autoconcede; extern cvar_t avh_limitteams; //extern cvar_t avh_teamsizehandicapping; extern cvar_t avh_team1damagepercent; extern cvar_t avh_team2damagepercent; extern cvar_t avh_team3damagepercent; extern cvar_t avh_team4damagepercent; extern cvar_t avh_drawinvisible; extern cvar_t avh_uplink; extern cvar_t avh_gametime; extern cvar_t avh_ironman; extern cvar_t avh_mapvoteratio; extern cvar_t avh_structurelimit; extern cvar_t avh_version; BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot ); inline int FNullEnt( CBaseEntity *ent ) { return (ent == NULL) || FNullEnt( ent->edict() ); } //extern void ResetCachedEntities(); // Allow assignment within conditional #pragma warning (disable: 4706) // Quick way to define or undefine security extern AvHParticleTemplateListServer gParticleTemplateList; extern cvar_t avh_deathmatchmode; extern cvar_t avh_countdowntime; extern int gCommanderPointsAwardedEventID; extern cvar_t avh_networkmeterrate; std::string gPlayerNames[128]; cvar_t* cocName; cvar_t* cocExp; int gStartPlayerID = 0; int gServerTick = 0; int gUpdateEntitiesTick = 0; bool gServerUpdate = false; float kPVSCoherencyTime = 1.0f; extern int kNumReturn0; extern int kNumReturn1; extern int kNumCached; extern int kNumComputed; extern int kMaxE; int kServerFrameRate = 0; #ifdef PROFILE_BUILD extern cvar_t avh_performance; int kProfileRunConfig = 0xFFFFFFFF; #endif std::string GetLogStringForPlayer( edict_t *pEntity ); const AvHMapExtents& GetMapExtents() { return GetGameRules()->GetMapExtents(); } void InstallGameRules( void ) { SERVER_COMMAND( "exec game.cfg\n" ); SERVER_EXECUTE( ); AvHGamerules* theNewGamerules = new AvHGamerules; SetGameRules(theNewGamerules); } static AvHGamerules* sGameRules = NULL; AvHGamerules* GetGameRules() { if(!g_pGameRules) { InstallGameRules(); } if(!sGameRules) { sGameRules = dynamic_cast(g_pGameRules); } ASSERT(sGameRules); return sGameRules; } void SetGameRules(AvHGamerules* inGameRules) { sGameRules = inGameRules; g_pGameRules = inGameRules; } static float gSvCheatsLastUpdateTime; AvHGamerules::AvHGamerules() : mTeamA(TEAM_ONE), mTeamB(TEAM_TWO) { this->mLastJoinMessage = 0.0f; this->mGameStarted = false; this->mPreserveTeams = false; this->mTeamA.SetTeamType(AVH_CLASS_TYPE_MARINE); this->mTeamB.SetTeamType(AVH_CLASS_TYPE_ALIEN); gSvCheatsLastUpdateTime = -1.0f; this->mVictoryTime = -1; this->mMapMode = MAP_MODE_UNDEFINED; this->mLastParticleUpdate = -1; this->mLastNetworkUpdate = -1; this->mLastWorldEntityUpdate = -1; this->mLastMapChange = -1; this->mTimeOfLastPlaytestUpdate = -1; this->mTimeOfLastHandicapUpdate = -1; this->mMapGamma = kDefaultMapGamma; this->mCombatAttackingTeamNumber = TEAM_IND; this->mCheats.clear(); this->mSpawnEntity = NULL; RegisterServerVariable(&avh_blockscripts); RegisterServerVariable(&avh_jumpmode); RegisterServerVariable(&avh_tournamentmode); RegisterServerVariable(&avh_team1damagepercent); RegisterServerVariable(&avh_team2damagepercent); RegisterServerVariable(&avh_team3damagepercent); RegisterServerVariable(&avh_team4damagepercent); RegisterServerVariable(avh_cheats); RegisterServerVariable(&avh_structurelimit); RegisterServerVariable(&avh_version); //playtest cvars RegisterServerVariable(&avh_fastjp); RegisterServerVariable(&avh_randomrfk); g_VoiceGameMgr.Init(&gVoiceHelper, gpGlobals->maxClients); #ifdef DEBUG avh_drawinvisible.value = 1; #endif this->mGameInReset = false; this->ResetGame(); } AvHGamerules::~AvHGamerules() { int a = 0; } int AvHGamerules::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) { return GR_AMMO_RESPAWN_NO; } int AvHGamerules::WeaponShouldRespawn(CBasePlayerItem *pWeapon) { return GR_WEAPON_RESPAWN_NO; } // : 0001073 #ifdef USE_OLDAUTH //players are authorized by UPP now. const AuthIDListType& AvHGamerules::GetServerOpList() const { return this->mServerOpList; } bool AvHGamerules::PerformHardAuthorization(AvHPlayer* inPlayer) const { bool theAuthorized = true; #ifdef AVH_SECURE_PRERELEASE_BUILD if(!this->GetIsClientAuthorizedToPlay(inPlayer->edict(), false, true)) { char* theMessage = UTIL_VarArgs( "%s<%s> is not authorized to play on beta NS servers.\n", STRING(inPlayer->pev->netname), AvHSUGetPlayerAuthIDString(inPlayer->edict()).c_str() ); ALERT(at_logged, theMessage); // Boot player off server inPlayer->Kick(); theAuthorized = false; } #endif return theAuthorized; } #endif // Sets the player up to join the team, though they may not respawn in immediately depending // on the ruleset and the state of the game. Assumes 1 or a 2 for team number bool AvHGamerules::AttemptToJoinTeam(AvHPlayer* inPlayer, AvHTeamNumber inTeamToJoin, bool inDisplayErrorMessage) { bool theSuccess = false; string theErrorString; // Check authorization in secure build /* if(!inPlayer->GetIsAuthorized(AUTH_ACTION_JOIN_TEAM,inTeamToJoin)) { AvHNexus::handleUnauthorizedJoinTeamAttempt(inPlayer->edict(),inTeamToJoin); } else*/ // : 0001073 #ifdef USE_OLDAUTH if(this->PerformHardAuthorization(inPlayer)) #endif { int teamA = this->mTeamA.GetTeamNumber(); int teamB = this->mTeamB.GetTeamNumber(); if( inTeamToJoin != teamA && inTeamToJoin != teamB && inTeamToJoin != TEAM_IND ) { theErrorString = kTeamNotAvailable; } else if(inPlayer->GetTeam() != TEAM_IND) { theErrorString = kAlreadyOnTeam; } // Can't join teams during the victory intermission (required by AvHPlayer::InternalCommonThink() for gradual player reset) else if(this->mVictoryTeam != TEAM_IND) { int a = 0; } else if(this->GetCanJoinTeamInFuture(inPlayer, inTeamToJoin, theErrorString)) { this->JoinTeam(inPlayer, inTeamToJoin, inDisplayErrorMessage, false); this->MarkDramaticEvent(kJoinTeamPriority, inPlayer->entindex()); theSuccess = true; } // Print error message to HUD if(!theSuccess) { if(inDisplayErrorMessage) { // Display error string inPlayer->SendMessage(theErrorString.c_str()); } } else { // : Bug 0000767 // Tell the other players that this player is joining a team. if (!this->GetCheatsEnabled() && this->mGameStarted == true && ( gpGlobals->time > this->mLastJoinMessage + 0.2f ) ) { AvHTeam* theTeam = GetTeam(inTeamToJoin); // ensure that the sound only plays if the game already has started theTeam->PlayHUDSoundForAlivePlayers(HUD_SOUND_PLAYERJOIN); char* theMessage = UTIL_VarArgs("%s has joined the %s\n",STRING(inPlayer->pev->netname),theTeam->GetTeamPrettyName()); UTIL_ClientPrintAll(HUD_PRINTTALK, theMessage); UTIL_LogPrintf( "%s joined team \"%s\"\n", GetLogStringForPlayer( inPlayer->edict() ).c_str(), AvHSUGetTeamName(inPlayer->pev->team) ); this->mLastJoinMessage=gpGlobals->time; } // : } } return theSuccess; } // Pick a team for the player to join. Choose the team with less players. // If both teams have the same number of player, pick a team randomly void AvHGamerules::AutoAssignPlayer(AvHPlayer* inPlayer) { int theTeamACount = this->mTeamA.GetPlayerCount(); int theTeamBCount = this->mTeamB.GetPlayerCount(); bool joinTeamA = (theTeamACount < theTeamBCount) || ( (theTeamACount == theTeamBCount) && RANDOM_LONG(0,1) ); AvHTeamNumber theTeam = (joinTeamA ? this->mTeamA.GetTeamNumber() : this->mTeamB.GetTeamNumber()); // Try to join the first team, but don't emit an error if it fails if(!this->AttemptToJoinTeam(inPlayer, theTeam, false)) { // If it failed, try the other team and emit an error if it too fails theTeam = (joinTeamA ? this->mTeamB.GetTeamNumber() : this->mTeamA.GetTeamNumber()); this->AttemptToJoinTeam(inPlayer, theTeam, true); } } void AvHGamerules::RewardPlayerForKill(AvHPlayer* inPlayer, CBaseEntity* inTarget, entvars_t* inInflictor) { ASSERT(inPlayer); ASSERT(inTarget); // Doesn't count targets of TEAM_IND if(inPlayer->pev->team != inTarget->pev->team && (inTarget->pev->team != TEAM_IND)) { // Team could be NULL if spectating and using cheats AvHTeam* theTeamPointer = inPlayer->GetTeamPointer(); // Only award resources for killing players if(theTeamPointer && inTarget->IsPlayer()) { if(!this->GetIsCombatMode()) { int theResourceValue = 0; if (avh_randomrfk.value == 0) { theResourceValue = 2; } else { int theMin = BALANCE_VAR(kKillRewardMin); int theMax = BALANCE_VAR(kKillRewardMax); theResourceValue = RANDOM_LONG(theMin, theMax); } if(theResourceValue > 0) { // Send killing player a message and sound, telling him he just got the kill and is getting the points AvHClassType theClassType = inPlayer->GetClassType(); if(theClassType == AVH_CLASS_TYPE_MARINE) { inPlayer->SendMessageOnce(kMarinePointsAwarded, TOOLTIP); } else if(theClassType == AVH_CLASS_TYPE_ALIEN) { inPlayer->SendMessageOnce(kAlienPointsAwarded, TOOLTIP); } // Increment resource score in tourny mode theTeamPointer->AddResourcesGathered(theResourceValue); AvHSUPlayNumericEvent(theResourceValue, inTarget->edict(), inTarget->pev->origin, 0, kNumericalInfoResourcesEvent, inPlayer->pev->team); inPlayer->SetResources(inPlayer->GetResources() + theResourceValue, true); } } else { // Mine kills don't share experience bool theShareExperience = true; if(inInflictor) { const char* theClassName = STRING(inInflictor->classname); if(theClassName && FStrEq(theClassName, kwsDeployedMine)) { theShareExperience = false; } } AvHPlayer* thePlayer = dynamic_cast(inPlayer); ASSERT(thePlayer); this->AwardExperience(inPlayer, thePlayer->GetExperienceLevel(), theShareExperience); } } // Give points or frags for kill int thePointReward = inTarget->GetPointValue(); if(thePointReward != 0) { inPlayer->SetScore(inPlayer->GetScore() + thePointReward); if(inTarget->IsPlayer()) inPlayer->pev->frags += 1; inPlayer->EffectivePlayerClassChanged(); } } } int AvHGamerules::IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) { // Return 0 because we increment our points via RewardPlayerForKill() return 0; } void AvHGamerules::BuildableBuilt(AvHBuildable* inBuildable) { // Get player owner from buildable edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inBuildable->GetBuilder()); if(theEdict != NULL) { CBaseEntity* theEntity = CBaseEntity::Instance(theEdict); AvHPlayer* thePlayer = dynamic_cast(theEntity); if(thePlayer) { AvHBaseBuildable* theBaseBuildable = dynamic_cast(inBuildable); if(theBaseBuildable) { thePlayer->AddPoints(theBaseBuildable->GetPointValue(), TRUE); } } } } void AvHGamerules::BuildableKilled(AvHBuildable* inBuildable) { } void AvHGamerules::BuildMiniMap(AvHPlayer* inPlayer) { const char* theCStrLevelName = STRING(gpGlobals->mapname); if(theCStrLevelName && !FStrEq(theCStrLevelName, "")) { this->mMiniMap.BuildMiniMap(theCStrLevelName, inPlayer, this->mMapExtents); } } BOOL AvHGamerules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry ) { BOOL theCanHaveIt = CHalfLifeTeamplay::CanHaveAmmo(pPlayer, pszAmmoName, iMaxCarry); return theCanHaveIt; } // The player is touching an CBasePlayerItem, do I give it to him? BOOL AvHGamerules::CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) { BOOL theCanHaveIt = FALSE; // Allow it if we don't already have it if(CHalfLifeTeamplay::CanHavePlayerItem(pPlayer, pWeapon) && !pPlayer->HasItem(pWeapon)) { // Don't allow players to have more then one primary weapon ItemInfo theItemInfo; pWeapon->GetItemInfo(&theItemInfo); int theWeaponFlags = theItemInfo.iFlags; // Check primary and secondary weapons (assumes we only have one, but should work even with both) int theCurrentFlag = (theWeaponFlags & (PRIMARY_WEAPON | SECONDARY_WEAPON)); CBasePlayerItem* theCurrentItem = NULL; bool theHasWeaponWithFlag = pPlayer->HasItemWithFlag(theCurrentFlag, theCurrentItem); if(theHasWeaponWithFlag) { int playerAutoSwapWeapon = 1; bool newWeaponCanFire = true; AvHPlayer* thePlayer = dynamic_cast(pPlayer); if(thePlayer) playerAutoSwapWeapon = thePlayer->GetAutoWeapSwapValue(); AvHBasePlayerWeapon* theNewWeapon = dynamic_cast(pWeapon); if (theNewWeapon) newWeaponCanFire = theNewWeapon->GetIsCapableOfFiring(); //if (theCurrentItem->iWeight() < pWeapon->iWeight()) if(theCurrentItem->iWeight() < pWeapon->iWeight() && (playerAutoSwapWeapon == 1 || (playerAutoSwapWeapon == 2 && newWeaponCanFire))) { theCanHaveIt = TRUE; } else if(this->GetIsCombatMode()) { theCanHaveIt = TRUE; } } else { theCanHaveIt = TRUE; } } return theCanHaveIt; } bool AvHGamerules::CanPlayerBeKilled(CBasePlayer* inPlayer) { bool theCanBeKilled = false; // Don't allow players that are being digested to suicide AvHPlayer* thePlayer = dynamic_cast(inPlayer); if(thePlayer) { if(thePlayer->GetCanBeAffectedByEnemies() && this->GetGameStarted() && !thePlayer->GetIsBeingDigested()) { theCanBeKilled = true; } } return theCanBeKilled; } void AvHGamerules::CalculateMapGamma() { // Set defaults this->mCalculatedMapGamma = kDefaultMapGamma; // Fetch from map extents entity if the map has one FOR_ALL_ENTITIES(kwsGammaClassName, AvHGamma*) this->mMapGamma = theEntity->GetGamma(); END_FOR_ALL_ENTITIES(kwsGammaClassName) this->mCalculatedMapGamma = true; } // : 0001073 #ifdef USE_OLDAUTH BOOL AvHGamerules::GetIsClientAuthorizedToPlay(edict_t* inEntity, bool inDisplayMessage, bool inForcePending) const { BOOL theIsAuthorized = false; #ifndef AVH_SECURE_PRERELEASE_BUILD theIsAuthorized = true; #endif #ifdef AVH_SECURE_PRERELEASE_BUILD string theAuthID = AvHSUGetPlayerAuthIDString(inEntity); const char* thePlayerName = STRING(inEntity->v.netname); if(!strcmp(thePlayerName, "")) { thePlayerName = "unknown"; } // Allow only select players to play int theSecurityMask = PLAYERAUTH_DEVELOPER | PLAYERAUTH_PLAYTESTER | PLAYERAUTH_CONTRIBUTOR; // If any of these bits are set, allow them to play int theAuthMask = 0; // Get the auth mask the cheap way if possible AvHPlayer* thePlayer = dynamic_cast(CBaseEntity::Instance(inEntity)); if(thePlayer) { theAuthMask = thePlayer->GetAuthenticationMask(); } else { theAuthMask = GetGameRules()->GetAuthenticationMask(theAuthID); } if ( inEntity->v.flags & FL_PROXY ) { if(inDisplayMessage) { char theAuthenticateString[512]; sprintf(theAuthenticateString, "Allowing HLTV proxy to join\n"); ALERT(at_logged, theAuthenticateString); } theIsAuthorized = true; } else if(theAuthMask & theSecurityMask) { if(inDisplayMessage) { char theAuthenticateString[512]; sprintf(theAuthenticateString, "Player (%s -> %s) authenticated as privileged player.\r\n", thePlayerName, theAuthID.c_str()); ALERT(at_logged, theAuthenticateString); } theIsAuthorized = true; } // Pending else if(theAuthID == kSteamIDPending) { if(!inForcePending) { // The player is authorized theIsAuthorized = true; } } // Local players or bots are always allowed else if((theAuthID == kSteamIDLocal) || (theAuthID == kSteamIDBot) || strncmp(theAuthID.c_str(), "HLTV", 4) == 0 ) { theIsAuthorized = true; } // Display message on failure if(!theIsAuthorized && inDisplayMessage) { char theAuthenticateString[512]; sprintf(theAuthenticateString, "Player (%s -> %s) failed authentication.