forked from vera/halflife-thewastes-sdk
1056 lines
30 KiB
C++
1056 lines
30 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// teamplay_gamerules.cpp
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//
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "skill.h"
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#include "game.h"
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#include "items.h"
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extern DLL_GLOBAL CGameRules *g_pGameRules;
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern int gmsgDeathMsg; // client dll messages
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extern int gmsgScoreInfo;
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extern int gmsgMOTD;
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#define ITEM_RESPAWN_TIME 30
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#define WEAPON_RESPAWN_TIME 20
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#define AMMO_RESPAWN_TIME 20
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//*********************************************************
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// Rules for the half-life multiplayer game.
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//*********************************************************
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CHalfLifeMultiplay :: CHalfLifeMultiplay()
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{
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RefreshSkillData();
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m_flIntermissionEndTime = 0;
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// 11/8/98
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// Modified by YWB: Server .cfg file is now a cvar, so that
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// server ops can run multiple game servers, with different server .cfg files,
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// from a single installed directory.
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// Mapcyclefile is already a cvar.
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// 3/31/99
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// Added lservercfg file cvar, since listen and dedicated servers should not
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// share a single config file. (sjb)
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if ( IS_DEDICATED_SERVER() )
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{
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// dedicated server
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char *servercfgfile = (char *)CVAR_GET_STRING( "servercfgfile" );
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if ( servercfgfile && servercfgfile[0] )
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{
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char szCommand[256];
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ALERT( at_console, "Executing dedicated server config file\n" );
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sprintf( szCommand, "exec %s\n", servercfgfile );
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SERVER_COMMAND( szCommand );
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}
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}
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else
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{
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// listen server
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char *lservercfgfile = (char *)CVAR_GET_STRING( "lservercfgfile" );
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if ( lservercfgfile && lservercfgfile[0] )
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{
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char szCommand[256];
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ALERT( at_console, "Executing listen server config file\n" );
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sprintf( szCommand, "exec %s\n", lservercfgfile );
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SERVER_COMMAND( szCommand );
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}
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}
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay::RefreshSkillData( void )
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{
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// load all default values
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CGameRules::RefreshSkillData();
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// override some values for multiplay.
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// suitcharger
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gSkillData.suitchargerCapacity = 30;
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// Crowbar whack
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gSkillData.plrDmgCrowbar = 25;
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// Glock Round
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gSkillData.plrDmg9MM = 12;
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// 357 Round
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gSkillData.plrDmg357 = 40;
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// MP5 Round
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gSkillData.plrDmgMP5 = 12;
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// M203 grenade
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gSkillData.plrDmgM203Grenade = 100;
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// Shotgun buckshot
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gSkillData.plrDmgBuckshot = 20;// fewer pellets in deathmatch
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// Crossbow
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gSkillData.plrDmgCrossbowClient = 20;
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// RPG
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gSkillData.plrDmgRPG = 120;
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// Egon
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gSkillData.plrDmgEgonWide = 20;
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gSkillData.plrDmgEgonNarrow = 10;
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// Hand Grendade
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gSkillData.plrDmgHandGrenade = 100;
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// Satchel Charge
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gSkillData.plrDmgSatchel = 120;
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// Tripmine
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gSkillData.plrDmgTripmine = 150;
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// hornet
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gSkillData.plrDmgHornet = 10;
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}
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// longest the intermission can last, in seconds
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#define MAX_INTERMISSION_TIME 120
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: Think ( void )
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{
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///// Check game rules /////
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if ( g_fGameOver ) // someone else quit the game already
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{
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if ( m_flIntermissionEndTime < gpGlobals->time )
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{
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if ( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over
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|| ((m_flIntermissionEndTime + MAX_INTERMISSION_TIME) < gpGlobals->time) )
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ChangeLevel(); // intermission is over
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}
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return;
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}
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float flTimeLimit = timelimit.value * 60;
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float flFragLimit = fraglimit.value;
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if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
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{
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GoToIntermission();
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return;
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}
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if ( flFragLimit )
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{
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// check if any player is over the frag limit
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && pPlayer->pev->frags >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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}
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}
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::IsMultiplayer( void )
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{
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return TRUE;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::IsDeathmatch( void )
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{
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return TRUE;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::IsCoOp( void )
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{
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return gpGlobals->coop;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
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{
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if ( !pWeapon->CanDeploy() )
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{
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// that weapon can't deploy anyway.
