mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-25 13:41:35 +00:00
1622 lines
40 KiB
C++
1622 lines
40 KiB
C++
/***
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*
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// teamplay_gamerules.cpp
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//
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "game.h"
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#include "items.h"
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#include "monsters.h"
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#include "discwar.h"
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#include "voice_gamemgr.h"
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#if !defined ( _WIN32 )
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#include <ctype.h>
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#endif
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extern DLL_GLOBAL CGameRules *g_pGameRules;
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern int gmsgDeathMsg; // client dll messages
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extern int gmsgScoreInfo;
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extern int gmsgMOTD;
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extern int gmsgSpectator;
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extern int gmsgReward;
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extern int g_iMapTurnedOffArena;
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#define ITEM_RESPAWN_TIME 30
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#define WEAPON_RESPAWN_TIME 20
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#define AMMO_RESPAWN_TIME 20
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CVoiceGameMgr g_VoiceGameMgr;
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int InArenaMode( void );
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class CMultiplayGameMgrHelper : public IVoiceGameMgrHelper
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{
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public:
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virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker)
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{
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//FFA
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if ( InArenaMode() == FALSE )
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return true;
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if ( pListener->m_pCurrentArena == NULL && pTalker->m_pCurrentArena == NULL )
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return true; //Both spectating
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if ( pListener->m_pCurrentArena == pTalker->m_pCurrentArena )
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return true; //Same arena
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return false;
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}
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};
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static CMultiplayGameMgrHelper g_GameMgrHelper;
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//*********************************************************
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// Rules for the half-life multiplayer game.
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//*********************************************************
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CHalfLifeMultiplay :: CHalfLifeMultiplay()
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{
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g_VoiceGameMgr.Init(&g_GameMgrHelper, gpGlobals->maxClients);
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RefreshSkillData();
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m_flIntermissionEndTime = 0;
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// 11/8/98
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// Modified by YWB: Server .cfg file is now a cvar, so that
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// server ops can run multiple game servers, with different server .cfg files,
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// from a single installed directory.
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// Mapcyclefile is already a cvar.
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// 3/31/99
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// Added lservercfg file cvar, since listen and dedicated servers should not
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// share a single config file. (sjb)
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if ( IS_DEDICATED_SERVER() )
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{
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// this code has been moved into engine, to only run server.cfg once
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}
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else
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{
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// listen server
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char *lservercfgfile = (char *)CVAR_GET_STRING( "lservercfgfile" );
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if ( lservercfgfile && lservercfgfile[0] )
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{
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char szCommand[256];
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ALERT( at_console, "Executing listen server config file\n" );
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sprintf( szCommand, "exec %s\n", lservercfgfile );
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SERVER_COMMAND( szCommand );
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}
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}
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}
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BOOL CHalfLifeMultiplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
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{
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if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd))
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return TRUE;
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return CGameRules::ClientCommand(pPlayer, pcmd);
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay::RefreshSkillData( void )
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{
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// load all default values
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CGameRules::RefreshSkillData();
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// override some values for multiplay.
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// suitcharger
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gSkillData.suitchargerCapacity = 30;
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// Crowbar whack
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gSkillData.plrDmgCrowbar = 25;
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// Glock Round
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gSkillData.plrDmg9MM = 12;
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// 357 Round
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gSkillData.plrDmg357 = 40;
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// MP5 Round
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gSkillData.plrDmgMP5 = 12;
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// M203 grenade
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gSkillData.plrDmgM203Grenade = 100;
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// Shotgun buckshot
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gSkillData.plrDmgBuckshot = 20;// fewer pellets in deathmatch
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// Crossbow
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gSkillData.plrDmgCrossbowClient = 20;
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// RPG
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gSkillData.plrDmgRPG = 120;
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// Egon
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gSkillData.plrDmgEgonWide = 20;
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gSkillData.plrDmgEgonNarrow = 10;
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// Hand Grendade
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gSkillData.plrDmgHandGrenade = 100;
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// Satchel Charge
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gSkillData.plrDmgSatchel = 120;
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// Tripmine
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gSkillData.plrDmgTripmine = 150;
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// hornet
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gSkillData.plrDmgHornet = 10;
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}
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// longest the intermission can last, in seconds
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#define MAX_INTERMISSION_TIME 120
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extern cvar_t timeleft, fragsleft;
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: Think ( void )
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{
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g_VoiceGameMgr.Update(gpGlobals->frametime);
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///// Check game rules /////
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static int last_frags;
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static int last_time;
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int frags_remaining = 0;
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int time_remaining = 0;
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if ( g_fGameOver ) // someone else quit the game already
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{
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if ( m_flIntermissionEndTime < gpGlobals->time )
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{
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if ( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over
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|| ((m_flIntermissionEndTime + MAX_INTERMISSION_TIME) < gpGlobals->time) )
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ChangeLevel(); // intermission is over
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}
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return;
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}
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float flTimeLimit = timelimit.value * 60;
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float flFragLimit = fraglimit.value;
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time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
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if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
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{
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GoToIntermission();
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return;
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}
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if ( flFragLimit )
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{
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int bestfrags = 9999;
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int remain;
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// check if any player is over the frag limit
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer && pPlayer->pev->frags >= flFragLimit )
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{
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GoToIntermission();
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return;
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}
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if ( pPlayer )
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{
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remain = flFragLimit - pPlayer->pev->frags;
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if ( remain < bestfrags )
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{
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bestfrags = remain;
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}
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}
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}
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frags_remaining = bestfrags;
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}
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// Updates when frags change
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if ( frags_remaining != last_frags )
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{
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g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
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}
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// Updates once per second
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if ( timeleft.value != last_time )
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{
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g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
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}
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last_frags = frags_remaining;
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last_time = time_remaining;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::IsMultiplayer( void )
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{
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return TRUE;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::IsDeathmatch( void )
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{
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return TRUE;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::IsCoOp( void )
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{
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return gpGlobals->coop;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
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{
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if ( !pWeapon->CanDeploy() )
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{
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// that weapon can't deploy anyway.