\r\n", thePlayerName, theAuthID.c_str()); ALERT(at_logged, theAuthenticateString); } #endif return theIsAuthorized; } #endif // : 0001073 #ifdef USE_OLDAUTH BOOL AvHGamerules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) { bool theAllowedToConnect = true; BOOL theSuccess = false; #ifdef AVH_SECURE_PRERELEASE_BUILD this->UpdateUplink(); #endif #ifdef AVH_SECURE_PRERELEASE_BUILD theAllowedToConnect = false; theAllowedToConnect = this->GetIsClientAuthorizedToPlay(pEntity, true, false); #endif theAllowedToConnect = true; if(theAllowedToConnect) { g_VoiceGameMgr.ClientConnected(pEntity); // Play connect sound EMIT_SOUND(pEntity, CHAN_AUTO, kConnectSound, 0.8, ATTN_NORM); theSuccess = CHalfLifeTeamplay::ClientConnected(pEntity, pszName, pszAddress, szRejectReason); } else { sprintf(szRejectReason, "Only authorized players can join beta NS servers.\n"); } return theSuccess; } #else BOOL AvHGamerules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) { BOOL theSuccess = false; g_VoiceGameMgr.ClientConnected(pEntity); // Play connect sound EMIT_SOUND(pEntity, CHAN_AUTO, kConnectSound, 0.8, ATTN_NORM); theSuccess = CHalfLifeTeamplay::ClientConnected(pEntity, pszName, pszAddress, szRejectReason); return theSuccess; } #endif void AvHGamerules::ClientDisconnected( edict_t *pClient ) { // Call down to base class CHalfLifeTeamplay::ClientDisconnected(pClient); // Play disconnect sound (don't play, it encourages other people to leave) //EMIT_SOUND(pClient, CHAN_AUTO, kDisconnectSound, 0.5, ATTN_NORM); // Remove him from whatever team he was on (does the player get killed first?) CBaseEntity* theEntity = CBaseEntity::Instance(ENT(pClient)); AvHPlayer* theAvHPlayer = dynamic_cast(theEntity); if(theAvHPlayer) { theAvHPlayer->ClientDisconnected(); } // trigger a votemap check this->RemovePlayerFromVotemap(theEntity->entindex()); } void AvHGamerules::ClientKill( edict_t *pEntity ) { } void AvHGamerules::ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) { // NOTE: Not currently calling down to parent CHalfLifeTeamplay const char* theAutoWeapSwapValue = g_engfuncs.pfnInfoKeyValue(infobuffer, "cl_weaponswap"); if (theAutoWeapSwapValue) { AvHPlayer* thePlayer = dynamic_cast(pPlayer); if (thePlayer) { thePlayer->SetAutoWeapSwapValue(atoi(theAutoWeapSwapValue)); } } } void AvHGamerules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) { CHalfLifeTeamplay::ChangePlayerTeam(pPlayer, pTeamName, bKill, bGib); } int AvHGamerules::DeadPlayerAmmo( CBasePlayer *pPlayer ) { return GR_PLR_DROP_AMMO_NO; } int AvHGamerules::DeadPlayerWeapons(CBasePlayer* inPlayer) { int theReturnCode = GR_PLR_DROP_GUN_NO; AvHPlayer* thePlayer = dynamic_cast(inPlayer); ASSERT(thePlayer); if(thePlayer->GetIsMarine()) { theReturnCode = GR_PLR_DROP_GUN_ACTIVE; } return theReturnCode; } void AvHGamerules::DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor) { // TODO: do something here? Call CHalfLifeMultiplay::DeathNotice() to get normal death notices back CHalfLifeTeamplay::DeathNotice(pVictim, pKiller, pInflictor); } void AvHGamerules::DeleteAndResetEntities() { this->mGameInReset = true; mHLTVEntityHierarchy.Clear(); // Print reset message at console char theResetString[128]; sprintf(theResetString, "Game reset started.\n"); ALERT(at_logged, theResetString); //ResetCachedEntities(); //FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) // theEntity->Reset(); //END_FOR_ALL_ENTITIES(kAvHPlayerClassName) // Clear out alien weapons AvHSURemoveAllEntities(kwsBiteGun); AvHSURemoveAllEntities(kwsParasiteGun); AvHSURemoveAllEntities(kwsLeap); AvHSURemoveAllEntities(kwsDivineWind); AvHSURemoveAllEntities(kwsSpitGun); AvHSURemoveAllEntities(kwsHealingSpray); AvHSURemoveAllEntities(kwsBileBombGun); AvHSURemoveAllEntities(kwsWebSpinner); AvHSURemoveAllEntities(kwsSpikeGun); AvHSURemoveAllEntities(kwsSporeGun); AvHSURemoveAllEntities(kwsUmbraGun); AvHSURemoveAllEntities(kwsPrimalScream); AvHSURemoveAllEntities(kwsSwipe); AvHSURemoveAllEntities(kwsBlinkGun); AvHSURemoveAllEntities(kwsAcidRocketGun); AvHSURemoveAllEntities(kwsMetabolize); AvHSURemoveAllEntities(kwsClaws); AvHSURemoveAllEntities(kwsDevour); AvHSURemoveAllEntities(kwsStomp); AvHSURemoveAllEntities(kwsCharge); // Clear out marine weapons AvHSURemoveAllEntities(kwsMachineGun); AvHSURemoveAllEntities(kwsPistol); AvHSURemoveAllEntities(kwsShotGun); AvHSURemoveAllEntities(kwsHeavyMachineGun); AvHSURemoveAllEntities(kwsGrenadeGun); AvHSURemoveAllEntities(kwsMine); AvHSURemoveAllEntities(kwsWelder); AvHSURemoveAllEntities(kwsKnife); // Remove alien items and projectiles AvHSURemoveAllEntities(kwsAcidRocket); AvHSURemoveAllEntities(kwsBileBomb); AvHSURemoveAllEntities(kwsBabblerProjectile); AvHSURemoveAllEntities(kwsSpitProjectile); AvHSURemoveAllEntities(kwsSporeProjectile); AvHSURemoveAllEntities(kwsStomp); AvHSURemoveAllEntities(kwsUmbraCloud); AvHSURemoveAllEntities(kwsUmbraProjectile); AvHSURemoveAllEntities(kesTeamWebStrand); // Remove marine items and projectiles AvHSURemoveAllEntities(kwsDeployedMine); AvHSURemoveAllEntities(kwsHeavyArmor); AvHSURemoveAllEntities(kwsJetpack); AvHSURemoveAllEntities(kwsGrenade); AvHSURemoveAllEntities(kwsScan); AvHSURemoveAllEntities(kwsGenericAmmo); AvHSURemoveAllEntities(kwsHealth); AvHSURemoveAllEntities(kwsWelder); AvHSURemoveAllEntities(kwsCatalyst); AvHSURemoveAllEntities(kwsAmmoPack); // Remove all non-persistent entities marked buildable //AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::DeleteAndResetEntities\n"); FOR_ALL_BASEENTITIES(); AvHBaseBuildable* theBuildable = dynamic_cast(theBaseEntity); if(GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_BUILDABLE) && (!theBuildable || !theBuildable->GetIsPersistent())) { ASSERT(theBaseEntity->pev->iuser3 != AVH_USER3_HIVE); UTIL_Remove(theBaseEntity); } END_FOR_ALL_BASEENTITIES(); // Delete all non-persistent base buildables. //AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::DeleteAndResetEntities#2\n"); FOR_ALL_BASEENTITIES(); AvHBaseBuildable* theBuildable = dynamic_cast(theBaseEntity); if(theBuildable && !theBuildable->GetIsPersistent()) { UTIL_Remove(theBuildable); } END_FOR_ALL_BASEENTITIES(); // TODO: Remove decals this->ResetEntities(); FireTargets(ktGameReset, NULL, NULL, USE_TOGGLE, 0.0f); sprintf(theResetString, "Game reset complete.\n"); ALERT(at_logged, theResetString); this->mGameInReset = false; } BOOL AvHGamerules::FAllowMonsters( void ) { return TRUE; } BOOL AvHGamerules::FPlayerCanRespawn( CBasePlayer *pPlayer ) { bool theCanRespawn = false; return theCanRespawn; } bool AvHGamerules::CanEntityDoDamageTo(const CBaseEntity* inAttacker, const CBaseEntity* inReceiver, float* outScalar) { bool theCanDoDamage = false; if(inAttacker && inReceiver) { AvHTeamNumber theAttackerTeam = (AvHTeamNumber)inAttacker->pev->team; AvHTeamNumber theReceiverTeam = (AvHTeamNumber)inReceiver->pev->team; bool theTeamsAreDifferent = (theAttackerTeam != theReceiverTeam); bool theTeamsAreOpposing = theTeamsAreDifferent && (theAttackerTeam != TEAM_IND) && (theReceiverTeam != TEAM_IND); bool theGameHasStarted = this->GetGameStarted(); bool theIsBreakable = (inReceiver->pev->iuser3 == AVH_USER3_BREAKABLE); bool theIsDoor = !strcmp(STRING(inReceiver->pev->classname), kesFuncDoor) || !strcmp(STRING(inReceiver->pev->classname), "func_door_rotating") || !strcmp(STRING(inReceiver->pev->classname), "func_button"); bool theAttackerIsSiege = inAttacker->pev->classname == MAKE_STRING(kwsSiegeTurret); bool theAttackerIsMine = inAttacker->pev->classname == MAKE_STRING(kwsDeployedMine); bool theReceiverIsMine = inReceiver->pev->classname == MAKE_STRING(kwsDeployedMine); bool theIsFriendlyFireEnabled = friendlyfire.value; bool theAttackerIsWorld = false; bool theReceiverIsPlayer = false; bool theReceiverIsWeb = false; bool theAttackerIsReceiver = false; float theScalar = 1.0f; bool theReceiverIsWorld = false; // Never dynamic_cast any entities that could be non-NS entities if(!AvHSUGetIsExternalClassName(STRING(inAttacker->pev->classname))) { theAttackerIsWorld = (dynamic_cast(inAttacker) != NULL); } if(!AvHSUGetIsExternalClassName(STRING(inAttacker->pev->classname))) { theReceiverIsPlayer = (dynamic_cast(inReceiver) != NULL); } if(!AvHSUGetIsExternalClassName(STRING(inReceiver->pev->classname))) { theReceiverIsWorld = (dynamic_cast(inReceiver) != NULL); } if(!AvHSUGetIsExternalClassName(STRING(inReceiver->pev->classname))) { theReceiverIsWeb = (dynamic_cast(inReceiver) != NULL); } if(!theReceiverIsWorld) { if((inAttacker == inReceiver) || (CBaseEntity::Instance(inAttacker->pev->owner) == inReceiver)) { theAttackerIsReceiver = true; } // If we're in tournament mode and two teams are different, yes if(theGameHasStarted) { if(theTeamsAreOpposing || theIsFriendlyFireEnabled || theIsBreakable || theIsDoor || theAttackerIsWorld || theAttackerIsReceiver || ( theAttackerIsMine && theTeamsAreDifferent )) { theCanDoDamage = true; // Do less damage with friendly fire if(theAttackerTeam == theReceiverTeam) { theScalar = .33f; } if(theAttackerIsReceiver) { theScalar = .5f; } } } } // Webs are immune to friendly fire if(theReceiverIsWeb) { // Check if teams are the same if( inAttacker->pev->team == inReceiver->pev->team ) { theCanDoDamage = false; } } // Mines never blow up friendly mines or anything else if(theAttackerIsMine) { // Check if teams are the same if( inAttacker->pev->team == inReceiver->pev->team ) { theCanDoDamage = false; } } // Mines can't be blown up by anonymous sources (prevents mines from blowing up other mines) if(theReceiverIsMine && theAttackerIsWorld) { theCanDoDamage = false; } if(inReceiver->pev->takedamage == DAMAGE_NO) { theCanDoDamage = false; } if ( theAttackerIsSiege && theReceiverIsPlayer ) { theCanDoDamage = false; } if(theCanDoDamage && outScalar) { *outScalar = theScalar; } } return theCanDoDamage; } BOOL AvHGamerules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) { BOOL theCanTakeDamage = TRUE; if(!this->GetDeathMatchMode() && pAttacker) { AvHPlayer* thePlayer = dynamic_cast(pPlayer); if(thePlayer->GetInReadyRoom()) { theCanTakeDamage = FALSE; } // Friendly fire only in tournament mode (allow players to damage themselves) else if((pPlayer != pAttacker) && this->PlayerRelationship(pPlayer, pAttacker) == GR_TEAMMATE) { if(!(friendlyfire.value)) { theCanTakeDamage = FALSE; } } } return theCanTakeDamage; } void AvHGamerules::ComputeWorldChecksum(Checksum& outChecksum) const { // Run through all entities in the world, adding their checksum //AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::ComputeWorldChecksum\n"); FOR_ALL_BASEENTITIES(); theBaseEntity->AddChecksum(outChecksum); END_FOR_ALL_BASEENTITIES(); } bool AvHGamerules::GetArePlayersAllowedToJoinImmediately(void) const { bool thePlayerIsAllowedToJoinImmediately = false; // if the game hasn't started if(!this->mGameStarted) { thePlayerIsAllowedToJoinImmediately = true; } // if cheats are enabled else if(this->GetCheatsEnabled()) { thePlayerIsAllowedToJoinImmediately = true; } else { // if it's not tournament mode and it's within x seconds of game start float theLateJoinSeconds = ns_cvar_float(&avh_latejointime)*60; if(!this->GetIsTournamentMode() && (gpGlobals->time < (this->mTimeGameStarted + theLateJoinSeconds))) { thePlayerIsAllowedToJoinImmediately = true; } } return thePlayerIsAllowedToJoinImmediately; } bool AvHGamerules::GetCanJoinTeamInFuture(AvHPlayer* inPlayer, AvHTeamNumber inTeamNumber, string& outString) const { // You can switch teams, unless bool theCanJoinTeam = false; // You can always go back to ready room if(inTeamNumber == TEAM_IND) { theCanJoinTeam = true; } // You can always join before the game has started // Don't allow team switching once the game has started, or ever in tourny mode else if(inPlayer->GetTeam() != inTeamNumber) { // Server ops can ignore team balance if( inPlayer->GetIsMember(PLAYERAUTH_SERVEROP) ) { theCanJoinTeam = true; } else { // Check to see if teams are wildly unbalanced AvHTeamNumber teamA = this->mTeamA.GetTeamNumber(); AvHTeamNumber teamB = this->mTeamB.GetTeamNumber(); AvHTeamNumber theOtherTeamNumber = (inTeamNumber == teamA) ? teamB : teamA; const AvHTeam* theTeam = this->GetTeam(inTeamNumber); const AvHTeam* theOtherTeam = this->GetTeam(theOtherTeamNumber); if( theTeam && theOtherTeam ) { int theWouldBeNumPlayersOnTeam = theTeam->GetPlayerCount() + 1; int theWouldBeNumPlayersOnOtherTeam = theOtherTeam->GetPlayerCount(); // Subtract ourselves off if(inPlayer->GetTeam() == theOtherTeamNumber) { theWouldBeNumPlayersOnOtherTeam--; } int theDiscrepancyAllowed = max(1.0f, avh_limitteams.value); if(((theWouldBeNumPlayersOnTeam - theWouldBeNumPlayersOnOtherTeam) <= theDiscrepancyAllowed) || this->GetIsTournamentMode() || this->GetCheatsEnabled()) { // : 0000953 if (!(this->GetCheatsEnabled()) && !(inPlayer->JoinTeamCooledDown(BALANCE_VAR(kJoinTeamCooldown)))) outString = kJoinTeamTooFast; else // : theCanJoinTeam = true; } else { outString = kTooManyPlayersOnTeam; } } } } return theCanJoinTeam; } const AvHBaseInfoLocationListType& AvHGamerules::GetInfoLocations() const { return mInfoLocations; } bool AvHGamerules::GetCheatsEnabled(void) const { static float theCheatsEnabled = ns_cvar_float( avh_cheats ); if (gpGlobals->time > (gSvCheatsLastUpdateTime + 0.5f)) { theCheatsEnabled = ns_cvar_float( avh_cheats ); gSvCheatsLastUpdateTime = gpGlobals->time; } return (theCheatsEnabled == 1.0f); } float AvHGamerules::GetFirstScanThinkTime() const { return this->GetIsCombatMode() ? 