/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // teamplay_gamerules.cpp // #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "game.h" #include "mod/AvHConstants.h" #include "mod/AvHServerVariables.h" #include "mod/AvHServerUtil.h" #include "mod/AvHNetworkMessages.h" static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH]; static int team_scores[MAX_TEAMS]; static int num_teams = 0; extern DLL_GLOBAL BOOL g_fGameOver; std::string GetLogStringForPlayer( edict_t *pEntity ); //defined in client.cpp CHalfLifeTeamplay :: CHalfLifeTeamplay() { m_DisableDeathMessages = FALSE; m_DisableDeathPenalty = FALSE; memset( team_names, 0, sizeof(team_names) ); memset( team_scores, 0, sizeof(team_scores) ); num_teams = 0; // Copy over the team from the server config m_szTeamList[0] = 0; // Cache this because the team code doesn't want to deal with changing this in the middle of a game //strncpy( m_szTeamList, teamlist.string, TEAMPLAY_TEAMLISTLENGTH ); strcpy(this->m_szTeamList, kTeamString); edict_t *pWorld = INDEXENT(0); if ( pWorld && pWorld->v.team ) { if ( teamoverride.value ) { const char *pTeamList = STRING(pWorld->v.team); if ( pTeamList && strlen(pTeamList) ) { strncpy( m_szTeamList, pTeamList, TEAMPLAY_TEAMLISTLENGTH ); } } } // Has the server set teams if ( strlen( m_szTeamList ) ) m_teamLimit = TRUE; else m_teamLimit = FALSE; RecountTeams(); } extern cvar_t timeleft, fragsleft; #include "game_shared/voice_gamemgr.h" extern CVoiceGameMgr g_VoiceGameMgr; void CHalfLifeTeamplay :: Think ( void ) { ///// Check game rules ///// static int last_frags; static int last_time; int frags_remaining = 0; int time_remaining = 0; g_VoiceGameMgr.Update(gpGlobals->frametime); if ( g_fGameOver ) // someone else quit the game already { CHalfLifeMultiplay::Think(); return; } float flTimeLimit = CVAR_GET_FLOAT("mp_timelimit") * 60; time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0); // Don't map switch in tourny mode, it signals the end of the match instead bool theIsTournyMode = (CVAR_GET_FLOAT(kvTournamentMode) > 0); if ( flTimeLimit != 0 && (gpGlobals->time >= flTimeLimit) && !theIsTournyMode) { GoToIntermission(); return; } float flFragLimit = fraglimit.value; if ( flFragLimit ) { int bestfrags = 9999; int remain; // check if any team is over the frag limit for ( int i = 0; i < num_teams; i++ ) { if ( team_scores[i] >= flFragLimit ) { GoToIntermission(); return; } remain = flFragLimit - team_scores[i]; if ( remain < bestfrags ) { bestfrags = remain; } } frags_remaining = bestfrags; } // Updates when frags change if ( frags_remaining != last_frags ) { g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) ); } // Updates once per second if ( timeleft.value != last_time ) { g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) ); } last_frags = frags_remaining; last_time = time_remaining; } //========================================================= // ClientCommand // the user has typed a command which is unrecognized by everything else; // this check to see if the gamerules knows anything about the command //========================================================= BOOL CHalfLifeTeamplay :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd)) return TRUE; if ( FStrEq( pcmd, "menuselect" ) ) { if ( CMD_ARGC() < 2 ) return TRUE; int slot = atoi( CMD_ARGV(1) ); // select the item from the current menu return TRUE; } return FALSE; } const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { // copy out the team name from the model char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" ); pPlayer->SetTeamID(mdls); RecountTeams(); // update the current player of the team he is joining const char* theTeamName = pPlayer->TeamID(); if ( theTeamName == '\0' || !IsValidTeam( theTeamName ) || defaultteam.value ) { const char *pTeamName = NULL; if ( defaultteam.value ) { pTeamName = team_names[0]; } else { pTeamName = TeamWithFewestPlayers(); } pPlayer->SetTeamID(pTeamName); } return pPlayer->TeamID(); } //========================================================= // InitHUD //========================================================= void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer ) { SetDefaultPlayerTeam( pPlayer ); CHalfLifeMultiplay::InitHUD( pPlayer ); StringList team_name_list; for( int counter = 0; counter < num_teams; counter++ ) { team_name_list.push_back( string("#") + string(team_names[counter]) ); } NetMsg_TeamNames( pPlayer->pev, team_name_list ); RecountTeams(); ChangePlayerTeam( pPlayer, pPlayer->TeamID(), FALSE, FALSE ); int clientIndex = pPlayer->entindex(); RecountTeams(); pPlayer->NeedsTeamUpdate(); } void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) { int damageFlags = DMG_GENERIC; int clientIndex = pPlayer->entindex(); if ( !bGib ) { damageFlags |= DMG_NEVERGIB; } else { damageFlags |= DMG_ALWAYSGIB; } if ( bKill ) { // kill the player, remove a death, and let them start on the new team m_DisableDeathMessages = TRUE; m_DisableDeathPenalty = TRUE; entvars_t *pevWorld = VARS( INDEXENT(0) ); pPlayer->TakeDamage( pevWorld, pevWorld, 900, damageFlags ); m_DisableDeathMessages = FALSE; m_DisableDeathPenalty = FALSE; } pPlayer->SetTeamID(pTeamName); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->TeamID()); // notify everyone's HUD of the team change pPlayer->SendTeamUpdate(); pPlayer->EffectivePlayerClassChanged(); } //========================================================= // ClientUserInfoChanged //========================================================= void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) { char text[1024]; // prevent skin/color/model changes char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ); if ( !stricmp( mdls, pPlayer->TeamID() ) ) return; if ( defaultteam.value ) { int clientIndex = pPlayer->entindex(); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->TeamID() ); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->TeamID() ); sprintf( text, "* Not allowed to change teams in this game!