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return FALSE;
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}
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if ( !pPlayer->m_pActiveItem )
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{
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// player doesn't have an active item!
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return TRUE;
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}
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if ( !pPlayer->m_pActiveItem->CanHolster() )
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{
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// can't put away the active item.
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return FALSE;
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}
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if ( pWeapon->iWeight() > pPlayer->m_pActiveItem->iWeight() )
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{
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return TRUE;
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}
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return FALSE;
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}
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BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
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{
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CBasePlayerItem *pCheck;
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CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category.
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int iBestWeight;
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int i;
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iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
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pBest = NULL;
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if ( !pCurrentWeapon->CanHolster() )
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{
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// can't put this gun away right now, so can't switch.
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return FALSE;
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}
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for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
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{
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pCheck = pPlayer->m_rgpPlayerItems[ i ];
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while ( pCheck )
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{
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if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
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{
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// this weapon is from the same category.
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if ( pCheck->CanDeploy() )
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{
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if ( pPlayer->SwitchWeapon( pCheck ) )
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{
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return TRUE;
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}
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}
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}
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else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
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{
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//ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) );
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// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
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// that the player was using. This will end up leaving the player with his heaviest-weighted
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// weapon.
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if ( pCheck->CanDeploy() )
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{
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// if this weapon is useable, flag it as the best
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iBestWeight = pCheck->iWeight();
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pBest = pCheck;
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}
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}
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pCheck = pCheck->m_pNext;
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}
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}
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// if we make it here, we've checked all the weapons and found no useable
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// weapon in the same catagory as the current weapon.
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// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
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// at least get the crowbar, but ya never know.
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if ( !pBest )
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{
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return FALSE;
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}
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pPlayer->SwitchWeapon( pBest );
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return TRUE;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
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{
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return TRUE;
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}
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extern int gmsgSayText;
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extern int gmsgGameMode;
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void CHalfLifeMultiplay :: UpdateGameMode( CBasePlayer *pPlayer )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
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WRITE_BYTE( 0 ); // game mode none
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MESSAGE_END();
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}
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void CHalfLifeMultiplay :: InitHUD( CBasePlayer *pl )
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{
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// notify other clients of player joining the game
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UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s has joined the game\n",
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( pl->pev->netname && STRING(pl->pev->netname)[0] != 0 ) ? STRING(pl->pev->netname) : "unconnected" ) );
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UTIL_LogPrintf( "\"%s<%i>\" has entered the game\n", STRING( pl->pev->netname ), GETPLAYERUSERID( pl->edict() ) );
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UpdateGameMode( pl );
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// sending just one score makes the hud scoreboard active; otherwise
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// it is just disabled for single play
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MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() );
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WRITE_BYTE( ENTINDEX(pl->edict()) );
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WRITE_SHORT( 0 );
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WRITE_SHORT( 0 );
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MESSAGE_END();
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SendMOTDToClient( pl->edict() );
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// loop through all active players and send their score info to the new client
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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// FIXME: Probably don't need to cast this just to read m_iDeaths
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CBasePlayer *plr = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if ( plr )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() );
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WRITE_BYTE( i ); // client number
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WRITE_SHORT( plr->pev->frags );
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WRITE_SHORT( plr->m_iDeaths );
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MESSAGE_END();
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}
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}
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if ( g_fGameOver )
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{
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MESSAGE_BEGIN( MSG_ONE, SVC_INTERMISSION, NULL, pl->edict() );
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MESSAGE_END();
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}
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: ClientDisconnected( edict_t *pClient )
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{
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if ( pClient )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
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if ( pPlayer )
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{
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FireTargets( "game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0 );
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UTIL_LogPrintf( "\"%s<%i>\" disconnected\n", STRING( pPlayer->pev->netname ), GETPLAYERUSERID( pPlayer->edict() ) );
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pPlayer->RemoveAllItems( TRUE );// destroy all of the players weapons and items
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}
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}
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}
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//=========================================================