0.25f : 0.5f; } bool AvHGamerules::GetDrawInvisibleEntities() const { bool theDrawInvisible = false; #ifdef DEBUG if(CVAR_GET_FLOAT(kvDrawInvisible) > 0) { theDrawInvisible = true; } #endif return theDrawInvisible; } bool AvHGamerules::GetDeathMatchMode(void) const { bool theInDMMode = false; // deathmatch mode means there is no ready room if(avh_deathmatchmode.value == 1.0f) { theInDMMode = true; } return theInDMMode; } bool AvHGamerules::GetEntityExists(const char* inName) const { bool theSuccess = false; edict_t* theEnt = FIND_ENTITY_BY_CLASSNAME(NULL, inName); if(!FNullEnt(theEnt)) { theSuccess = true; } else { // Look in spawns for(SpawnListType::const_iterator theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++) { if(!strcmp(theIter->GetClassName().c_str(), inName)) { theSuccess = true; break; } } } return theSuccess; } const char* AvHGamerules::GetGameDescription(void) { static char sGameDescription[512]; sprintf(sGameDescription, "%s %s", kAvHGameAcronymn, AvHSUGetGameVersionString()); return sGameDescription; } //edict_t* AvHGamerules::GetPlayerSpawnSpot( CBasePlayer *pPlayer ) //{ //} bool AvHGamerules::GetCountdownStarted() const { return this->mStartedCountdown; } bool AvHGamerules::GetGameStarted() const { return this->mGameStarted; } int AvHGamerules::GetGameTime() const { int theGameTime = 0; if(this->GetGameStarted()) { theGameTime = (gpGlobals->time - this->mTimeGameStarted); } return theGameTime; } float AvHGamerules::GetMapGamma() { if(!this->mCalculatedMapGamma) { this->CalculateMapGamma(); } return this->mMapGamma; } const AvHGameplay& AvHGamerules::GetGameplay() const { return this->mGameplay; } bool AvHGamerules::GetIsTesting(void) const { #ifdef DEBUG return ns_cvar_float(&avh_testing) > 0; #else return false; #endif } bool AvHGamerules::GetIsTournamentMode(void) const { return (ns_cvar_float(&avh_tournamentmode) == 1.0f); } bool AvHGamerules::GetIsCombatMode(void) const { return (this->GetMapMode() == MAP_MODE_CO); } AvHTeamNumber AvHGamerules::GetCombatAttackingTeamNumber() const { return this->mCombatAttackingTeamNumber; } bool AvHGamerules::GetIsNSMode(void) const { return (this->GetMapMode() == MAP_MODE_NS); } bool AvHGamerules::GetIsHamboneMode() const { return this->GetIsCombatMode() && (ns_cvar_int(&avh_ironman) == 2); } bool AvHGamerules::GetIsIronMan(void) const { return this->GetIsCombatMode() && (ns_cvar_int(&avh_ironman) == 1); } bool AvHGamerules::GetIsTrainingMode(void) const { #ifdef DEBUG return (ns_cvar_float(&avh_trainingmode) == 1.0f); #else return false; #endif } AvHMapMode AvHGamerules::GetMapMode(void) const { return this->mMapMode; } const AvHMapExtents& AvHGamerules::GetMapExtents() { this->mMapExtents.CalculateMapExtents(); return this->mMapExtents; } AvHEntityHierarchy& AvHGamerules::GetEntityHierarchy(AvHTeamNumber inTeam) { if(inTeam == this->mTeamA.GetTeamNumber()) { return this->mTeamAEntityHierarchy; } else if(inTeam == this->mTeamB.GetTeamNumber()) { return this->mTeamBEntityHierarchy; } else if (inTeam == TEAM_SPECT) { return this->mSpecEntityHierarchy; } else { ASSERT(false); } return this->mTeamAEntityHierarchy; } bool AvHGamerules::GetIsPlayerSelectableByPlayer(AvHPlayer* inTargetPlayer, AvHPlayer* inByPlayer) { ASSERT(inTargetPlayer); ASSERT(inByPlayer); bool thePlayerIsSelectable = false; if(inTargetPlayer && inTargetPlayer->IsAlive() && (inTargetPlayer != inByPlayer)) { if(inTargetPlayer->pev->team == inByPlayer->pev->team) { if(!inTargetPlayer->IsObserver()) { thePlayerIsSelectable = true; } } } return thePlayerIsSelectable; } int AvHGamerules::GetServerTick() const { return gServerTick; } const char* AvHGamerules::GetSpawnEntityName(AvHPlayer* inPlayer) const { // Come back to ready room by default (in case there is a bug, go back to ready room, don't crash) const char* theSpawnEntityName = kesReadyRoomStart; AvHClassType theClassType = inPlayer->GetClassType(); // If there is no no avh start points, try to start up as CS. If that doesn't look // right, always return DM spawns. if((this->mMapMode == MAP_MODE_NS) || (this->mMapMode == MAP_MODE_CO)) { // The different cases: // Player just connected to server and hasn't done anything yet OR // Player is leaving game and going back to ready room if(theClassType == AVH_CLASS_TYPE_UNDEFINED) { // Use ready room spawn theSpawnEntityName = kesReadyRoomStart; } else { theSpawnEntityName = kesTeamStart; } } else if(this->mMapMode == MAP_MODE_CS) { switch(theClassType) { // "CT" case AVH_CLASS_TYPE_MARINE: theSpawnEntityName = kesCounterTerroristStart; inPlayer->SetPendingCommand(kcJoinTeamOne); break; // "T" case AVH_CLASS_TYPE_ALIEN: theSpawnEntityName = kesTerroristStart; inPlayer->SetPendingCommand(kcJoinTeamTwo); break; // Random case AVH_CLASS_TYPE_UNDEFINED: case AVH_CLASS_TYPE_AUTOASSIGN: if(RANDOM_LONG(0, 1) == 0) { theSpawnEntityName = kesCounterTerroristStart; inPlayer->SetPendingCommand(kcJoinTeamOne); } else { theSpawnEntityName = kesTerroristStart; inPlayer->SetPendingCommand(kcJoinTeamTwo); } break; } } else if(this->mMapMode == MAP_MODE_DM) { theSpawnEntityName = kesDeathMatchStart; } return theSpawnEntityName; } float AvHGamerules::GetTimeGameStarted() const { return this->mTimeGameStarted; } int AvHGamerules::GetTimeLimit() const { float theMinutes = ns_cvar_float(&timelimit); if(this->GetIsCombatMode()) { theMinutes = ns_cvar_float(&avh_combattime); } int theTimeLimit = (int)(theMinutes*60); return theTimeLimit; } const AvHTeam* AvHGamerules::GetTeam(AvHTeamNumber inTeamNumber) const { const AvHTeam* theTeam = NULL; if( this->mTeamA.GetTeamNumber() == inTeamNumber ) { theTeam = &this->mTeamA; } if( this->mTeamB.GetTeamNumber() == inTeamNumber ) { theTeam = &this->mTeamB; } return theTeam; } const AvHTeam* AvHGamerules::GetTeamA(void) const { return &this->mTeamA; } const AvHTeam* AvHGamerules::GetTeamB(void) const { return &this->mTeamB; } AvHTeam* AvHGamerules::GetTeam(AvHTeamNumber inTeamNumber) { AvHTeam* theTeam = NULL; if( this->mTeamA.GetTeamNumber() == inTeamNumber ) { theTeam = &this->mTeamA; } if( this->mTeamB.GetTeamNumber() == inTeamNumber ) { theTeam = &this->mTeamB; } return theTeam; } AvHTeam* AvHGamerules::GetTeamA(void) { return &this->mTeamA; } AvHTeam* AvHGamerules::GetTeamB(void) { return &this->mTeamB; } AvHTeamNumber AvHGamerules::GetVictoryTeam() const { return this->mVictoryTeam; } float AvHGamerules::GetVictoryTime() const { return this->mVictoryTime; } // Assumes full encumbered weight around 50 int AvHGamerules::GetMaxWeight(void) const { return 30; } int AvHGamerules::GetNumCommandersOnTeam(AvHTeamNumber inTeam) { const AvHTeam* theTeam = this->GetTeam(inTeam); ASSERT(theTeam); int theNumCommanders = (theTeam->GetCommander() == -1 ? 0 : 1); return theNumCommanders; } int AvHGamerules::GetNumActiveHives(AvHTeamNumber inTeam) const { int theNumHives = 0; const AvHTeam* theTeam = this->GetTeam(inTeam); if(theTeam) { theNumHives = theTeam->GetNumActiveHives(); } return theNumHives; } int AvHGamerules::GetNumEntities() const { int theNumEntities = 0; //AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::GetNumEntities\n"); // FOR_ALL_BASEENTITIES(); // theNumEntities++; // END_FOR_ALL_BASEENTITIES(); theNumEntities = g_engfuncs.pfnNumberOfEntities(); return theNumEntities; } int AvHGamerules::GetWeightForItemAndAmmo(AvHWeaponID inWeapon, int inNumRounds) const { // Assumes full encumbered weight around 50 int theWeight = 0; ASSERT(inNumRounds >= 0); switch(inWeapon) { case AVH_WEAPON_NONE: break; case AVH_WEAPON_MG: theWeight += 4; theWeight += (inNumRounds/100.0f)*1; break; case AVH_WEAPON_PISTOL: theWeight += 2; theWeight += (inNumRounds/8.0f)*.5; break; case AVH_WEAPON_KNIFE: // No weight for the knife break; case AVH_WEAPON_SONIC: theWeight += 5; theWeight += (inNumRounds/10.0f)*2; break; case AVH_WEAPON_HMG: theWeight += 7; theWeight += (inNumRounds/150.0f)*2; break; case AVH_WEAPON_GRENADE_GUN: theWeight += 7; theWeight += (inNumRounds/4.0f)*1; break; case AVH_WEAPON_WELDER: theWeight += 4; break; // case AVH_WEAPON_NUKE: // theWeight += 18; // theWeight += (inNumRounds/5.0f)*8; // break; //case AVH_WEAPON_FLAMER: // theWeight += 10; // break; case AVH_WEAPON_MINE: // Only judge by amount of ammo theWeight += inNumRounds; break; } return theWeight; } BOOL AvHGamerules::IsMultiplayer( void ) { return TRUE; } BOOL AvHGamerules::IsDeathmatch( void ) { return FALSE; } BOOL AvHGamerules::IsCoOp( void ) { return FALSE; } void AvHGamerules::InitHUD( CBasePlayer *pPlayer ) { // Call down to base class first (this may need to be changed later but make sure to update spectator cam) CHalfLifeTeamplay::InitHUD(pPlayer); // notify other clients of player joining the game UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s has joined the game\n", ( pPlayer->pev->netname && STRING(pPlayer->pev->netname)[0] != 0 ) ? STRING(pPlayer->pev->netname) : "unconnected" ) ); } void GetMapNamesFromMapCycle(StringList& outMapNameList); void AvHGamerules::InitializeMapVoteList() { // Add each map this->mMapVoteList.clear(); this->mPlayersVoted.clear(); this->mPlayersVoteTime.clear(); StringList theMapNames; GetMapNamesFromMapCycle(theMapNames); // Traverse list for(StringList::iterator theIter = theMapNames.begin(); theIter != theMapNames.end(); theIter++) { this->mMapVoteList.push_back( make_pair(*theIter, 0) ); } } void AvHGamerules::PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) { ItemInfo theItemInfo; pWeapon->GetItemInfo(&theItemInfo); int theWeaponFlags = theItemInfo.iFlags; //bool theDroppedWeapon = false; for(int i = 0; i < 2; i++) { int theCurrentFlag = (i == 0 ? PRIMARY_WEAPON : SECONDARY_WEAPON); CBasePlayerItem* theCurrentItem = NULL; bool theHasWeaponWithFlag = pPlayer->HasItemWithFlag(theCurrentFlag, theCurrentItem); if(((theWeaponFlags & theCurrentFlag) && pPlayer->HasItemWithFlag(theCurrentFlag, theCurrentItem))) { // Discard the one we have char theWeaponName[256]; const char* theCurrentWeaponName = theCurrentItem->pszName(); ASSERT(theCurrentWeaponName); strcpy(theWeaponName, theCurrentWeaponName); AvHPlayer* thePlayer = dynamic_cast(pPlayer); if(thePlayer) { if(GetGameRules()->GetIsCombatMode()) { thePlayer->RemovePlayerItem(theCurrentItem); theCurrentItem->DestroyItem(); } else { thePlayer->DropItem(theWeaponName, Vector(0, 0, 0)/*, true*/); } } //theDroppedWeapon = true; } } //if(!theDroppedWeapon) //{ CHalfLifeTeamplay::PlayerGotWeapon(pPlayer, pWeapon); //} if(GetGameRules()->GetIsCombatMode()) { if(!AvHSUGetIsExternalClassName(STRING(pWeapon->pev->classname))) { AvHBasePlayerWeapon* theWeapon = dynamic_cast(pWeapon); if(theWeapon) { // Spawn with default ammo ItemInfo theItemInfo; if(theWeapon->UsesAmmo() && theWeapon->GetItemInfo(&theItemInfo) && theWeapon->GetCanBeResupplied()) { //int theMaxPrimary = theItemInfo.iMaxAmmo1; int theStartAmmo = theItemInfo.iMaxClip*BALANCE_VAR(kCombatSpawnClips); // Add some to primary store pPlayer->m_rgAmmo[theWeapon->m_iPrimaryAmmoType] = theStartAmmo; } } } } } int AvHGamerules::GetStructureLimit() { return avh_structurelimit.value; } Vector AvHGamerules::GetSpawnAreaCenter(AvHTeamNumber inTeamNumber) const { Vector theCenter(0, 0, 0); int theNumSpawns = 0; for(SpawnListType::const_iterator theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++) { if(theIter->GetTeamNumber() == inTeamNumber) { VectorAdd(theIter->GetOrigin(), theCenter, theCenter); theNumSpawns++; } } if(theNumSpawns > 0) { VectorScale(theCenter, 1.0f/theNumSpawns, theCenter); } return theCenter; } void AvHGamerules::PerformMapValidityCheck() { // Perform check to see that we have enough of all the entities int theNumReadyRoomSpawns = 0; int theNumTeamASpawns = 0; int theNumTeamBSpawns = 0; // CBaseEntity* theSpawn = NULL; // while((theSpawn = UTIL_FindEntityByClassname(theSpawn, kesReadyRoomStart)) != NULL) // { // theNumReadyRoomSpawns++; // } for(SpawnListType::const_iterator theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++) { if(!strcmp(theIter->GetClassName().c_str(), kesReadyRoomStart)) { theNumReadyRoomSpawns++; } else if(theIter->GetTeamNumber() == this->mTeamA.GetTeamNumber()) { theNumTeamASpawns++; } else if(theIter->GetTeamNumber() == this->mTeamB.GetTeamNumber()) { theNumTeamBSpawns++; } } int theNumDesiredReadyRoomSpawns = 32; int theNumDesiredTeamASpawns = this->mTeamA.GetDesiredSpawnCount(); int theNumDesiredTeamBSpawns = this->mTeamB.GetDesiredSpawnCount(); if((theNumReadyRoomSpawns < theNumDesiredReadyRoomSpawns) || (theNumTeamASpawns < theNumDesiredTeamASpawns) || (theNumTeamBSpawns < theNumDesiredTeamBSpawns)) { ALERT(at_logged, "Map validity check failure: %d/%d ready room spawns, %d/%d team A spawns, %d/%d team B spawns.\n", theNumReadyRoomSpawns, theNumDesiredReadyRoomSpawns, theNumTeamASpawns, theNumDesiredTeamASpawns, theNumTeamBSpawns, theNumDesiredTeamBSpawns); } else { ALERT(at_logged, "Map validity check success.\n"); } } void AvHGamerules::PostWorldPrecacheInitParticles() { // When a player first connects, send down all particle info ASSERT(gParticleTemplateList.GetCreatedTemplates()); // Make sure client clears out all particle systems first int theNumberTemplates = gParticleTemplateList.GetNumberTemplates(); for(int i = 0; i < theNumberTemplates; i++) { AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(i); gParticleTemplateList.LinkToEntities(theTemplate); } } void AvHGamerules::PreWorldPrecacheInitParticles() { // Reset templates and everything AvHParticleSystemManager::Instance()->Reset(); // Load up the particle systems from modname.ps then levelname.ps TRDescriptionList theDescriptionList; string theLevelBaseSystemFile = string(getModDirectory()) + "/" + kBasePSName; if(TRFactory::ReadDescriptions(theLevelBaseSystemFile, theDescriptionList)) { gParticleTemplateList.CreateTemplates(theDescriptionList); } theDescriptionList.clear(); // TODO: the level name isn't populated yet for some reason const char* theCStrLevelName = STRING(gpGlobals->mapname); if(theCStrLevelName && !FStrEq(theCStrLevelName, "")) { string theLevelName = theCStrLevelName; string theLevelParticleSystemFile = string(getModDirectory()) + string("/") + theLevelName + string(".ps"); if(TRFactory::ReadDescriptions(theLevelParticleSystemFile, theDescriptionList)) { gParticleTemplateList.CreateTemplates(theDescriptionList); } } } // Emit line to log indicating victory status void AvHGamerules::TallyVictoryStats() const { int theGameLength = (int)(gpGlobals->time - this->mTimeGameStarted); int theGameLengthMinutes = theGameLength/60; int theGameLengthSeconds = theGameLength % 60; const char* thePrintableMapName = "ns_?"; const char* theMapName = STRING(gpGlobals->mapname); if(theMapName) { thePrintableMapName = theMapName; } const AvHTeam* theVictoryTeam = &this->mTeamA; const AvHTeam* theLosingTeam = &this->mTeamB; if(this->mVictoryTeam == this->mTeamB.GetTeamNumber()) { theVictoryTeam = &this->mTeamB; theLosingTeam = &this->mTeamA; } ALERT(at_logged, "Team \"%d\" scored \"%.2f\" with \"%d\" players\n", this->mTeamA.GetTeamNumber(), this->mTeamA.GetTotalResourcesGathered(), this->mTeamA.GetPlayerCount()); ALERT(at_logged, "Team \"%d\" scored \"%.2f\" with \"%d\" players\n", this->mTeamB.GetTeamNumber(), this->mTeamB.GetTotalResourcesGathered(), this->mTeamB.GetPlayerCount()); if(!this->mVictoryDraw) { ALERT(at_logged, "(map_name \"%s\") (game_version \"%s\") (game_time \"%02d:%02d\") (victory_team \"%s\") (losing_team \"%s\") (winning_teamsize \"%d\") (losing_teamsize \"%d\")\n", thePrintableMapName, AvHSUGetGameVersionString(), theGameLengthMinutes, theGameLengthSeconds, theVictoryTeam->GetTeamTypeString(), theLosingTeam->GetTeamTypeString(), theVictoryTeam->GetPlayerCount(), theLosingTeam->GetPlayerCount()); } else { ALERT(at_logged, "(map_name \"%s\") (game_version \"%s\") (game_time \"%02d:%02d\") (victory_team \"draw\") (losing_team \"draw\")\n", thePrintableMapName, AvHSUGetGameVersionString(), theGameLengthMinutes, theGameLengthSeconds); } } void AvHGamerules::InitializeTechNodes() { this->mTeamA.InitializeTechNodes(); this->mTeamB.InitializeTechNodes(); } void AvHGamerules::PlayerDeathEnd(AvHPlayer* inPlayer) { ASSERT(inPlayer); if(inPlayer->GetPlayMode() == PLAYMODE_PLAYING) { inPlayer->pev->nextthink = -1; inPlayer->SetPlayMode(PLAYMODE_AWAITINGREINFORCEMENT, true); } } void AvHGamerules::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) { // Tell gamerules CHalfLifeTeamplay::PlayerKilled(pVictim, pKiller, pInflictor); CBaseEntity* theBaseKiller = CBaseEntity::Instance(pKiller); AvHPlayer* theKiller = dynamic_cast(theBaseKiller); if(!theKiller) { CBaseEntity* theOwner = CBaseEntity::Instance(theBaseKiller->pev->owner); theKiller = dynamic_cast(theOwner); } if(theKiller) { this->RewardPlayerForKill(theKiller, pVictim, pInflictor); } } // From CHalfLifeMultiplay::PlayerSpawn void AvHGamerules::PlayerSpawn( CBasePlayer *pPlayer ) { AvHPlayer* theAvHPlayer = dynamic_cast(pPlayer); BOOL addDefault; CBaseEntity* pWeaponEntity = NULL; pPlayer->pev->weapons |= (1<Touch( pPlayer ); addDefault = FALSE; } if ( addDefault ) { theAvHPlayer->pev->team = theAvHPlayer->GetTeam(); //theAvHPlayer->InitializeFromTeam(); //this->GetTeam(theAvHPlayer->GetTeam())->AddPlayer(theAvHPlayer->entindex(), theAvHPlayer->GetRole()); } } void AvHGamerules::PlayerThink( CBasePlayer *pPlayer ) { AvHPlayer* thePlayer = dynamic_cast(pPlayer); // Update base CHalfLifeTeamplay::PlayerThink(pPlayer); } // Reset all players, remove weapons off the ground, etc. void AvHGamerules::PostWorldPrecacheReset(bool inNewMap) { EntityListType theJoinedTeamA; EntityListType theJoinedTeamB; EntityListType theSpectating; // If we're preserving teams if(this->mPreserveTeams) { // Remember the players that had already joined FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) int theEntityIndex = theEntity->entindex(); if(theEntity->pev->team == this->mTeamA.GetTeamNumber()) { theJoinedTeamA.push_back(theEntityIndex); } else if(theEntity->pev->team == this->mTeamB.GetTeamNumber()) { theJoinedTeamB.push_back(theEntityIndex); } else if(theEntity->pev->team == TEAM_IND) { if(theEntity->GetPlayMode() == PLAYMODE_OBSERVER) { theSpectating.push_back(theEntityIndex); } } theEntity->SendMessageNextThink(kGameStarting); END_FOR_ALL_ENTITIES(kAvHPlayerClassName) } // Stop running all scripts AvHScriptManager::Instance()->Reset(); this->DeleteAndResetEntities(); gServerTick = 0; gServerUpdate = false; this->mTimeUpdatedScripts = -1; // Reset game on teams this->mGameplay.Reset(); // Find gameplay entity if it exists FOR_ALL_ENTITIES(kwsGameplayClassName, AvHGameplay*) this->mGameplay = *theEntity; END_FOR_ALL_ENTITIES(kwsMapInfoClassName) this->mTeamA.ResetGame(); this->mTeamB.ResetGame(); this->mTeamAEntityHierarchy.Clear(); this->mTeamBEntityHierarchy.Clear(); this->mSpecEntityHierarchy.Clear(); // Set up both sides this->mTeamA.SetTeamType(this->mGameplay.GetTeamAType()); this->mTeamB.SetTeamType(this->mGameplay.GetTeamBType()); // Set team numbers differently if teams are the same, so their colors change // Marines vs. marines will be team 1 vs, team 3, aliens vs. aliens will be team 2 vs. team 4 if(this->mTeamA.GetTeamType() == this->mTeamB.GetTeamType()) { if(this->mTeamA.GetTeamType() == AVH_CLASS_TYPE_MARINE) { this->mTeamA.SetTeamNumber(TEAM_ONE); this->mTeamB.SetTeamNumber(TEAM_THREE); this->mTeamB.SetTeamName(kMarine2Team); this->mTeamB.SetTeamPrettyName(kMarinePrettyName); } else { this->mTeamA.SetTeamNumber(TEAM_TWO); this->mTeamA.SetTeamName(kAlien1Team); this->mTeamA.SetTeamPrettyName(kAlienPrettyName); this->mTeamB.SetTeamNumber(TEAM_FOUR); this->mTeamB.SetTeamName(kAlien2Team); this->mTeamB.SetTeamPrettyName(kAlienPrettyName); } } this->InitializeTechNodes(); this->PostWorldPrecacheInitParticles(); // Set round as not started this->InternalResetGameRules(); this->mEntitiesUnderAttack.clear(); this->mMapExtents.ResetMapExtents(); this->mCalculatedMapGamma = false; // TODO: Clear min/max map sizes? Others? // Find info location entities, store our own internal representation, then delete them for efficiency if(inNewMap || (this->mSpawnList.size() == 0)) { this->mInfoLocations.clear(); FOR_ALL_ENTITIES(kesInfoLocation, AvHInfoLocation*) AvHBaseInfoLocation theLocation(*theEntity); this->mInfoLocations.push_back(theLocation); UTIL_Remove(theEntity); END_FOR_ALL_ENTITIES(kesInfoLocation); // Clear spawns on a new map only this->mSpawnList.clear(); if(this->mSpawnEntity) { UTIL_Remove(this->mSpawnEntity); } FOR_ALL_ENTITIES(kesReadyRoomStart, CPointEntity*) string theClassName(STRING(theEntity->pev->classname)); this->RegisterSpawnPoint(theClassName, theEntity->pev->origin, theEntity->pev->angles, TEAM_IND); UTIL_Remove(theEntity); END_FOR_ALL_ENTITIES(kesReadyRoomStart); FOR_ALL_ENTITIES(kesTeamStart, AvHTeamStartEntity*) string theClassName(STRING(theEntity->pev->classname)); this->RegisterSpawnPoint(theClassName, theEntity->pev->origin, theEntity->pev->angles, theEntity->GetTeamNumber()); UTIL_Remove(theEntity); END_FOR_ALL_ENTITIES(kesTeamStart); // Create dummy entity we can use to return from SelectSpawnPoint this->mSpawnEntity = CBaseEntity::Create(kesReadyRoomStart, Vector(), Vector()); ASSERT(this->mSpawnEntity); // Added by mmcguire. this->mSpawnEntity->pev->effects |= EF_NODRAW; // Clear map voting on a level change this->mMapVoteList.clear(); this->mPlayersVoted.clear(); this->mPlayersVoteTime.clear(); } // Must happen after processing spawn entities this->RecalculateMapMode(); // Loop through all players that are playing and respawn them bool theJustResetGameAtCountdownStart = false; // Now tell those players to all join again EntityListType::iterator theIter, end = theJoinedTeamA.end(); for(theIter = theJoinedTeamA.begin(); theIter != end; ++theIter) { AvHPlayer* thePlayer = dynamic_cast(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(*theIter))); if(thePlayer) { GetGameRules()->JoinTeam(thePlayer, this->mTeamA.GetTeamNumber(), false, true); } theJustResetGameAtCountdownStart = true; } theJoinedTeamA.clear(); // Now tell those players to all join again end = theJoinedTeamB.end(); for(theIter = theJoinedTeamB.begin(); theIter != end; ++theIter) { AvHPlayer* thePlayer = dynamic_cast(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(*theIter))); if(thePlayer) { GetGameRules()->JoinTeam(thePlayer, this->mTeamB.GetTeamNumber(), false, true); } theJustResetGameAtCountdownStart = true; } theJoinedTeamB.clear(); // Rejoin spectators for(theIter = theSpectating.begin(); theIter != theSpectating.end(); theIter++) { AvHPlayer* thePlayer = dynamic_cast(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(*theIter))); if(thePlayer) { thePlayer->SetPlayMode(PLAYMODE_OBSERVER); } theJustResetGameAtCountdownStart = true; } theSpectating.clear(); if(theJustResetGameAtCountdownStart) { this->mTimeCountDownStarted = this->mSavedTimeCountDownStarted; this->mStartedCountdown = true; } //gVoiceHelper.Reset(); } void AvHGamerules::JoinTeam(AvHPlayer* inPlayer, AvHTeamNumber inTeamToJoin, bool inDisplayErrorMessage, bool inForce) { // Report new player status int thePrevTeam = inPlayer->pev->team; inPlayer->pev->team = inTeamToJoin; inPlayer->InitializeFromTeam(); AvHServerPlayerData* theServerPlayerData = inPlayer->GetServerPlayerData(); bool thePlayerCanJoinImmediately = this->GetArePlayersAllowedToJoinImmediately() && this->SelectSpawnPoint(inPlayer) || inForce; if(theServerPlayerData && theServerPlayerData->GetHasJoinedTeam() && GetGameRules()->GetGameStarted() && !inForce && inTeamToJoin != TEAM_IND && !GetGameRules()->GetCheatsEnabled()) thePlayerCanJoinImmediately = false; if(thePlayerCanJoinImmediately) { inPlayer->SetPlayMode(PLAYMODE_PLAYING); } else { inPlayer->SetPlayMode(PLAYMODE_AWAITINGREINFORCEMENT); inPlayer->SendMessage(kJoinSoon); } if(inTeamToJoin != TEAM_IND) { UTIL_LogPrintf( "%s joined team \"%s\"\n", GetLogStringForPlayer( inPlayer->edict() ).c_str(), AvHSUGetTeamName(inPlayer->pev->team) ); if(theServerPlayerData) theServerPlayerData->SetHasJoinedTeam(true); } } // This is called before any entities are spawned, every time the map changes, including the first time void AvHGamerules::PreWorldPrecacheReset() { gParticleTemplateList.Clear(); AvHMP3Audio::ClearSoundNameList(); this->PreWorldPrecacheInitParticles(); } void AvHGamerules::ProcessRespawnCostForPlayer(AvHPlayer* inPlayer) { AvHTeam* theTeam = inPlayer->GetTeamPointer(); if(theTeam) { AvHClassType theTeamType = theTeam->GetTeamType(); if(theTeamType == AVH_CLASS_TYPE_ALIEN) { } else if(theTeamType == AVH_CLASS_TYPE_MARINE) { this->MarkDramaticEvent(kReinforcementsPriority, inPlayer); } } // No team? Player died in the ready room...fix? } void AvHGamerules::ProcessTeamUpgrade(AvHMessageID inUpgrade, AvHTeamNumber inNumber, int inEntity, bool inGive) { AvHTeam* theTeam = this->GetTeam(inNumber); if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_MARINE)) { // Add or remove the upgrade from every entity that's on the team FOR_ALL_BASEENTITIES(); if(theBaseEntity->pev->team == inNumber) { AvHPlayer* thePlayer = dynamic_cast(theBaseEntity); if(thePlayer) { thePlayer->GiveTeamUpgrade(inUpgrade, inGive); } else { ProcessGenericUpgrade(theBaseEntity->pev->iuser4, inUpgrade, inGive); } } END_FOR_ALL_BASEENTITIES(); // Store it in the team too, so new players and entities can be initialized properly theTeam->ProcessTeamUpgrade(inUpgrade, inGive); } } bool AvHGamerules::ReadyToStartCountdown() { bool theReadyToStartCountdown = false; bool theAtLeastOneOnTeamA = this->mTeamA.GetPlayerCount() > 0; bool theAtLeastOneOnTeamB = this->mTeamB.GetPlayerCount() > 0; if(this->GetCheatsEnabled()) { if(theAtLeastOneOnTeamA || theAtLeastOneOnTeamB) { theReadyToStartCountdown = true; } } else if(theAtLeastOneOnTeamA && theAtLeastOneOnTeamB) { //need to ready up for tournament mode; otherwise just need players on each team if( !this->GetIsTournamentMode() || ( this->mTeamA.GetIsReady() && this->mTeamB.GetIsReady() ) ) { theReadyToStartCountdown = true; } } return theReadyToStartCountdown; } void AvHGamerules::RecalculateHandicap() { const float kHandicapMax = 100.0f; // Teams can enforce their own handicaps if they want (cap to valid values) float handicaps[4]; handicaps[0] = max(min(kHandicapMax, avh_team1damagepercent.value), 0.0f); handicaps[1] = max(min(kHandicapMax, avh_team2damagepercent.value), 0.0f); handicaps[2] = max(min(kHandicapMax, avh_team3damagepercent.value), 0.0f); handicaps[3] = max(min(kHandicapMax, avh_team4damagepercent.value), 0.0f); // Set handicap scalars this->mTeamA.SetHandicap(handicaps[this->mTeamA.GetTeamNumber()-1]/kHandicapMax); this->mTeamB.SetHandicap(handicaps[this->mTeamB.GetTeamNumber()-1]/kHandicapMax); avh_team1damagepercent.value = handicaps[0]; avh_team2damagepercent.value = handicaps[1]; avh_team3damagepercent.value = handicaps[2]; avh_team4damagepercent.value = handicaps[3]; } // Called when dedicated server exits #if 0 void AvHGamerules::ServerExit() { AvHNexus::shutdown(); } #endif void AvHGamerules::VoteMap(int inPlayerIndex, int inMapIndex) { // check to remove votemap spam map< int, float >::iterator thePlayerVoteTime = this->mPlayersVoteTime.find(inPlayerIndex); if (thePlayerVoteTime != this->mPlayersVoteTime.end()) { if (thePlayerVoteTime->second + 3.0f > gpGlobals->time) return; thePlayerVoteTime->second = gpGlobals->time; } else { this->mPlayersVoteTime.insert(pair < int, float >(inPlayerIndex, gpGlobals->time)); } if(avh_mapvoteratio.value != -1) { if(this->mMapVoteList.size() == 0) { this->InitializeMapVoteList(); } // If this is a valid map if((inMapIndex > 0) && (inMapIndex <= (signed)this->mMapVoteList.size())) { // typedef map< int, int > PlayerMapVoteListType; PlayerMapVoteListType::iterator theMappedPlayer = this->mPlayersVoted.find(inPlayerIndex); // typedef vector< pair > MapVoteListType; // Increment votes for map // MapVoteListType::iterator theIter = (MapVoteListType::iterator)&this->mMapVoteList[inMapIndex-1]; //to fix 20214 //MapVoteListType::iterator theIter = this->mMapVoteList.begin(); this->mMapVoteList.at(inMapIndex - 1).second++; int theVotes = this->mMapVoteList.at(inMapIndex - 1).second; // If player has already voted, decrement previous map and update which map the player has voted if(theMappedPlayer != this->mPlayersVoted.end()) { // ((MapVoteListType::iterator)&this->mMapVoteList[theMappedPlayer->second - 1])->second--; /to fix 20214 this->mMapVoteList.at(theMappedPlayer->second-1).second--; theMappedPlayer->second = inMapIndex; } // else, remember the "new" player's vote else { this->mPlayersVoted.insert(pair < int, int >(inPlayerIndex, inMapIndex)); } // Tell everyone CBaseEntity* theVotingPlayer = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(inPlayerIndex)); ASSERT(theVotingPlayer); char* theMessage = UTIL_VarArgs("%s executed votemap %d (%s %d/%d)\n", STRING(theVotingPlayer->pev->netname), inMapIndex, this->mMapVoteList.at(inMapIndex - 1).first.c_str(), this->mMapVoteList.at(inMapIndex - 1).second, this->GetVotesNeededForMapChange()); UTIL_ClientPrintAll(HUD_PRINTTALK, theMessage); UTIL_LogPrintf( "%s executed votemap %d (%s %d/%d)\n", GetLogStringForPlayer( theVotingPlayer->edict() ).c_str(), inMapIndex, this->mMapVoteList.at(inMapIndex - 1).first.c_str(), this->mMapVoteList.at(inMapIndex - 1).second, this->GetVotesNeededForMapChange()); // Does this map enough votes to change? if(theVotes >= this->GetVotesNeededForMapChange()) { // Changelevel now char theLevelName[256]; strcpy(theLevelName, this->mMapVoteList.at(inMapIndex - 1).first.c_str()); CHANGE_LEVEL(theLevelName, NULL); } } } } // remove a player's vote from the votemap list and trigger a mapchange check void AvHGamerules::RemovePlayerFromVotemap(int inPlayerIndex) { PlayerMapVoteListType::iterator theMappedPlayer = this->mPlayersVoted.find(inPlayerIndex); // If player has voted, decrement the map voted for if(theMappedPlayer != this->mPlayersVoted.end()) { // ((MapVoteListType::iterator)&this->mMapVoteList[theMappedPlayer->second - 1])->second--; /to fix 20214 this->mMapVoteList.at(theMappedPlayer->second-1).second--; this->mPlayersVoted.erase(inPlayerIndex); } // trigger mapchange check int theVotesNeeded = this->GetVotesNeededForMapChange(); for(MapVoteListType::iterator theMapIterator = this->mMapVoteList.begin(); theMapIterator != this->mMapVoteList.end(); theMapIterator++) { if (theMapIterator->second >= theVotesNeeded) { // Changelevel now char theLevelName[256]; strcpy(theLevelName, theMapIterator->first.c_str()); CHANGE_LEVEL(theLevelName, NULL); break; } } } bool AvHGamerules::GetMapVoteStrings(StringList& outMapVoteList) { bool theSuccess = false; if(avh_mapvoteratio.value != -1) { if(this->mMapVoteList.size() == 0) { this->InitializeMapVoteList(); } int theMapIndex = 1; outMapVoteList.clear(); for(MapVoteListType::iterator theIter = this->mMapVoteList.begin(); theIter != this->mMapVoteList.end(); theIter++) { string theOutputString = MakeStringFromInt(theMapIndex) + ") " + theIter->first + " (" + MakeStringFromInt(theIter->second) + "/" + MakeStringFromInt(this->GetVotesNeededForMapChange()) + ")\n"; outMapVoteList.push_back(theOutputString); theMapIndex++; } theSuccess = true; } return theSuccess; } int AvHGamerules::GetVotesNeededForMapChange() const { int theNumVotes = -1; float theMapVoteRatio = avh_mapvoteratio.value; if(theMapVoteRatio > 0) { theMapVoteRatio = min(max(0.0f, theMapVoteRatio), 1.0f); theNumVotes = max(theMapVoteRatio*this->GetNumberOfPlayers(true), 1.0f); } return theNumVotes; } void AvHGamerules::RegisterSpawnPoint(const string& inClassName, const Vector& inOrigin, const Vector& inAngles, const AvHTeamNumber& inTeamNumber) { AvHSpawn theSpawnPoint(inClassName, inOrigin, inAngles, inTeamNumber); this->mSpawnList.push_back(theSpawnPoint); } void AvHGamerules::RespawnPlayer(AvHPlayer* inPlayer) { bool thePlayerCanRespawn = this->FPlayerCanRespawn(inPlayer); ASSERT(thePlayerCanRespawn); this->ProcessRespawnCostForPlayer(inPlayer); // Clear alien upgrades, they must be repurchased. Soldier upgrades stick. AvHTeam* theTeam = inPlayer->GetTeamPointer(); if(theTeam) { if(theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) { inPlayer->pev->iuser4 = 0; } respawn(inPlayer->pev, !