ns/releases/3.04/source/mod/AvHGamerules.cpp
tankefugl 19b458f8bc Branched for 3.0.4 balance
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@141 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-29 10:59:29 +00:00

4479 lines
129 KiB
C++

//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: NS high-level game rules
//
// $Workfile: AvHGamerules.cpp $
// $Date: 2002/11/22 21:23:55 $
//
//-------------------------------------------------------------------------------
// $Log: AvHGamerules.cpp,v $
// Revision 1.79 2002/11/22 21:23:55 Flayra
// - Players can't switch teams after seeing a team
// - Adminmod fixes
// - Fixed bug where players were only doing friendly-fire damage to world entities (ie, 33% to doors and breakables)
// - Changed allowed team discrepancy from 2 to 1. Affects casual model only.
// - Fixes for timelimit
// - A team now automatically wins if they have 4 or more players then another team (generally because the losing team starts quitting). Affects casual mode only.
//
// Revision 1.78 2002/11/15 23:41:52 Flayra
// - Spectators get end-game victory sound and message
//
// Revision 1.77 2002/11/15 23:31:12 Flayra
// - Added "ready" verification for tourny mode
//
// Revision 1.76 2002/11/15 04:46:18 Flayra
// - Changes to for profiling and for improving AddToFullPack performance
//
// Revision 1.75 2002/11/12 18:44:10 Flayra
// - Allow team unbalancing in tourny mode (assume everyone knows what they're doing)
//
// Revision 1.74 2002/11/12 06:21:12 Flayra
// - More AdminMod fixes
//
// Revision 1.73 2002/11/12 02:24:50 Flayra
// - HLTV updates
// - Remove babblers on level clean up
// - Don't dynamic_cast all entities, it's causes AdminMod to crash
// - Log end-game stats in standard way
// - Potential fix for server overflow after big games
//
// Revision 1.72 2002/11/06 01:40:01 Flayra
// - Damage refactoring (TakeDamage assumes caller has already adjusted for friendly fire, etc.)
//
// Revision 1.71 2002/11/05 06:17:25 Flayra
// - Balance changes
//
// Revision 1.70 2002/11/03 04:49:44 Flayra
// - Moved constants into .dll out of .cfg
// - Particle systems update much less often, big optimization
// - Team balance fixes
//
// Revision 1.69 2002/10/28 20:34:53 Flayra
// - Reworked game reset slightly, to meter out network usage during game reset
//
// Revision 1.68 2002/10/24 21:25:42 Flayra
// - Skin fixes (random number generator returning all 0s at some stages of the engine)
// - Builders don't get points for building anymore
// - Removed code that was never getting called in ClientConnected (AvHPlayer isn't built yet)
// - Remove armor and jetpacks on round reset
// - Update particle systems again, for particle culling
// - Unbuilt hives show up on hive sight
//
// Revision 1.67 2002/10/20 21:10:41 Flayra
// - Optimizations
//
// Revision 1.66 2002/10/20 17:24:41 Flayra
// - Redid performance improvement (agh)
//
// Revision 1.65 2002/10/20 16:36:09 Flayra
// - Added #ifdef for network metering
// - Added particles back in
//
// Revision 1.64 2002/10/19 22:33:44 Flayra
// - Various server optimizations
//
// Revision 1.63 2002/10/18 22:19:11 Flayra
// - Add sensory chamber saying
//
// Revision 1.62 2002/10/16 20:52:46 Flayra
// - Fixed bug introduced with secondary weapons
//
// Revision 1.61 2002/10/16 00:56:22 Flayra
// - Prototyped curl support for NS stats
// - Added player auth stuff (server string)
// - Added concept of secondary weapons
// - Removed disconnect sound
// - Fixed MOTD
// - Added "order needed" alert
//
// Revision 1.60 2002/10/07 17:49:50 Flayra
// - Play marine building alerts properly
//
// Revision 1.59 2002/10/03 18:44:03 Flayra
// - Play disconnected sound quieter because of mass exodus effect
// - Added functionality to allow players to join a team and run around freely before game countdown starts. Game resets when countdown starts.
// - Added new alien alerts
//
// Revision 1.58 2002/09/25 20:44:22 Flayra
// - Removed old LOS code
// - Added extra alerts, allow alien code to peacefully coexist
//
// Revision 1.57 2002/09/23 22:16:01 Flayra
// - Added game victory status logging
// - Fixed commander alerts
// - Added new alerts
// - Particle system changes, only send them down when connecting or map changes
//
// Revision 1.56 2002/09/09 19:51:13 Flayra
// - Removed gamerules dictating alien respawn time, now it's in server variable
//
// Revision 1.55 2002/08/31 18:01:01 Flayra
// - Work at VALVe
//
// Revision 1.54 2002/08/16 02:35:09 Flayra
// - Blips now update once per second, instead of once per player per second
//
// Revision 1.53 2002/08/09 00:58:35 Flayra
// - Removed error condition for map validity, allow marines to have only one primary weapon, adjust weapon weights
//
// Revision 1.52 2002/08/02 22:00:24 Flayra
// - New alert system that's not so annoying and is more helpful. Tweaks for new help system.
//
// Revision 1.51 2002/07/25 16:57:59 flayra
// - Linux changes
//
// Revision 1.50 2002/07/24 18:45:41 Flayra
// - Linux and scripting changes
//
// Revision 1.49 2002/07/23 17:03:20 Flayra
// - Resource model changes, refactoring spawning to fix level 5 redemption bug without code duplication
//
// Revision 1.48 2002/07/10 14:40:48 Flayra
// - Profiling and performance tweaks
//
// Revision 1.47 2002/07/08 16:59:14 Flayra
// - Don't pick up empty weapons, added handicapping, check map validity when loaded, reset players just like all other entities, fixed spawn bug code where it was counting non-team spawns
//
// Revision 1.46 2002/07/01 21:32:43 Flayra
// - Visibility update now updates world for primal scream and umbra, don't update reliable network messages every tick (big optimization)
//
// Revision 1.45 2002/06/25 17:59:03 Flayra
// - Added timelimit (switches map after a game finishes), added info_locations, tried adding team balance (not sure it works yet), give resources for kills
//
// Revision 1.44 2002/06/10 19:54:29 Flayra
// - New minimap support, more attempts to fix picking up of alien weapons
//
// Revision 1.43 2002/06/03 16:45:20 Flayra
// - Breakables and buttons take damage like they should, points added for buildables correctly, weapon weights tweaked
//
// Revision 1.42 2002/05/28 17:40:32 Flayra
// - Minimap refactoring, hive sight "under attack", reinforcement refactoring, don't delete entities marked as permanent (it was deleting hives!), allow players to join the opposite team until this can be fixed for real (server retry gets around this code so this is just an inconvenience), things build fast with cheats
//
// Revision 1.41 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "build.h"
#include "util/nowarnings.h"
#include "extdll.h"
#include "dlls/util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHConstants.h"
#include "mod/AvHAlienEquipmentConstants.h"
#include "mod/AvHEntities.h"
#include "mod/AvHParticleTemplateServer.h"
#include "mod/AvHPlayer.h"
#include "dlls/client.h"
#include "dlls/game.h"
#include "dlls/util.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHServerVariables.h"
#include "mod/AvHMessage.h"
#include "mod/AvHSoundListManager.h"
#include "mod/AvHMovementUtil.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHTitles.h"
#include "mod/AvHParticleSystemManager.h"
#include "mod/AvHMarineEquipment.h"
#include "mod/AvHEntities.h"
#include "mod/AvHVoiceHelper.h"
#include "common/director_cmds.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHDramaticPriority.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHHulls.h"
#include "textrep/TRFactory.h"
#include <stdio.h>
#include "mod/NetworkMeter.h"
#include "mod/AvHScriptManager.h"
#include "mod/AvHCloakable.h"
#include "mod/AvHCommandConstants.h"
#include "mod/AvHAlert.h"
#include "mod/AvHParticleConstants.h"
#include "util/MathUtil.h"
#include "mod/UPPUtil.h"
AvHSoundListManager gSoundListManager;
extern int gmsgUpdateCountdown;
extern int gmsgSetGammaRamp;
extern int gmsgServerName;
extern int gmsgGameStatus;
extern int gmsgGameMode;
extern int gmsgServerVar;
extern int gmsgTeamInfo;
extern AvHVoiceHelper gVoiceHelper;
CVoiceGameMgr g_VoiceGameMgr;
extern cvar_t allow_spectators;
extern cvar_t avh_autoconcede;
extern cvar_t avh_limitteams;
//extern cvar_t avh_teamsizehandicapping;
extern cvar_t avh_team1damagepercent;
extern cvar_t avh_team2damagepercent;
extern cvar_t avh_drawinvisible;
extern cvar_t avh_uplink;
extern cvar_t avh_gametime;
extern cvar_t avh_ironman;
extern cvar_t avh_mapvoteratio;
#ifndef USE_UPP
AuthMaskListType gAuthMaskList;
#endif
extern const char* kSteamIDPending;
extern const char* kSteamIDLocal;
extern const char* kSteamIDBot;
extern const char* kSteamIDInvalidID;
extern const char* kSteamIDDefault;
BOOL IsSpawnPointValid( CBaseEntity *pPlayer, CBaseEntity *pSpot );
inline int FNullEnt( CBaseEntity *ent ) { return (ent == NULL) || FNullEnt( ent->edict() ); }
//extern void ResetCachedEntities();
// Allow assignment within conditional
#pragma warning (disable: 4706)
// Quick way to define or undefine security
extern AvHParticleTemplateListServer gParticleTemplateList;
extern cvar_t avh_deathmatchmode;
extern cvar_t avh_countdowntime;
extern int gCommanderPointsAwardedEventID;
extern cvar_t avh_networkmeterrate;
std::string gPlayerNames[128];
cvar_t* cocName;
cvar_t* cocExp;
int gStartPlayerID = 0;
int gServerTick = 0;
int gUpdateEntitiesTick = 0;
bool gServerUpdate = false;
float kPVSCoherencyTime = 1.0f;
extern int kNumReturn0;
extern int kNumReturn1;
extern int kNumCached;
extern int kNumComputed;
extern int kMaxE;
int kServerFrameRate = 0;
#ifdef PROFILE_BUILD
extern cvar_t avh_performance;
int kProfileRunConfig = 0xFFFFFFFF;
#endif
const AvHMapExtents& GetMapExtents()
{
return GetGameRules()->GetMapExtents();
}
void InstallGameRules( void )
{
SERVER_COMMAND( "exec game.cfg\n" );
SERVER_EXECUTE( );
// TODO: Add in check for tourny rules here
// if ( !gpGlobals->deathmatch )
// {
// // generic half-life
// return new CHalfLifeRules;
// }
// else
// {
// if ( CVAR_GET_FLOAT( "mp_teamplay" ) > 0 )
// {
// // teamplay
// return new CHalfLifeTeamplay;
// }
// if ((int)gpGlobals->deathmatch == 1)
// {
// // vanilla deathmatch
// return new CHalfLifeMultiplay;
// }
// else
// {
// // vanilla deathmatch??
// return new CHalfLifeMultiplay;
// }
// }
AvHGamerules* theNewGamerules = new AvHGamerules;
SetGameRules(theNewGamerules);
}
static AvHGamerules* sGameRules = NULL;
// Global initializer, because we don't want it to be reset when game rules are recreated
unsigned int gTimeLastUpdatedUplink = 0;
AvHGamerules* GetGameRules()
{
if(!g_pGameRules)
{
InstallGameRules();
}
if(!sGameRules)
{
sGameRules = dynamic_cast<AvHGamerules*>(g_pGameRules);
}
ASSERT(sGameRules);
return sGameRules;
}
void SetGameRules(AvHGamerules* inGameRules)
{
sGameRules = inGameRules;
g_pGameRules = inGameRules;
}
AvHGamerules::AvHGamerules() : mTeamOne(TEAM_ONE), mTeamTwo(TEAM_TWO)
{
this->mGameStarted = false;
this->mPreserveTeams = false;
this->mTeamOne.SetTeamType(AVH_CLASS_TYPE_MARINE);
this->mTeamTwo.SetTeamType(AVH_CLASS_TYPE_ALIEN);
this->mVictoryTime = -1;
this->mMapMode = MAP_MODE_UNDEFINED;
this->mLastParticleUpdate = -1;
this->mLastNetworkUpdate = -1;
this->mLastWorldEntityUpdate = -1;
this->mLastMapChange = -1;
this->mTimeOfLastPlaytestUpdate = -1;
this->mTimeOfLastHandicapUpdate = -1;
this->mMapGamma = kDefaultMapGamma;
this->mCombatAttackingTeamNumber = TEAM_IND;
this->mCheats.clear();
this->mSpawnEntity = NULL;
RegisterServerVariable(kvBlockScripts);
RegisterServerVariable(kvTournamentMode);
RegisterServerVariable(kvTeam1DamagePercent);
RegisterServerVariable(kvTeam2DamagePercent);
RegisterServerVariable("sv_cheats");
g_VoiceGameMgr.Init(&gVoiceHelper, gpGlobals->maxClients);
#ifdef DEBUG
avh_drawinvisible.value = 1;
#endif
#ifdef AVH_PLAYTEST_BUILD
this->ReadBalanceData();
#endif
this->ResetGame();
}
AvHGamerules::~AvHGamerules()
{
int a = 0;
}
int AvHGamerules::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo )
{
return GR_AMMO_RESPAWN_NO;
}
int AvHGamerules::WeaponShouldRespawn(CBasePlayerItem *pWeapon)
{
return GR_WEAPON_RESPAWN_NO;
}
#ifndef USE_UPP //players are authorized by UPP now.
bool AvHGamerules::PerformHardAuthorization(AvHPlayer* inPlayer) const
{
bool theAuthorized = true;
#ifdef AVH_SECURE_PRERELEASE_BUILD
if(!this->GetIsClientAuthorizedToPlay(inPlayer->edict(), false, true))
{
char* theMessage = UTIL_VarArgs(
"%s<%s> is not authorized to play on beta NS servers.\n",
STRING(inPlayer->pev->netname),
AvHSUGetPlayerAuthIDString(inPlayer->edict()).c_str()
);
ALERT(at_logged, theMessage);
// Boot player off server
inPlayer->Kick();
theAuthorized = false;
}
#endif
return theAuthorized;
}
#endif
// Sets the player up to join the team, though they may not respawn in immediately depending
// on the ruleset and the state of the game. Assumes 1 or a 2 for team number
bool AvHGamerules::AttemptToJoinTeam(AvHPlayer* inPlayer, AvHTeamNumber inTeamToJoin, bool inDisplayErrorMessage)
{
bool theSuccess = false;
string theErrorString;
if(inPlayer->pev->flags & FL_FAKECLIENT)
{
int a = 0;
}
else
{
int a = 0;
}
// Check authorization in secure build
#ifdef USE_UPP
if(!inPlayer->GetAuthorized())
{
UPPUtil_HandleUnauthorizedJoinTeamAttempt(inPlayer,inTeamToJoin);
}
else
#else
if(this->PerformHardAuthorization(inPlayer))
#endif
{
AvHTeamNumber theOtherTeam = TEAM_IND;
if(inTeamToJoin == TEAM_ONE)
{
theOtherTeam = TEAM_TWO;
}
else if(inTeamToJoin == TEAM_TWO)
{
theOtherTeam = TEAM_ONE;
}
if(inPlayer->GetTeam() != TEAM_IND)
{
theErrorString = kAlreadyOnTeam;
}
// Can't join teams during the victory intermission (required by AvHPlayer::InternalCommonThink() for gradual player reset)
else if(this->mVictoryTeam != TEAM_IND)
{
int a = 0;
}
else if(this->GetCanJoinTeamInFuture(inPlayer, inTeamToJoin, theErrorString))
{
this->JoinTeam(inPlayer, inTeamToJoin, inDisplayErrorMessage, false);
this->MarkDramaticEvent(kJoinTeamPriority, inPlayer->entindex());
theSuccess = true;
}
// Print error message to HUD
if(!theSuccess)
{
if(inDisplayErrorMessage)
{
// Display error string
inPlayer->SendMessage(theErrorString.c_str());
}
}
else
{
// joev: Bug 0000767
// Tell the other players that this player is joining a team.
if (!this->GetCheatsEnabled()) {
AvHTeam* theTeam = GetTeam(inTeamToJoin);
// ensure that the sound only plays if the game already has started
if (this->mGameStarted == true) {
theTeam->PlayHUDSoundForAlivePlayers(HUD_SOUND_PLAYERJOIN);
}
char* theMessage = UTIL_VarArgs("%s has joined the %s\n",STRING(inPlayer->pev->netname),theTeam->GetTeamPrettyName());
UTIL_ClientPrintAll(HUD_PRINTTALK, theMessage);
UTIL_LogPrintf(theMessage);
}
// :joev
}
}
return theSuccess;
}
// Pick a team for the player to join. Choose the team with less players.