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//=========================================================
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float CHalfLifeMultiplay :: FlPlayerFallDamage( CBasePlayer *pPlayer )
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{
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int iFallDamage = (int)CVAR_GET_FLOAT("mp_falldamage");
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switch ( iFallDamage )
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{
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case 1://progressive
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pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
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return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
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break;
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default:
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case 0:// fixed
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return 10;
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break;
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}
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
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{
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return TRUE;
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: PlayerThink( CBasePlayer *pPlayer )
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{
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if ( g_fGameOver )
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{
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// check for button presses
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if ( pPlayer->m_afButtonPressed & ( IN_DUCK | IN_ATTACK | IN_ATTACK2 | IN_USE | IN_JUMP ) )
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m_iEndIntermissionButtonHit = TRUE;
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// clear attack/use commands from player
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pPlayer->m_afButtonPressed = 0;
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pPlayer->pev->button = 0;
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pPlayer->m_afButtonReleased = 0;
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}
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer )
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{
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BOOL addDefault;
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CBaseEntity *pWeaponEntity = NULL;
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pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
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addDefault = TRUE;
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while ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ))
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{
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pWeaponEntity->Touch( pPlayer );
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addDefault = FALSE;
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}
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if ( addDefault )
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{
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pPlayer->GiveNamedItem( "weapon_crowbar" );
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pPlayer->GiveNamedItem( "weapon_9mmhandgun" );
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pPlayer->GiveAmmo( 68, "9mm", _9MM_MAX_CARRY );// 4 full reloads
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}
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay :: FPlayerCanRespawn( CBasePlayer *pPlayer )
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{
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return TRUE;
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}
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//=========================================================
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//=========================================================
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float CHalfLifeMultiplay :: FlPlayerSpawnTime( CBasePlayer *pPlayer )
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{
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return gpGlobals->time;//now!
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}
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BOOL CHalfLifeMultiplay :: AllowAutoTargetCrosshair( void )
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{
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return ( CVAR_GET_FLOAT( "mp_autocrosshair" ) != 0 );
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}
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//=========================================================
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// IPointsForKill - how many points awarded to anyone
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// that kills this player?
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//=========================================================
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int CHalfLifeMultiplay :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
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{
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return 1;
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}
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//=========================================================
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// PlayerKilled - someone/something killed this player
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//=========================================================
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void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
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{
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DeathNotice( pVictim, pKiller, pInflictor );
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pVictim->m_iDeaths += 1;
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FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 );
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CBasePlayer *peKiller = NULL;
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CBaseEntity *ktmp = CBaseEntity::Instance( pKiller );
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if ( ktmp && (ktmp->Classify() == CLASS_PLAYER) )
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peKiller = (CBasePlayer*)ktmp;
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if ( pVictim->pev == pKiller )
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{ // killed self
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pKiller->frags -= 1;
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}
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else if ( ktmp && ktmp->IsPlayer() )
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{
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// if a player dies in a deathmatch game and the killer is a client, award the killer some points
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pKiller->frags += IPointsForKill( peKiller, pVictim );
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FireTargets( "game_playerkill", ktmp, ktmp, USE_TOGGLE, 0 );
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}
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else
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{ // killed by the world
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pKiller->frags -= 1;
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}
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// update the scores
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// killed scores
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MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
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WRITE_BYTE( ENTINDEX(pVictim->edict()) );
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WRITE_SHORT( pVictim->pev->frags );
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WRITE_SHORT( pVictim->m_iDeaths );
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MESSAGE_END();
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// killers score, if it's a player
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CBaseEntity *ep = CBaseEntity::Instance( pKiller );
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if ( ep && ep->Classify() == CLASS_PLAYER )
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{
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CBasePlayer *PK = (CBasePlayer*)ep;
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MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
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WRITE_BYTE( ENTINDEX(PK->edict()) );
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WRITE_SHORT( PK->pev->frags );
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WRITE_SHORT( PK->m_iDeaths );
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MESSAGE_END();
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// let the killer paint another decal as soon as he'd like.
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PK->m_flNextDecalTime = gpGlobals->time;
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}
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#ifndef HLDEMO_BUILD
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if ( pVictim->HasNamedPlayerItem("weapon_satchel") )
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{
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DeactivateSatchels( pVictim );
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}
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#endif
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}
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//=========================================================
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// Deathnotice.