(inPlayer->m_afPhysicsFlags & PFLAG_OBSERVER));// don't copy a corpse if we're in deathcam. inPlayer->pev->nextthink = -1; // Bring us back in the game if(theTeam->GetTeamType() == AVH_CLASS_TYPE_MARINE) { inPlayer->SetUser3(AVH_USER3_MARINE_PLAYER, true); } else if(theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) { inPlayer->SetUser3(AVH_USER3_ALIEN_PLAYER1, true); } } } void AvHGamerules::ResetGame(bool inPreserveTeams) { // Reset game rules this->mFirstUpdate = true; this->mPreserveTeams = inPreserveTeams; gSvCheatsLastUpdateTime = -1.0f; this->mHasPlayersToReset = false; this->mLastPlayerResetTime = -1.0f; } void AvHGamerules::RecalculateMapMode( void ) { // Recalculate map mode we're in. MAP_MODE_UNDEFINED means just try to spawn somewhere. // Check for AVH entities if((this->GetEntityExists(kesReadyRoomStart)) && (this->GetEntityExists(kesTeamStart))) { const char* theCStrLevelName = STRING(gpGlobals->mapname); if(theCStrLevelName && (strlen(theCStrLevelName) > 3)) { if(!strnicmp(theCStrLevelName, "ns_", 3)) { if(this->GetEntityExists(kesTeamHive)) { if(this->GetEntityExists(kwsTeamCommand)) { this->mMapMode = MAP_MODE_NS; this->PerformMapValidityCheck(); } } } else if(!strnicmp(theCStrLevelName, "co_", 3)) { this->mMapMode = MAP_MODE_CO; } } } // Check for CS entities else if(this->GetEntityExists(kesTerroristStart) && this->GetEntityExists(kesCounterTerroristStart)) { this->mMapMode = MAP_MODE_CS; } else if(this->GetEntityExists(kesDeathMatchStart)) { this->mMapMode = MAP_MODE_DM; } } bool AvHGamerules::RoamingAllowedForPlayer(CBasePlayer* inPlayer) const { AvHPlayer* thePlayer = dynamic_cast(inPlayer); bool theRoamingAllowed = false; if(thePlayer) { if((thePlayer->GetPlayMode() == PLAYMODE_OBSERVER)) { theRoamingAllowed = true; } const AvHTeam* theTeam = this->GetTeam(thePlayer->GetTeam()); if(theTeam) { if(theTeam->GetPlayerCount() == 0) { theRoamingAllowed = true; } } else { AvHTeamNumber teamA = this->mTeamA.GetTeamNumber(); AvHTeamNumber teamB = this->mTeamB.GetTeamNumber(); theTeam = this->GetTeam( (thePlayer->GetTeam() == teamA ? teamB : teamA) ); if(theTeam) { if(theTeam->GetPlayerCount() == 0) { theRoamingAllowed = true; } } } } return theRoamingAllowed; } BOOL AvHGamerules::FShouldSwitchWeapon(CBasePlayer* inPlayer, CBasePlayerItem* inWeapon) { BOOL theShouldSwitch = CHalfLifeTeamplay::FShouldSwitchWeapon(inPlayer, inWeapon); if(theShouldSwitch) { AvHBasePlayerWeapon* theWeapon = dynamic_cast(inWeapon); if(theWeapon && !theWeapon->GetIsCapableOfFiring()) { theShouldSwitch = false; } } return theShouldSwitch; } void AvHGamerules::MarkDramaticEvent(int inPriority, CBaseEntity* inPrimaryEntity, bool inDramatic, CBaseEntity* inSecondaryEntity) const { ASSERT(inPrimaryEntity); short inPrimaryEntityIndex = ENTINDEX(inPrimaryEntity->edict()); short inSecondaryEntityIndex = !inSecondaryEntity ? 0 : ENTINDEX(inSecondaryEntity->edict()); this->MarkDramaticEvent(inPriority, inPrimaryEntityIndex, inDramatic, inSecondaryEntityIndex); } void AvHGamerules::MarkDramaticEvent(int inPriority, short inPrimaryEntityIndex, bool inDramatic, short inSecondaryEntityIndex) const { ASSERT(inPriority >= kMinDramaticPriority); ASSERT(inPriority <= kMaxDramaticPriority); MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR); WRITE_BYTE(DIRECTOR_MESSAGE_SIZE); WRITE_BYTE(DRC_CMD_EVENT); WRITE_SHORT(inPrimaryEntityIndex); WRITE_SHORT(inSecondaryEntityIndex); int thePriority = inPriority; if(inDramatic) { thePriority |= DRC_FLAG_DRAMATIC; } WRITE_LONG(thePriority); MESSAGE_END(); } void AvHGamerules::MarkDramaticEvent(int inPriority, short inPrimaryEntityIndex, bool inDramatic, entvars_t* inSecondaryEntity) const { // Changed by mmcguire. Sometimes the attacker is NULL (e.g. when a // player creates a turret and then leaves the game), so we need to // handle that case. short secondaryEntityIndex = 0; if (inSecondaryEntity != NULL) { secondaryEntityIndex = OFFSET(inSecondaryEntity); } this->MarkDramaticEvent(inPriority, inPrimaryEntityIndex, secondaryEntityIndex); } // Resets players in chunks of 6 and 6 void AvHGamerules::ResetPlayers() { const int maxReset = 6; int numReset = 0; FOR_ALL_BASEENTITIES(); // Reset the players // Reset only players that have made it to the readyroom and have been on either team AvHPlayer* thePlayer = dynamic_cast(theBaseEntity); if(thePlayer && (thePlayer->GetPlayMode() == PLAYMODE_READYROOM) && (thePlayer->GetHasSeenATeam())) { int theUser3 = thePlayer->pev->iuser3; int theUser4 = thePlayer->pev->iuser4; int thePlayMode = thePlayer->pev->playerclass; int thePlayerTeam = thePlayer->pev->team; int theSolidType = thePlayer->pev->solid; thePlayer->ResetEntity(); thePlayer->pev->iuser3 = theUser3; thePlayer->pev->iuser4 = theUser4; thePlayer->pev->playerclass = thePlayMode; thePlayer->pev->team = thePlayerTeam; thePlayer->pev->solid = theSolidType; if (numReset++ >= maxReset) { this->mHasPlayersToReset = true; return; } } END_FOR_ALL_BASEENTITIES(); this->mHasPlayersToReset = false; } void AvHGamerules::ResetEntities() { // Now reset all the world entities and mark useable ones with AVH_USER3_USEABLE //AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::ResetEntities\n"); FOR_ALL_BASEENTITIES(); // Reset non-player entities AvHPlayer* thePlayer = dynamic_cast(theBaseEntity); if(thePlayer && (thePlayer->GetPlayMode() == PLAYMODE_READYROOM)) // && (thePlayer->GetHasSeenATeam())) { int theUser3 = thePlayer->pev->iuser3; int theUser4 = thePlayer->pev->iuser4; int thePlayMode = thePlayer->pev->playerclass; int thePlayerTeam = thePlayer->pev->team; int theSolidType = thePlayer->pev->solid; thePlayer->ResetEntity(); thePlayer->pev->iuser3 = theUser3; thePlayer->pev->iuser4 = theUser4; thePlayer->pev->playerclass = thePlayMode; thePlayer->pev->team = thePlayerTeam; thePlayer->pev->solid = theSolidType; } else { theBaseEntity->ResetEntity(); } // Don't mark commander stations as useable in this case AvHCommandStation* theCommandStation = dynamic_cast(theBaseEntity); if(!theCommandStation) { int theObjectCaps = theBaseEntity->ObjectCaps(); if(theObjectCaps & (FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE)) { // After playing once, this is no longer zero if(theBaseEntity->pev->iuser3 == 0) { theBaseEntity->pev->iuser3 = AVH_USER3_USEABLE; // Now also mark the target entity as useable! if (!FStringNull(theBaseEntity->pev->target)) { CBaseEntity* theTarget = NULL; while(theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theBaseEntity->pev->target))) { theTarget->pev->iuser3 = AVH_USER3_USEABLE; } } } } } END_FOR_ALL_BASEENTITIES(); this->mHasPlayersToReset = true; } void AvHGamerules::InternalResetGameRules() { #if 0 if(AvHNexus::isRecordingGame()) { AvHNexus::cancelGame(); } #endif this->mGameStarted = false; this->mLastJoinMessage = 0.0f; this->mTimeCountDownStarted = 0; this->mTimeGameStarted = -1; this->mTimeOfLastGameTimeUpdate = -1; this->mTimeOfLastHLTVProxyUpdate = -1; this->mTimeOfForcedLastHLTVProxyUpdate = -1; this->mTimeOfLastHLTVParticleTemplateSending = -1; this->mHLTVNumParticleTemplatesSent=0; this->mHLTVCurrentPlayer=1; this->mTimeSentCountdown = 0; this->mTimeLastWontStartMessageSent = 0; this->mStartedCountdown = false; this->mSentCountdownMessage = false; this->mTimeWorldReset = gpGlobals->time; this->mCombatAttackingTeamNumber = TEAM_IND; gSvCheatsLastUpdateTime = -1.0f; if(this->mLastMapChange == -1) { this->mLastMapChange = gpGlobals->time; } this->mVictoryTeam = TEAM_IND; this->mVictoryDraw = false; this->mVictoryTime = 0; this->mCheats.clear(); this->mLastParticleUpdate = -1; this->mLastNetworkUpdate = -1; this->mLastWorldEntityUpdate = -1; this->mLastCloakableUpdate = -1; this->mLastVictoryUpdate = -1; // : 0001073 #ifdef USE_OLDAUTH //under UPP, we don't want to reestablish a connection with each new game this->mUpdatedUplink = false; #endif } void AvHGamerules::CopyDataToSpawnEntity(const AvHSpawn& inSpawnEntity) const { VectorCopy(inSpawnEntity.GetOrigin(), this->mSpawnEntity->pev->origin); VectorCopy(inSpawnEntity.GetAngles(), this->mSpawnEntity->pev->angles); VectorCopy(inSpawnEntity.GetAngles(), this->mSpawnEntity->pev->v_angle); this->mSpawnEntity->pev->team = inSpawnEntity.GetTeamNumber(); } // Look for spawns in radius CBaseEntity* AvHGamerules::GetRandomHiveSpawnPoint(CBaseEntity* inPlayer, const Vector& inOrigin, float inMaxDistance) const { CBaseEntity* theSpawnPoint = NULL; typedef vector EntityIndexListType; EntityIndexListType theSpawnIndexList; AvHPlayer* thePlayer = dynamic_cast(inPlayer); ASSERT(thePlayer); // Loop through all spawns, looking for valid spawns within range int theIndex = 0; SpawnListType::const_iterator theIter; for(theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++, theIndex++) { // Found one in range? Add it's index to the list if(theIter->GetTeamNumber() == AvHTeamNumber(thePlayer->pev->team)) { Vector theSpawnOrigin = theIter->GetOrigin(); float theDistanceToSpawn = VectorDistance(theSpawnOrigin, inOrigin); if(theDistanceToSpawn <= inMaxDistance) { int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3)); theSpawnOrigin.z += theOffset; if(AvHSUGetIsEnoughRoomForHull(theSpawnOrigin, AvHMUGetHull(false, inPlayer->pev->iuser3), inPlayer->edict())) { theSpawnIndexList.push_back(theIndex); } } } } // If index list has more then one entry int theNumValidSpawns = theSpawnIndexList.size(); if(theNumValidSpawns > 0) { // Pick random index int theRandomIndex = RANDOM_LONG(0, theNumValidSpawns - 1); ASSERT(theRandomIndex >= 0); ASSERT(theRandomIndex < theNumValidSpawns); ASSERT(this->mSpawnEntity); // Copy data into spawn entity int theSpawnIndex = theSpawnIndexList[theRandomIndex]; const AvHSpawn& theSpawn = this->mSpawnList[theSpawnIndex]; this->CopyDataToSpawnEntity(theSpawn); // Return it theSpawnPoint = this->mSpawnEntity; } return theSpawnPoint; } bool AvHGamerules::CanPlayerBeacon(CBaseEntity *inPlayer) { bool result=true; SpawnListType::const_iterator theSpawnIter; AvHPlayer* thePlayer = dynamic_cast(inPlayer); ASSERT(thePlayer); AvHTeamNumber thePlayerTeamNumber = thePlayer->GetTeam(); for(theSpawnIter = this->mSpawnList.begin(); theSpawnIter != this->mSpawnList.end(); theSpawnIter++) { string theClassName = theSpawnIter->GetClassName(); if(theClassName == kesTeamStart) { if(theSpawnIter->GetTeamNumber() == thePlayerTeamNumber && VectorDistance(theSpawnIter->GetOrigin(), inPlayer->pev->origin) < BALANCE_VAR(kDistressBeaconRange)) { result=false; } } } return result; } // : 0001073 #ifdef USE_OLDAUTH unsigned int gTimeLastUpdatedUplink = 0; void AvHGamerules::UpdateUplink() { #ifdef AVH_SECURE_PRERELEASE_BUILD avh_uplink.value = 1; #endif // If authentication is enabled if(!this->mUpdatedUplink && (avh_uplink.value > 0)) { // Only allow it once every day -> 500 servers == num queries per hour = 500*75k = 1,500k per hour -> just over a 1 gig a month unsigned int theCurrentSystemTime = AvHSUTimeGetTime(); int theUpdateUplinkInterval = (60*60*1000)*24; #ifdef AVH_SECURE_PRERELEASE_BUILD theUpdateUplinkInterval = (60*60*1000)/30; // every 30 minutes or so while testing #endif #ifdef DEBUG theUpdateUplinkInterval = 0; #endif if((gTimeLastUpdatedUplink == 0) || (theCurrentSystemTime > (gTimeLastUpdatedUplink + theUpdateUplinkInterval))) { // Initialize it ALERT(at_logged, "Contacting www.natural-selection.org...\n"); this->InitializeAuthentication(); //this->DisplayVersioning(); } else { //ALERT(at_logged, "You must wait longer before uplinking again.\n"); } } // If it just turned off, clear auth masks if(this->mUpdatedUplink && !avh_uplink.value) { gAuthMaskList.clear(); ALERT(at_logged, "Authentication disabled.