// If both teams have the same number of player, pick a team randomly
void AvHGamerules::AutoAssignPlayer(AvHPlayer* inPlayer)
{
int theTeamNumber = 0;
int theTeamOneCount = this->mTeamOne.GetPlayerCount();
int theTeamTwoCount = this->mTeamTwo.GetPlayerCount();
if(theTeamOneCount > theTeamTwoCount)
theTeamNumber = 2;
if(theTeamTwoCount > theTeamOneCount)
theTeamNumber = 1;
if(theTeamNumber == 0)
theTeamNumber = 1 + RANDOM_LONG(0,1);
AvHTeamNumber theTeam = (theTeamNumber == 1 ? TEAM_ONE : TEAM_TWO);
// Try to join the first team, but don't emit an error if it fails
if(!this->AttemptToJoinTeam(inPlayer, theTeam, false))
{
// If it failed, try the other team and emit an error if it too fails
theTeam = (theTeam == TEAM_ONE ? TEAM_TWO : TEAM_ONE);
this->AttemptToJoinTeam(inPlayer, theTeam, true);
}
}
void AvHGamerules::RewardPlayerForKill(AvHPlayer* inPlayer, CBaseEntity* inTarget, entvars_t* inInflictor)
{
ASSERT(inPlayer);
ASSERT(inTarget);
// Doesn't count targets of TEAM_IND
if(inPlayer->pev->team != inTarget->pev->team && (inTarget->pev->team != TEAM_IND))
{
// Team could be NULL if spectating and using cheats
AvHTeam* theTeamPointer = inPlayer->GetTeamPointer();
// Only award resources for killing players
if(theTeamPointer && inTarget->IsPlayer())
{
if(!this->GetIsCombatMode())
{
int theResourceValue = 0;
int theMin = BALANCE_IVAR(kKillRewardMin);
int theMax = BALANCE_IVAR(kKillRewardMax);
theResourceValue = RANDOM_LONG(theMin, theMax);
if(theResourceValue > 0)
{
// Send killing player a message and sound, telling him he just got the kill and is getting the points
AvHClassType theClassType = inPlayer->GetClassType();
if(theClassType == AVH_CLASS_TYPE_MARINE)
{
inPlayer->SendMessageOnce(kMarinePointsAwarded, true);
// Play particle effect as nanites "reclaim" energy
//AvHSUPlayParticleEvent(kpsPhaseIn, inTarget->edict(), inTarget->pev->origin);
// // Tell commander, if any
// AvHPlayer* theCommander = inPlayer->GetCommander();
// if(theCommander)
// {
// theCommander->SendMessage(kMarinePointsAwardedToCommander);
// }
}
else if(theClassType == AVH_CLASS_TYPE_ALIEN)
{
inPlayer->SendMessageOnce(kAlienPointsAwarded, true);
//inPlayer->AddPoints(thePointReward, TRUE);
}
// Increment resource score in tourny mode
theTeamPointer->AddResourcesGathered(theResourceValue);
AvHSUPlayNumericEvent(theResourceValue, inTarget->edict(), inTarget->pev->origin, 0, kNumericalInfoResourcesEvent, inPlayer->pev->team);
inPlayer->SetResources(inPlayer->GetResources() + theResourceValue, true);
}
}
else
{
// Mine kills don't share experience
bool theShareExperience = true;
if(inInflictor)
{
const char* theClassName = STRING(inInflictor->classname);
if(theClassName && FStrEq(theClassName, kwsDeployedMine))
{
theShareExperience = false;
}
}
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
ASSERT(thePlayer);
this->AwardExperience(inPlayer, thePlayer->GetExperienceLevel(), theShareExperience);
}
}
// Give points or frags for kill
int thePointReward = inTarget->GetPointValue();
if(thePointReward != 0)
{
inPlayer->SetScore(inPlayer->GetScore() + thePointReward);
if(inTarget->IsPlayer())
inPlayer->pev->frags += 1;
inPlayer->EffectivePlayerClassChanged();
}
}
}
int AvHGamerules::IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled)
{
// Return 0 because we increment our points via RewardPlayerForKill()
return 0;
}
void AvHGamerules::BuildableBuilt(AvHBuildable* inBuildable)
{
// Get player owner from buildable
edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inBuildable->GetBuilder());
if(theEdict != NULL)
{
CBaseEntity* theEntity = CBaseEntity::Instance(theEdict);
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
if(thePlayer)
{
AvHBaseBuildable* theBaseBuildable = dynamic_cast<AvHBaseBuildable*>(inBuildable);
if(theBaseBuildable)
{
thePlayer->AddPoints(theBaseBuildable->GetPointValue(), TRUE);
}
}
}
}
void AvHGamerules::BuildableKilled(AvHBuildable* inBuildable)
{
// Get player owner from buildable
//edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inBuildable->GetBuilder());
//if(theEdict != NULL)
//{
// CBaseEntity* theEntity = CBaseEntity::Instance(theEdict);
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theEntity);
// if(thePlayer)
// {
// thePlayer->AddPoints(-1, TRUE);
// }
//}
}
void AvHGamerules::BuildMiniMap(AvHPlayer* inPlayer)
{
const char* theCStrLevelName = STRING(gpGlobals->mapname);
if(theCStrLevelName && !FStrEq(theCStrLevelName, ""))
{
this->mMiniMap.BuildMiniMap(theCStrLevelName, inPlayer, this->mMapExtents);
}
}
BOOL AvHGamerules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry )
{
BOOL theCanHaveIt = false;
// Check if ammo isn't special ammo name
//if(!strcmp(pszAmmoName, kwsGenericAmmo))
//{
// // Are we carrying at least one weapon without full ammo?
// AvHPlayer* inPlayer = dynamic_cast<AvHPlayer*>(pPlayer);
// ASSERT(inPlayer);
// theCanHaveIt = inPlayer->CanHaveAmmoCannister();
//}
//else
//{
theCanHaveIt = CHalfLifeTeamplay::CanHaveAmmo(pPlayer, pszAmmoName, iMaxCarry);
//}
return theCanHaveIt;
}
// The player is touching an CBasePlayerItem, do I give it to him?
BOOL AvHGamerules::CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
BOOL theCanHaveIt = FALSE;
// Allow it if we don't already have it
if(CHalfLifeTeamplay::CanHavePlayerItem(pPlayer, pWeapon) && !pPlayer->HasItem(pWeapon))
{
// Don't allow players to have more then one primary weapon
ItemInfo theItemInfo;
pWeapon->GetItemInfo(&theItemInfo);
int theWeaponFlags = theItemInfo.iFlags;
// Check primary and secondary weapons (assumes we only have one, but should work even with both)
int theCurrentFlag = (theWeaponFlags & (PRIMARY_WEAPON | SECONDARY_WEAPON));
CBasePlayerItem* theCurrentItem = NULL;
bool theHasWeaponWithFlag = pPlayer->HasItemWithFlag(theCurrentFlag, theCurrentItem);
if(theHasWeaponWithFlag)
{
if(theCurrentItem->iWeight() < pWeapon->iWeight())
{
theCanHaveIt = TRUE;
}
else if(this->GetIsCombatMode())
{
theCanHaveIt = TRUE;
}
}
else
{
theCanHaveIt = TRUE;
}
}
return theCanHaveIt;
}
bool AvHGamerules::CanPlayerBeKilled(CBasePlayer* inPlayer)
{
bool theCanBeKilled = false;
// Don't allow players that are being digested to suicide
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
if(thePlayer)
{
if(thePlayer->GetCanBeAffectedByEnemies() && this->GetGameStarted() && !thePlayer->GetIsBeingDigested())
{
theCanBeKilled = true;
}
}
return theCanBeKilled;
}
void AvHGamerules::CalculateMapGamma()
{
// Set defaults
this->mCalculatedMapGamma = kDefaultMapGamma;
//AvHSUPrintDevMessage("Calculating map gamma \n");
// Fetch from map extents entity if the map has one
FOR_ALL_ENTITIES(kwsGammaClassName, AvHGamma*)
this->mMapGamma = theEntity->GetGamma();
END_FOR_ALL_ENTITIES(kwsGammaClassName)
this->mCalculatedMapGamma = true;
}
#ifndef USE_UPP
BOOL AvHGamerules::GetIsClientAuthorizedToPlay(edict_t* inEntity, bool inDisplayMessage, bool inForcePending) const
{
BOOL theIsAuthorized = false;
#ifndef AVH_SECURE_PRERELEASE_BUILD
theIsAuthorized = true;
#endif
#ifdef AVH_SECURE_PRERELEASE_BUILD
string theAuthID = AvHSUGetPlayerAuthIDString(inEntity);
const char* thePlayerName = STRING(inEntity->v.netname);
if(!strcmp(thePlayerName, ""))
{
thePlayerName = "unknown";
}
// Allow only select players to play
int theSecurityMask = PLAYERAUTH_DEVELOPER | PLAYERAUTH_PLAYTESTER | PLAYERAUTH_CONTRIBUTOR;
// If any of these bits are set, allow them to play
int theAuthMask = 0;
// Get the auth mask the cheap way if possible
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(inEntity));
if(thePlayer)
{
theAuthMask = thePlayer->GetAuthenticationMask();
}
else
{
theAuthMask = GetGameRules()->GetAuthenticationMask(theAuthID);
}
if(theAuthMask & theSecurityMask)
{
if(inDisplayMessage)
{
char theAuthenticateString[512];
sprintf(theAuthenticateString, "Player (%s -> %s) authenticated as privileged player.\r\n", thePlayerName, theAuthID.c_str());
ALERT(at_logged, theAuthenticateString);
}
theIsAuthorized = true;
}
// Pending
else if(theAuthID == kSteamIDPending)
{
if(!inForcePending)
{
// The player is authorized
theIsAuthorized = true;
}
}
// Local players or bots are always allowed
else if((theAuthID == kSteamIDLocal) || (theAuthID == kSteamIDBot))
{
theIsAuthorized = true;
}
// Display message on failure
if(!theIsAuthorized && inDisplayMessage)
{
char theAuthenticateString[512];
sprintf(theAuthenticateString, "Player (%s -> %s) failed authentication.\r\n", thePlayerName, theAuthID.c_str());
ALERT(at_logged, theAuthenticateString);
}
#endif
return theIsAuthorized;
}
#endif
BOOL AvHGamerules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
{
bool theAllowedToConnect = true;
BOOL theSuccess = false;
#ifdef AVH_SECURE_PRERELEASE_BUILD
this->UpdateUplink();
#endif
#ifdef USE_UPP
UPPUtil_ConnectPlayer(pEntity,pszName,pszAddress);
#endif
#ifdef AVH_SECURE_PRERELEASE_BUILD
theAllowedToConnect = false;
theAllowedToConnect = this->GetIsClientAuthorizedToPlay(pEntity, true, false);
#endif
if(theAllowedToConnect)
{
g_VoiceGameMgr.ClientConnected(pEntity);
// Play connect sound
EMIT_SOUND(pEntity, CHAN_AUTO, kConnectSound, 0.8, ATTN_NORM);
theSuccess = CHalfLifeTeamplay::ClientConnected(pEntity, pszName, pszAddress, szRejectReason);
}
else
{
sprintf(szRejectReason, "Only privileged players can join beta NS servers.\n");
}
return theSuccess;
}
void AvHGamerules::ClientDisconnected( edict_t *pClient )
{
// Call down to base class
CHalfLifeTeamplay::ClientDisconnected(pClient);
// Play disconnect sound (don't play, it encourages other people to leave)
//EMIT_SOUND(pClient, CHAN_AUTO, kDisconnectSound, 0.5, ATTN_NORM);
// Remove him from whatever team he was on (does the player get killed first?)
CBaseEntity* theEntity = CBaseEntity::Instance(ENT(pClient));
AvHPlayer* theAvHPlayer = dynamic_cast<AvHPlayer*>(theEntity);
if(theAvHPlayer)
{
#ifdef USE_UPP
UPP::reportPlayerExited(UPPUtil_GetPlayerInfo(theAvHPlayer));
#endif
theAvHPlayer->ClientDisconnected();
}
#ifdef AVH_PLAYTEST_BUILD
// If server is shutting down, write out balance data
if(this->GetNumberOfPlayers() == 1)
{
this->RecordBalanceData();
}
#endif
// trigger a votemap check
this->RemovePlayerFromVotemap(theEntity->entindex());
}
void AvHGamerules::ClientKill( edict_t *pEntity )
{
}
void AvHGamerules::ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer)
{
// NOTE: Not currently calling down to parent CHalfLifeTeamplay //
// char text[1024];
// prevent skin/color/model changes
//char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" );
// char* theModelName = dynamic_cast<AvHPlayer*>(pPlayer)->GetPlayerModel();
//
// //if(!stricmp( mdls, theModelName))
// // return;
//
// char* theInfoBuffer = g_engfuncs.pfnGetInfoKeyBuffer(pPlayer->edict());
// g_engfuncs.pfnSetClientKeyValue(pPlayer->entindex(), theInfoBuffer, "model", theModelName);
//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<%i>\" changed to team %s\n", STRING( pPlayer->pev->netname ), GETPLAYERUSERID( pPlayer->edict() ), mdls );
// ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE );
// // recound stuff
// RecountTeams();
}
void AvHGamerules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib )
{
CHalfLifeTeamplay::ChangePlayerTeam(pPlayer, pTeamName, bKill, bGib);
}
int AvHGamerules::DeadPlayerAmmo( CBasePlayer *pPlayer )
{
return GR_PLR_DROP_AMMO_NO;
}
int AvHGamerules::DeadPlayerWeapons(CBasePlayer* inPlayer)
{
int theReturnCode = GR_PLR_DROP_GUN_NO;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
ASSERT(thePlayer);
if(thePlayer->GetIsMarine())
{
theReturnCode = GR_PLR_DROP_GUN_ACTIVE;
}
return theReturnCode;
}
void AvHGamerules::DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor)
{
// TODO: do something here? Call CHalfLifeMultiplay::DeathNotice() to get normal death notices back
CHalfLifeTeamplay::DeathNotice(pVictim, pKiller, pInflictor);
}
void AvHGamerules::DeleteAndResetEntities()
{
// Print reset message at console
char theResetString[256];
sprintf(theResetString, "Game reset started.\n");
ALERT(at_logged, theResetString);
//ResetCachedEntities();
//FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
// theEntity->Reset();
//END_FOR_ALL_ENTITIES(kAvHPlayerClassName)
// Clear out alien weapons
AvHSURemoveAllEntities(kwsBiteGun);
AvHSURemoveAllEntities(kwsParasiteGun);
AvHSURemoveAllEntities(kwsLeap);
AvHSURemoveAllEntities(kwsDivineWind);
AvHSURemoveAllEntities(kwsSpitGun);
AvHSURemoveAllEntities(kwsHealingSpray);
AvHSURemoveAllEntities(kwsBileBombGun);
AvHSURemoveAllEntities(kwsWebSpinner);
AvHSURemoveAllEntities(kwsSpikeGun);
AvHSURemoveAllEntities(kwsSporeGun);
AvHSURemoveAllEntities(kwsUmbraGun);
AvHSURemoveAllEntities(kwsPrimalScream);
AvHSURemoveAllEntities(kwsSwipe);
AvHSURemoveAllEntities(kwsBlinkGun);
AvHSURemoveAllEntities(kwsAcidRocketGun);
AvHSURemoveAllEntities(kwsMetabolize);
AvHSURemoveAllEntities(kwsClaws);
AvHSURemoveAllEntities(kwsDevour);
AvHSURemoveAllEntities(kwsStomp);
AvHSURemoveAllEntities(kwsCharge);
// Clear out marine weapons
AvHSURemoveAllEntities(kwsMachineGun);
AvHSURemoveAllEntities(kwsPistol);
AvHSURemoveAllEntities(kwsShotGun);
AvHSURemoveAllEntities(kwsHeavyMachineGun);
AvHSURemoveAllEntities(kwsGrenadeGun);
AvHSURemoveAllEntities(kwsMine);
AvHSURemoveAllEntities(kwsWelder);
AvHSURemoveAllEntities(kwsKnife);
// Remove alien items and projectiles
AvHSURemoveAllEntities(kwsAcidRocket);
AvHSURemoveAllEntities(kwsBileBomb);
AvHSURemoveAllEntities(kwsBabblerProjectile);
AvHSURemoveAllEntities(kwsSpitProjectile);
AvHSURemoveAllEntities(kwsSporeProjectile);
AvHSURemoveAllEntities(kwsStomp);
AvHSURemoveAllEntities(kwsUmbraCloud);
AvHSURemoveAllEntities(kwsUmbraProjectile);
AvHSURemoveAllEntities(kesTeamWebStrand);
// Remove marine items and projectiles
AvHSURemoveAllEntities(kwsDeployedMine);
AvHSURemoveAllEntities(kwsHeavyArmor);
AvHSURemoveAllEntities(kwsJetpack);
AvHSURemoveAllEntities(kwsGrenade);
AvHSURemoveAllEntities(kwsScan);
AvHSURemoveAllEntities(kwsGenericAmmo);
AvHSURemoveAllEntities(kwsHealth);
AvHSURemoveAllEntities(kwsWelder);
AvHSURemoveAllEntities(kwsCatalyst);
AvHSURemoveAllEntities(kwsAmmoPack);
// Remove all non-persistent entities marked buildable
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::DeleteAndResetEntities\n");
FOR_ALL_BASEENTITIES();
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);
if(GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_BUILDABLE) && (!theBuildable || !theBuildable->GetIsPersistent()))
{
ASSERT(theBaseEntity->pev->iuser3 != AVH_USER3_HIVE);
if(theBaseEntity->pev->iuser3 == AVH_USER3_HIVE)
{
int a = 0;
}
UTIL_Remove(theBaseEntity);
}
END_FOR_ALL_BASEENTITIES();
// Delete all non-persistent base buildables.
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::DeleteAndResetEntities#2\n");
FOR_ALL_BASEENTITIES();
AvHBaseBuildable* theBuildable = dynamic_cast<AvHBaseBuildable*>(theBaseEntity);
if(theBuildable && !theBuildable->GetIsPersistent())
{
UTIL_Remove(theBuildable);
}
END_FOR_ALL_BASEENTITIES();
// TODO: Remove decals
this->ResetEntities();
FireTargets(ktGameReset, NULL, NULL, USE_TOGGLE, 0.0f);
sprintf(theResetString, "Game reset complete.\n");
ALERT(at_logged, theResetString);
}
BOOL AvHGamerules::FAllowMonsters( void )
{
return TRUE;
}
BOOL AvHGamerules::FPlayerCanRespawn( CBasePlayer *pPlayer )
{
bool theCanRespawn = false;
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pPlayer);
// AvHTeam* theTeam = thePlayer->GetTeamPointer();
// if(theTeam)
// {
// AvHClassType theTeamType = theTeam->GetTeamType();
//
// if(theTeamType == AVH_CLASS_TYPE_MARINE)
// {
// if(theTeam->GetReinforcements() > 0)
// {
// theCanRespawn = true;
// }
// }
// else if(theTeamType == AVH_CLASS_TYPE_ALIEN)
// {
// // If there are are any eggs for this team
// FOR_ALL_ENTITIES(kwsEggClassName, AvHEgg*)
// if(theEntity->pev->team == pPlayer->pev->team)
// {
// theCanRespawn = true;
// break;
// }
// END_FOR_ALL_ENTITIES(kwsEggClassName)
//
// if(!theCanRespawn)
// {
// // OR, if there is at least one hive, and we have enough points
// int theRespawnCost = thePlayer->GetRespawnCost();
// if(thePlayer->GetResources() >= theRespawnCost)
// {
// int theNumActiveHives = 0;
//
// AvHTeam* theTeamPointer = thePlayer->GetTeamPointer();
// if(theTeamPointer)
// {
// theNumActiveHives = theTeamPointer->GetNumActiveHives();
// }
//
// if(theNumActiveHives > 0)
// {
// theCanRespawn = true;
// }
// }
// }
// }
// }
// else
// {
// // This only happens when there aren't enough spawns, so players die in the ready room. Fix?