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//=========================================================
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void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor )
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{
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// Work out what killed the player, and send a message to all clients about it
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CBaseEntity *Killer = CBaseEntity::Instance( pKiller );
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|
|
const char *killer_weapon_name = "world"; // by default, the player is killed by the world
|
|
int killer_index = 0;
|
|
|
|
// Hack to fix name change
|
|
char *tau = "tau_cannon";
|
|
char *gluon = "gluon gun";
|
|
|
|
if ( pKiller->flags & FL_CLIENT )
|
|
{
|
|
killer_index = ENTINDEX(ENT(pKiller));
|
|
|
|
if ( pevInflictor )
|
|
{
|
|
if ( pevInflictor == pKiller )
|
|
{
|
|
// If the inflictor is the killer, then it must be their current weapon doing the damage
|
|
CBasePlayer *pPlayer = (CBasePlayer*)CBaseEntity::Instance( pKiller );
|
|
|
|
if ( pPlayer->m_pActiveItem )
|
|
{
|
|
killer_weapon_name = pPlayer->m_pActiveItem->pszName();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
killer_weapon_name = STRING( pevInflictor->classname ); // it's just that easy
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
killer_weapon_name = STRING( pevInflictor->classname );
|
|
}
|
|
|
|
// strip the monster_* or weapon_* from the inflictor's classname
|
|
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )
|
|
killer_weapon_name += 7;
|
|
else if ( strncmp( killer_weapon_name, "monster_", 8 ) == 0 )
|
|
killer_weapon_name += 8;
|
|
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 )
|
|
killer_weapon_name += 5;
|
|
|
|
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
|
|
WRITE_BYTE( killer_index ); // the killer
|
|
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
|
|
WRITE_STRING( killer_weapon_name ); // what they were killed by (should this be a string?)
|
|
MESSAGE_END();
|
|
|
|
// replace the code names with the 'real' names
|
|
if ( !strcmp( killer_weapon_name, "egon" ) )
|
|
killer_weapon_name = gluon;
|
|
else if ( !strcmp( killer_weapon_name, "gauss" ) )
|
|
killer_weapon_name = tau;
|
|
|
|
if ( pVictim->pev == pKiller )
|
|
{ // killed self
|
|
UTIL_LogPrintf( "\"%s<%i>\" killed self with %s\n", STRING( pVictim->pev->netname ), GETPLAYERUSERID( pVictim->edict() ), killer_weapon_name );
|
|
}
|
|
else if ( pKiller->flags & FL_CLIENT )
|
|
{
|
|
UTIL_LogPrintf( "\"%s<%i>\" killed \"%s<%i>\" with %s\n", STRING( pKiller->netname ),
|
|
GETPLAYERUSERID( ENT(pKiller) ),
|
|
STRING( pVictim->pev->netname ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
killer_weapon_name );
|
|
}
|
|
else
|
|
{ // killed by the world
|
|
UTIL_LogPrintf( "\"%s<%i>\" killed by world with %s\n", STRING( pVictim->pev->netname ), GETPLAYERUSERID( pVictim->edict() ), killer_weapon_name );
|
|
}
|
|
|
|
// Print a standard message
|
|
// TODO: make this go direct to console
|
|
return; // just remove for now
|
|
/*
|
|
char szText[ 128 ];
|
|
|
|
if ( pKiller->flags & FL_MONSTER )
|
|
{
|
|
// killed by a monster
|
|
strcpy ( szText, STRING( pVictim->pev->netname ) );
|
|
strcat ( szText, " was killed by a monster.\n" );
|
|
return;
|
|
}
|
|
|
|
if ( pKiller == pVictim->pev )
|
|
{
|
|
strcpy ( szText, STRING( pVictim->pev->netname ) );
|
|
strcat ( szText, " commited suicide.\n" );
|
|
}
|
|
else if ( pKiller->flags & FL_CLIENT )
|
|
{
|
|
strcpy ( szText, STRING( pKiller->netname ) );
|
|
|
|
strcat( szText, " : " );
|
|
strcat( szText, killer_weapon_name );
|
|
strcat( szText, " : " );
|
|
|
|
strcat ( szText, STRING( pVictim->pev->netname ) );
|
|
strcat ( szText, "\n" );
|
|
}
|
|
else if ( FClassnameIs ( pKiller, "worldspawn" ) )
|
|
{
|
|
strcpy ( szText, STRING( pVictim->pev->netname ) );
|
|
strcat ( szText, " fell or drowned or something.\n" );
|
|
}
|
|
else if ( pKiller->solid == SOLID_BSP )
|
|
{
|
|
strcpy ( szText, STRING( pVictim->pev->netname ) );
|
|
strcat ( szText, " was mooshed.\n" );
|
|
}
|
|
else
|
|
{
|
|
strcpy ( szText, STRING( pVictim->pev->netname ) );
|
|
strcat ( szText, " died mysteriously.\n" );
|
|
}
|
|
|
|
UTIL_ClientPrintAll( szText );
|
|
*/
|
|
}
|
|
|
|
//=========================================================
|
|
// PlayerGotWeapon - player has grabbed a weapon that was
|
|
// sitting in the world
|
|
//=========================================================
|
|
void CHalfLifeMultiplay :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
// FlWeaponRespawnTime - what is the time in the future
|
|
// at which this weapon may spawn?