\n"); } this->mUpdatedUplink = avh_uplink.value; } #endif edict_t* AvHGamerules::SelectSpawnPoint(CBaseEntity* inPlayer, const string& inSpawnEntityName) const { bool theDone = false; edict_t* theResult = NULL; CBaseEntity* theSpot = NULL; AvHPlayer* thePlayer = dynamic_cast(inPlayer); ASSERT(thePlayer); // Handle alien spawns differently than others. AvHTeamNumber theTeamNumber = thePlayer->GetTeam(); const AvHTeam* theTeam = this->GetTeam(theTeamNumber); if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) && (inSpawnEntityName == kesTeamStart)) { // Get a random active hive AvHHive* theHive = AvHSUGetRandomActiveHive(theTeamNumber); if(theHive) { theSpot = this->GetRandomHiveSpawnPoint(inPlayer, theHive->pev->origin, theHive->GetMaxSpawnDistance()); } // If we still didn't find one and cheats are on, try a spawn not near a hive if(!theSpot && this->GetCheatsEnabled()) { theSpot = this->SelectRandomSpawn(inPlayer, inSpawnEntityName); } } else { theSpot = this->SelectRandomSpawn(inPlayer, inSpawnEntityName); } if(!FNullEnt(theSpot)) { int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3)); Vector theSpawnOrigin = theSpot->pev->origin; theSpawnOrigin.z += theOffset; if(AvHSUGetIsEnoughRoomForHull(theSpawnOrigin, AvHMUGetHull(false, inPlayer->pev->iuser3), inPlayer->edict())) { theResult = theSpot->edict(); theDone = true; } } if(!theDone) { char theErrorString[256]; sprintf(theErrorString, "AvHGamerules::SelectSpawnPoint(): all spawns full\n"); ALERT(at_logged, theErrorString); theResult = NULL; } return theResult; } void AvHGamerules::UpdateHLTVProxy() { // Check if HLTV proxy is connected to server bool theHLTVProxyConnected = false; // Every so often, send out team for all players (needed for late joiners) for (int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *plr = (CBasePlayer*)UTIL_PlayerByIndex( i ); if ( plr && (plr->pev->flags & FL_PROXY)) { theHLTVProxyConnected = true; break; } } // Update proxy if connected if(theHLTVProxyConnected) { const float kParticleTemplateRate = 0.1f; if(gParticleTemplateList.GetCreatedTemplates()) { // Make sure client clears out all particle systems first int theNumberTemplates = gParticleTemplateList.GetNumberTemplates(); if(theNumberTemplates > this->mHLTVNumParticleTemplatesSent) { if((this->mTimeOfLastHLTVParticleTemplateSending == -1) || (gpGlobals->time > this->mTimeOfLastHLTVParticleTemplateSending + kParticleTemplateRate)) { AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(this->mHLTVNumParticleTemplatesSent); ASSERT(theTemplate); NetMsg_SetParticleTemplate( NULL, this->mHLTVNumParticleTemplatesSent, *theTemplate ); this->mHLTVNumParticleTemplatesSent++; this->mTimeOfLastHLTVParticleTemplateSending = gpGlobals->time; } } } // Send out team for all players (needed for late joiners) for (int i = this->mHLTVCurrentPlayer; i <= gpGlobals->maxClients; i++ ) { this->mHLTVCurrentPlayer++; CBasePlayer *plr = (CBasePlayer*)UTIL_PlayerByIndex( i ); if ( plr && GetGameRules()->IsValidTeam( plr->TeamID() ) ) { NetMsgSpec_TeamInfo( plr->entindex(), plr->TeamID() ); ScoreInfo info; memset(&info, 0, sizeof(info)); AvHSUFillScoreInfo(info, dynamic_cast(plr)); NetMsgSpec_ScoreInfo( info ); break; } } const float kHLTVProxyUpdateTime = 6.0f; const float kForcedHLTVProxyUpdateTime = 30.0f; if((this->mTimeOfLastHLTVProxyUpdate == -1) || (gpGlobals->time > (this->mTimeOfLastHLTVProxyUpdate + kHLTVProxyUpdateTime))) { if((this->mTimeOfForcedLastHLTVProxyUpdate == -1) || (gpGlobals->time > (this->mTimeOfForcedLastHLTVProxyUpdate + kForcedHLTVProxyUpdateTime))) { if(gParticleTemplateList.GetCreatedTemplates()) { int theNumberTemplates = gParticleTemplateList.GetNumberTemplates(); if(theNumberTemplates <= this->mHLTVNumParticleTemplatesSent) { // restart the hltv particle templates this->mHLTVNumParticleTemplatesSent=0; this->mTimeOfLastHLTVParticleTemplateSending = -1; // Make sure client clears out all particle systems first //NetMsg_DelParts(NULL); } } // restart the scoreboard hltv updates if ( this->mHLTVCurrentPlayer > gpGlobals->maxClients ) this->mHLTVCurrentPlayer=1; // restart the enthier hltv updates mHLTVEntityHierarchy.Clear(); NetMsg_DelEntityHierarchy(NULL); // Send down map extents so players can start computing it // Cache this so it isn't computed every round, only the when a player connects or a new map starts? const char* theCStrLevelName = STRING(gpGlobals->mapname); const AvHMapExtents& theMapExtents = GetGameRules()->GetMapExtents(); float mins[3] = { theMapExtents.GetMinMapX(), theMapExtents.GetMinMapY(), theMapExtents.GetMinViewHeight() }; float maxs[3] = { theMapExtents.GetMaxMapX(), theMapExtents.GetMaxMapY(), theMapExtents.GetMaxViewHeight() }; NetMsg_SetupMap_Extents( NULL, string( theCStrLevelName ), mins, maxs, theMapExtents.GetDrawMapBG() ); this->mTimeOfForcedLastHLTVProxyUpdate=gpGlobals->time; } else { AvHEntityHierarchy& theEntityList = GetGameRules()->GetEntityHierarchy(TEAM_SPECT); if ( theEntityList.SendToNetworkStream(mHLTVEntityHierarchy, NULL, true) ) { mHLTVEntityHierarchy = theEntityList; } // Resend the gammaramp NetMsgSpec_SetGammaRamp( GetGameRules()->GetMapGamma() ); HiveInfoListType theTeamHiveInfo = this->mTeamB.GetHiveInfoList(); const HiveInfoListType tmp; NetMsg_AlienInfo_Hives( NULL, theTeamHiveInfo, tmp ); this->mTimeOfLastHLTVProxyUpdate = gpGlobals->time; } } } } void AvHGamerules::UpdatePlaytesting() { if(this->GetGameStarted() && !this->GetIsCombatMode()) { const int theActiveNodesMessageUpdateTime = BALANCE_VAR(kActiveNodesMessageUpdateTime); if((theActiveNodesMessageUpdateTime > 0) && !this->GetIsTournamentMode()) { if((this->mTimeOfLastPlaytestUpdate == -1) || (gpGlobals->time > (this->mTimeOfLastPlaytestUpdate + theActiveNodesMessageUpdateTime))) { int theTeamATowers = 0; int theTeamBTowers = 0; FOR_ALL_BASEENTITIES(); AvHResourceTower* theResourceTower = dynamic_cast(theBaseEntity); if(theResourceTower && theResourceTower->GetIsActive()) { if(theResourceTower->pev->team == this->mTeamA.GetTeamNumber()) { theTeamATowers++; } else if(theResourceTower->pev->team == this->mTeamB.GetTeamNumber()) { theTeamBTowers++; } } END_FOR_ALL_BASEENTITIES(); // Count how many active towers each team has, and tell the world char* theMessage = UTIL_VarArgs( "Active resource nodes: TeamA: %d TeamB: %d\n", theTeamATowers, theTeamBTowers); UTIL_ClientPrintAll(HUD_PRINTTALK, theMessage); UTIL_LogPrintf(theMessage); this->mTimeOfLastPlaytestUpdate = gpGlobals->time; } } } } edict_t* AvHGamerules::SelectSpawnPoint(CBaseEntity* inPlayer) const { const char* theSpawnName = kesReadyRoomStart; edict_t* theResult = NULL; // Get name of spawn entity from player AvHPlayer* thePlayer = dynamic_cast(inPlayer); if(thePlayer) { // Set name of spawn point accordingly theSpawnName = this->GetSpawnEntityName(thePlayer); } theResult = this->SelectSpawnPoint(inPlayer, theSpawnName); return theResult; } const char* AvHGamerules::SetDefaultPlayerTeam(CBasePlayer *pPlayer) { // By default, do nothing. We start in the ready room, we don't join a team return NULL; } CBaseEntity* AvHGamerules::SelectRandomSpawn(CBaseEntity* inPlayer, const string& inSpawnName) const { CBaseEntity* theSpawn = NULL; AvHPlayer* thePlayer = dynamic_cast(inPlayer); ASSERT(thePlayer); AvHTeamNumber thePlayerTeamNumber = thePlayer->GetTeam(); // Count how many spawns of this type int theNumSpawns = 0; SpawnListType::const_iterator theSpawnIter; for(theSpawnIter = this->mSpawnList.begin(); theSpawnIter != this->mSpawnList.end(); theSpawnIter++) { string theClassName = theSpawnIter->GetClassName(); if(theClassName == inSpawnName) { if(theSpawnIter->GetTeamNumber() == thePlayerTeamNumber) { theNumSpawns++; } } } bool theSuccess = false; int theSpawnListSize = this->mSpawnList.size(); if(theSpawnListSize > 0) { int theNumTries = 0; do { int theOffset = RANDOM_LONG(0, theSpawnListSize-1); //theSpawnIter = &this->mSpawnList[theCurrentOffset]; const AvHSpawn& theSpawn = this->mSpawnList[theOffset]; if(theSpawn.GetClassName() == inSpawnName) { if(theSpawn.GetTeamNumber() == thePlayerTeamNumber) { // Copy data into current spawn point ASSERT(this->mSpawnEntity); this->CopyDataToSpawnEntity(theSpawn); if(IsSpawnPointValid(inPlayer, this->mSpawnEntity)) { theSuccess = true; } } } // Put a limit to the number of tries, to avoid an infinite loop when mapper didn't create the right type of spawns } while((theNumTries++ < 100) && !theSuccess); } if(theSuccess) { theSpawn = this->mSpawnEntity; } else { theSpawn = NULL; } return theSpawn; } void AvHGamerules::SetGameStarted(bool inGameStarted) { if(!this->mGameStarted && inGameStarted) { FireTargets(ktGameStartedStatus, NULL, NULL, USE_TOGGLE, 0.0f); //AvHNexus::startGame(); } this->mGameStarted = inGameStarted; this->mTimeGameStarted = gpGlobals->time; // Choose a random defending team in Combat if(this->GetIsCombatMode()) { int theTeamIndex = 1;// + (rand()%2); AvHTeamNumber theAttackingTeamNumber = AvHTeamNumber(theTeamIndex); this->mCombatAttackingTeamNumber = theAttackingTeamNumber; } this->mTeamA.SetGameStarted(inGameStarted); this->mTeamB.SetGameStarted(inGameStarted); } void AvHGamerules::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( kMOTDName, &length ); AvHPlayer* thePlayer = dynamic_cast(CBaseEntity::Instance(client)); ASSERT(thePlayer); // send the server name NetMsg_ServerName( thePlayer->pev, string( CVAR_GET_STRING("hostname") ) ); UTIL_ShowMessage(pFileList, thePlayer); FREE_FILE( aFileList ); } int AvHGamerules::GetNumberOfPlayers(bool inPlayingGame) const { int theNumberOfPlayers = 0; FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) // GetIsRelevant()? if(inPlayingGame && (theEntity->GetPlayMode() > 0)) { if(UTIL_IsValidEntity(theEntity->edict())) { theNumberOfPlayers++; } } END_FOR_ALL_ENTITIES(kAvHPlayerClassName); return theNumberOfPlayers; } char gLastKnownMapName[256] = ""; void AvHGamerules::Think(void) { PROFILE_START() float theTime = gpGlobals->time; float theTimePassed = gpGlobals->frametime; if(this->mFirstUpdate) { const char* theCStrLevelName = STRING(gpGlobals->mapname); bool theNewMap = !gLastKnownMapName || !theCStrLevelName || strcmp(theCStrLevelName, gLastKnownMapName); PROFILE_START(); this->PostWorldPrecacheReset(theNewMap); PROFILE_END(kUpdatePrecacheResetProfile); strcpy(gLastKnownMapName, theCStrLevelName); // Tell all HUDs to reset NetMsg_GameStatus_State( kGameStatusReset, this->mMapMode ); this->mFirstUpdate = false; } // ResetPlayer throttling, commented out for now // const float playerResetDelay = 0.3f; // if(this->mHasPlayersToReset && (this->mLastPlayerResetTime + playerResetDelay < theTime) ) // { // this->ResetPlayers(); // this->mLastPlayerResetTime = theTime; // } // Handle queued network messages #ifdef USE_NETWORK_METERING const float kNetworkUpdateInterval = .1f; if((this->mLastNetworkUpdate == -1) || (theTime > (this->mLastNetworkUpdate + kNetworkUpdateInterval))) { PROFILE_START(); int theBytesPerSecond = 100000;//(int)(avh_networkmeterrate.value); NetworkMeter::Instance()->SetBufferAmount(theBytesPerSecond); NetworkMeter::Instance()->ProcessQueuedMessages(); PROFILE_END(kUpdateNetworkMeterProfile); } #endif #ifdef PROFILE_BUILD kProfileRunConfig = (int)(avh_performance.value); #endif PROFILE_START(); // AvHNexus::processResponses(); this->RecalculateHandicap(); // : 0001073 #ifdef USE_OLDAUTH this->UpdateUplink(); #endif this->UpdatePlaytesting(); this->UpdateHLTVProxy(); PROFILE_END(kUpdateMisc); const float kWorldEntityUpdateInterval = 1.0f; if((this->mLastWorldEntityUpdate == -1) || (theTime > (this->mLastWorldEntityUpdate + kWorldEntityUpdateInterval))) { if(GET_RUN_CODE(1)) { // Update world entities PROFILE_START() this->UpdateWorldEntities(); this->mLastWorldEntityUpdate = theTime; PROFILE_END(kUpdateWorldEntitiesProfile) } // Don't need to update cheats every tick, as they can be expensive this->UpdateCheats(); } this->mMiniMap.Process(); PROFILE_START(); g_VoiceGameMgr.Update(gpGlobals->frametime); PROFILE_END(kUpdateVoiceManagerProfile); const float kParticleUpdateInterval = 2.0f; if((this->mLastParticleUpdate == -1) || (theTime > (this->mLastParticleUpdate + kParticleUpdateInterval))) { if(GET_RUN_CODE(2)) { PROFILE_START(); AvHParticleSystemManager::Instance()->Update(theTimePassed); this->mLastParticleUpdate = theTime; PROFILE_END(kUpdateParticleSystemManager) } #ifdef DEBUG int theUseCaching = BALANCE_VAR(kDebugServerCaching); if(theUseCaching) { PROFILE_START() char theMessage[128]; int theReturnTotal = kNumReturn0 + kNumReturn1; float theNumReturnedPercentage = 0.0f; float theNumCachedPercentage = 0.0f; float theComputedPercentage = 0.0f; if(theReturnTotal > 0) { theNumReturnedPercentage = kNumReturn1/((float)theReturnTotal); theNumCachedPercentage = kNumCached/((float)theReturnTotal); theComputedPercentage = kNumComputed/((float)theReturnTotal); } kPVSCoherencyTime = BALANCE_VAR(kDebugPVSCoherencyTime); sprintf(theMessage, "Percentage entities propagated: %f (%d/%d) (compute percentage: %f) (pvs time: %f)\n", theNumReturnedPercentage, kNumReturn1, theReturnTotal, theComputedPercentage, kPVSCoherencyTime); UTIL_LogPrintf(theMessage); PROFILE_END(kUpdateDebugShowEntityLog) } #endif kServerFrameRate = 0; kNumReturn0 = kNumReturn1 = kNumCached = kNumComputed = 0; } this->UpdateServerCommands(); this->UpdateGameTime(); if(GET_RUN_CODE(4)) { if(!this->GetGameStarted()) { if(!this->GetIsTournamentMode()) { this->UpdateTimeLimit(); } this->UpdateCountdown(theTime); PROFILE_START(); // Try to join any players that are waiting for a spot (bypass cost of reinforcements before game starts) // Players are put into reinforcement mode if there are no available spawns FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) if(theEntity->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT) { AvHTeamNumber theTeamNumber = theEntity->GetTeam(); if(theTeamNumber != TEAM_IND) { this->AttemptToJoinTeam(theEntity, theTeamNumber, false); } } END_FOR_ALL_ENTITIES(kAvHPlayerClassName); PROFILE_END(kUpdateReinforcementsProfile); } else { //this->ProcessTeamUpgrades(); this->UpdateEntitiesUnderAttack(); // Has a side won? if(this->mVictoryTeam != TEAM_IND) { // Let players bask in their victory, don't update the world normally PROFILE_START() this->UpdateVictory(); PROFILE_END(kUpdateVictoryProfile) } else { PROFILE_START() this->mTeamA.Update(); PROFILE_END(kTeamOneUpdate) PROFILE_START() this->mTeamB.Update(); PROFILE_END(kTeamTwoUpdate) } PROFILE_START() // Don't update every frame for performance reasons const float kVictoryUpdateInterval = 1.0f; if((this->mLastVictoryUpdate == -1) || (theTime > (this->mLastVictoryUpdate + kVictoryUpdateInterval))) { this->UpdateVictoryStatus(); this->mLastVictoryUpdate = theTime; } PROFILE_END(kUpdateVictoryStatusProfile) } } gServerTick++; if((gServerTick % 5) == 0) { gServerUpdate = true; } else { gServerUpdate = false; } PROFILE_END(kUpdateGamerulesProfile) } void AvHGamerules::RegisterServerVariable(const cvar_t* inCvar) { mServerVariableList.push_back(inCvar); } int AvHGamerules::GetNumServerVariables() const { return mServerVariableList.size(); } const cvar_t* AvHGamerules::GetServerVariable(int i) const { return mServerVariableList[i]; } bool AvHGamerules::GetIsEntityUnderAttack(int inEntityIndex) const { bool theEntityIsUnderAttack = false; // If entity is in list, it's being attacked if ( this->mEntitiesUnderAttack.find(inEntityIndex) != this->mEntitiesUnderAttack.end() ) { theEntityIsUnderAttack=true; } return theEntityIsUnderAttack; } void AvHGamerules::TriggerAlert(AvHTeamNumber inTeamNumber, AvHAlertType inAlertType, int inEntIndex, AvHMessageID inMessageID) { AvHTeam* theTeam = this->GetTeam(inTeamNumber); if(theTeam) { // Don't play audio alerts too often. This also allows neat tactics where players can time strikes to prevent the other team from instant notification of an alert, ala RTS float theTimeOfLastAlert = -1; AvHAlertType theLastAlertType = ALERT_NONE; const AvHAlert* theLastAlert = theTeam->GetLastAudioAlert(); if(theLastAlert) { theTimeOfLastAlert = theLastAlert->GetTime(); theLastAlertType = theLastAlert->GetAlertType(); } // Play alerts when enough time has passed bool theIsRepeatAlert = (inAlertType == theLastAlertType); const float kBaseAlertInterval = theTeam->GetAudioAlertInterval(); float theAlertInterval = theIsRepeatAlert ? 