// theCanRespawn = true;
// }
return theCanRespawn;
}
bool AvHGamerules::CanEntityDoDamageTo(const CBaseEntity* inAttacker, const CBaseEntity* inReceiver, float* outScalar)
{
bool theCanDoDamage = false;
if(inAttacker && inReceiver)
{
AvHTeamNumber theAttackerTeam = (AvHTeamNumber)inAttacker->pev->team;
AvHTeamNumber theReceiverTeam = (AvHTeamNumber)inReceiver->pev->team;
bool theTeamsAreDifferent = (theAttackerTeam != theReceiverTeam);
bool theTeamsAreOpposing = theTeamsAreDifferent && (theAttackerTeam != TEAM_IND) && (theReceiverTeam != TEAM_IND);
bool theGameHasStarted = this->GetGameStarted();
bool theIsBreakable = (inReceiver->pev->iuser3 == AVH_USER3_BREAKABLE);
bool theIsDoor = !strcmp(STRING(inReceiver->pev->classname), kesFuncDoor) || !strcmp(STRING(inReceiver->pev->classname), "func_door_rotating") || !strcmp(STRING(inReceiver->pev->classname), "func_button");
bool theAttackerIsSiege = inAttacker->pev->classname == MAKE_STRING(kwsSiegeTurret);
bool theAttackerIsMine = inAttacker->pev->classname == MAKE_STRING(kwsDeployedMine);
bool theReceiverIsMine = inReceiver->pev->classname == MAKE_STRING(kwsDeployedMine);
bool theIsFriendlyFireEnabled = friendlyfire.value;
bool theAttackerIsWorld = false;
bool theReceiverIsPlayer = false;
bool theAttackerIsReceiver = false;
float theScalar = 1.0f;
bool theReceiverIsWorld = false;
// Never dynamic_cast any entities that could be non-NS entities
if(!AvHSUGetIsExternalClassName(STRING(inAttacker->pev->classname)))
{
theAttackerIsWorld = (dynamic_cast<const CWorld*>(inAttacker) != NULL);
}
if(!AvHSUGetIsExternalClassName(STRING(inAttacker->pev->classname)))
{
theReceiverIsPlayer = (dynamic_cast<const AvHPlayer *>(inReceiver) != NULL);
}
if(!AvHSUGetIsExternalClassName(STRING(inReceiver->pev->classname)))
{
theReceiverIsWorld = (dynamic_cast<const CWorld*>(inReceiver) != NULL);
}
if(!theReceiverIsWorld)
{
if((inAttacker == inReceiver) || (CBaseEntity::Instance(inAttacker->pev->owner) == inReceiver))
{
theAttackerIsReceiver = true;
}
// If we're in tournament mode and two teams are different, yes
if(theGameHasStarted)
{
if(theTeamsAreOpposing || theIsFriendlyFireEnabled || theIsBreakable || theIsDoor || theAttackerIsWorld || theAttackerIsReceiver || ( theAttackerIsMine && theTeamsAreDifferent ))
{
theCanDoDamage = true;
// Do less damage with friendly fire
if(theAttackerTeam == theReceiverTeam)
{
theScalar = .33f;
}
if(theAttackerIsReceiver)
{
theScalar = .5f;
}
}
}
}
// Mines never blow up friendly mines or anything else
if(theAttackerIsMine)
{
// Check if teams are the same
if( (inAttacker->pev->team == inReceiver->pev->team) )
{
theCanDoDamage = false;
}
}
// Mines can't be blown up by anonymous sources (prevents mines from blowing up other mines)
if(theReceiverIsMine && theAttackerIsWorld)
{
theCanDoDamage = false;
}
if(inReceiver->pev->takedamage == DAMAGE_NO)
{
theCanDoDamage = false;
}
if ( theAttackerIsSiege && theReceiverIsPlayer )
{
theCanDoDamage = false;
}
if(theCanDoDamage && outScalar)
{
*outScalar = theScalar;
}
}
return theCanDoDamage;
}
BOOL AvHGamerules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
{
BOOL theCanTakeDamage = TRUE;
if(!this->GetDeathMatchMode() && pAttacker)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pPlayer);
if(thePlayer->GetInReadyRoom())
{
theCanTakeDamage = FALSE;
}
// Friendly fire only in tournament mode (allow players to damage themselves)
else if((pPlayer != pAttacker) && this->PlayerRelationship(pPlayer, pAttacker) == GR_TEAMMATE)
{
if(!(friendlyfire.value))
{
theCanTakeDamage = FALSE;
}
}
}
return theCanTakeDamage;
}
void AvHGamerules::ComputeWorldChecksum(Checksum& outChecksum) const
{
// Run through all entities in the world, adding their checksum
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::ComputeWorldChecksum\n");
FOR_ALL_BASEENTITIES();
theBaseEntity->AddChecksum(outChecksum);
END_FOR_ALL_BASEENTITIES();
}
bool AvHGamerules::GetArePlayersAllowedToJoinImmediately(void) const
{
bool thePlayerIsAllowedToJoinImmediately = false;
// if the game hasn't started
if(!this->mGameStarted)
{
thePlayerIsAllowedToJoinImmediately = true;
}
// if cheats are enabled
else if(this->GetCheatsEnabled())
{
thePlayerIsAllowedToJoinImmediately = true;
}
else
{
// if it's not tournament mode and it's within x seconds of game start
float theLateJoinSeconds = CVAR_GET_FLOAT(kvLateJoinTime)*60;
if(!this->GetIsTournamentMode() && (gpGlobals->time < (this->mTimeGameStarted + theLateJoinSeconds)))
{
thePlayerIsAllowedToJoinImmediately = true;
}
}
return thePlayerIsAllowedToJoinImmediately;
}
bool AvHGamerules::GetCanJoinTeamInFuture(AvHPlayer* inPlayer, AvHTeamNumber inTeamNumber, string& outString) const
{
// You can switch teams, unless
bool theCanJoinTeam = false;
// You can always go back to ready room
if(inTeamNumber == TEAM_IND)
{
theCanJoinTeam = true;
}
// You can always join before the game has started
// Don't allow team switching once the game has started, or ever in tourny mode
else if((inPlayer->GetTeam() != inTeamNumber) /*&& (inPlayer->GetTeam() != TEAM_IND)*/)
{
// Server ops can always switch teams
if(inPlayer->GetAuthenticationMask() & PLAYERAUTH_SERVEROP)
{
theCanJoinTeam = true;
}
else
{
// Check to see if teams are wildly unbalanced
const AvHTeam* theTeam = this->GetTeam(inTeamNumber);
if(theTeam)
{
int theWouldBeNumPlayersOnTeam = theTeam->GetPlayerCount() + 1;
AvHTeamNumber theOtherTeamNumber = (inTeamNumber == TEAM_ONE) ? TEAM_TWO : TEAM_ONE;
const AvHTeam* theOtherTeam = this->GetTeam(theOtherTeamNumber);
if(theOtherTeam)
{
int theWouldBeNumPlayersOnOtherTeam = theOtherTeam->GetPlayerCount();
// Subtract ourselves off
if(AvHTeamNumber(inPlayer->pev->team) == theOtherTeam->GetTeamNumber())
{
theWouldBeNumPlayersOnTeam--;
}
int theDiscrepancyAllowed = max(1, avh_limitteams.value);
if(((theWouldBeNumPlayersOnTeam - theWouldBeNumPlayersOnOtherTeam) <= theDiscrepancyAllowed) || this->GetIsTournamentMode() || this->GetCheatsEnabled())
{
// tankefugl: 0000953
if (!(this->GetCheatsEnabled()) && !(inPlayer->JoinTeamCooledDown(BALANCE_FVAR(kJoinTeamCooldown))))
outString = kJoinTeamTooFast;
else
// :tankefugl
theCanJoinTeam = true;
}
else
{
outString = kTooManyPlayersOnTeam;
}
}
}
}
}
return theCanJoinTeam;
}
AvHBaseInfoLocationListType AvHGamerules::GetInfoLocations() const
{
return mInfoLocations;
}
bool AvHGamerules::GetCheatsEnabled(void) const
{
float theCheatsEnabled = CVAR_GET_FLOAT( "sv_cheats" );
return (theCheatsEnabled == 1.0f);
}
float AvHGamerules::GetFirstScanThinkTime() const
{
return this->GetIsCombatMode() ? 0.25f : 0.5f;
}
bool AvHGamerules::GetDrawInvisibleEntities() const
{
bool theDrawInvisible = false;
#ifdef DEBUG
if(CVAR_GET_FLOAT(kvDrawInvisible) > 0)
{
theDrawInvisible = true;
}
#endif
return theDrawInvisible;
}
bool AvHGamerules::GetDeathMatchMode(void) const
{
bool theInDMMode = false;
// deathmatch mode means there is no ready room
if(avh_deathmatchmode.value == 1.0f)
{
theInDMMode = true;
}
return theInDMMode;
}
bool AvHGamerules::GetEntityExists(const char* inName) const
{
bool theSuccess = false;
edict_t* theEnt = FIND_ENTITY_BY_CLASSNAME(NULL, inName);
if(!FNullEnt(theEnt))
{
theSuccess = true;
}
else
{
// Look in spawns
for(SpawnListType::const_iterator theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++)
{
if(!strcmp(theIter->GetClassName().c_str(), inName))
{
theSuccess = true;
break;
}
}
}
return theSuccess;
}
const char* AvHGamerules::GetGameDescription(void)
{
static char sGameDescription[512];
sprintf(sGameDescription, "%s %s", kAvHGameAcronymn, AvHSUGetGameVersionString());
return sGameDescription;
}
//edict_t* AvHGamerules::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
//{
//}
bool AvHGamerules::GetCountdownStarted() const
{
return this->mStartedCountdown;
}
bool AvHGamerules::GetGameStarted() const
{
return this->mGameStarted;
}
int AvHGamerules::GetGameTime() const
{
int theGameTime = 0;
if(this->GetGameStarted())
{
theGameTime = (gpGlobals->time - this->mTimeGameStarted);
}
return theGameTime;
}
float AvHGamerules::GetMapGamma()
{
if(!this->mCalculatedMapGamma)
{
this->CalculateMapGamma();
}
return this->mMapGamma;
}
const AvHGameplay& AvHGamerules::GetGameplay() const
{
return this->mGameplay;
}
bool AvHGamerules::GetIsMapperBuild() const
{
bool theIsMapperBuild = false;
#ifdef AVH_MAPPER_BUILD
theIsMapperBuild = true;
#endif
return theIsMapperBuild;
}
bool AvHGamerules::GetIsTesting(void) const
{
return CVAR_GET_FLOAT(kvTesting) > 0;
}
bool AvHGamerules::GetIsTournamentMode(void) const
{
return (CVAR_GET_FLOAT(kvTournamentMode) == 1.0f);
}
bool AvHGamerules::GetIsCombatMode(void) const
{
return (this->GetMapMode() == MAP_MODE_CO);
}
AvHTeamNumber AvHGamerules::GetCombatAttackingTeamNumber() const
{
return this->mCombatAttackingTeamNumber;
}
bool AvHGamerules::GetIsNSMode(void) const
{
return (this->GetMapMode() == MAP_MODE_NS);
}
bool AvHGamerules::GetIsHamboneMode() const
{
return this->GetIsCombatMode() && (CVAR_GET_FLOAT(kvIronMan) == 2);
}
bool AvHGamerules::GetIsIronMan(void) const
{
return this->GetIsCombatMode() && (CVAR_GET_FLOAT(kvIronMan) == 1);
}
bool AvHGamerules::GetIsTrainingMode(void) const
{
return (CVAR_GET_FLOAT(kvTrainingMode) == 1.0f);
}
AvHMapMode AvHGamerules::GetMapMode(void) const
{
return this->mMapMode;
}
const AvHMapExtents& AvHGamerules::GetMapExtents()
{
this->mMapExtents.CalculateMapExtents();
return this->mMapExtents;
}
AvHEntityHierarchy& AvHGamerules::GetEntityHierarchy(AvHTeamNumber inTeam)
{
if(inTeam == TEAM_ONE)
{
return this->mTeamOneEntityHierarchy;
}
else if(inTeam == TEAM_TWO)
{
return this->mTeamTwoEntityHierarchy;
}
else
{
ASSERT(false);
}
return this->mTeamOneEntityHierarchy;
}
bool AvHGamerules::GetIsPlayerSelectableByPlayer(AvHPlayer* inTargetPlayer, AvHPlayer* inByPlayer)
{
ASSERT(inTargetPlayer);
ASSERT(inByPlayer);
bool thePlayerIsSelectable = false;
if(inTargetPlayer && inTargetPlayer->IsAlive() && (inTargetPlayer != inByPlayer))
{
if(inTargetPlayer->pev->team == inByPlayer->pev->team)
{
if(!inTargetPlayer->IsObserver())
{
thePlayerIsSelectable = true;
}
}
}
return thePlayerIsSelectable;
}
const AuthIDListType& AvHGamerules::GetServerOpList() const
{
return this->mServerOpList;
}
int AvHGamerules::GetServerTick() const
{
return gServerTick;
}
const char* AvHGamerules::GetSpawnEntityName(AvHPlayer* inPlayer) const
{
// Come back to ready room by default (in case there is a bug, go back to ready room, don't crash)
const char* theSpawnEntityName = kesReadyRoomStart;
AvHClassType theClassType = inPlayer->GetClassType();
// If there is no no avh start points, try to start up as CS. If that doesn't look
// right, always return DM spawns.
if((this->mMapMode == MAP_MODE_NS) || (this->mMapMode == MAP_MODE_CO))
{
// The different cases:
// Player just connected to server and hasn't done anything yet OR
// Player is leaving game and going back to ready room
if(theClassType == AVH_CLASS_TYPE_UNDEFINED)
{
// Use ready room spawn
theSpawnEntityName = kesReadyRoomStart;
}
else
{
theSpawnEntityName = kesTeamStart;
}
// // Player has requested a team but is currently in spectator mode OR
// // the player is in the ready room and has walked through a door to choose team
// else if(inPlayer->IsObserver() || theClassType == AVH_CLASS_TYPE_UNDEFINED)
// {
// // Look at class type to determine spawn entity name
// if(theClassType == AVH_CLASS_TYPE_MARINE)
// {
// theSpawnEntityName = kesTeamOneStart;
// }
// else if(theClassType == AVH_CLASS_TYPE_ALIEN)
// {
// theSpawnEntityName = kesTeamTwoStart;
// }
// }
// // Player just died and is coming back normally
// else
// {
// // Use current class type to determine spawn entity name
// if(theClassType == AVH_CLASS_TYPE_MARINE)
// {
// theSpawnEntityName = kesTeamOneStart;
// }
// else if(theClassType == AVH_CLASS_TYPE_ALIEN)
// {
// theSpawnEntityName = kesTeamTwoStart;
// }
// }
}
else if(this->mMapMode == MAP_MODE_CS)
{
switch(theClassType)
{
// "CT"
case AVH_CLASS_TYPE_MARINE:
theSpawnEntityName = kesCounterTerroristStart;
inPlayer->SetPendingCommand(kcJoinTeamOne);
break;
// "T"
case AVH_CLASS_TYPE_ALIEN:
theSpawnEntityName = kesTerroristStart;
inPlayer->SetPendingCommand(kcJoinTeamTwo);
break;
// Random
case AVH_CLASS_TYPE_UNDEFINED:
case AVH_CLASS_TYPE_AUTOASSIGN:
if(RANDOM_LONG(0, 1) == 0)
{
theSpawnEntityName = kesCounterTerroristStart;
inPlayer->SetPendingCommand(kcJoinTeamOne);
}
else
{
theSpawnEntityName = kesTerroristStart;
inPlayer->SetPendingCommand(kcJoinTeamTwo);
}
break;
}
}
else if(this->mMapMode == MAP_MODE_DM)
{
theSpawnEntityName = kesDeathMatchStart;
}
return theSpawnEntityName;
}
float AvHGamerules::GetTimeGameStarted() const
{
return this->mTimeGameStarted;
}
int AvHGamerules::GetTimeLimit() const
{
float theMinutes = CVAR_GET_FLOAT("mp_timelimit");
if(this->GetIsCombatMode())
{
theMinutes = CVAR_GET_FLOAT(kvCombatTime);
}
int theTimeLimit = (int)(theMinutes*60);
return theTimeLimit;
}
const AvHTeam* AvHGamerules::GetTeam(AvHTeamNumber inTeamNumber) const
{
const AvHTeam* theTeam = NULL;
ASSERT((inTeamNumber == TEAM_IND) || (inTeamNumber == TEAM_ONE) || (inTeamNumber == TEAM_TWO));
if(inTeamNumber == TEAM_ONE)
{
theTeam = &this->mTeamOne;
}
else if(inTeamNumber == TEAM_TWO)
{
theTeam = &this->mTeamTwo;
}
else
{
// TODO: emit error?
}
return theTeam;
}
AvHTeam* AvHGamerules::GetTeam(AvHTeamNumber inTeamNumber)
{
AvHTeam* theTeam = NULL;
if(inTeamNumber == TEAM_ONE)
{
theTeam = &this->mTeamOne;
}
else if(inTeamNumber == TEAM_TWO)
{
theTeam = &this->mTeamTwo;
}
else
{
// TODO: emit error?
