449 lines
10 KiB
C++
449 lines
10 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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var int autocvar_sh_insanity = 10;
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var int autocvar_sv_playerkeepalive = TRUE;
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void
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HLGameRules::RestartRound(void)
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{
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/* respawn all players and scientists */
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for (entity e = world; (e = find( e, ::classname, "player"));) {
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PlayerSpawn((NSClientPlayer)e);
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}
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for (entity e = world; (e = find( e, ::classname, "monster_scientist"));) {
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NSEntity sci = (NSEntity)e;
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sci.Respawn();
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}
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env_message_broadcast("New round, let's go!");
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}
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void
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HLGameRules::RegisterSciDeath(void)
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{
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CountScientists();
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}
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bool
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HLGameRules::IsMultiplayer(void)
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{
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return true;
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}
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void
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HLGameRules::PlayerDeath(NSClientPlayer pl)
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{
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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if (g_dmg_eAttacker.netname)
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.netname);
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else
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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/* death-counter */
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pl.deaths++;
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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pl.movetype = MOVETYPE_NONE;
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pl.solid = SOLID_NOT;
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pl.takedamage = DAMAGE_NO;
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.armor = pl.activeweapon = pl.g_items = 0;
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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} else {
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FX_Corpse_Spawn(pl, ANIM_DIESIMPLE);
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}
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}
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void
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HLGameRules::PlayerSpawn(NSClientPlayer pp)
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{
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_WALK;
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pl.flags = FL_CLIENT;
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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spot = Spawn_SelectRandom("info_player_deathmatch");
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
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pl.activeweapon = WEAPON_GLOCK;
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pl.glock_mag = 18;
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pl.ammo_9mm = 44;
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Weapons_RefreshAmmo(pl);
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SHData_GetItems(pl);
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Client_FixAngle(pl, pl.angles);
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}
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void
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HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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g_landmarkpos[1] = parm2;
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g_landmarkpos[2] = parm3;
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pl.angles[0] = parm4;
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pl.angles[1] = parm5;
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pl.angles[2] = parm6;
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pl.velocity[0] = parm7;
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pl.velocity[1] = parm8;
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pl.velocity[2] = parm9;
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pl.g_items = parm10;
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pl.activeweapon = parm11;
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pl.flags = parm64;
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pl.ammo_9mm = parm12;
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pl.ammo_357 = parm13;
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pl.ammo_buckshot = parm14;
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pl.ammo_m203_grenade = parm15;
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pl.ammo_bolt = parm16;
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pl.ammo_rocket = parm17;
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pl.ammo_uranium = parm18;
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pl.ammo_handgrenade = parm19;
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pl.ammo_satchel = parm20;
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pl.ammo_tripmine = parm21;
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pl.ammo_snark = parm22;
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pl.ammo_hornet = parm23;
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pl.glock_mag = parm24;
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pl.mp5_mag = parm25;
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pl.python_mag = parm26;
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pl.shotgun_mag = parm27;
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pl.crossbow_mag = parm28;
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pl.rpg_mag = parm29;
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pl.satchel_chg = parm30;
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if (pl.flags & FL_CROUCHING) {
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setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
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} else {
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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}
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}
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void
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HLGameRules::LevelChangeParms(NSClientPlayer pp)
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{
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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parm2 = g_landmarkpos[1];
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parm3 = g_landmarkpos[2];
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parm4 = pl.angles[0];
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parm5 = pl.angles[1];
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parm6 = pl.angles[2];
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parm7 = pl.velocity[0];
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parm8 = pl.velocity[1];
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parm9 = pl.velocity[2];
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parm64 = pl.flags;
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parm10 = pl.g_items;
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parm11 = pl.activeweapon;
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parm12 = pl.ammo_9mm;
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parm13 = pl.ammo_357;
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parm14 = pl.ammo_buckshot;
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parm15 = pl.ammo_m203_grenade;
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parm16 = pl.ammo_bolt;
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parm17 = pl.ammo_rocket;
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parm18 = pl.ammo_uranium;
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parm19 = pl.ammo_handgrenade;
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parm20 = pl.ammo_satchel;
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parm21 = pl.ammo_tripmine;
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parm22 = pl.ammo_snark;
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parm23 = pl.ammo_hornet;
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parm24 = pl.glock_mag;
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parm25 = pl.mp5_mag;
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parm26 = pl.python_mag;
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parm27 = pl.shotgun_mag;
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parm28 = pl.crossbow_mag;
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parm29 = pl.rpg_mag;
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parm30 = pl.satchel_chg;
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}
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void
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HLGameRules::LevelNewParms(void)
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{
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parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 =
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parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 =
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parm15 = parm16 = parm17 = parm18 = parm19 = parm20 = parm21 =
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parm22 = parm23 = parm24 = parm25 = parm26 = parm27 = parm28 =
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parm29 = parm30 = 0;
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parm64 = FL_CLIENT;
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}
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/* we check what fields have changed over the course of the frame and network
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* only the ones that have actually changed */
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void
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HLGameRules::PlayerPostFrame(NSClientPlayer pp)
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{
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player pl = (player)pp;
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pl.sh_insaneactive = bound(0.0f, pl.sh_insaneactive - frametime, pl.sh_insaneactive);
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if (pl.sh_insaneactive > 0.0f)
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pl.gflags |= GF_MADNESS;
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else {
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if (pl.gflags & GF_MADNESS) {
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bprint(PRINT_CHAT, sprintf("%s is no longer insane!\n", pl.netname));
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}
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pl.gflags &= ~GF_MADNESS;
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}
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}