2.0f*kBaseAlertInterval : kBaseAlertInterval; bool theAlertIntervalTimePassed = (gpGlobals->time - theTimeOfLastAlert > theAlertInterval); bool thePlayAlertSound = ((theTimeOfLastAlert == -1) || theAlertIntervalTimePassed); // Always play urgent alerts, but only when they're new (so you don't get 'hive under attack' twice in quick succession) if(AvHSUGetIsUrgentAlert(inAlertType) && (!AvHSUGetIsOftRepeatedAlert(inAlertType) && !theIsRepeatAlert)) { thePlayAlertSound = true; } // Add it, remembering if we triggered sound for it AvHAlert theNewAlert(inAlertType, gpGlobals->time, inEntIndex); theNewAlert.SetPlayedAudio(thePlayAlertSound); theTeam->AddAlert(theNewAlert, inMessageID); if(thePlayAlertSound) { AvHHUDSound theSound = HUD_SOUND_INVALID; CBaseEntity* theAlertEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(inEntIndex)); // If team type is marines, play sound for commander AvHClassType theTeamType = theTeam->GetTeamType(); if(theTeamType == AVH_CLASS_TYPE_MARINE) { // Get commander for team, if any int theCommanderIndex = theTeam->GetCommander(); if(this->GetIsTesting()) { theCommanderIndex = 1; } if(theCommanderIndex != -1) { CBaseEntity* theBaseEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theCommanderIndex)); AvHPlayer* theCommander = dynamic_cast(theBaseEntity); if(theCommander /*&& thePlayAudioAlert*/) { if(inAlertType == ALERT_RESEARCH_COMPLETE) { theSound = HUD_SOUND_MARINE_RESEARCHCOMPLETE; } else if(inAlertType == ALERT_UPGRADE_COMPLETE) { theSound = HUD_SOUND_MARINE_UPGRADE_COMPLETE; } else if(inAlertType == ALERT_LOW_RESOURCES) { theSound = HUD_SOUND_MARINE_RESOURCES_LOW; } // Special sound for the CC, always play it no matter where the commander is else if(inAlertType == ALERT_UNDER_ATTACK) { if(dynamic_cast(theAlertEntity)) { theSound = HUD_SOUND_MARINE_CCUNDERATTACK; } else { theSound = HUD_SOUND_MARINE_BASE_UNDER_ATTACK; } } else if(inAlertType == ALERT_ORDER_COMPLETE) { theSound = HUD_SOUND_ORDER_COMPLETE; } // Check for positional alerts (only send them if they are out of commander's sight) else { if(theAlertEntity) { vec3_t theDistanceToAlert; VectorSubtract(theCommander->pev->origin, theAlertEntity->pev->origin, theDistanceToAlert); float theXYDistanceToAlert = theDistanceToAlert.Length2D(); if(theXYDistanceToAlert > this->GetMapExtents().GetTopDownCullDistance()) { if(inAlertType == ALERT_PLAYER_ENGAGE) { theSound = HUD_SOUND_MARINE_SOLDIER_UNDER_ATTACK; } else if(inAlertType == ALERT_UNDER_ATTACK) { theSound = HUD_SOUND_MARINE_BASE_UNDER_ATTACK; } else if(inAlertType == ALERT_SOLDIER_NEEDS_AMMO) { theSound = HUD_SOUND_MARINE_NEEDS_AMMO; } else if(inAlertType == ALERT_SOLDIER_NEEDS_HEALTH) { theSound = HUD_SOUND_MARINE_NEEDS_HEALTH; } else if(inAlertType == ALERT_ORDER_NEEDED) { theSound = HUD_SOUND_MARINE_NEEDS_ORDER; } else if(inAlertType == ALERT_PLAYER_DIED) { theSound = HUD_SOUND_MARINE_SOLDIER_LOST; } else if(inAlertType == ALERT_SENTRY_FIRING) { theSound = HUD_SOUND_MARINE_SENTRYFIRING; } else if(inAlertType == ALERT_SENTRY_DAMAGED) { theSound = HUD_SOUND_MARINE_SENTRYDAMAGED; } } } } if(theSound != HUD_SOUND_INVALID) { if (theAlertEntity != NULL) { // Added by mmcguire. theCommander->PlayHUDSound(theSound, theAlertEntity->pev->origin[0], theAlertEntity->pev->origin[1]); } else { theCommander->PlayHUDSound(theSound); } } } } else { // Play "command station under attack" sound for all players on team if(inAlertType == ALERT_UNDER_ATTACK) { if(dynamic_cast(theAlertEntity)) { // For all players on this team, play the sound FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) if((theEntity->pev->team == inTeamNumber) || this->GetIsTesting() || (theEntity->GetIsSpectatingTeam(inTeamNumber))) { theEntity->PlayHUDSound(HUD_SOUND_MARINE_CCUNDERATTACK); } END_FOR_ALL_ENTITIES(kAvHPlayerClassName); } } } } // Else it's aliens, play hive under attack sound else if(theTeamType == AVH_CLASS_TYPE_ALIEN) { // When adding alien alerts, don't always play audio notification, it gets annoying if(thePlayAlertSound) { // Tell everyone where attack is if(inAlertType == ALERT_PLAYER_ENGAGE) { theSound = HUD_SOUND_ALIEN_LIFEFORM_ATTACK; } else if(inAlertType == ALERT_UNDER_ATTACK) { // If it's a resource tower if(theAlertEntity) { switch(theAlertEntity->pev->iuser3) { case AVH_USER3_ALIENRESTOWER: theSound = HUD_SOUND_ALIEN_RESOURCES_ATTACK; break; case AVH_USER3_HIVE: theSound = HUD_SOUND_ALIEN_HIVE_ATTACK; break; default: theSound = HUD_SOUND_ALIEN_STRUCTURE_ATTACK; break; } } } else if(inAlertType == ALERT_HIVE_COMPLETE) { theSound = HUD_SOUND_ALIEN_HIVE_COMPLETE; } else if(inAlertType == ALERT_HIVE_DYING) { theSound = HUD_SOUND_ALIEN_HIVE_DYING; } else if(inAlertType == ALERT_LOW_RESOURCES) { theSound = HUD_SOUND_ALIEN_RESOURCES_LOW; } else if(inAlertType == ALERT_NEW_TRAIT) { theSound = HUD_SOUND_ALIEN_NEW_TRAIT; } else if(inAlertType == ALERT_HIVE_DEFEND) { theSound = HUD_SOUND_ALIEN_ENEMY_APPROACHES; } if(theSound != HUD_SOUND_INVALID) { // For all players on this team, play the sound FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) if((theEntity->pev->team == inTeamNumber) || this->GetIsTesting() || (theEntity->GetIsSpectatingTeam(inTeamNumber))) { theEntity->PlayHUDSound(theSound); } END_FOR_ALL_ENTITIES(kAvHPlayerClassName); } } } else { ASSERT(false); } } // Add entity to our list of entities that are under attack if(((inAlertType == ALERT_UNDER_ATTACK) || (inAlertType == ALERT_PLAYER_ENGAGE) || (inAlertType == ALERT_HIVE_DYING)|| (inAlertType == ALERT_HIVE_DEFEND) ) && (inEntIndex > 0)) { // This will update current time longer if continually attacked const float kUnderAttackDuration = 5.0f; this->mEntitiesUnderAttack[inEntIndex] = gpGlobals->time + kUnderAttackDuration; } } } bool AvHGamerules::GetIsCheatEnabled(const string& inCheatName) const { bool theCheatIsEnabled = false; bool theAllowCheats = this->GetCheatsEnabled(); #ifdef DEBUG theAllowCheats = true; #endif if(theAllowCheats) { StringList::const_iterator theIter = std::find(this->mCheats.begin(), this->mCheats.end(), inCheatName); if(theIter != this->mCheats.end()) { theCheatIsEnabled = true; } } return theCheatIsEnabled; } void AvHGamerules::SetCheatEnabled(const string& inCheatName, bool inEnabledState) { if(this->GetCheatsEnabled()) { StringList::iterator theIter = std::find(this->mCheats.begin(), this->mCheats.end(), inCheatName); if(theIter == this->mCheats.end()) { if(inEnabledState) { this->mCheats.push_back(inCheatName); } } else { if(!inEnabledState) { this->mCheats.erase(theIter); } } } } void AvHGamerules::UpdateCheats() { if(this->GetCheatsEnabled()) { // If bigdig is enabled if(this->GetIsCheatEnabled(kcBigDig)) { // Run through all buildables, set them to complete //AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::UpdateCheats\n"); FOR_ALL_BASEENTITIES(); AvHBuildable* theBuildable = dynamic_cast(theBaseEntity); if(theBuildable && !theBuildable->GetHasBeenBuilt() && !GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_RECYCLING) && (theBaseEntity->pev->team != TEAM_IND)) { theBuildable->SetConstructionComplete(true); } // AvHDeployedTurret* theTurret = dynamic_cast(theBaseEntity); // if(theTurret && !theTurret->GetIsBuilt()) // { // theTurret->SetConstructionComplete(); // } END_FOR_ALL_BASEENTITIES(); } } } void AvHGamerules::UpdateCountdown(float inTime) { const float kTimeWontStartInterval = 8.0f; int kSecondsToCountdown = 5; #ifdef DEBUG kSecondsToCountdown = 1; #endif // Time to start counting down? if(this->ReadyToStartCountdown()) { if(!this->mStartedCountdown) { //FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) // theEntity->SendMessageNextThink(kGameStarting); //END_FOR_ALL_ENTITIES(kAvHPlayerClassName) // If there is at least one person on one team, start counting this->mTimeCountDownStarted = inTime; this->mStartedCountdown = true; // Reset server and respawn everyone this->ResetGame(true); this->mSavedTimeCountDownStarted = this->mTimeCountDownStarted; } } else { if(!this->GetIsTrainingMode()) { if((this->mTimeLastWontStartMessageSent == 0) || (inTime > (this->mTimeLastWontStartMessageSent + kTimeWontStartInterval))) { const char* theMessage = kGameWontStart; if(this->GetIsTournamentMode()) { theMessage = kGameWontStartUntilReady; } FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) theEntity->SendMessageOnce(theMessage, TOOLTIP); END_FOR_ALL_ENTITIES(kAvHPlayerClassName) this->mTimeLastWontStartMessageSent = inTime; } } } if(this->mStartedCountdown) { if(inTime - this->mTimeCountDownStarted > (avh_countdowntime.value*60 - kSecondsToCountdown) && !this->mSentCountdownMessage) { // Send update to everyone NetMsg_UpdateCountdown( kSecondsToCountdown ); this->mTimeSentCountdown = gpGlobals->time; this->mSentCountdownMessage = true; } if(this->mSentCountdownMessage) { if(gpGlobals->time - this->mTimeSentCountdown >= kSecondsToCountdown) { this->SetGameStarted(true); } } } } void AvHGamerules::RemoveEntityUnderAttack(int entIndex) { EntityUnderAttackListType::iterator theIter=this->mEntitiesUnderAttack.find(entIndex); if ( theIter != mEntitiesUnderAttack.end() ) this->mEntitiesUnderAttack.erase(theIter); } void AvHGamerules::UpdateEntitiesUnderAttack() { // Expire entities under attack for(EntityUnderAttackListType::iterator theIter = this->mEntitiesUnderAttack.begin(); theIter != this->mEntitiesUnderAttack.end(); /* no increment*/) { if(gpGlobals->time >= theIter->second) { EntityUnderAttackListType::iterator theTempIter = theIter; theTempIter++; this->mEntitiesUnderAttack.erase(theIter); theIter = theTempIter; } else { theIter++; } } } void AvHGamerules::SendGameTimeUpdate(bool inReliable) { // Send down game time to clients periodically NetMsg_GameStatus_Time( kGameStatusGameTime, this->mMapMode, this->GetGameTime(), this->GetTimeLimit(), this->mCombatAttackingTeamNumber, inReliable ); this->mTimeOfLastGameTimeUpdate = gpGlobals->time; } void AvHGamerules::UpdateGameTime() { // Send periodic game time updates to everyone (needed for HLTV spectators) if(this->GetGameStarted() && (this->GetVictoryTeam() == TEAM_IND)) { // Only reason why this isn't longer is to make sure late-joiners see time on scoreboard after reasonable period, without causing needless bandwidth const float kGameTimeUpdateInterval = 8; if((this->mTimeOfLastGameTimeUpdate == -1) || (gpGlobals->time > (this->mTimeOfLastGameTimeUpdate + kGameTimeUpdateInterval))) { this->SendGameTimeUpdate(); } } } void AvHGamerules::UpdateScripts() { const float kUpdateScriptsInterval = 1.0f; // If server scripts are enabled if(CVAR_GET_FLOAT(kvServerScripts)) { // const char* theCStrLevelName = STRING(gpGlobals->mapname); // if(theCStrLevelName && !FStrEq(theCStrLevelName, "")) // { // string theLevelName = theCStrLevelName; // string theLevelScript = string(kModDirectory) + string("/") + kScriptsDirectory + string("/") + theLevelName + string(".bin"); // // if((this->mTimeUpdatedScripts == -1) || (gpGlobals->time > this->mTimeUpdatedScripts + kUpdateScriptsInterval)) // { // // Execute the script // AvHLUADoFile(theLevelScript.c_str()); // } // // } AvHScriptManager::Instance()->Update(gpGlobals->time); } } void AvHGamerules::UpdateServerCommands() { //float theAirAccelerate = CVAR_GET_FLOAT("sv_airaccelerate"); //float theAirMove = CVAR_GET_FLOAT("sv_airmove"); // TODO: Disguises these strings somehow to prevent hacking? SERVER_COMMAND("sv_airaccelerate 10\n"); //SERVER_COMMAND("sv_airmove 1\n"); } void AvHGamerules::UpdateTimeLimit() { // Only update time limit after world has been reset. Give some time to make sure all clients get the game status message. #ifdef DEBUG const float kIntermissionTime = 2; #else const float kIntermissionTime = 5; #endif if(gpGlobals->time > (this->mTimeWorldReset + kIntermissionTime)) { float theTimeLimit = timelimit.value * 60; if((theTimeLimit > 0) && (gpGlobals->time >= (theTimeLimit + this->mLastMapChange))) { this->ChangeLevel(); } } } void AvHGamerules::UpdateVictory() { if((gpGlobals->time - this->mVictoryTime) > (kVictoryIntermission + kMaxPlayers/kResetPlayersPerSecond)) { this->ResetGame(); } } void AvHGamerules::UpdateVictoryStatus(void) { bool theCheckVictoryWithCheats = !this->GetCheatsEnabled() || this->GetIsCheatEnabled(kcEndGame1) || this->GetIsCheatEnabled(kcEndGame2); if((this->mVictoryTeam == TEAM_IND) && this->mGameStarted && theCheckVictoryWithCheats && !this->GetIsTrainingMode()) { char* theVictoryMessage = NULL; bool theTeamALost = this->mTeamA.GetHasTeamLost(); bool theTeamBLost = this->mTeamB.GetHasTeamLost(); bool theDrawGame = false; int theTeamAPlayers = this->mTeamA.GetPlayerCount(); int theTeamBPlayers = this->mTeamB.GetPlayerCount(); bool theTimeLimitHit = false; int theTimeLimitSeconds = this->GetTimeLimit(); if(this->GetIsCombatMode()) { if(this->GetIsIronMan()) { theTimeLimitSeconds = ns_cvar_float(&avh_ironmantime)*60; } } if((theTimeLimitSeconds > 0) && ((gpGlobals->time - GetGameRules()->GetTimeGameStarted()) > theTimeLimitSeconds)) { theTimeLimitHit = true; } if(this->GetIsCheatEnabled(kcEndGame1)) { theTeamBLost = true; } else if(this->GetIsCheatEnabled(kcEndGame2)) { theTeamALost = true; } else if(this->GetIsCombatMode()) { // Alien victory if time limit is hit if(theTimeLimitHit) { if(this->mCombatAttackingTeamNumber == this->mTeamA.GetTeamNumber()) { theTeamALost = true; } else if(this->mCombatAttackingTeamNumber == this->mTeamB.GetTeamNumber()) { theTeamBLost = true; } } } else if(this->GetIsTournamentMode() && !this->GetIsCombatMode()) { // If timelimit has elapsed in tourny mode, the victor is the team with the most resources if(theTimeLimitHit) { // Don't count fractional resources. If it's that close, it was a tie. int theTeamAResources = this->mTeamA.GetTotalResourcesGathered(); int theTeamBResources = this->mTeamB.GetTotalResourcesGathered(); if(theTeamAResources > theTeamBResources) { theTeamBLost = true; } else if(theTeamBResources > theTeamAResources) { theTeamALost = true; } else { // It's a draw theDrawGame = true; } } } else if(this->GetIsIronMan()) { if(theTimeLimitHit) { // Aliens win. If both teams are the same, it's a draw. if(this->mTeamA.GetTeamType() == this->mTeamB.GetTeamType()) { theDrawGame = true; } else { if(this->mTeamA.GetTeamType() == AVH_CLASS_TYPE_ALIEN) { theTeamBLost = true; } else if(this->mTeamB.GetTeamType() == AVH_CLASS_TYPE_ALIEN) { theTeamALost = true; } } } else if(!this->mTeamA.GetHasAtLeastOneActivePlayer()) { theTeamALost = true; } else if(!this->mTeamB.GetHasAtLeastOneActivePlayer()) { theTeamBLost = true; } } else if(!this->GetIsTournamentMode()) { // Check for automatic concession, if teams are suddenly unbalanced (generally because a team realizes it's futile and leaves) const int kAutoConcedeNumPlayers = (int)(avh_autoconcede.value); if(kAutoConcedeNumPlayers > 0) { if((theTeamAPlayers - theTeamBPlayers) >= kAutoConcedeNumPlayers) { theTeamBLost = true; } else if((theTeamBPlayers - theTeamAPlayers) >= kAutoConcedeNumPlayers) { theTeamALost = true; } } } if((theTeamALost && theTeamBLost) || theDrawGame) { // Draw! this->mVictoryTime = gpGlobals->time; this->mVictoryTeam = TEAM_SPECT; this->mVictoryDraw = true; theVictoryMessage = kGameDraw; theDrawGame = true; } if(theTeamALost) { // If there is a victory, set mVictoryTime and mVictoryTeam this->mVictoryTime = gpGlobals->time; this->mVictoryTeam = this->mTeamB.GetTeamNumber(); theVictoryMessage = kTeamTwoWon; } else if(theTeamBLost) { // If there is a victory, set mVictoryTime and mVictoryTeam this->mVictoryTime = gpGlobals->time; this->mVictoryTeam = this->mTeamA.GetTeamNumber(); theVictoryMessage = kTeamOneWon; } //if(!theAtLeastOneTeamOneMemberLeft || !theAtLeastOneTeamTwoMemberLeft) if(this->mVictoryTeam != TEAM_IND) { this->TallyVictoryStats(); // AvHNexus::finishGame(); FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) AvHTeam* theTeam = theEntity->GetTeamPointer(); AvHHUDSound theHUDSound = HUD_SOUND_YOU_LOSE; if((theTeam && (theTeam->GetTeamNumber() == this->mVictoryTeam)) || (theEntity->GetPlayMode() == PLAYMODE_OBSERVER) || (theEntity->pev->team == TEAM_IND) || theDrawGame) { theHUDSound = HUD_SOUND_YOU_WIN; } else if(!this->GetIsCombatMode()) { // Fade losers out to black Vector theFadeColor; theFadeColor.x = 0; theFadeColor.y = 0; theFadeColor.z = 0; UTIL_ScreenFade(theEntity, theFadeColor, 1.0f, 0.0f, 255, FFADE_OUT | FFADE_STAYOUT); } theEntity->PlayHUDSound(theHUDSound); theEntity->SendMessage(theVictoryMessage, CENTER); // Final game time update to all clients have same winning time this->SendGameTimeUpdate(true); END_FOR_ALL_ENTITIES(kAvHPlayerClassName) // Send final score to everyone if needed this->mTeamA.SendResourcesGatheredScore(false); this->mTeamB.SendResourcesGatheredScore(false); // Tell everyone that the game ended NetMsg_GameStatus_State( kGameStatusEnded, this->mMapMode ); NetMsg_TeamScore(this->mTeamA.GetTeamName(), 0, 1 ); NetMsg_TeamScore(this->mTeamB.GetTeamName(), 0, 1 ); } } } int AvHGamerules::GetBaseHealthForMessageID(AvHMessageID inMessageID) const { int health = 100; switch(inMessageID) { case BUILD_INFANTRYPORTAL: health = BALANCE_VAR(kInfantryPortalHealth); break; case BUILD_RESOURCES: health = BALANCE_VAR(kResourceTowerHealth); break; case BUILD_TURRET_FACTORY: health = BALANCE_VAR(kTurretFactoryHealth); break; case TURRET_FACTORY_UPGRADE: health = BALANCE_VAR(kTurretFactoryHealth); break; case BUILD_ARMSLAB: health = BALANCE_VAR(kArmsLabHealth); break; case BUILD_PROTOTYPE_LAB: health = BALANCE_VAR(kArmsLabHealth); break; case BUILD_ARMORY: health = BALANCE_VAR(kArmoryHealth); break; case ARMORY_UPGRADE: health = BALANCE_VAR(kAdvArmoryHealth); break; case BUILD_OBSERVATORY: health = BALANCE_VAR(kObservatoryHealth); break; case BUILD_PHASEGATE: health = BALANCE_VAR(kPhaseGateHealth); break; case BUILD_TURRET: health = BALANCE_VAR(kSentryHealth); break; case BUILD_SIEGE: health = BALANCE_VAR(kSiegeHealth); break; case BUILD_COMMANDSTATION: health = BALANCE_VAR(kCommandStationHealth); break; case ALIEN_BUILD_RESOURCES: health = BALANCE_VAR(kAlienResourceTowerHealth); break; case ALIEN_BUILD_OFFENSE_CHAMBER: health = BALANCE_VAR(kOffenseChamberHealth); break; case ALIEN_BUILD_DEFENSE_CHAMBER: health = BALANCE_VAR(kDefenseChamberHealth); break; case ALIEN_BUILD_SENSORY_CHAMBER: health = BALANCE_VAR(kSensoryChamberHealth); break; case ALIEN_BUILD_MOVEMENT_CHAMBER: health = BALANCE_VAR(kMovementChamberHealth); break; case ALIEN_BUILD_HIVE: health = BALANCE_VAR(kHiveHealth); break; } return health; } int AvHGamerules::GetBuildTimeForMessageID(AvHMessageID inMessageID) const { float time = 0.0f; bool theGameStarted = GetGameRules()->GetGameStarted(); const float CO_Scalar = (this->GetIsCombatMode() || !theGameStarted) ? BALANCE_VAR(kCombatModeTimeScalar) : 1.0f; const float CO_GScalar = (this->GetIsCombatMode() || !theGameStarted) ? BALANCE_VAR(kCombatModeGestationTimeScalar) : 1.0f; switch(inMessageID) { // Marine Research case RESEARCH_ELECTRICAL: time = BALANCE_VAR(kElectricalUpgradeResearchTime); break; case RESEARCH_ARMOR_ONE: time = BALANCE_VAR(kArmorOneResearchTime); break; case RESEARCH_ARMOR_TWO: time = BALANCE_VAR(kArmorTwoResearchTime); break; case RESEARCH_ARMOR_THREE: time = BALANCE_VAR(kArmorThreeResearchTime); break; case RESEARCH_WEAPONS_ONE: time = BALANCE_VAR(kWeaponsOneResearchTime); break; case RESEARCH_WEAPONS_TWO: time = BALANCE_VAR(kWeaponsTwoResearchTime); break; case RESEARCH_WEAPONS_THREE: time = BALANCE_VAR(kWeaponsThreeResearchTime); break; case RESEARCH_CATALYSTS: time = BALANCE_VAR(kCatalystResearchTime); break; case RESEARCH_GRENADES: time = BALANCE_VAR(kGrenadesResearchTime); break; case RESEARCH_JETPACKS: time = BALANCE_VAR(kJetpacksResearchTime); break; case RESEARCH_HEAVYARMOR: time = BALANCE_VAR(kHeavyArmorResearchTime); break; case RESEARCH_DISTRESSBEACON: time = BALANCE_VAR(kDistressBeaconTime); break; case RESEARCH_HEALTH: time = BALANCE_VAR(kHealthResearchTime); break; case RESEARCH_MOTIONTRACK: time = BALANCE_VAR(kMotionTrackingResearchTime); break; case RESEARCH_PHASETECH: time = BALANCE_VAR(kPhaseTechResearchTime); break; // Marine Structures case BUILD_INFANTRYPORTAL: time = BALANCE_VAR(kInfantryPortalBuildTime); break; case BUILD_RESOURCES: time = BALANCE_VAR(kResourceTowerBuildTime); break; case BUILD_TURRET_FACTORY: time = BALANCE_VAR(kTurretFactoryBuildTime); break; case BUILD_ARMSLAB: time = BALANCE_VAR(kArmsLabBuildTime); break; case BUILD_PROTOTYPE_LAB: time = BALANCE_VAR(kPrototypeLabBuildTime); break; case BUILD_ARMORY: time = BALANCE_VAR(kArmoryBuildTime); break; case ARMORY_UPGRADE: time = BALANCE_VAR(kArmoryUpgradeTime); break; case BUILD_OBSERVATORY: time = BALANCE_VAR(kObservatoryBuildTime); break; case BUILD_PHASEGATE: time = BALANCE_VAR(kPhaseGateBuildTime); break; case BUILD_TURRET: time = BALANCE_VAR(kSentryBuildTime); break; case BUILD_SIEGE: time = BALANCE_VAR(kSiegeBuildTime); break; case BUILD_COMMANDSTATION: time = BALANCE_VAR(kCommandStationBuildTime); break; case TURRET_FACTORY_UPGRADE: time = BALANCE_VAR(kTurretFactoryUpgradeTime); break; // Scan Duration case BUILD_SCAN: time = BALANCE_VAR(kScanDuration); break; // Alien Structures case ALIEN_BUILD_RESOURCES: time = BALANCE_VAR(kAlienResourceTowerBuildTime); break; case ALIEN_BUILD_OFFENSE_CHAMBER: time = BALANCE_VAR(kOffenseChamberBuildTime); break; case ALIEN_BUILD_DEFENSE_CHAMBER: time = BALANCE_VAR(kDefenseChamberBuildTime); break; case ALIEN_BUILD_SENSORY_CHAMBER: time = BALANCE_VAR(kSensoryChamberBuildTime); break; case ALIEN_BUILD_MOVEMENT_CHAMBER: time = BALANCE_VAR(kMovementChamberBuildTime); break; case ALIEN_BUILD_HIVE: time = BALANCE_VAR(kHiveBuildTime); break; // Alien Evolutions case ALIEN_EVOLUTION_ONE: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_TWO: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_THREE: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_SEVEN: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_EIGHT: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_NINE: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_TEN: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_ELEVEN: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_EVOLUTION_TWELVE: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_HIVE_TWO_UNLOCK: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; case ALIEN_HIVE_THREE_UNLOCK: time = BALANCE_VAR(kEvolutionGestateTime)*CO_Scalar; break; // Alien Lifeforms case ALIEN_LIFEFORM_ONE: time = BALANCE_VAR(kSkulkGestateTime)*CO_GScalar; break; case ALIEN_LIFEFORM_TWO: time = BALANCE_VAR(kGorgeGestateTime)*CO_GScalar; break; case ALIEN_LIFEFORM_THREE: time = BALANCE_VAR(kLerkGestateTime)*CO_GScalar; break; case ALIEN_LIFEFORM_FOUR: time = BALANCE_VAR(kFadeGestateTime)*CO_GScalar; break; case ALIEN_LIFEFORM_FIVE: time = BALANCE_VAR(kOnosGestateTime)*CO_GScalar; break; } if( time > 0 ) { time = max( time, 1.0f ); //for cases where combat scalars would result in fractional seconds } if(this->GetCheatsEnabled() && !this->GetIsCheatEnabled(kcSlowResearch)) { time = min( time, 2.0f ); } return floor( time ); } int AvHGamerules::GetCostForMessageID(AvHMessageID inMessageID) const { // This is point cost or energy cost in NS, or number of levels in Combat int cost = 0; bool theGameStarted = GetGameRules()->GetGameStarted(); if(this->GetIsCombatMode()) { switch(inMessageID) { case ALIEN_EVOLUTION_ONE: case ALIEN_EVOLUTION_TWO: case ALIEN_EVOLUTION_THREE: case ALIEN_EVOLUTION_SEVEN: case ALIEN_EVOLUTION_EIGHT: case ALIEN_EVOLUTION_NINE: case ALIEN_EVOLUTION_TEN: case ALIEN_EVOLUTION_TWELVE: case BUILD_RESUPPLY: case RESEARCH_ARMOR_ONE: case RESEARCH_ARMOR_TWO: case RESEARCH_ARMOR_THREE: case RESEARCH_WEAPONS_ONE: case RESEARCH_WEAPONS_TWO: case RESEARCH_WEAPONS_THREE: case BUILD_CAT: case RESEARCH_MOTIONTRACK: case RESEARCH_GRENADES: case BUILD_SCAN: case BUILD_MINES: case BUILD_WELDER: case BUILD_SHOTGUN: case BUILD_HMG: case BUILD_GRENADE_GUN: case ALIEN_HIVE_TWO_UNLOCK: cost = 1; break; case ALIEN_LIFEFORM_TWO: cost = 1 * theGameStarted; break; case BUILD_HEAVY: case BUILD_JETPACK: case ALIEN_HIVE_THREE_UNLOCK: case ALIEN_EVOLUTION_ELEVEN: cost = 2; break; case ALIEN_LIFEFORM_THREE: cost = 2 * theGameStarted; break; case ALIEN_LIFEFORM_FOUR: cost = 3 * theGameStarted; break; case ALIEN_LIFEFORM_FIVE: cost = 4 * theGameStarted; break; } } else { switch(inMessageID) { // Marine Research case RESEARCH_ELECTRICAL: cost = BALANCE_VAR(kElectricalUpgradeResearchCost); break; case RESEARCH_ARMOR_ONE: cost = BALANCE_VAR(kArmorOneResearchCost); break; case RESEARCH_ARMOR_TWO: cost = BALANCE_VAR(kArmorTwoResearchCost); break; case RESEARCH_ARMOR_THREE: cost = BALANCE_VAR(kArmorThreeResearchCost); break; case RESEARCH_WEAPONS_ONE: cost = BALANCE_VAR(kWeaponsOneResearchCost); break; case RESEARCH_WEAPONS_TWO: cost = BALANCE_VAR(kWeaponsTwoResearchCost); break; case RESEARCH_WEAPONS_THREE: cost = BALANCE_VAR(kWeaponsThreeResearchCost); break; case RESEARCH_CATALYSTS: cost = BALANCE_VAR(kCatalystResearchCost); break; case RESEARCH_GRENADES: cost = BALANCE_VAR(kGrenadesResearchCost); break; case TURRET_FACTORY_UPGRADE: cost = BALANCE_VAR(kTurretFactoryUpgradeCost); break; case RESEARCH_JETPACKS: cost = BALANCE_VAR(kJetpacksResearchCost); break; case RESEARCH_HEAVYARMOR: cost = BALANCE_VAR(kHeavyArmorResearchCost); break; case RESEARCH_HEALTH: cost = BALANCE_VAR(kHealthResearchCost); break; case RESEARCH_MOTIONTRACK: cost = BALANCE_VAR(kMotionTrackingResearchCost); break; case RESEARCH_PHASETECH: cost = BALANCE_VAR(kPhaseTechResearchCost); break; case RESEARCH_DISTRESSBEACON: cost = BALANCE_VAR(kDistressBeaconCost); break; // Marine Structures case BUILD_HEAVY: cost = BALANCE_VAR(kHeavyArmorCost); break; case BUILD_JETPACK: cost = BALANCE_VAR(kJetpackCost); break; case BUILD_INFANTRYPORTAL: cost = BALANCE_VAR(kInfantryPortalCost); break; case BUILD_RESOURCES: cost = BALANCE_VAR(kResourceTowerCost); break; case BUILD_TURRET_FACTORY: cost = BALANCE_VAR(kTurretFactoryCost); break; case BUILD_ARMSLAB: cost = BALANCE_VAR(kArmsLabCost); break; case BUILD_PROTOTYPE_LAB: cost = BALANCE_VAR(kPrototypeLabCost); break; case BUILD_ARMORY: cost = BALANCE_VAR(kArmoryCost); break; case ARMORY_UPGRADE: cost = BALANCE_VAR(kArmoryUpgradeCost); break; case BUILD_OBSERVATORY: cost = BALANCE_VAR(kObservatoryCost); break; case BUILD_PHASEGATE: cost = BALANCE_VAR(kPhaseGateCost); break; case BUILD_TURRET: cost = BALANCE_VAR(kSentryCost); break; case BUILD_SIEGE: cost = BALANCE_VAR(kSiegeCost); break; case BUILD_COMMANDSTATION: cost = BALANCE_VAR(kCommandStationCost); break; // Marine Equipment case BUILD_HEALTH: cost = BALANCE_VAR(kHealthCost); break; case BUILD_AMMO: cost = BALANCE_VAR(kAmmoCost); break; case BUILD_CAT: cost = BALANCE_VAR(kCatalystCost); break; case BUILD_MINES: cost = BALANCE_VAR(kMineCost); break; case BUILD_WELDER: cost = BALANCE_VAR(kWelderCost); break; case BUILD_SHOTGUN: cost = BALANCE_VAR(kShotgunCost); break; case BUILD_HMG: cost = BALANCE_VAR(kHMGCost); break; case BUILD_GRENADE_GUN: cost = BALANCE_VAR(kGrenadeLauncherCost); break; // Alien Structures case ALIEN_BUILD_RESOURCES: cost = BALANCE_VAR(kAlienResourceTowerCost); break; case ALIEN_BUILD_OFFENSE_CHAMBER: cost = BALANCE_VAR(kOffenseChamberCost); break; case ALIEN_BUILD_DEFENSE_CHAMBER: cost = BALANCE_VAR(kDefenseChamberCost); break; case ALIEN_BUILD_SENSORY_CHAMBER: cost = BALANCE_VAR(kSensoryChamberCost); break; case ALIEN_BUILD_MOVEMENT_CHAMBER: cost = BALANCE_VAR(kMovementChamberCost); break; case ALIEN_BUILD_HIVE: cost = BALANCE_VAR(kHiveCost); break; // Alien Evolutions case ALIEN_EVOLUTION_ONE: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_TWO: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_THREE: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_SEVEN: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_EIGHT: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_NINE: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_TEN: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_ELEVEN: cost = BALANCE_VAR(kEvolutionCost); break; case ALIEN_EVOLUTION_TWELVE: cost = BALANCE_VAR(kEvolutionCost); break; // Alien Lifeforms case ALIEN_LIFEFORM_ONE: cost = BALANCE_VAR(kSkulkCost) * theGameStarted; break; case ALIEN_LIFEFORM_TWO: cost = BALANCE_VAR(kGorgeCost) * theGameStarted; break; case ALIEN_LIFEFORM_THREE: cost = BALANCE_VAR(kLerkCost) * theGameStarted; break; case ALIEN_LIFEFORM_FOUR: cost = BALANCE_VAR(kFadeCost) * theGameStarted; break; case ALIEN_LIFEFORM_FIVE: cost = BALANCE_VAR(kOnosCost) * theGameStarted; break; // Energy Costs case BUILD_SCAN: cost = BALANCE_VAR(kScanEnergyCost); break; } } return cost; } void AvHGamerules::BalanceChanged() { // Tell all players to update their weapons FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*) theEntity->SendWeaponUpdate(); END_FOR_ALL_ENTITIES(kAvHPlayerClassName) }