}
return theTeam;
}
AvHTeamNumber AvHGamerules::GetVictoryTeam() const
{
return this->mVictoryTeam;
}
float AvHGamerules::GetVictoryTime() const
{
return this->mVictoryTime;
}
// Assumes full encumbered weight around 50
int AvHGamerules::GetMaxWeight(void) const
{
return 30;
}
int AvHGamerules::GetNumCommandersOnTeam(AvHTeamNumber inTeam)
{
const AvHTeam* theTeam = this->GetTeam(inTeam);
ASSERT(theTeam);
int theNumCommanders = (theTeam->GetCommander() == -1 ? 0 : 1);
return theNumCommanders;
}
int AvHGamerules::GetNumActiveHives(AvHTeamNumber inTeam) const
{
int theNumHives = 0;
const AvHTeam* theTeam = this->GetTeam(inTeam);
if(theTeam)
{
theNumHives = theTeam->GetNumActiveHives();
}
return theNumHives;
}
int AvHGamerules::GetNumEntities() const
{
int theNumEntities = 0;
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::GetNumEntities\n");
// FOR_ALL_BASEENTITIES();
// theNumEntities++;
// END_FOR_ALL_BASEENTITIES();
theNumEntities = g_engfuncs.pfnNumberOfEntities();
return theNumEntities;
}
int AvHGamerules::GetWeightForItemAndAmmo(AvHWeaponID inWeapon, int inNumRounds) const
{
// Assumes full encumbered weight around 50
int theWeight = 0;
ASSERT(inNumRounds >= 0);
switch(inWeapon)
{
case AVH_WEAPON_NONE:
break;
case AVH_WEAPON_MG:
theWeight += 4;
theWeight += (inNumRounds/100.0f)*1;
break;
case AVH_WEAPON_PISTOL:
theWeight += 2;
theWeight += (inNumRounds/8.0f)*.5;
break;
case AVH_WEAPON_KNIFE:
// No weight for the knife
break;
case AVH_WEAPON_SONIC:
theWeight += 5;
theWeight += (inNumRounds/10.0f)*2;
break;
case AVH_WEAPON_HMG:
theWeight += 7;
theWeight += (inNumRounds/150.0f)*2;
break;
case AVH_WEAPON_GRENADE_GUN:
theWeight += 7;
theWeight += (inNumRounds/4.0f)*1;
break;
case AVH_WEAPON_WELDER:
theWeight += 4;
break;
// case AVH_WEAPON_NUKE:
// theWeight += 18;
// theWeight += (inNumRounds/5.0f)*8;
// break;
//case AVH_WEAPON_FLAMER:
// theWeight += 10;
// break;
case AVH_WEAPON_MINE:
// Only judge by amount of ammo
theWeight += inNumRounds;
break;
}
return theWeight;
}
BOOL AvHGamerules::IsMultiplayer( void )
{
return TRUE;
}
BOOL AvHGamerules::IsDeathmatch( void )
{
return FALSE;
}
BOOL AvHGamerules::IsCoOp( void )
{
return FALSE;
}
void AvHGamerules::InitHUD( CBasePlayer *pPlayer )
{
// Call down to base class first (this may need to be changed later but make sure to update spectator cam)
CHalfLifeTeamplay::InitHUD(pPlayer);
#ifdef USE_UPP
UPPUtil_InitializePlayer(pPlayer);
#endif
// notify other clients of player joining the game
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s has joined the game\n", ( pPlayer->pev->netname && STRING(pPlayer->pev->netname)[0] != 0 ) ? STRING(pPlayer->pev->netname) : "unconnected" ) );
}
void GetMapNamesFromMapCycle(StringList& outMapNameList);
void AvHGamerules::InitializeMapVoteList()
{
// Add each map
this->mMapVoteList.clear();
this->mPlayersVoted.clear();
this->mPlayersVoteTime.clear();
StringList theMapNames;
GetMapNamesFromMapCycle(theMapNames);
// Traverse list
for(StringList::iterator theIter = theMapNames.begin(); theIter != theMapNames.end(); theIter++)
{
this->mMapVoteList.push_back( make_pair(*theIter, 0) );
}
}
void AvHGamerules::PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon)
{
ItemInfo theItemInfo;
pWeapon->GetItemInfo(&theItemInfo);
int theWeaponFlags = theItemInfo.iFlags;
//bool theDroppedWeapon = false;
for(int i = 0; i < 2; i++)
{
int theCurrentFlag = (i == 0 ? PRIMARY_WEAPON : SECONDARY_WEAPON);
CBasePlayerItem* theCurrentItem = NULL;
bool theHasWeaponWithFlag = pPlayer->HasItemWithFlag(theCurrentFlag, theCurrentItem);
if(((theWeaponFlags & theCurrentFlag) && pPlayer->HasItemWithFlag(theCurrentFlag, theCurrentItem)))
{
// Discard the one we have
char theWeaponName[256];
const char* theCurrentWeaponName = theCurrentItem->pszName();
ASSERT(theCurrentWeaponName);
strcpy(theWeaponName, theCurrentWeaponName);
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pPlayer);
if(thePlayer)
{
if(GetGameRules()->GetIsCombatMode())
{
thePlayer->RemovePlayerItem(theCurrentItem);
theCurrentItem->DestroyItem();
}
else
{
thePlayer->DropItem(theWeaponName);
}
}
//theDroppedWeapon = true;
}
}
//if(!theDroppedWeapon)
//{
CHalfLifeTeamplay::PlayerGotWeapon(pPlayer, pWeapon);
//}
if(GetGameRules()->GetIsCombatMode())
{
if(!AvHSUGetIsExternalClassName(STRING(pWeapon->pev->classname)))
{
AvHBasePlayerWeapon* theWeapon = dynamic_cast<AvHBasePlayerWeapon*>(pWeapon);
if(theWeapon)
{
// Spawn with default ammo
ItemInfo theItemInfo;
if(theWeapon->UsesAmmo() && theWeapon->GetItemInfo(&theItemInfo) && theWeapon->GetCanBeResupplied())
{
//int theMaxPrimary = theItemInfo.iMaxAmmo1;
int theStartAmmo = theItemInfo.iMaxClip*BALANCE_IVAR(kCombatSpawnClips);
// Add some to primary store
pPlayer->m_rgAmmo[theWeapon->m_iPrimaryAmmoType] = theStartAmmo;
}
}
}
}
}
Vector AvHGamerules::GetSpawnAreaCenter(AvHTeamNumber inTeamNumber) const
{
Vector theCenter(0, 0, 0);
int theNumSpawns = 0;
for(SpawnListType::const_iterator theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++)
{
if(theIter->GetTeamNumber() == inTeamNumber)
{
VectorAdd(theIter->GetOrigin(), theCenter, theCenter);
theNumSpawns++;
}
}
if(theNumSpawns > 0)
{
VectorScale(theCenter, 1.0f/theNumSpawns, theCenter);
}
return theCenter;
}
void AvHGamerules::PerformMapValidityCheck()
{
// Perform check to see that we have enough of all the entities
int theNumReadyRoomSpawns = 0;
int theNumTeamOneSpawns = 0;
int theNumTeamTwoSpawns = 0;
// CBaseEntity* theSpawn = NULL;
// while((theSpawn = UTIL_FindEntityByClassname(theSpawn, kesReadyRoomStart)) != NULL)
// {
// theNumReadyRoomSpawns++;
// }
for(SpawnListType::const_iterator theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++)
{
if(!strcmp(theIter->GetClassName().c_str(), kesReadyRoomStart))
{
theNumReadyRoomSpawns++;
}
else if(theIter->GetTeamNumber() == TEAM_ONE)
{
theNumTeamOneSpawns++;
}
else if(theIter->GetTeamNumber() == TEAM_TWO)
{
theNumTeamTwoSpawns++;
}
}
int theNumDesiredReadyRoomSpawns = 32;
int theNumDesiredTeamOneSpawns = this->mTeamOne.GetDesiredSpawnCount();
int theNumDesiredTeamTwoSpawns = this->mTeamTwo.GetDesiredSpawnCount();
if((theNumReadyRoomSpawns < theNumDesiredReadyRoomSpawns) || (theNumTeamOneSpawns < theNumDesiredTeamOneSpawns) || (theNumTeamTwoSpawns < theNumDesiredTeamTwoSpawns))
{
ALERT(at_logged, "Map validity check failure: %d/%d ready room spawns, %d/%d team one spawns, %d/%d team two spawns.\n", theNumReadyRoomSpawns, theNumDesiredReadyRoomSpawns, theNumTeamOneSpawns, theNumDesiredTeamOneSpawns, theNumTeamTwoSpawns, theNumDesiredTeamTwoSpawns);
}
else
{
ALERT(at_logged, "Map validity check success.\n");
}
}
void AvHGamerules::PostWorldPrecacheInitParticles()
{
// When a player first connects, send down all particle info
ASSERT(gParticleTemplateList.GetCreatedTemplates());
// Make sure client clears out all particle systems first
int theNumberTemplates = gParticleTemplateList.GetNumberTemplates();
for(int i = 0; i < theNumberTemplates; i++)
{
AvHParticleTemplate* theTemplate = gParticleTemplateList.GetTemplateAtIndex(i);
gParticleTemplateList.LinkToEntities(theTemplate);
}
}
void AvHGamerules::PreWorldPrecacheInitParticles()
{
// Reset templates and everything
AvHParticleSystemManager::Instance()->Reset();
// Load up the particle systems from modname.ps then levelname.ps
TRDescriptionList theDescriptionList;
string theLevelBaseSystemFile = string(getModDirectory()) + "/" + kBasePSName;
if(TRFactory::ReadDescriptions(theLevelBaseSystemFile, theDescriptionList))
{
gParticleTemplateList.CreateTemplates(theDescriptionList);
}
theDescriptionList.clear();
// TODO: the level name isn't populated yet for some reason
const char* theCStrLevelName = STRING(gpGlobals->mapname);
if(theCStrLevelName && !FStrEq(theCStrLevelName, ""))
{
string theLevelName = theCStrLevelName;
string theLevelParticleSystemFile = string(getModDirectory()) + string("/") + theLevelName + string(".ps");
if(TRFactory::ReadDescriptions(theLevelParticleSystemFile, theDescriptionList))
{
gParticleTemplateList.CreateTemplates(theDescriptionList);
}
}
}
// Emit line to log indicating victory status
void AvHGamerules::TallyVictoryStats() const
{
int theGameLength = (int)(gpGlobals->time - this->mTimeGameStarted);
int theGameLengthMinutes = theGameLength/60;
int theGameLengthSeconds = theGameLength % 60;
const char* thePrintableMapName = "ns_?";
const char* theMapName = STRING(gpGlobals->mapname);
if(theMapName)
{
thePrintableMapName = theMapName;
}
const AvHTeam* theVictoryTeam = &this->mTeamOne;
const AvHTeam* theLosingTeam = &this->mTeamTwo;
if(this->mVictoryTeam == TEAM_TWO)
{
theVictoryTeam = &this->mTeamTwo;
theLosingTeam = &this->mTeamOne;
}
ALERT(at_logged, "Team \"%d\" scored \"%d\" with \"%d\" players\n", TEAM_ONE, (int)this->mTeamOne.GetTotalResourcesGathered(), (int)this->mTeamOne.GetPlayerCount());
ALERT(at_logged, "Team \"%d\" scored \"%d\" with \"%d\" players\n", TEAM_TWO, (int)this->mTeamTwo.GetTotalResourcesGathered(), (int)this->mTeamTwo.GetPlayerCount());
if(!this->mVictoryDraw)
{
ALERT(at_logged, "(map_name \"%s\") (game_version \"%s\") (game_time \"%02d:%02d\") (victory_team \"%s\") (losing_team \"%s\") (winning_teamsize \"%d\") (losing_teamsize \"%d\")\n",
thePrintableMapName,
AvHSUGetGameVersionString(),
theGameLengthMinutes,
theGameLengthSeconds,
theVictoryTeam->GetTeamTypeString(),
theLosingTeam->GetTeamTypeString(),
theVictoryTeam->GetPlayerCount(),
theLosingTeam->GetPlayerCount());
}
else
{
ALERT(at_logged, "(map_name \"%s\") (game_version \"%s\") (game_time \"%02d:%02d\") (victory_team \"draw\") (losing_team \"draw\")\n",
thePrintableMapName,
AvHSUGetGameVersionString(),
theGameLengthMinutes,
theGameLengthSeconds);
}
//sprintf(theVictoryString, "%d?%s?%d?%d?%s?%s?%d?%d", this->mVictoryTeam, theTeamTypeString.c_str(), theNumTeamOnePlayers, theNumTeamTwoPlayers, thePrintableMapName, kGameVersion, theGameMinutes, theExtraSeconds, kGameVersion);
//this->PostVictoryStatsToWeb(string(theVictoryString));
}
void AvHGamerules::InitializeTechNodes()
{
this->mTeamOne.InitializeTechNodes();
this->mTeamTwo.InitializeTechNodes();
}
void AvHGamerules::PlayerDeathEnd(AvHPlayer* inPlayer)
{
ASSERT(inPlayer);
// if(!this->FPlayerCanRespawn(inPlayer))
// {
if(inPlayer->GetPlayMode() == PLAYMODE_PLAYING)
{
inPlayer->pev->nextthink = -1;
inPlayer->SetPlayMode(PLAYMODE_AWAITINGREINFORCEMENT, true);
}
// }
// else
// {
// this->RespawnPlayer(inPlayer);
// }
}
void AvHGamerules::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
{
// Tell gamerules
CHalfLifeTeamplay::PlayerKilled(pVictim, pKiller, pInflictor);
CBaseEntity* theBaseKiller = CBaseEntity::Instance(pKiller);
AvHPlayer* theKiller = dynamic_cast<AvHPlayer*>(theBaseKiller);
if(!theKiller)
{
CBaseEntity* theOwner = CBaseEntity::Instance(theBaseKiller->pev->owner);
theKiller = dynamic_cast<AvHPlayer*>(theOwner);
}
if(theKiller)
{
this->RewardPlayerForKill(theKiller, pVictim, pInflictor);
}
}
// From CHalfLifeMultiplay::PlayerSpawn
void AvHGamerules::PlayerSpawn( CBasePlayer *pPlayer )
{
AvHPlayer* theAvHPlayer = dynamic_cast<AvHPlayer*>(pPlayer);
BOOL addDefault;
CBaseEntity* pWeaponEntity = NULL;
pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
addDefault = TRUE;
while ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ))
{
pWeaponEntity->Touch( pPlayer );
addDefault = FALSE;
}
// Old-school spawn effect
// MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
// WRITE_BYTE(TE_TELEPORT);
// WRITE_COORD(pPlayer->pev->origin.x);
// WRITE_COORD(pPlayer->pev->origin.y);
// WRITE_COORD(pPlayer->pev->origin.z);
// MESSAGE_END();
if ( addDefault )
{
theAvHPlayer->pev->team = theAvHPlayer->GetTeam();
//theAvHPlayer->InitializeFromTeam();
//this->GetTeam(theAvHPlayer->GetTeam())->AddPlayer(theAvHPlayer->entindex(), theAvHPlayer->GetRole());
}
}
void AvHGamerules::PlayerThink( CBasePlayer *pPlayer )
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(pPlayer);
// Update base
CHalfLifeTeamplay::PlayerThink(pPlayer);
}
// Reset all players, remove weapons off the ground, etc.
void AvHGamerules::PostWorldPrecacheReset(bool inNewMap)
{
#ifdef AVH_PLAYTEST_BUILD
this->ReadBalanceData();
#endif
EntityListType theJoinedTeamOne;
EntityListType theJoinedTeamTwo;
EntityListType theSpectating;
// If we're preserving teams
if(this->mPreserveTeams)
{
// Remember the players that had already joined
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
int theEntityIndex = theEntity->entindex();
if(theEntity->pev->team == TEAM_ONE)
{
theJoinedTeamOne.push_back(theEntityIndex);
}
else if(theEntity->pev->team == TEAM_TWO)
{
theJoinedTeamTwo.push_back(theEntityIndex);
}
else if(theEntity->pev->team == TEAM_IND)
{
if(theEntity->GetPlayMode() == PLAYMODE_OBSERVER)
{
theSpectating.push_back(theEntityIndex);
}
}
theEntity->SendMessageNextThink(kGameStarting);
END_FOR_ALL_ENTITIES(kAvHPlayerClassName)
}
// Stop running all scripts
AvHScriptManager::Instance()->Reset();
this->DeleteAndResetEntities();
gServerTick = 0;
gServerUpdate = false;
this->mTimeUpdatedScripts = -1;
// Reset game on teams
this->mGameplay.Reset();
// Find gameplay entity if it exists
FOR_ALL_ENTITIES(kwsGameplayClassName, AvHGameplay*)
this->mGameplay = *theEntity;
END_FOR_ALL_ENTITIES(kwsMapInfoClassName)
this->mTeamOne.ResetGame();
this->mTeamTwo.ResetGame();
this->mTeamOneEntityHierarchy.Clear();
this->mTeamTwoEntityHierarchy.Clear();
// Set up both sides
this->mTeamOne.SetTeamType(this->mGameplay.GetTeamOneType());
this->mTeamTwo.SetTeamType(this->mGameplay.GetTeamTwoType());
// Set team numbers differently if teams are the same, so their colors change
// Marines vs. marines will be team 1 vs, team 3, aliens vs. aliens will be team 2 vs. team 4
if(this->mTeamOne.GetTeamType() == this->mTeamTwo.GetTeamType())
{
if(this->mTeamOne.GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
this->mTeamOne.SetTeamNumber(TEAM_ONE);
this->mTeamTwo.SetTeamNumber(TEAM_THREE);
this->mTeamTwo.SetTeamName(kMarine2Team);
this->mTeamTwo.SetTeamPrettyName(kMarinePrettyName);
}
else
{
this->mTeamOne.SetTeamNumber(TEAM_TWO);
this->mTeamTwo.SetTeamNumber(TEAM_FOUR);
this->mTeamTwo.SetTeamName(kAlien2Team);
this->mTeamTwo.SetTeamPrettyName(kAlienPrettyName);
}
}
this->InitializeTechNodes();
this->PostWorldPrecacheInitParticles();
// Set round as not started
this->InternalResetGameRules();
this->mEntitiesUnderAttack.clear();
this->mMapExtents.ResetMapExtents();
this->mCalculatedMapGamma = false;
// TODO: Clear min/max map sizes? Others?