\n" ); UTIL_SayText( text, pPlayer ); return; } if ( defaultteam.value || !IsValidTeam( mdls ) ) { int clientIndex = pPlayer->entindex(); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->TeamID() ); sprintf( text, "* Can't change team to \'%s\'\n", mdls ); UTIL_SayText( text, pPlayer ); sprintf( text, "* Server limits teams to \'%s\'\n", m_szTeamList ); UTIL_SayText( text, pPlayer ); return; } // notify everyone of the team change sprintf( text, "* %s has changed to team \'%s\'\n", STRING(pPlayer->pev->netname), mdls ); UTIL_SayTextAll( text, pPlayer ); UTIL_LogPrintf( "%s joined team \"%s\"\n", GetLogStringForPlayer( pPlayer->edict() ).c_str(), mdls ); ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE ); // recound stuff RecountTeams(); } //========================================================= // Deathnotice. //========================================================= void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor ) { if ( m_DisableDeathMessages ) return; if ( pVictim && pKiller && pKiller->flags & FL_CLIENT ) { CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller ); if ( pk ) { if ( (pk != pVictim) && (PlayerRelationship( pVictim, pk ) == GR_TEAMMATE) ) { string tmpstr("teammate"); NetMsg_DeathMsg( ENTINDEX(ENT(pKiller)), ENTINDEX(pVictim->edict()), tmpstr); return; } } } CHalfLifeMultiplay::DeathNotice( pVictim, pKiller, pevInflictor ); } //========================================================= //========================================================= void CHalfLifeTeamplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) { if ( !m_DisableDeathPenalty ) { CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor ); RecountTeams(); } } //========================================================= // IsTeamplay //========================================================= BOOL CHalfLifeTeamplay::IsTeamplay( void ) { return TRUE; } BOOL CHalfLifeTeamplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) { if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE ) { // my teammate hit me. if ( (friendlyfire.value == 0) && (pAttacker != pPlayer) ) { // friendly fire is off, and this hit came from someone other than myself, then don't get hurt return FALSE; } } return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker ); } //========================================================= //========================================================= int CHalfLifeTeamplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) { // half life multiplay has a simple concept of Player Relationships. // you are either on another player's team, or you are not. if ( !pPlayer || !pTarget || !pTarget->IsPlayer() ) return GR_NOTTEAMMATE; if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) ) { return GR_TEAMMATE; } return GR_NOTTEAMMATE; } //========================================================= //========================================================= BOOL CHalfLifeTeamplay::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { // always autoaim, unless target is a teammate CBaseEntity *pTgt = CBaseEntity::Instance( target ); if ( pTgt && pTgt->IsPlayer() ) { if ( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE ) return FALSE; // don't autoaim at teammates } return CHalfLifeMultiplay::ShouldAutoAim( pPlayer, target ); } //========================================================= //========================================================= int CHalfLifeTeamplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) { if ( !pKilled ) return 0; if ( !pAttacker ) return 1; if ( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE ) return -1; return 1; } //========================================================= //========================================================= const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity ) { if ( pEntity == NULL || pEntity->pev == NULL ) return ""; // return their team name return pEntity->TeamID(); } int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName ) { if ( pTeamName && *pTeamName != 0 ) { // try to find existing team for ( int tm = 0; tm < num_teams; tm++ ) { if ( !stricmp( team_names[tm], pTeamName ) ) return tm; } } return -1; // No match } const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex ) { if ( teamIndex < 0 || teamIndex >= num_teams ) return ""; return team_names[ teamIndex ]; } BOOL CHalfLifeTeamplay::IsValidTeam( const char *pTeamName ) { if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set return TRUE; return ( GetTeamIndex( pTeamName ) != -1 ) ? TRUE : FALSE; } const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void ) { int i; int minPlayers = MAX_TEAMS; int teamCount[ MAX_TEAMS ]; char *pTeamName = NULL; memset( teamCount, 0, MAX_TEAMS * sizeof(int) ); // loop through all clients, count number of players on each team for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); if ( plr ) { int team = GetTeamIndex( plr->TeamID() ); if ( team >= 0 ) teamCount[team] ++; } } // Find team with least players for ( i = 0; i < num_teams; i++ ) { if ( teamCount[i] < minPlayers ) { minPlayers = teamCount[i]; pTeamName = team_names[i]; } } return pTeamName; } //========================================================= //========================================================= void CHalfLifeTeamplay::RecountTeams( void ) { char *pName; char teamlist[TEAMPLAY_TEAMLISTLENGTH]; // loop through all teams, recounting everything num_teams = 0; // Copy all of the teams from the teamlist // make a copy because strtok is destructive strcpy( teamlist, m_szTeamList ); pName = teamlist; pName = strtok( pName, ";" ); while ( pName != NULL && *pName ) { if ( GetTeamIndex( pName ) < 0 ) { strcpy( team_names[num_teams], pName ); num_teams++; } pName = strtok( NULL, ";" ); } if ( num_teams < 2 ) { num_teams = 0; m_teamLimit = FALSE; } // Sanity check memset( team_scores, 0, sizeof(team_scores) ); // loop through all clients for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); if ( plr ) { const char *pTeamName = plr->TeamID(); // try add to existing team int tm = GetTeamIndex( pTeamName ); if ( tm < 0 ) // no team match found { if ( !m_teamLimit ) { // add to new team tm = num_teams; num_teams++; team_scores[tm] = 0; strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH ); } } if ( tm >= 0 ) { team_scores[tm] += plr->pev->frags; } } } }