|
|
//=========================================================
|
|
float CHalfLifeMultiplay :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon )
|
|
{
|
|
if ( CVAR_GET_FLOAT("mp_weaponstay") > 0 )
|
|
{
|
|
// make sure it's only certain weapons
|
|
if ( !(pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) )
|
|
{
|
|
return gpGlobals->time + 0; // weapon respawns almost instantly
|
|
}
|
|
}
|
|
|
|
return gpGlobals->time + WEAPON_RESPAWN_TIME;
|
|
}
|
|
|
|
// when we are within this close to running out of entities, items
|
|
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
|
|
#define ENTITY_INTOLERANCE 100
|
|
|
|
//=========================================================
|
|
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
|
|
// now, otherwise it returns the time at which it can try
|
|
// to spawn again.
|
|
//=========================================================
|
|
float CHalfLifeMultiplay :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon )
|
|
{
|
|
if ( pWeapon && pWeapon->m_iId && (pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) )
|
|
{
|
|
if ( NUMBER_OF_ENTITIES() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) )
|
|
return 0;
|
|
|
|
// we're past the entity tolerance level, so delay the respawn
|
|
return FlWeaponRespawnTime( pWeapon );
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//=========================================================
|
|
// VecWeaponRespawnSpot - where should this weapon spawn?
|
|
// Some game variations may choose to randomize spawn locations
|
|
//=========================================================
|
|
Vector CHalfLifeMultiplay :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon )
|
|
{
|
|
return pWeapon->pev->origin;
|
|
}
|
|
|
|
//=========================================================
|
|
// WeaponShouldRespawn - any conditions inhibiting the
|
|
// respawning of this weapon?
|
|
//=========================================================
|
|
int CHalfLifeMultiplay :: WeaponShouldRespawn( CBasePlayerItem *pWeapon )
|
|
{
|
|
if ( pWeapon->pev->spawnflags & SF_NORESPAWN )
|
|
{
|
|
return GR_WEAPON_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_WEAPON_RESPAWN_YES;
|
|
}
|
|
|
|
//=========================================================
|
|
// CanHaveWeapon - returns FALSE if the player is not allowed
|
|
// to pick up this weapon
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pItem )
|
|
{
|
|
if ( CVAR_GET_FLOAT("mp_weaponstay") > 0 )
|
|
{
|
|
if ( pItem->iFlags() & ITEM_FLAG_LIMITINWORLD )
|
|
return CGameRules::CanHavePlayerItem( pPlayer, pItem );
|
|
|
|
// check if the player already has this weapon
|
|
for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ )
|
|
{
|
|
CBasePlayerItem *it = pPlayer->m_rgpPlayerItems[i];
|
|
|
|
while ( it != NULL )
|
|
{
|
|
if ( it->m_iId == pItem->m_iId )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
it = it->m_pNext;
|
|
}
|
|
}
|
|
}
|
|
|
|
return CGameRules::CanHavePlayerItem( pPlayer, pItem );
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CHalfLifeMultiplay::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::ItemShouldRespawn( CItem *pItem )
|
|
{
|
|
if ( pItem->pev->spawnflags & SF_NORESPAWN )
|
|
{
|
|
return GR_ITEM_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_ITEM_RESPAWN_YES;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// At what time in the future may this Item respawn?