// Find info location entities, store our own internal representation, then delete them for efficiency
if(inNewMap || (this->mSpawnList.size() == 0))
{
this->mInfoLocations.clear();
FOR_ALL_ENTITIES(kesInfoLocation, AvHInfoLocation*)
AvHBaseInfoLocation theLocation(*theEntity);
this->mInfoLocations.push_back(theLocation);
UTIL_Remove(theEntity);
END_FOR_ALL_ENTITIES(kesInfoLocation);
// Clear spawns on a new map only
this->mSpawnList.clear();
if(this->mSpawnEntity)
{
UTIL_Remove(this->mSpawnEntity);
}
FOR_ALL_ENTITIES(kesReadyRoomStart, CPointEntity*)
string theClassName(STRING(theEntity->pev->classname));
this->RegisterSpawnPoint(theClassName, theEntity->pev->origin, theEntity->pev->angles, TEAM_IND);
UTIL_Remove(theEntity);
END_FOR_ALL_ENTITIES(kesReadyRoomStart);
FOR_ALL_ENTITIES(kesTeamStart, AvHTeamStartEntity*)
string theClassName(STRING(theEntity->pev->classname));
this->RegisterSpawnPoint(theClassName, theEntity->pev->origin, theEntity->pev->angles, theEntity->GetTeamNumber());
UTIL_Remove(theEntity);
END_FOR_ALL_ENTITIES(kesTeamStart);
// Create dummy entity we can use to return from SelectSpawnPoint
this->mSpawnEntity = CBaseEntity::Create(kesReadyRoomStart, Vector(), Vector());
ASSERT(this->mSpawnEntity);
// Added by mmcguire.
this->mSpawnEntity->pev->effects |= EF_NODRAW;
// Clear map voting on a level change
this->mMapVoteList.clear();
this->mPlayersVoted.clear();
this->mPlayersVoteTime.clear();
}
// Must happen after processing spawn entities
this->RecalculateMapMode();
// Loop through all players that are playing and respawn them
bool theJustResetGameAtCountdownStart = false;
// Now tell those players to all join again
for(EntityListType::iterator theIter = theJoinedTeamOne.begin(); theIter != theJoinedTeamOne.end(); theIter++)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(*theIter)));
if(thePlayer)
{
GetGameRules()->JoinTeam(thePlayer, TEAM_ONE, false, true);
}
theJustResetGameAtCountdownStart = true;
}
theJoinedTeamOne.clear();
// Now tell those players to all join again
for(theIter = theJoinedTeamTwo.begin(); theIter != theJoinedTeamTwo.end(); theIter++)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(*theIter)));
if(thePlayer)
{
GetGameRules()->JoinTeam(thePlayer, TEAM_TWO, false, true);
}
theJustResetGameAtCountdownStart = true;
}
theJoinedTeamTwo.clear();
// Rejoin spectators
for(theIter = theSpectating.begin(); theIter != theSpectating.end(); theIter++)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(*theIter)));
if(thePlayer)
{
thePlayer->SetPlayMode(PLAYMODE_OBSERVER);
}
theJustResetGameAtCountdownStart = true;
}
theSpectating.clear();
if(theJustResetGameAtCountdownStart)
{
this->mTimeCountDownStarted = this->mSavedTimeCountDownStarted;
this->mStartedCountdown = true;
}
//gVoiceHelper.Reset();
}
void AvHGamerules::JoinTeam(AvHPlayer* inPlayer, AvHTeamNumber inTeamToJoin, bool inDisplayErrorMessage, bool inForce)
{
// Report new player status
#ifdef USE_UPP
UPP::reportPlayerChangingTeams(UPPUtil_GetPlayerInfo(inPlayer),inTeamToJoin);
#endif
int thePrevTeam = inPlayer->pev->team;
inPlayer->pev->team = inTeamToJoin;
inPlayer->InitializeFromTeam();
AvHServerPlayerData* theServerPlayerData = inPlayer->GetServerPlayerData();
bool thePlayerCanJoinImmediately = this->GetArePlayersAllowedToJoinImmediately() && this->SelectSpawnPoint(inPlayer) || inForce;
if(theServerPlayerData
&& theServerPlayerData->GetHasJoinedTeam()
&& GetGameRules()->GetGameStarted()
&& !inForce
&& inTeamToJoin != TEAM_IND
&& !GetGameRules()->GetCheatsEnabled())
thePlayerCanJoinImmediately = false;
if(thePlayerCanJoinImmediately)
{
inPlayer->SetPlayMode(PLAYMODE_PLAYING);
}
else
{
inPlayer->SetPlayMode(PLAYMODE_AWAITINGREINFORCEMENT);
inPlayer->SendMessage(kJoinSoon);
}
if(inTeamToJoin != TEAM_IND)
{
UTIL_LogPrintf("\"%s<%d><%s>\" joined team \"%s\"\n",
STRING(inPlayer->pev->netname),
GETPLAYERUSERID(inPlayer->edict()),
AvHSUGetPlayerAuthIDString(inPlayer->edict()).c_str(),
AvHSUGetTeamName(inPlayer->pev->team));
if(theServerPlayerData)
theServerPlayerData->SetHasJoinedTeam(true);
}
}
// This is called before any entities are spawned, every time the map changes, including the first time
void AvHGamerules::PreWorldPrecacheReset()
{
gParticleTemplateList.Clear();
AvHMP3Audio::ClearSoundNameList();
this->PreWorldPrecacheInitParticles();
}
void AvHGamerules::ProcessRespawnCostForPlayer(AvHPlayer* inPlayer)
{
AvHTeam* theTeam = inPlayer->GetTeamPointer();
if(theTeam)
{
AvHClassType theTeamType = theTeam->GetTeamType();
if(theTeamType == AVH_CLASS_TYPE_ALIEN)
{
// It costs an egg, or points
// AvHEgg* theEgg = this->FindEggForTeam(inPlayer->GetTeam());
// if(!theEgg)
// {
// // Deduct point cost
// int theRespawnCost = inPlayer->GetRespawnCost();
// ASSERT(inPlayer->GetResources() >= theRespawnCost);
// inPlayer->SetResources(inPlayer->GetResources() - theRespawnCost);
//
// this->MarkDramaticEvent(kHiveSpawnPriority, inPlayer);
// }
// else
// {
// this->MarkDramaticEvent(kEggSpawnPriority, inPlayer, theEgg);
// }
}
else if(theTeamType == AVH_CLASS_TYPE_MARINE)
{
// It costs a reinforcement for a marine
// int theNumReinforcements = theTeam->GetReinforcements();
// ASSERT(theNumReinforcements > 0);
// theTeam->SetReinforcements(theNumReinforcements - 1);
this->MarkDramaticEvent(kReinforcementsPriority, inPlayer);
}
}
// No team? Player died in the ready room...fix?
}
void AvHGamerules::ProcessTeamUpgrade(AvHMessageID inUpgrade, AvHTeamNumber inNumber, int inEntity, bool inGive)
{
AvHTeam* theTeam = this->GetTeam(inNumber);
if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_MARINE))
{
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::ProcessTeamUpgrade\n");
// Add or remove the upgrade from every entity that's on the team
FOR_ALL_BASEENTITIES();
if(theBaseEntity->pev->team == inNumber)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);
if(thePlayer)
{
thePlayer->GiveTeamUpgrade(inUpgrade, inGive);
}
else
{
ProcessGenericUpgrade(theBaseEntity->pev->iuser4, inUpgrade, inGive);
}
}
END_FOR_ALL_BASEENTITIES();
// Store it in the team too, so new players and entities can be initialized properly
theTeam->ProcessTeamUpgrade(inUpgrade, inGive);
}
}
bool AvHGamerules::ReadyToStartCountdown()
{
bool theReadyToStartCountdown = false;
int theTeamOnePlayerCount = this->mTeamOne.GetPlayerCount();
int theTeamTwoPlayerCount = this->mTeamTwo.GetPlayerCount();
bool theAtLeastOneOnTeamOne = theTeamOnePlayerCount > 0;
bool theAtLeastOneOnTeamTwo = theTeamTwoPlayerCount > 0;
if(this->GetCheatsEnabled())
{
if(theAtLeastOneOnTeamOne || theAtLeastOneOnTeamTwo)
{
theReadyToStartCountdown = true;
}
}
else
{
if(this->GetIsTournamentMode())
{
// Don't start unless both sides are equal and both sides have said their team is ready
if(theAtLeastOneOnTeamOne && theAtLeastOneOnTeamTwo /*&& (theTeamOnePlayerCount == theTeamTwoPlayerCount)*/)
{
if(this->mTeamOne.GetIsReady() && this->mTeamTwo.GetIsReady())
{
theReadyToStartCountdown = true;
}
}
}
else if(theAtLeastOneOnTeamOne && theAtLeastOneOnTeamTwo)
{
theReadyToStartCountdown = true;
}
}
return theReadyToStartCountdown;
}
void AvHGamerules::RecalculateHandicap()
{
const float kHandicapMax = 100.0f;
// Teams can enforce their own handicaps if they want (cap to valid values)
float theBaseTeam1Handicap = max(min(kHandicapMax, avh_team1damagepercent.value), 0.0f);
float theBaseTeam2Handicap = max(min(kHandicapMax, avh_team2damagepercent.value), 0.0f);
// Set handicap scalars
this->mTeamOne.SetHandicap(theBaseTeam1Handicap/kHandicapMax);
this->mTeamTwo.SetHandicap(theBaseTeam2Handicap/kHandicapMax);
avh_team1damagepercent.value = theBaseTeam1Handicap;
avh_team2damagepercent.value = theBaseTeam2Handicap;
}
// Called when dedicated server exits
void AvHGamerules::ServerExit()
{
#ifdef USE_UPP
UPP::disconnect();
#endif
}
void AvHGamerules::VoteMap(int inPlayerIndex, int inMapIndex)
{
// check to remove votemap spam
map< int, float >::iterator thePlayerVoteTime = this->mPlayersVoteTime.find(inPlayerIndex);
if (thePlayerVoteTime != this->mPlayersVoteTime.end())
{
if (thePlayerVoteTime->second + 3.0f > gpGlobals->time)
return;
thePlayerVoteTime->second = gpGlobals->time;
}
else
{
this->mPlayersVoteTime.insert(pair < int, float >(inPlayerIndex, gpGlobals->time));
}
if(avh_mapvoteratio.value != -1)
{
if(this->mMapVoteList.size() == 0)
{
this->InitializeMapVoteList();
}
// If this is a valid map
if((inMapIndex > 0) && (inMapIndex <= (signed)this->mMapVoteList.size()))
{
PlayerMapVoteListType::iterator theMappedPlayer = this->mPlayersVoted.find(inPlayerIndex);
// Increment votes for map
MapVoteListType::iterator theIter = (MapVoteListType::iterator)&this->mMapVoteList[inMapIndex-1];
int theVotes = ++theIter->second;
// If player has already voted, decrement previous map and update which map the player has voted
if(theMappedPlayer != this->mPlayersVoted.end()) {
((MapVoteListType::iterator)&this->mMapVoteList[theMappedPlayer->second - 1])->second--;
theMappedPlayer->second = inMapIndex;
}
// else, remember the "new" player's vote
else
{
this->mPlayersVoted.insert(pair < int, int >(inPlayerIndex, inMapIndex));
}
// Tell everyone
CBaseEntity* theVotingPlayer = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(inPlayerIndex));
ASSERT(theVotingPlayer);
char* theMessage = UTIL_VarArgs("%s executed votemap %d (%s %d/%d)\n", STRING(theVotingPlayer->pev->netname), inMapIndex, theIter->first.c_str(), theIter->second, this->GetVotesNeededForMapChange());
UTIL_ClientPrintAll(HUD_PRINTTALK, theMessage);
UTIL_LogPrintf(theMessage);
// Does this map enough votes to change?
if(theVotes >= this->GetVotesNeededForMapChange())
{
// Changelevel now
char theLevelName[256];
strcpy(theLevelName, theIter->first.c_str());
CHANGE_LEVEL(theLevelName, NULL);
}
}
}
}
// remove a player's vote from the votemap list and trigger a mapchange check
void AvHGamerules::RemovePlayerFromVotemap(int inPlayerIndex)
{
PlayerMapVoteListType::iterator theMappedPlayer = this->mPlayersVoted.find(inPlayerIndex);
// If player has voted, decrement the map voted for
if(theMappedPlayer != this->mPlayersVoted.end()) {
((MapVoteListType::iterator)&this->mMapVoteList[theMappedPlayer->second - 1])->second--;
this->mPlayersVoted.erase(inPlayerIndex);
}
// trigger mapchange check
int theVotesNeeded = this->GetVotesNeededForMapChange();
for(MapVoteListType::iterator theMapIterator = this->mMapVoteList.begin();
theMapIterator != this->mMapVoteList.end();
theMapIterator++)
{
if (theMapIterator->second >= theVotesNeeded)
{
// Changelevel now
char theLevelName[256];
strcpy(theLevelName, theMapIterator->first.c_str());
CHANGE_LEVEL(theLevelName, NULL);
break;
}
}
}
bool AvHGamerules::GetMapVoteStrings(StringList& outMapVoteList)
{
bool theSuccess = false;
if(avh_mapvoteratio.value != -1)
{
if(this->mMapVoteList.size() == 0)
{
this->InitializeMapVoteList();
}
int theMapIndex = 1;
outMapVoteList.clear();
for(MapVoteListType::iterator theIter = this->mMapVoteList.begin(); theIter != this->mMapVoteList.end(); theIter++)
{
string theOutputString = MakeStringFromInt(theMapIndex) + ") " + theIter->first + " (" + MakeStringFromInt(theIter->second) + "/" + MakeStringFromInt(this->GetVotesNeededForMapChange()) + ")\n";
outMapVoteList.push_back(theOutputString);
theMapIndex++;
}
theSuccess = true;
}
return theSuccess;
}
int AvHGamerules::GetVotesNeededForMapChange()
{
int theNumVotes = -1;
float theMapVoteRatio = avh_mapvoteratio.value;
if(theMapVoteRatio > 0)
{
theMapVoteRatio = min(max(0.0f, theMapVoteRatio), 1.0f);
theNumVotes = max(theMapVoteRatio*this->GetNumberOfPlayers(), 1);
}
return theNumVotes;
}
void AvHGamerules::RegisterSpawnPoint(const string& inClassName, const Vector& inOrigin, const Vector& inAngles, const AvHTeamNumber& inTeamNumber)
{
AvHSpawn theSpawnPoint(inClassName, inOrigin, inAngles, inTeamNumber);
this->mSpawnList.push_back(theSpawnPoint);
}
void AvHGamerules::RespawnPlayer(AvHPlayer* inPlayer)
{
bool thePlayerCanRespawn = this->FPlayerCanRespawn(inPlayer);
ASSERT(thePlayerCanRespawn);
this->ProcessRespawnCostForPlayer(inPlayer);
// Clear alien upgrades, they must be repurchased. Soldier upgrades stick.
AvHTeam* theTeam = inPlayer->GetTeamPointer();
if(theTeam)
{
if(theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN)
{
inPlayer->pev->iuser4 = 0;
}
respawn(inPlayer->pev, !(inPlayer->m_afPhysicsFlags & PFLAG_OBSERVER));// don't copy a corpse if we're in deathcam.
inPlayer->pev->nextthink = -1;
// Bring us back in the game
if(theTeam->GetTeamType() == AVH_CLASS_TYPE_MARINE)
{
inPlayer->SetUser3(AVH_USER3_MARINE_PLAYER, true);
}
else if(theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN)
{
inPlayer->SetUser3(AVH_USER3_ALIEN_PLAYER1, true);
}
}
}
void AvHGamerules::ResetGame(bool inPreserveTeams)
{
// Reset game rules
this->mFirstUpdate = true;
this->mPreserveTeams = inPreserveTeams;
// Reset all players
// FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
// theEntity->Reset();
// END_FOR_ALL_ENTITIES(kAvHPlayerClassName)
}
void AvHGamerules::RecalculateMapMode( void )
{
// Recalculate map mode we're in. MAP_MODE_UNDEFINED means just try to spawn somewhere.