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void
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HLGameRules::CountScientists(void)
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{
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m_iScientistsAlive = 0;
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for (entity s = world; (s = find(s, ::classname, "monster_scientist"));) {
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if (s.solid == SOLID_BBOX || s.solid == SOLID_SLIDEBOX)
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m_iScientistsAlive++;
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}
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forceinfokey(world, "sci_count", sprintf("%i", m_iScientistsAlive));
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}
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void
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HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
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{
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player pl = (player)pp;
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteString(MSG_MULTICAST, sci.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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pl.frags++;
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/*if (g_weapons[g_dmg_iWeapon].slot != 0)
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return;*/
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/* if this is our first kill in a while, or in the timer... */
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if (pl.sh_insanecount == 0 || pl.sh_insanetime > time) {
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pl.sh_insanecount++;
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} else {
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pl.sh_insanecount = 0;
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}
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if (pl.sh_insanecount >= autocvar_sh_insanity) {
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if (pl.sh_insaneactive <= 0.0f)
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bprint(PRINT_CHAT, sprintf("%s is going insane!\n", pl.netname));
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pl.sh_insaneactive += 3.0f;
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if (pl.sh_insaneactive > 60)
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pl.sh_insaneactive = 60;
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}
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/* timer gets touched every time */
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pl.sh_insanetime = time + 2.0f;
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}
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void
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HLGameRules::FrameStart(void)
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{
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entity e;
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if (m_flRestockTimer < time) {
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m_flRestockTimer = time + 120.0f;
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for (e = world; (e = find(e, ::classname, "player"));) {
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player pl = (player)e;
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SHData_GetItems(pl);
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}
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}
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if (autocvar(sh_respbreak, 1))
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if (m_flBreakRespawnTimer < time) {
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m_flBreakRespawnTimer = time + 120.0f;
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for (e = world; (e = find( e, ::classname, "func_breakable"));) {
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func_breakable br = (func_breakable)e;
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br.Respawn();
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}
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for (e = world; (e = find( e, ::classname, "func_pushable"));) {
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func_pushable pb = (func_pushable)e;
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pb.Respawn();
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}
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for (e = world; (e = find( e, ::classname, "env_shooter"));) {
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env_shooter sh = (env_shooter)e;
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sh.Respawn();
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}
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}
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}
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void
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HLGameRules::InitPostEnts(void)
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{
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forceinfokey(world, "teams", "0");
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forceinfokey(world, "team_1", "");
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forceinfokey(world, "team_2", "");
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forceinfokey(world, "teamscore_1", "0");
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forceinfokey(world, "teamscore_2", "0");
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forceinfokey(world, "teamkills_1", "0");
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forceinfokey(world, "teamkills_2", "0");
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m_iScientistsAlive = 0;
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m_flRestockTimer = 0;
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m_flBreakRespawnTimer = 0;
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}
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void
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HLGameRules::HLGameRules(void)
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{
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}
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/* TEAMPLAY ONLY LOGIC */
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bool
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SHTeamRules::IsTeamPlay(void)
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{
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return true;
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}
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void
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SHTeamRules::PlayerSpawn(NSClientPlayer cl)
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{
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int red = 0;
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int blue = 0;
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super::PlayerSpawn(cl);
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/* remove this if you want an auto-balance upon every death */
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if (cl.team != 0)
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return;
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for (entity e = world; (e = find( e, ::classname, "player"));) {
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if (e == cl)
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continue;
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if (e.team == 1)
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red++;
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if (e.team == 2)
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blue++;
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}
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/* assign to whatever team has fewer players */
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if (red > blue)
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cl.team = 2;
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else
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cl.team = 1;
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forceinfokey(cl, "*team", sprintf("%d", cl.team));
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}
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void
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SHTeamRules::ScientistKill(NSClientPlayer cl, entity sci)
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{
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super::ScientistKill(cl, sci);
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if (cl.team == 2)
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AddTeam2Kill();
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else if (cl.team == 1)
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AddTeam1Kill();
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}
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void
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SHTeamRules::AddTeam1Kill(void)
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{
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m_iKillsTeam1++;
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forceinfokey(world, "teamkills_1", sprintf("%i", m_iKillsTeam1));
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}
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void
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SHTeamRules::AddTeam2Kill(void)
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{
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m_iKillsTeam2++;
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forceinfokey(world, "teamkills_2", sprintf("%i", m_iKillsTeam2));
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}
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void
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SHTeamRules::InitPostEnts(void)
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{
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forceinfokey(world, "teamkills_1", sprintf("%i", m_iKillsTeam1));
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forceinfokey(world, "teamkills_2", sprintf("%i", m_iKillsTeam2));
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forceinfokey(world, "teams", "2");
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forceinfokey(world, "team_1", "Red");
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forceinfokey(world, "teamscore_1", "0");
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forceinfokey(world, "team_2", "Blue");
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forceinfokey(world, "teamscore_2", "0");
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}
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void
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SHTeamRules::RestartRound(void)
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{
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super::RestartRound();
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m_iKillsTeam1 = 0;
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m_iKillsTeam2 = 0;
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forceinfokey(world, "teamkills_1", sprintf("%i", m_iKillsTeam1));
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forceinfokey(world, "teamkills_2", sprintf("%i", m_iKillsTeam2));
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}
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void
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SHTeamRules::SHTeamRules(void)
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{
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m_iKillsTeam1 = 0;
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m_iKillsTeam2 = 0;
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}
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