|
|
//=========================================================
|
|
float CHalfLifeMultiplay::FlItemRespawnTime( CItem *pItem )
|
|
{
|
|
return gpGlobals->time + ITEM_RESPAWN_TIME;
|
|
}
|
|
|
|
//=========================================================
|
|
// Where should this item respawn?
|
|
// Some game variations may choose to randomize spawn locations
|
|
//=========================================================
|
|
Vector CHalfLifeMultiplay::VecItemRespawnSpot( CItem *pItem )
|
|
{
|
|
return pItem->pev->origin;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CHalfLifeMultiplay::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay::IsAllowedToSpawn( CBaseEntity *pEntity )
|
|
{
|
|
// if ( pEntity->pev->flags & FL_MONSTER )
|
|
// return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo )
|
|
{
|
|
if ( pAmmo->pev->spawnflags & SF_NORESPAWN )
|
|
{
|
|
return GR_AMMO_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_AMMO_RESPAWN_YES;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
float CHalfLifeMultiplay::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo )
|
|
{
|
|
return gpGlobals->time + AMMO_RESPAWN_TIME;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Vector CHalfLifeMultiplay::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo )
|
|
{
|
|
return pAmmo->pev->origin;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
float CHalfLifeMultiplay::FlHealthChargerRechargeTime( void )
|
|
{
|
|
return 60;
|
|
}
|
|
|
|
|
|
float CHalfLifeMultiplay::FlHEVChargerRechargeTime( void )
|
|
{
|
|
return 30;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::DeadPlayerWeapons( CBasePlayer *pPlayer )
|
|
{
|
|
return GR_PLR_DROP_GUN_ACTIVE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::DeadPlayerAmmo( CBasePlayer *pPlayer )
|
|
{
|
|
return GR_PLR_DROP_AMMO_ACTIVE;
|
|
}
|
|
|
|
edict_t *CHalfLifeMultiplay::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
|
|
{
|
|
edict_t *pentSpawnSpot = CGameRules::GetPlayerSpawnSpot( pPlayer );
|
|
if ( IsMultiplayer() && pentSpawnSpot->v.target )
|
|
{
|
|
FireTargets( STRING(pentSpawnSpot->v.target), pPlayer, pPlayer, USE_TOGGLE, 0 );
|
|
}
|
|
|
|
return pentSpawnSpot;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
|
{
|
|
// half life deathmatch has only enemies
|
|
return GR_NOTTEAMMATE;
|
|
}
|
|
|
|
BOOL CHalfLifeMultiplay :: PlayFootstepSounds( CBasePlayer *pl, float fvol )
|
|
{
|
|
if ( CVAR_GET_FLOAT( "mp_footsteps" ) == 0 )
|
|
return FALSE;
|
|
|
|
if ( pl->IsOnLadder() || pl->pev->velocity.Length2D() > 220 )
|
|
return TRUE; // only make step sounds in multiplayer if the player is moving fast enough
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOL CHalfLifeMultiplay :: FAllowFlashlight( void )
|
|
{
|
|
return CVAR_GET_FLOAT( "mp_flashlight" ) != 0;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay :: FAllowMonsters( void )
|
|
{
|
|
return ( CVAR_GET_FLOAT( "mp_allowmonsters" ) != 0 );
|
|
}
|
|
|
|
//=========================================================
|
|
//======== CHalfLifeMultiplay private functions ===========
|
|
#define INTERMISSION_TIME 6
|
|
|
|
void CHalfLifeMultiplay :: GoToIntermission( void )
|
|
{
|
|
if ( g_fGameOver )
|
|
return; // intermission has already been triggered, so ignore.