// Check for AVH entities
if((this->GetEntityExists(kesReadyRoomStart)) && (this->GetEntityExists(kesTeamStart)))
{
const char* theCStrLevelName = STRING(gpGlobals->mapname);
if(theCStrLevelName && (strlen(theCStrLevelName) > 3))
{
if(!strnicmp(theCStrLevelName, "ns_", 3))
{
if(this->GetEntityExists(kesTeamHive))
{
if(this->GetEntityExists(kwsTeamCommand))
{
this->mMapMode = MAP_MODE_NS;
this->PerformMapValidityCheck();
}
}
}
else if(!strnicmp(theCStrLevelName, "co_", 3))
{
this->mMapMode = MAP_MODE_CO;
}
}
}
// Check for CS entities
else if(this->GetEntityExists(kesTerroristStart) && this->GetEntityExists(kesCounterTerroristStart))
{
this->mMapMode = MAP_MODE_CS;
}
else if(this->GetEntityExists(kesDeathMatchStart))
{
this->mMapMode = MAP_MODE_DM;
}
}
bool AvHGamerules::RoamingAllowedForPlayer(CBasePlayer* inPlayer) const
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
bool theRoamingAllowed = false;
if(thePlayer)
{
if((thePlayer->GetPlayMode() == PLAYMODE_OBSERVER))
{
theRoamingAllowed = true;
}
const AvHTeam* theTeam = this->GetTeam(thePlayer->GetTeam());
if(theTeam)
{
if(theTeam->GetPlayerCount() == 0)
{
theRoamingAllowed = true;
}
}
else
{
theTeam = this->GetTeam( (thePlayer->GetTeam() == TEAM_ONE ? TEAM_TWO : TEAM_ONE) );
if(theTeam)
{
if(theTeam->GetPlayerCount() == 0)
{
theRoamingAllowed = true;
}
}
}
}
return theRoamingAllowed;
}
//AvHEgg* AvHGamerules::FindEggForTeam(AvHTeamNumber inTeamNumber) const
//{
// AvHEgg* theEgg = NULL;
//
// FOR_ALL_ENTITIES(kwsEggClassName, AvHEgg*)
// if(theEntity->pev->team == inTeamNumber)
// {
// theEgg = theEntity;
// break;
// }
// END_FOR_ALL_ENTITIES(kwsEggClassName)
//
// return theEgg;
//}
BOOL AvHGamerules::FShouldSwitchWeapon(CBasePlayer* inPlayer, CBasePlayerItem* inWeapon)
{
BOOL theShouldSwitch = CHalfLifeTeamplay::FShouldSwitchWeapon(inPlayer, inWeapon);
if(theShouldSwitch)
{
AvHBasePlayerWeapon* theWeapon = dynamic_cast<AvHBasePlayerWeapon*>(inWeapon);
if(theWeapon && !theWeapon->GetIsCapableOfFiring())
{
theShouldSwitch = false;
}
}
return theShouldSwitch;
}
void AvHGamerules::MarkDramaticEvent(int inPriority, CBaseEntity* inPrimaryEntity, bool inDramatic, CBaseEntity* inSecondaryEntity) const
{
ASSERT(inPrimaryEntity);
short inPrimaryEntityIndex = ENTINDEX(inPrimaryEntity->edict());
short inSecondaryEntityIndex = !inSecondaryEntity ? 0 : ENTINDEX(inSecondaryEntity->edict());
this->MarkDramaticEvent(inPriority, inPrimaryEntityIndex, inDramatic, inSecondaryEntityIndex);
}
void AvHGamerules::MarkDramaticEvent(int inPriority, short inPrimaryEntityIndex, bool inDramatic, short inSecondaryEntityIndex) const
{
ASSERT(inPriority >= kMinDramaticPriority);
ASSERT(inPriority <= kMaxDramaticPriority);
MESSAGE_BEGIN(MSG_SPEC, SVC_DIRECTOR);
WRITE_BYTE(DIRECTOR_MESSAGE_SIZE);
WRITE_BYTE(DRC_CMD_EVENT);
WRITE_SHORT(inPrimaryEntityIndex);
WRITE_SHORT(inSecondaryEntityIndex);
int thePriority = inPriority;
if(inDramatic)
{
thePriority |= DRC_FLAG_DRAMATIC;
}
WRITE_LONG(thePriority);
MESSAGE_END();
}
void AvHGamerules::MarkDramaticEvent(int inPriority, short inPrimaryEntityIndex, bool inDramatic, entvars_t* inSecondaryEntity) const
{
// Changed by mmcguire. Sometimes the attacker is NULL (e.g. when a
// player creates a turret and then leaves the game), so we need to
// handle that case.
short secondaryEntityIndex = 0;
if (inSecondaryEntity != NULL)
{
secondaryEntityIndex = OFFSET(inSecondaryEntity);
}
this->MarkDramaticEvent(inPriority, inPrimaryEntityIndex, secondaryEntityIndex);
}
void AvHGamerules::ResetEntities()
{
// Now reset all the world entities and mark useable ones with AVH_USER3_USEABLE
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::ResetEntities\n");
FOR_ALL_BASEENTITIES();
// Reset the entity. Assumes that players in the ready room have already been reset recently.
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(theBaseEntity);
if(thePlayer && (thePlayer->GetPlayMode() == PLAYMODE_READYROOM))
{
int theUser3 = thePlayer->pev->iuser3;
int theUser4 = thePlayer->pev->iuser4;
int thePlayMode = thePlayer->pev->playerclass;
int thePlayerTeam = thePlayer->pev->team;
int theSolidType = thePlayer->pev->solid;
thePlayer->ResetEntity();
thePlayer->pev->iuser3 = theUser3;
thePlayer->pev->iuser4 = theUser4;
thePlayer->pev->playerclass = thePlayMode;
thePlayer->pev->team = thePlayerTeam;
thePlayer->pev->solid = theSolidType;
}
else
{
theBaseEntity->ResetEntity();
}
// Don't mark commander stations as useable in this case
AvHCommandStation* theCommandStation = dynamic_cast<AvHCommandStation*>(theBaseEntity);
if(!theCommandStation)
{
int theObjectCaps = theBaseEntity->ObjectCaps();
if(theObjectCaps & (FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE))
{
// After playing once, this is no longer zero
//ASSERT(theBaseEntity->pev->iuser3 == 0);
if(theBaseEntity->pev->iuser3 == 0)
{
theBaseEntity->pev->iuser3 = AVH_USER3_USEABLE;
// Now also mark the target entity as useable!
if (!FStringNull(theBaseEntity->pev->target))
{
CBaseEntity* theTarget = NULL;
while(theTarget = UTIL_FindEntityByTargetname(theTarget, STRING(theBaseEntity->pev->target)))
{
theTarget->pev->iuser3 = AVH_USER3_USEABLE;
}
}
}
}
}
END_FOR_ALL_BASEENTITIES();
}
void AvHGamerules::InternalResetGameRules()
{
#ifdef USE_UPP
if(UPP::isRecordingGame())
{
UPP::reportGameCancelled();
}
#endif
this->mGameStarted = false;
this->mTimeCountDownStarted = 0;
this->mTimeGameStarted = -1;
this->mTimeOfLastGameTimeUpdate = -1;
this->mTimeOfLastHLTVProxyUpdate = -1;
this->mTimeSentCountdown = 0;
this->mTimeLastWontStartMessageSent = 0;
this->mStartedCountdown = false;
this->mSentCountdownMessage = false;
this->mTimeWorldReset = gpGlobals->time;
this->mCombatAttackingTeamNumber = TEAM_IND;
if(this->mLastMapChange == -1)
{
this->mLastMapChange = gpGlobals->time;
}
this->mVictoryTeam = TEAM_IND;
this->mVictoryDraw = false;
this->mVictoryTime = 0;
this->mCheats.clear();
this->mLastParticleUpdate = -1;
this->mLastNetworkUpdate = -1;
this->mLastWorldEntityUpdate = -1;
this->mLastCloakableUpdate = -1;
this->mLastVictoryUpdate = -1;
#ifndef USE_UPP //under UPP, we don't want to reestablish a connection with each new game
this->mUpdatedUplink = false;
#endif
}
void AvHGamerules::CopyDataToSpawnEntity(const AvHSpawn& inSpawnEntity) const
{
VectorCopy(inSpawnEntity.GetOrigin(), this->mSpawnEntity->pev->origin);
VectorCopy(inSpawnEntity.GetAngles(), this->mSpawnEntity->pev->angles);
VectorCopy(inSpawnEntity.GetAngles(), this->mSpawnEntity->pev->v_angle);
this->mSpawnEntity->pev->team = inSpawnEntity.GetTeamNumber();
// VectorCopy(g_vecZero, this->mSpawnEntity->pev->v_angle);
//this->mSpawnEntity->pev->classname = inSpawnEntity
}
// Look for spawns in radius
CBaseEntity* AvHGamerules::GetRandomHiveSpawnPoint(CBaseEntity* inPlayer, const Vector& inOrigin, float inMaxDistance) const
{
CBaseEntity* theSpawnPoint = NULL;
typedef vector<int> EntityIndexListType;
EntityIndexListType theSpawnIndexList;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
ASSERT(thePlayer);
// Loop through all spawns, looking for valid spawns within range
int theIndex = 0;
SpawnListType::const_iterator theIter;
for(theIter = this->mSpawnList.begin(); theIter != this->mSpawnList.end(); theIter++, theIndex++)
{
// Found one in range? Add it's index to the list
if(theIter->GetTeamNumber() == AvHTeamNumber(thePlayer->pev->team))
{
Vector theSpawnOrigin = theIter->GetOrigin();
float theDistanceToSpawn = VectorDistance(theSpawnOrigin, inOrigin);
if(theDistanceToSpawn <= inMaxDistance)
{
int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3));
theSpawnOrigin.z += theOffset;
if(AvHSUGetIsEnoughRoomForHull(theSpawnOrigin, AvHMUGetHull(false, inPlayer->pev->iuser3), inPlayer->edict()))
{
theSpawnIndexList.push_back(theIndex);
}
}
}
}
// If index list has more then one entry
int theNumValidSpawns = theSpawnIndexList.size();
if(theNumValidSpawns > 0)
{
// Pick random index
int theRandomIndex = RANDOM_LONG(0, theNumValidSpawns - 1);
ASSERT(theRandomIndex >= 0);
ASSERT(theRandomIndex < theNumValidSpawns);
ASSERT(this->mSpawnEntity);
// Copy data into spawn entity
int theSpawnIndex = theSpawnIndexList[theRandomIndex];
const AvHSpawn& theSpawn = this->mSpawnList[theSpawnIndex];
this->CopyDataToSpawnEntity(theSpawn);
// Return it
theSpawnPoint = this->mSpawnEntity;
}
return theSpawnPoint;
}
bool AvHGamerules::CanPlayerBeacon(CBaseEntity *inPlayer)
{
bool result=true;
SpawnListType::const_iterator theSpawnIter;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
ASSERT(thePlayer);
AvHTeamNumber thePlayerTeamNumber = thePlayer->GetTeam();
for(theSpawnIter = this->mSpawnList.begin(); theSpawnIter != this->mSpawnList.end(); theSpawnIter++)
{
string theClassName = theSpawnIter->GetClassName();
if(theClassName == kesTeamStart)
{
if(theSpawnIter->GetTeamNumber() == thePlayerTeamNumber &&
VectorDistance(theSpawnIter->GetOrigin(), inPlayer->pev->origin) < BALANCE_IVAR(kDistressBeaconRange))
{
result=false;
}
}
}
return result;
}
edict_t* AvHGamerules::SelectSpawnPoint(CBaseEntity* inPlayer, const string& inSpawnEntityName) const
{
bool theDone = false;
edict_t* theResult = NULL;
CBaseEntity* theSpot = NULL;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
ASSERT(thePlayer);
// Handle alien spawns differently than others.
AvHTeamNumber theTeamNumber = thePlayer->GetTeam();
const AvHTeam* theTeam = this->GetTeam(theTeamNumber);
if(theTeam && (theTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) && (inSpawnEntityName == kesTeamStart))
{
// Get a random active hive
AvHHive* theHive = AvHSUGetRandomActiveHive(theTeamNumber);
if(theHive)
{
theSpot = this->GetRandomHiveSpawnPoint(inPlayer, theHive->pev->origin, theHive->GetMaxSpawnDistance());
}
// If we still didn't find one and cheats are on, try a spawn not near a hive
if(!theSpot && this->GetCheatsEnabled())
{
theSpot = this->SelectRandomSpawn(inPlayer, inSpawnEntityName);
}
}
else
{
theSpot = this->SelectRandomSpawn(inPlayer, inSpawnEntityName);
}
if(!FNullEnt(theSpot))
{
int theOffset = AvHMUGetOriginOffsetForUser3(AvHUser3(thePlayer->pev->iuser3));
Vector theSpawnOrigin = theSpot->pev->origin;
theSpawnOrigin.z += theOffset;
if(AvHSUGetIsEnoughRoomForHull(theSpawnOrigin, AvHMUGetHull(false, inPlayer->pev->iuser3), inPlayer->edict()))
{
theResult = theSpot->edict();
theDone = true;
}
}
if(!theDone)
{
char theErrorString[256];
sprintf(theErrorString, "AvHGamerules::SelectSpawnPoint(): all spawns full\n");
ALERT(at_logged, theErrorString);
theResult = NULL;
}
return theResult;
}
void AvHGamerules::UpdateHLTVProxy()
{
// Check if HLTV proxy is connected to server
bool theHLTVProxyConnected = false;
// Every so often, send out team for all players (needed for late joiners)
for (int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *plr = (CBasePlayer*)UTIL_PlayerByIndex( i );
if ( plr && (plr->pev->flags & FL_PROXY))
{
theHLTVProxyConnected = true;
break;
}
}
// Update proxy if connected
if(theHLTVProxyConnected)
{
const float kHLTVProxyUpdateTime = 6.0f;
if((this->mTimeOfLastHLTVProxyUpdate == -1) || (gpGlobals->time > (this->mTimeOfLastHLTVProxyUpdate + kHLTVProxyUpdateTime)))
{
//char theMessage[256];
//sprintf(theMessage, "AvHGamerules::UpdateHLTVProxy...\n");
//ALERT(at_console, theMessage);
// Every so often, send out team for all players (needed for late joiners)
for (int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *plr = (CBasePlayer*)UTIL_PlayerByIndex( i );
if ( plr && GetGameRules()->IsValidTeam( plr->TeamID() ) )
{
MESSAGE_BEGIN(MSG_SPEC, gmsgTeamInfo);
WRITE_BYTE(plr->entindex() );
WRITE_STRING(plr->TeamID() );
MESSAGE_END();
}
}
// Send messages to HLTV viewers
float theMapGamma = GetGameRules()->GetMapGamma();
MESSAGE_BEGIN(MSG_SPEC, gmsgSetGammaRamp);
WRITE_COORD(theMapGamma*kNormalizationNetworkFactor);
MESSAGE_END();
this->mTimeOfLastHLTVProxyUpdate = gpGlobals->time;
}
}
}
void AvHGamerules::UpdateGameMode(CBasePlayer* inPlayer)
{
// Sort scoreboard
MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, inPlayer->edict() );
WRITE_BYTE(1); // game mode teamplay
MESSAGE_END();
}
void AvHGamerules::UpdatePlaytesting()
{
if(this->GetGameStarted() && !this->GetIsCombatMode())
{
const int theActiveNodesMessageUpdateTime = BALANCE_IVAR(kActiveNodesMessageUpdateTime);
if((theActiveNodesMessageUpdateTime > 0) && !this->GetIsTournamentMode())
{
if((this->mTimeOfLastPlaytestUpdate == -1) || (gpGlobals->time > (this->mTimeOfLastPlaytestUpdate + theActiveNodesMessageUpdateTime)))
{
int theTeamOneTowers = 0;
int theTeamTwoTowers = 0;
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::UpdatePlaytesting\n");
FOR_ALL_BASEENTITIES();
AvHResourceTower* theResourceTower = dynamic_cast<AvHResourceTower*>(theBaseEntity);
if(theResourceTower && theResourceTower->GetIsActive())
{
if(theResourceTower->pev->team == TEAM_ONE)
{
theTeamOneTowers++;
}
else if(theResourceTower->pev->team == TEAM_TWO)
{
theTeamTwoTowers++;
}
}
END_FOR_ALL_BASEENTITIES();
// Count how many active towers each team has, and tell the world
char* theMessage = UTIL_VarArgs( "Active resource nodes: Marines: %d Aliens: %d\n", theTeamOneTowers, theTeamTwoTowers);
UTIL_ClientPrintAll(HUD_PRINTTALK, theMessage);
UTIL_LogPrintf(theMessage);
this->mTimeOfLastPlaytestUpdate = gpGlobals->time;
}
}
/*
const int theHandicapUpdateTime = BALANCE_IVAR(kHandicapUpdateTime);
if((theHandicapUpdateTime > 0) / *&& this->GetIsTournamentMode()* /)
{
if((this->mTimeOfLastHandicapUpdate == -1) || (gpGlobals->time > (this->mTimeOfLastHandicapUpdate + theHandicapUpdateTime)))
{
float theTeamOneHandicap = this->GetTeam(TEAM_ONE)->GetHandicap();
float theTeamTwoHandicap = this->GetTeam(TEAM_TWO)->GetHandicap();
if((theTeamOneHandicap < 1.0f) || (theTeamTwoHandicap < 1.0f))
{
char theMessage[512];
sprintf(theMessage, "Handicap active (damage reduction): Marines: %.2f Aliens: %.2f\n", theTeamOneHandicap, theTeamTwoHandicap);
UTIL_ClientPrintAll(HUD_PRINTNOTIFY, theMessage);
UTIL_LogPrintf(theMessage);
this->mTimeOfLastHandicapUpdate = gpGlobals->time;
}
}
}
*/
}
}
void AvHGamerules::UpdateUplink()
{
#ifdef USE_UPP
#ifdef AVH_SECURE_PRERELEASE_BUILD
avh_uplink.value = 1;
#endif
UPPUtil_ProcessResponses();
if(UPP::isConnected() != (avh_uplink.value != 0))
{
if(avh_uplink.value)
{
UPPUtil_Connect();
}
else
{
UPPUtil_Disconnect();
}
}
#else
#ifdef AVH_SECURE_PRERELEASE_BUILD
avh_uplink.value = 1;
#endif
// If authentication is enabled
if(!this->mUpdatedUplink && (avh_uplink.value > 0))
{
// Only allow it once every day -> 500 servers == num queries per hour = 500*75k = 1,500k per hour -> just over a 1 gig a month
unsigned int theCurrentSystemTime = AvHSUTimeGetTime();
int theUpdateUplinkInterval = (60*60*1000)*24;
#ifdef AVH_SECURE_PRERELEASE_BUILD
theUpdateUplinkInterval = (60*60*1000)/30; // every 30 minutes or so while testing
#endif
#ifdef DEBUG
theUpdateUplinkInterval = 0;
#endif
if((gTimeLastUpdatedUplink == 0) || (theCurrentSystemTime > (gTimeLastUpdatedUplink + theUpdateUplinkInterval)))
{
// Initialize it
ALERT(at_logged, "Contacting www.natural-selection.org...\n");
this->InitializeAuthentication();
//this->DisplayVersioning();
}
else
{
//ALERT(at_logged, "You must wait longer before uplinking again.\n");
}
}
// If it just turned off, clear auth masks
if(this->mUpdatedUplink && !avh_uplink.value)
{
gAuthMaskList.clear();
ALERT(at_logged, "Authentication disabled.\n");
}
this->mUpdatedUplink = avh_uplink.value;
#endif
}
edict_t* AvHGamerules::SelectSpawnPoint(CBaseEntity* inPlayer) const
{
const char* theSpawnName = kesReadyRoomStart;
edict_t* theResult = NULL;
// Get name of spawn entity from player
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
if(thePlayer)
{
// Set name of spawn point accordingly
theSpawnName = this->GetSpawnEntityName(thePlayer);
}
theResult = this->SelectSpawnPoint(inPlayer, theSpawnName);
return theResult;
}
const char* AvHGamerules::SetDefaultPlayerTeam(CBasePlayer *pPlayer)
{
// By default, do nothing. We start in the ready room, we don't join a team
return NULL;
}
CBaseEntity* AvHGamerules::SelectRandomSpawn(CBaseEntity* inPlayer, const string& inSpawnName) const
{
CBaseEntity* theSpawn = NULL;
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(inPlayer);
ASSERT(thePlayer);
AvHTeamNumber thePlayerTeamNumber = thePlayer->GetTeam();
// Count how many spawns of this type
int theNumSpawns = 0;
SpawnListType::const_iterator theSpawnIter;
for(theSpawnIter = this->mSpawnList.begin(); theSpawnIter != this->mSpawnList.end(); theSpawnIter++)
{
string theClassName = theSpawnIter->GetClassName();
if(theClassName == inSpawnName)
{
if(theSpawnIter->GetTeamNumber() == thePlayerTeamNumber)
{
theNumSpawns++;
}
}
}
bool theSuccess = false;
int theSpawnListSize = this->mSpawnList.size();
if(theSpawnListSize > 0)
{
int theNumTries = 0;
do
{
int theOffset = RANDOM_LONG(0, theSpawnListSize-1);
//theSpawnIter = &this->mSpawnList[theCurrentOffset];
const AvHSpawn& theSpawn = this->mSpawnList[theOffset];
if(theSpawn.GetClassName() == inSpawnName)
{
if(theSpawn.GetTeamNumber() == thePlayerTeamNumber)
{
// Copy data into current spawn point
ASSERT(this->mSpawnEntity);
this->CopyDataToSpawnEntity(theSpawn);
if(IsSpawnPointValid(inPlayer, this->mSpawnEntity))
{
theSuccess = true;
}
}
}
// Put a limit to the number of tries, to avoid an infinite loop when mapper didn't create the right type of spawns
} while((theNumTries++ < 100) && !theSuccess);
}
if(theSuccess)
{
theSpawn = this->mSpawnEntity;
}
else
{
theSpawn = NULL;
}
return theSpawn;
}
void AvHGamerules::SetGameStarted(bool inGameStarted)
{
if(!this->mGameStarted && inGameStarted)
{
FireTargets(ktGameStartedStatus, NULL, NULL, USE_TOGGLE, 0.0f);
#ifdef USE_UPP
UPP::reportGameStarted(UPPUtil_GetGameInfo());
#endif
}
this->mGameStarted = inGameStarted;
this->mTimeGameStarted = gpGlobals->time;
// Choose a random defending team in Combat
if(this->GetIsCombatMode())
{
int theTeamIndex = 1;// + (rand()%2);
AvHTeamNumber theAttackingTeamNumber = AvHTeamNumber(theTeamIndex);
this->mCombatAttackingTeamNumber = theAttackingTeamNumber;
}
this->mTeamOne.SetGameStarted(inGameStarted);
this->mTeamTwo.SetGameStarted(inGameStarted);
}
void AvHGamerules::SendMOTDToClient( edict_t *client )
{
// Only send MOTD in valid game for ease of debugging
//if(!this->GetCheatsEnabled())
//{
// read from the MOTD.txt file
int length, char_count = 0;
char* pFileList;
char* aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( kMOTDName, &length );
// send the server name
MESSAGE_BEGIN( MSG_ONE, gmsgServerName, NULL, client );
WRITE_STRING( CVAR_GET_STRING("hostname") );
MESSAGE_END();
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(client));
ASSERT(thePlayer);
// thePlayer->SendTeletype(pFileList);
// thePlayer->SendMessage(pFileList);
UTIL_ShowMessage(pFileList, thePlayer);
FREE_FILE( aFileList );
//}
}
int AvHGamerules::GetNumberOfPlayers() const
{
int theNumberOfPlayers = 0;
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
// GetIsRelevant()?