|
|
|
|
MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION);
|
|
MESSAGE_END();
|
|
|
|
m_flIntermissionEndTime = gpGlobals->time + INTERMISSION_TIME;
|
|
g_fGameOver = TRUE;
|
|
m_iEndIntermissionButtonHit = FALSE;
|
|
}
|
|
|
|
void CHalfLifeMultiplay :: ChangeLevel( void )
|
|
{
|
|
char szNextMap[32];
|
|
char szFirstMapInList[32];
|
|
strcpy( szFirstMapInList, "hldm1" ); // the absolute default level is hldm1
|
|
|
|
// find the map to change to
|
|
|
|
char *mapcfile = (char*)CVAR_GET_STRING( "mapcyclefile" );
|
|
ASSERT( mapcfile != NULL );
|
|
strcpy( szNextMap, STRING(gpGlobals->mapname) );
|
|
strcpy( szFirstMapInList, STRING(gpGlobals->mapname) );
|
|
|
|
int length;
|
|
char *pFileList;
|
|
char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( mapcfile, &length );
|
|
if ( pFileList && length )
|
|
{
|
|
// the first map name in the file becomes the default
|
|
sscanf( pFileList, " %32s", szNextMap );
|
|
if ( IS_MAP_VALID( szNextMap ) )
|
|
strcpy( szFirstMapInList, szNextMap );
|
|
|
|
// keep pulling mapnames out of the list until the current mapname
|
|
// if the current mapname isn't found, load the first map in the list
|
|
BOOL next_map_is_it = FALSE;
|
|
while ( 1 )
|
|
{
|
|
while ( *pFileList && isspace( *pFileList ) ) pFileList++; // skip over any whitespace
|
|
if ( !(*pFileList) )
|
|
break;
|
|
|
|
char cBuf[32];
|
|
int ret = sscanf( pFileList, " %32s", cBuf );
|
|
// Check the map name is valid
|
|
if ( ret != 1 || *cBuf < 13 )
|
|
break;
|
|
|
|
if ( next_map_is_it )
|
|
{
|
|
// check that it is a valid map file
|
|
if ( IS_MAP_VALID( cBuf ) )
|
|
{
|
|
strcpy( szNextMap, cBuf );
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( FStrEq( cBuf, STRING(gpGlobals->mapname) ) )
|
|
{ // we've found our map; next map is the one to change to
|
|
next_map_is_it = TRUE;
|
|
}
|
|
|
|
pFileList += strlen( cBuf );
|
|
}
|
|
|
|
FREE_FILE( aFileList );
|
|
}
|
|
|
|
if ( !IS_MAP_VALID(szNextMap) )
|
|
strcpy( szNextMap, szFirstMapInList );
|
|
|
|
g_fGameOver = TRUE;
|
|
|
|
ALERT( at_console, "CHANGE LEVEL: %s\n", szNextMap );
|
|
|
|
CHANGE_LEVEL( szNextMap, NULL );
|
|
}
|
|
|
|
#define MAX_MOTD_CHUNK 60
|
|
#define MAX_MOTD_LENGTH (MAX_MOTD_CHUNK * 4)
|
|
|
|
void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client )
|
|
{
|
|
// read from the MOTD.txt file
|
|
int length, char_count = 0;
|
|
char *pFileList;
|
|
char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( "motd.txt", &length );
|
|
|
|
// Send the message of the day
|
|
// read it chunk-by-chunk, and send it in parts
|
|
|
|
while ( pFileList && *pFileList && char_count < MAX_MOTD_LENGTH )
|
|
{
|
|
char chunk[MAX_MOTD_CHUNK+1];
|
|
|
|
if ( strlen( pFileList ) < MAX_MOTD_CHUNK )
|
|
{
|
|
strcpy( chunk, pFileList );
|
|
}
|
|
else
|
|
{
|
|
strncpy( chunk, pFileList, MAX_MOTD_CHUNK );
|
|
chunk[MAX_MOTD_CHUNK] = 0; // strncpy doesn't always append the null terminator
|
|
}
|
|
|
|
char_count += strlen( chunk );
|
|
if ( char_count < MAX_MOTD_LENGTH )
|
|
pFileList = aFileList + char_count;
|
|
else
|
|
*pFileList = 0;
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgMOTD, NULL, client );
|
|
WRITE_BYTE( *pFileList ? FALSE : TRUE ); // FALSE means there is still more message to come
|
|
WRITE_STRING( chunk );
|
|
MESSAGE_END();
|
|
}
|
|
|
|
FREE_FILE( aFileList );
|
|
}
|
|
|
|
|