//if(!inPlayingGame || (inEntity->GetPlayMode() == PLAYMODE_PLAYING))
//{
if(UTIL_IsValidEntity(theEntity->edict()))
{
theNumberOfPlayers++;
}
//}
END_FOR_ALL_ENTITIES(kAvHPlayerClassName);
return theNumberOfPlayers;
}
char gLastKnownMapName[256] = "";
void AvHGamerules::Think(void)
{
PROFILE_START()
float theTime = gpGlobals->time;
float theTimePassed = gpGlobals->frametime;
if(this->mFirstUpdate)
{
const char* theCStrLevelName = STRING(gpGlobals->mapname);
bool theNewMap = !gLastKnownMapName || !theCStrLevelName || strcmp(theCStrLevelName, gLastKnownMapName);
PROFILE_START();
this->PostWorldPrecacheReset(theNewMap);
PROFILE_END(kUpdatePrecacheResetProfile);
strcpy(gLastKnownMapName, theCStrLevelName);
// Tell all HUDs to reset
int theStatus = /*theNewMap ? kGameStatusResetNewMap :*/ kGameStatusReset;
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
MESSAGE_BEGIN(MSG_ONE, gmsgGameStatus, NULL, theEntity->pev);
WRITE_BYTE(theStatus);
WRITE_BYTE(this->mMapMode);
MESSAGE_END();
END_FOR_ALL_ENTITIES(kAvHPlayerClassName);
this->mFirstUpdate = false;
}
// Handle queued network messages
#ifdef USE_NETWORK_METERING
const float kNetworkUpdateInterval = .1f;
if((this->mLastNetworkUpdate == -1) || (theTime > (this->mLastNetworkUpdate + kNetworkUpdateInterval)))
{
PROFILE_START();
int theBytesPerSecond = 100000;//(int)(avh_networkmeterrate.value);
NetworkMeter::Instance()->SetBufferAmount(theBytesPerSecond);
NetworkMeter::Instance()->ProcessQueuedMessages();
PROFILE_END(kUpdateNetworkMeterProfile);
}
#endif
#ifdef PROFILE_BUILD
kProfileRunConfig = (int)(avh_performance.value);
#endif
PROFILE_START();
this->RecalculateHandicap();
//this->UpdateScripts();
this->UpdateUplink();
this->UpdatePlaytesting();
this->UpdateHLTVProxy();
PROFILE_END(kUpdateMisc);
const float kWorldEntityUpdateInterval = 1.0f;
if((this->mLastWorldEntityUpdate == -1) || (theTime > (this->mLastWorldEntityUpdate + kWorldEntityUpdateInterval)))
{
if(GET_RUN_CODE(1))
{
// Update world entities
PROFILE_START()
this->UpdateWorldEntities();
this->mLastWorldEntityUpdate = theTime;
PROFILE_END(kUpdateWorldEntitiesProfile)
}
// Don't need to update cheats every tick, as they can be expensive
this->UpdateCheats();
}
this->mMiniMap.Process();
PROFILE_START();
g_VoiceGameMgr.Update(gpGlobals->frametime);
PROFILE_END(kUpdateVoiceManagerProfile);
const float kParticleUpdateInterval = 2.0f;
if((this->mLastParticleUpdate == -1) || (theTime > (this->mLastParticleUpdate + kParticleUpdateInterval)))
{
if(GET_RUN_CODE(2))
{
PROFILE_START();
AvHParticleSystemManager::Instance()->Update(theTimePassed);
this->mLastParticleUpdate = theTime;
PROFILE_END(kUpdateParticleSystemManager)
}
#ifdef DEBUG
int theUseCaching = BALANCE_IVAR(kDebugServerCaching);
if(theUseCaching)
{
PROFILE_START()
char theMessage[128];
int theReturnTotal = kNumReturn0 + kNumReturn1;
float theNumReturnedPercentage = 0.0f;
float theNumCachedPercentage = 0.0f;
float theComputedPercentage = 0.0f;
if(theReturnTotal > 0)
{
theNumReturnedPercentage = kNumReturn1/((float)theReturnTotal);
theNumCachedPercentage = kNumCached/((float)theReturnTotal);
theComputedPercentage = kNumComputed/((float)theReturnTotal);
}
kPVSCoherencyTime = BALANCE_FVAR(kDebugPVSCoherencyTime);
//sprintf(theMessage, "Num ents: %d, Num humans: %d, Percentage returned: %f (%d/%d), Max E: %d, Server updates: %d, Percentage cached: %f\n", GetGameRules()->GetNumEntities(), AvHSUGetNumHumansInGame(), theNumReturnedPercentage, kNumReturn1, theReturnTotal, kMaxE, kServerFrameRate, theNumCachedPercentage /*, kNumCached, theReturnTotal*/);
//sprintf(theMessage, "Percentage cached: %f (%d/%d)\n", theNumCachedPercentage, kNumCached, theReturnTotal);
sprintf(theMessage, "Percentage entities propagated: %f (%d/%d) (compute percentage: %f) (pvs time: %f)\n", theNumReturnedPercentage, kNumReturn1, theReturnTotal, theComputedPercentage, kPVSCoherencyTime);
UTIL_LogPrintf(theMessage);
//AvHSUPrintDevMessage(theMessage);
PROFILE_END(kUpdateDebugShowEntityLog)
}
#endif
kServerFrameRate = 0;
kNumReturn0 = kNumReturn1 = kNumCached = kNumComputed = 0;
}
else
{
int a = 0;
}
this->UpdateServerCommands();
this->UpdateGameTime();
if(GET_RUN_CODE(4))
{
if(!this->GetGameStarted())
{
if(!this->GetIsTournamentMode())
{
this->UpdateTimeLimit();
}
this->UpdateCountdown(theTime);
PROFILE_START();
// Try to join any players that are waiting for a spot (bypass cost of reinforcements before game starts)
// Players are put into reinforcement mode if there are no available spawns
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
if(theEntity->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT)
{
AvHTeamNumber theTeamNumber = theEntity->GetTeam();
if(theTeamNumber != TEAM_IND)
{
this->AttemptToJoinTeam(theEntity, theTeamNumber, false);
}
}
END_FOR_ALL_ENTITIES(kAvHPlayerClassName);
PROFILE_END(kUpdateReinforcementsProfile);
}
else
{
//this->ProcessTeamUpgrades();
this->UpdateEntitiesUnderAttack();
// Has a side won?
if(this->mVictoryTeam != TEAM_IND)
{
// Let players bask in their victory, don't update the world normally
PROFILE_START()
this->UpdateVictory();
PROFILE_END(kUpdateVictoryProfile)
}
else
{
PROFILE_START()
this->mTeamOne.Update();
PROFILE_END(kTeamOneUpdate)
PROFILE_START()
this->mTeamTwo.Update();
PROFILE_END(kTeamTwoUpdate)
}
PROFILE_START()
// Don't update every frame for performance reasons
const float kVictoryUpdateInterval = 1.0f;
if((this->mLastVictoryUpdate == -1) || (theTime > (this->mLastVictoryUpdate + kVictoryUpdateInterval)))
{
this->UpdateVictoryStatus();
this->mLastVictoryUpdate = theTime;
}
PROFILE_END(kUpdateVictoryStatusProfile)
}
}
gServerTick++;
if((gServerTick % 5) == 0)
{
gServerUpdate = true;
}
else
{
gServerUpdate = false;
}
PROFILE_END(kUpdateGamerulesProfile)
}
void AvHGamerules::RegisterServerVariable(const char* inName)
{
mServerVariableList.push_back(inName);
}
int AvHGamerules::GetNumServerVariables() const
{
return mServerVariableList.size();
}
const std::string& AvHGamerules::GetServerVariable(int i) const
{
return mServerVariableList[i];
}
bool AvHGamerules::GetIsEntityUnderAttack(int inEntityIndex) const
{
bool theEntityIsUnderAttack = false;
// If entity is in list, it's being attacked
for(EntityUnderAttackListType::const_iterator theIter = this->mEntitiesUnderAttack.begin(); theIter != this->mEntitiesUnderAttack.end(); theIter++)
{
if(inEntityIndex == theIter->first)
{
theEntityIsUnderAttack = true;
break;
}
}
return theEntityIsUnderAttack;
}
void AvHGamerules::TriggerAlert(AvHTeamNumber inTeamNumber, AvHAlertType inAlertType, int inEntIndex, AvHMessageID inMessageID)
{
AvHTeam* theTeam = this->GetTeam(inTeamNumber);
if(theTeam)
{
// Don't play audio alerts too often. This also allows neat tactics where players can time strikes to prevent the other team from instant notification of an alert, ala RTS
float theTimeOfLastAlert = -1;
AvHAlertType theLastAlertType = ALERT_NONE;
const AvHAlert* theLastAlert = theTeam->GetLastAudioAlert();
if(theLastAlert)
{
theTimeOfLastAlert = theLastAlert->GetTime();
theLastAlertType = theLastAlert->GetAlertType();
}
// Play alerts when enough time has passed
bool theIsRepeatAlert = (inAlertType == theLastAlertType);
const float kBaseAlertInterval = theTeam->GetAudioAlertInterval();
float theAlertInterval = theIsRepeatAlert ? 2.0f*kBaseAlertInterval : kBaseAlertInterval;
bool theAlertIntervalTimePassed = (gpGlobals->time - theTimeOfLastAlert > theAlertInterval);
bool thePlayAlertSound = ((theTimeOfLastAlert == -1) || theAlertIntervalTimePassed);
// Always play urgent alerts, but only when they're new (so you don't get 'hive under attack' twice in quick succession)
if(AvHSUGetIsUrgentAlert(inAlertType) && (!AvHSUGetIsOftRepeatedAlert(inAlertType) && !theIsRepeatAlert))
{
thePlayAlertSound = true;
}
// Add it, remembering if we triggered sound for it
AvHAlert theNewAlert(inAlertType, gpGlobals->time, inEntIndex);
theNewAlert.SetPlayedAudio(thePlayAlertSound);
theTeam->AddAlert(theNewAlert, inMessageID);
if(thePlayAlertSound)
{
AvHHUDSound theSound = HUD_SOUND_INVALID;
CBaseEntity* theAlertEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(inEntIndex));
// If team type is marines, play sound for commander
AvHClassType theTeamType = theTeam->GetTeamType();
if(theTeamType == AVH_CLASS_TYPE_MARINE)
{
// Get commander for team, if any
int theCommanderIndex = theTeam->GetCommander();
if(this->GetIsTesting())
{
theCommanderIndex = 1;
}
if(theCommanderIndex != -1)
{
CBaseEntity* theBaseEntity = CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(theCommanderIndex));
AvHPlayer* theCommander = dynamic_cast<AvHPlayer*>(theBaseEntity);
if(theCommander /*&& thePlayAudioAlert*/)
{
if(inAlertType == ALERT_RESEARCH_COMPLETE)
{
theSound = HUD_SOUND_MARINE_RESEARCHCOMPLETE;
}
else if(inAlertType == ALERT_UPGRADE_COMPLETE)
{
theSound = HUD_SOUND_MARINE_UPGRADE_COMPLETE;
}
else if(inAlertType == ALERT_LOW_RESOURCES)
{
theSound = HUD_SOUND_MARINE_RESOURCES_LOW;
}
// Special sound for the CC, always play it no matter where the commander is
else if(inAlertType == ALERT_UNDER_ATTACK)
{
if(dynamic_cast<AvHCommandStation*>(theAlertEntity))
{
theSound = HUD_SOUND_MARINE_CCUNDERATTACK;
}
else
{
theSound = HUD_SOUND_MARINE_BASE_UNDER_ATTACK;
}
}
else if(inAlertType == ALERT_ORDER_COMPLETE)
{
theSound = HUD_SOUND_ORDER_COMPLETE;
}
// Check for positional alerts (only send them if they are out of commander's sight)
else
{
if(theAlertEntity)
{
vec3_t theDistanceToAlert;
VectorSubtract(theCommander->pev->origin, theAlertEntity->pev->origin, theDistanceToAlert);
float theXYDistanceToAlert = theDistanceToAlert.Length2D();
if(theXYDistanceToAlert > this->GetMapExtents().GetTopDownCullDistance())
{
if(inAlertType == ALERT_PLAYER_ENGAGE)
{
theSound = HUD_SOUND_MARINE_SOLDIER_UNDER_ATTACK;
}
else if(inAlertType == ALERT_UNDER_ATTACK)
{
theSound = HUD_SOUND_MARINE_BASE_UNDER_ATTACK;
}
else if(inAlertType == ALERT_SOLDIER_NEEDS_AMMO)
{
theSound = HUD_SOUND_MARINE_NEEDS_AMMO;
}
else if(inAlertType == ALERT_SOLDIER_NEEDS_HEALTH)
{
theSound = HUD_SOUND_MARINE_NEEDS_HEALTH;
}
else if(inAlertType == ALERT_ORDER_NEEDED)
{
theSound = HUD_SOUND_MARINE_NEEDS_ORDER;
}
else if(inAlertType == ALERT_PLAYER_DIED)
{
theSound = HUD_SOUND_MARINE_SOLDIER_LOST;
}
else if(inAlertType == ALERT_SENTRY_FIRING)
{
theSound = HUD_SOUND_MARINE_SENTRYFIRING;
}
else if(inAlertType == ALERT_SENTRY_DAMAGED)
{
theSound = HUD_SOUND_MARINE_SENTRYDAMAGED;
}
}
}
}
if(theSound != HUD_SOUND_INVALID)
{
if (theAlertEntity != NULL)
{
// Added by mmcguire.
theCommander->PlayHUDSound(theSound, theAlertEntity->pev->origin[0], theAlertEntity->pev->origin[1]);
}
else
{
theCommander->PlayHUDSound(theSound);
}
}
}
}
else
{
// Play "command station under attack" sound for all players on team
if(inAlertType == ALERT_UNDER_ATTACK)
{
if(dynamic_cast<AvHCommandStation*>(theAlertEntity))
{
// For all players on this team, play the sound
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
if((theEntity->pev->team == inTeamNumber) || this->GetIsTesting() || (theEntity->GetIsSpectatingTeam(inTeamNumber)))
{
theEntity->PlayHUDSound(HUD_SOUND_MARINE_CCUNDERATTACK);
}
END_FOR_ALL_ENTITIES(kAvHPlayerClassName);
}
}
}
}
// Else it's aliens, play hive under attack sound
else if(theTeamType == AVH_CLASS_TYPE_ALIEN)
{
// When adding alien alerts, don't always play audio notification, it gets annoying
if(thePlayAlertSound)
{
// Tell everyone where attack is
if(inAlertType == ALERT_PLAYER_ENGAGE)
{
theSound = HUD_SOUND_ALIEN_LIFEFORM_ATTACK;
}
else if(inAlertType == ALERT_UNDER_ATTACK)
{
// If it's a resource tower
if(theAlertEntity)
{
switch(theAlertEntity->pev->iuser3)
{
case AVH_USER3_ALIENRESTOWER:
theSound = HUD_SOUND_ALIEN_RESOURCES_ATTACK;
break;
case AVH_USER3_HIVE:
theSound = HUD_SOUND_ALIEN_HIVE_ATTACK;
break;
default:
theSound = HUD_SOUND_ALIEN_STRUCTURE_ATTACK;
break;
}
}
}
else if(inAlertType == ALERT_HIVE_COMPLETE)
{
theSound = HUD_SOUND_ALIEN_HIVE_COMPLETE;
}
else if(inAlertType == ALERT_HIVE_DYING)
{
theSound = HUD_SOUND_ALIEN_HIVE_DYING;
}
else if(inAlertType == ALERT_LOW_RESOURCES)
{
theSound = HUD_SOUND_ALIEN_RESOURCES_LOW;
}
else if(inAlertType == ALERT_NEW_TRAIT)
{
theSound = HUD_SOUND_ALIEN_NEW_TRAIT;
}
if(theSound != HUD_SOUND_INVALID)
{
int a = 0;
// For all players on this team, play the sound
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
if((theEntity->pev->team == inTeamNumber) || this->GetIsTesting() || (theEntity->GetIsSpectatingTeam(inTeamNumber)))
{
theEntity->PlayHUDSound(theSound);
}
END_FOR_ALL_ENTITIES(kAvHPlayerClassName);
}
}
}
else
{
ASSERT(false);
}
}
// Add entity to our list of entities that are under attack
if(((inAlertType == ALERT_UNDER_ATTACK) || (inAlertType == ALERT_PLAYER_ENGAGE) || (inAlertType == ALERT_HIVE_DYING)) && (inEntIndex > 0))
{
// This will update current time longer if continually attacked
const float kUnderAttackDuration = 5.0f;
this->mEntitiesUnderAttack[inEntIndex] = gpGlobals->time + kUnderAttackDuration;
}
}
}
bool AvHGamerules::GetIsCheatEnabled(const string& inCheatName) const
{
bool theCheatIsEnabled = false;
bool theAllowCheats = this->GetCheatsEnabled();
#ifdef AVH_PLAYTEST_BUILD
theAllowCheats = true;
#endif
if(theAllowCheats)
{
StringList::const_iterator theIter = std::find(this->mCheats.begin(), this->mCheats.end(), inCheatName);
if(theIter != this->mCheats.end())
{
theCheatIsEnabled = true;
}
}
return theCheatIsEnabled;
}
void AvHGamerules::SetCheatEnabled(const string& inCheatName, bool inEnabledState)
{
if(this->GetCheatsEnabled())
{
StringList::iterator theIter = std::find(this->mCheats.begin(), this->mCheats.end(), inCheatName);
if(theIter == this->mCheats.end())
{
if(inEnabledState)
{
this->mCheats.push_back(inCheatName);
}
}
else
{
if(!inEnabledState)
{
this->mCheats.erase(theIter);
}
}
}
}
void AvHGamerules::UpdateCheats()
{
if(this->GetCheatsEnabled())
{
// If bigdig is enabled
if(this->GetIsCheatEnabled(kcBigDig))
{
// Run through all buildables, set them to complete
//AvHSUPrintDevMessage("FOR_ALL_BASEENTITIES: AvHGamerules::UpdateCheats\n");
FOR_ALL_BASEENTITIES();
AvHBuildable* theBuildable = dynamic_cast<AvHBuildable*>(theBaseEntity);
if(theBuildable && !theBuildable->GetHasBeenBuilt() && !GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_RECYCLING) && (theBaseEntity->pev->team != TEAM_IND))
{
theBuildable->SetConstructionComplete(true);
}
// AvHDeployedTurret* theTurret = dynamic_cast<AvHDeployedTurret*>(theBaseEntity);
// if(theTurret && !theTurret->GetIsBuilt())
// {
// theTurret->SetConstructionComplete();
// }
END_FOR_ALL_BASEENTITIES();
}
}
}
void AvHGamerules::UpdateCountdown(float inTime)
{
const float kTimeWontStartInterval = 8.0f;
int kSecondsToCountdown = 5;
#ifdef DEBUG
kSecondsToCountdown = 1;
#endif
// Time to start counting down?
if(this->ReadyToStartCountdown())
{
if(!this->mStartedCountdown)
{
//FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
// theEntity->SendMessageNextThink(kGameStarting);
//END_FOR_ALL_ENTITIES(kAvHPlayerClassName)
// If there is at least one person on one team, start counting
this->mTimeCountDownStarted = inTime;
this->mStartedCountdown = true;
// Reset server and respawn everyone
this->ResetGame(true);
this->mSavedTimeCountDownStarted = this->mTimeCountDownStarted;
}
}
else
{
if(!this->GetIsTrainingMode())
{
#ifndef AVH_MAPPER_BUILD
if((this->mTimeLastWontStartMessageSent == 0) || (inTime > (this->mTimeLastWontStartMessageSent + kTimeWontStartInterval)))
{
const char* theMessage = kGameWontStart;
if(this->GetIsTournamentMode())
{
theMessage = kGameWontStartUntilReady;
}
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
theEntity->SendMessageOnce(theMessage, true);
END_FOR_ALL_ENTITIES(kAvHPlayerClassName)
this->mTimeLastWontStartMessageSent = inTime;
}
#endif
}
}
if(this->mStartedCountdown)
{
if(inTime - this->mTimeCountDownStarted > (avh_countdowntime.value*60 - kSecondsToCountdown) && !this->mSentCountdownMessage)
{
// Send update to everyone
MESSAGE_BEGIN(MSG_ALL, gmsgUpdateCountdown);
WRITE_BYTE(kSecondsToCountdown);
MESSAGE_END();
this->mTimeSentCountdown = gpGlobals->time;
this->mSentCountdownMessage = true;
}
if(this->mSentCountdownMessage)
{
if(gpGlobals->time - this->mTimeSentCountdown >= kSecondsToCountdown)
{
this->SetGameStarted(true);
}
}
}
}
void AvHGamerules::UpdateEntitiesUnderAttack()
{
// Expire entities under attack
for(EntityUnderAttackListType::iterator theIter = this->mEntitiesUnderAttack.begin(); theIter != this->mEntitiesUnderAttack.end(); /* no increment*/)
{
if(gpGlobals->time >= theIter->second)
{
EntityUnderAttackListType::iterator theTempIter = theIter;
theTempIter++;
this->mEntitiesUnderAttack.erase(theIter);
theIter = theTempIter;
}
else
{
theIter++;
}
}
}
void AvHGamerules::SendGameTimeUpdate(bool inReliable)
{
int theGameTime = this->GetGameTime();
int theTimeLimit = this->GetTimeLimit();
int theSendMode = inReliable ? MSG_ALL : MSG_BROADCAST;
// Send down game time to clients periodically
MESSAGE_BEGIN(theSendMode, gmsgGameStatus);
WRITE_BYTE(kGameStatusGameTime);
WRITE_BYTE(this->mMapMode);
WRITE_SHORT(theGameTime);
WRITE_SHORT(theTimeLimit);
WRITE_BYTE(this->mCombatAttackingTeamNumber);
MESSAGE_END();
this->mTimeOfLastGameTimeUpdate = gpGlobals->time;
}
void AvHGamerules::UpdateGameTime()
{
// Send periodic game time updates to everyone (needed for HLTV spectators)
if(this->GetGameStarted() && (this->GetVictoryTeam() == TEAM_IND))
{
// Only reason why this isn't longer is to make sure late-joiners see time on scoreboard after reasonable period, without causing needless bandwidth
const float kGameTimeUpdateInterval = 8;
if((this->mTimeOfLastGameTimeUpdate == -1) || (gpGlobals->time > (this->mTimeOfLastGameTimeUpdate + kGameTimeUpdateInterval)))
{
this->SendGameTimeUpdate();
}
}
}
void AvHGamerules::UpdateScripts()
{
const float kUpdateScriptsInterval = 1.0f;
// If server scripts are enabled
if(CVAR_GET_FLOAT(kvServerScripts))
{
// const char* theCStrLevelName = STRING(gpGlobals->mapname);
// if(theCStrLevelName && !FStrEq(theCStrLevelName, ""))
// {
// string theLevelName = theCStrLevelName;
// string theLevelScript = string(kModDirectory) + string("/") + kScriptsDirectory + string("/") + theLevelName + string(".bin");
//
// if((this->mTimeUpdatedScripts == -1) || (gpGlobals->time > this->mTimeUpdatedScripts + kUpdateScriptsInterval))
// {
// // Execute the script
// AvHLUADoFile(theLevelScript.c_str());
// }
//
// }
AvHScriptManager::Instance()->Update(gpGlobals->time);
}
}
void AvHGamerules::UpdateServerCommands()
{
//float theAirAccelerate = CVAR_GET_FLOAT("sv_airaccelerate");
//float theAirMove = CVAR_GET_FLOAT("sv_airmove");
// TODO: Disguises these strings somehow to prevent hacking?
SERVER_COMMAND("sv_airaccelerate 10\n");
SERVER_COMMAND("sv_airmove 1\n");
}
void AvHGamerules::UpdateTimeLimit()
{
// Only update time limit after world has been reset. Give some time to make sure all clients get the game status message.
#ifdef DEBUG
const float kIntermissionTime = 2;
#else
const float kIntermissionTime = 5;
#endif
if(gpGlobals->time > (this->mTimeWorldReset + kIntermissionTime))
{
float theTimeLimit = timelimit.value * 60;
if((theTimeLimit > 0) && (gpGlobals->time >= (theTimeLimit + this->mLastMapChange)))
{
this->ChangeLevel();
}
}
}
//void AvHGamerules::PutPlayerIntoSpectateMode(AvHPlayer* inPlayer) const
//{
// char text[50]; // Our text to be displayed
// if ( allow_spectators.value )
// {
// if(!inPlayer->IsObserver())
// {
// // Start at marine start
// inPlayer->pev->team = 1;
// edict_t* pentSpawnSpot = EntSelectSpawnPoint( inPlayer );
// inPlayer->pev->team = 0;
//
// inPlayer->StartObserver( VARS(pentSpawnSpot)->origin, VARS(pentSpawnSpot)->angles);
//
// // TODO: Move observer to observer_start entity
//
// sprintf(text,"Observer mode enabled.");
// }
// }
// else
// {
// sprintf(text,"Spectating not allowed on this server.");
// }
// ClientPrint(inPlayer->pev, HUD_PRINTTALK, text); // Show it to the player
//}
void AvHGamerules::UpdateVictory()
{
if((gpGlobals->time - this->mVictoryTime) > (kVictoryIntermission + kMaxPlayers/kResetPlayersPerSecond))
{
this->ResetGame();
}
}
void AvHGamerules::UpdateVictoryStatus(void)
{
bool theCheckVictoryWithCheats = !this->GetCheatsEnabled() || this->GetIsCheatEnabled(kcEndGame1) || this->GetIsCheatEnabled(kcEndGame2);
if((this->mVictoryTeam == TEAM_IND) && this->mGameStarted && theCheckVictoryWithCheats && !this->GetIsTrainingMode())
{
char* theVictoryMessage = NULL;
bool theTeamOneLost = this->mTeamOne.GetHasTeamLost();
bool theTeamTwoLost = this->mTeamTwo.GetHasTeamLost();
bool theDrawGame = false;
int theTeamOnePlayers = this->mTeamOne.GetPlayerCount();
int theTeamTwoPlayers = this->mTeamTwo.GetPlayerCount();
bool theTimeLimitHit = false;
int theTimeLimitSeconds = this->GetTimeLimit();
if(this->GetIsCombatMode())
{
if(this->GetIsIronMan())
{
theTimeLimitSeconds = CVAR_GET_FLOAT(kvIronManTime)*60;
}
}
if((theTimeLimitSeconds > 0) && ((gpGlobals->time - GetGameRules()->GetTimeGameStarted()) > theTimeLimitSeconds))
{
theTimeLimitHit = true;
}
if(this->GetIsCheatEnabled(kcEndGame1))
{
theTeamTwoLost = true;
}
else if(this->GetIsCheatEnabled(kcEndGame2))
{
theTeamOneLost = true;
}
else if(this->GetIsCombatMode())
{
// Alien victory if time limit is hit
if(theTimeLimitHit)
{
if(this->mCombatAttackingTeamNumber == TEAM_ONE)
{
theTeamOneLost = true;
}
else if(this->mCombatAttackingTeamNumber == TEAM_TWO)
{
theTeamTwoLost = true;
}
}
}
else if(this->GetIsTournamentMode() && !this->GetIsCombatMode())
{
// If timelimit has elapsed in tourny mode, the victor is the team with the most resources
if(theTimeLimitHit)
{
// Don't count fractional resources. If it's that close, it was a tie.
int theTeamOneResources = this->mTeamOne.GetTotalResourcesGathered();
int theTeamTwoResources = this->mTeamTwo.GetTotalResourcesGathered();
if(theTeamOneResources > theTeamTwoResources)
{
theTeamTwoLost = true;
}
else if(theTeamTwoResources > theTeamOneResources)
{
theTeamOneLost = true;
}
else
{
// It's a draw
theDrawGame = true;
}
}
}
else if(this->GetIsIronMan())
{
if(theTimeLimitHit)
{
// Aliens win. If both teams are the same, it's a draw.
if(this->mTeamOne.GetTeamType() == this->mTeamTwo.GetTeamType())
{
theDrawGame = true;
}
else
{
if(this->mTeamOne.GetTeamType() == AVH_CLASS_TYPE_ALIEN)
{
theTeamTwoLost = true;
}
else if(this->mTeamTwo.GetTeamType() == AVH_CLASS_TYPE_ALIEN)
{
theTeamOneLost = true;
}
}
}
else if(!this->mTeamOne.GetHasAtLeastOneActivePlayer())
{
theTeamOneLost = true;
}
else if(!this->mTeamTwo.GetHasAtLeastOneActivePlayer())
{
theTeamTwoLost = true;
}
}
else if(!this->GetIsTournamentMode())
{
// Check for automatic concession, if teams are suddenly unbalanced (generally because a team realizes it's futile and leaves)
const int kAutoConcedeNumPlayers = (int)(avh_autoconcede.value);
if(kAutoConcedeNumPlayers > 0)
{
if((theTeamOnePlayers - theTeamTwoPlayers) >= kAutoConcedeNumPlayers)
{
theTeamTwoLost = true;
}
else if((theTeamTwoPlayers - theTeamOnePlayers) >= kAutoConcedeNumPlayers)
{
theTeamOneLost = true;
}
}
}
if((theTeamOneLost && theTeamTwoLost) || theDrawGame)
{
// Draw!
this->mVictoryTime = gpGlobals->time;
this->mVictoryTeam = TEAM_ONE;
this->mVictoryDraw = true;
theVictoryMessage = kGameDraw;
theDrawGame = true;
}
if(theTeamOneLost)
{
// If there is a victory, set mVictoryTime and mVictoryTeam
this->mVictoryTime = gpGlobals->time;
this->mVictoryTeam = TEAM_TWO;
theVictoryMessage = kTeamTwoWon;
}
else if(theTeamTwoLost)
{
// If there is a victory, set mVictoryTime and mVictoryTeam
this->mVictoryTime = gpGlobals->time;
this->mVictoryTeam = TEAM_ONE;
theVictoryMessage = kTeamOneWon;
}
//if(!theAtLeastOneTeamOneMemberLeft || !theAtLeastOneTeamTwoMemberLeft)
if(this->mVictoryTeam != TEAM_IND)
{
this->TallyVictoryStats();
#ifdef USE_UPP
UPP::reportGameFinished(UPPUtil_GetGameResultInfo(this->mVictoryTeam));
#endif
// Tell everyone that the game ended
FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*)
AvHTeam* theTeam = theEntity->GetTeamPointer();
AvHHUDSound theHUDSound = HUD_SOUND_YOU_LOSE;
if((theTeam && (theTeam->GetTeamNumber() == this->mVictoryTeam)) || (theEntity->GetPlayMode() == PLAYMODE_OBSERVER) || (theEntity->pev->team == TEAM_IND) || theDrawGame)
{
theHUDSound = HUD_SOUND_YOU_WIN;
}
else if(!this->GetIsCombatMode())
{
// Fade losers out to black
Vector theFadeColor;
theFadeColor.x = 0;
theFadeColor.y = 0;
theFadeColor.z = 0;
UTIL_ScreenFade(theEntity, theFadeColor, 1.0f, 0.0f, 255, FFADE_OUT | FFADE_STAYOUT);
}
theEntity->PlayHUDSound(theHUDSound);
theEntity->SendMessage(theVictoryMessage);
// Tell each player that the game ended
MESSAGE_BEGIN(MSG_ONE, gmsgGameStatus, NULL, theEntity->pev);
WRITE_BYTE(kGameStatusEnded);
WRITE_BYTE(this->mMapMode);
MESSAGE_END();
// Final game time update to all clients have same winning time
this->SendGameTimeUpdate(true);
// Send final score to everyone if needed
this->mTeamOne.SendResourcesGatheredScore(false);
this->mTeamTwo.SendResourcesGatheredScore(false);
END_FOR_ALL_ENTITIES(kAvHPlayerClassName)
#ifdef AVH_PLAYTEST_BUILD
this->RecordBalanceData();
#endif
}
}
}