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return FALSE;
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}
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if ( !pPlayer->m_pActiveItem )
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{
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// player doesn't have an active item!
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return TRUE;
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}
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if ( !pPlayer->m_pActiveItem->CanHolster() )
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{
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// can't put away the active item.
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return FALSE;
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}
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if ( pWeapon->iWeight() > pPlayer->m_pActiveItem->iWeight() )
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{
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return TRUE;
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}
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return FALSE;
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}
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BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
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{
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CBasePlayerItem *pCheck;
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CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category.
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int iBestWeight;
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int i;
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iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
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pBest = NULL;
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if ( !pCurrentWeapon->CanHolster() )
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{
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// can't put this gun away right now, so can't switch.
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return FALSE;
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}
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for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
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{
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pCheck = pPlayer->m_rgpPlayerItems[ i ];
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while ( pCheck )
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{
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if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
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{
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// this weapon is from the same category.
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if ( pCheck->CanDeploy() )
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{
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if ( pPlayer->SwitchWeapon( pCheck ) )
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{
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return TRUE;
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}
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}
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}
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else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
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{
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//ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) );
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// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
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// that the player was using. This will end up leaving the player with his heaviest-weighted
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// weapon.
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if ( pCheck->CanDeploy() )
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{
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// if this weapon is useable, flag it as the best
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iBestWeight = pCheck->iWeight();
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pBest = pCheck;
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}
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}
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pCheck = pCheck->m_pNext;
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}
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}
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// if we make it here, we've checked all the weapons and found no useable
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// weapon in the same catagory as the current weapon.
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// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
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// at least get the crowbar, but ya never know.
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if ( !pBest )
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{
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return FALSE;
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}
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pPlayer->SwitchWeapon( pBest );
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return TRUE;
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
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{
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g_VoiceGameMgr.ClientConnected(pEntity);
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// Increase their speed to the Discwar speed
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MESSAGE_BEGIN( MSG_ONE, SVC_STUFFTEXT, NULL, pEntity );
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WRITE_STRING( UTIL_VarArgs("cl_forwardspeed %d\ncl_backspeed %d\ncl_sidespeed %d\n", 320, 320, 320) );
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MESSAGE_END();
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return TRUE;
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}
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extern int gmsgSayText;
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extern int gmsgGameMode;
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void CHalfLifeMultiplay :: UpdateGameMode( CBasePlayer *pPlayer )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
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WRITE_BYTE( InArenaMode() ); // game mode none
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MESSAGE_END();
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}
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void CHalfLifeMultiplay :: InitHUD( CBasePlayer *pl )
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{
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UTIL_LogPrintf( "\"%s<%i><%s><%i>\" entered the game\n",
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STRING( pl->pev->netname ),
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GETPLAYERUSERID( pl->edict() ),
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GETPLAYERAUTHID( pl->edict() ),
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GETPLAYERUSERID( pl->edict() ) );
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UpdateGameMode( pl );
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// sending just one score makes the hud scoreboard active; otherwise
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// it is just disabled for single play
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MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() );
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WRITE_BYTE( ENTINDEX(pl->edict()) );
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WRITE_SHORT( 0 );
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WRITE_SHORT( 0 );
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WRITE_SHORT( 0 );
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WRITE_SHORT( 0 );
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MESSAGE_END();
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SendMOTDToClient( pl->edict() );
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// loop through all active players and send their score info to the new client
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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// FIXME: Probably don't need to cast this just to read m_iDeaths
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CBasePlayer *plr = (CBasePlayer *)UTIL_PlayerByIndex( i );
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if ( plr )
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{
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ALERT( at_console, "Sending %s data to %s\n", STRING(plr->pev->netname), STRING( pl->pev->netname ) );
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MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() );
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WRITE_BYTE( i ); // client number
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WRITE_SHORT( plr->pev->frags );
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WRITE_SHORT( plr->m_iDeaths );
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WRITE_SHORT( plr->pev->playerclass );
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WRITE_SHORT( plr->pev->team );
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MESSAGE_END();
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// Send their spectator state
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MESSAGE_BEGIN( MSG_ONE, gmsgSpectator, NULL, pl->edict() );
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WRITE_BYTE( i );
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WRITE_BYTE( (plr->pev->iuser1 != 0) );
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MESSAGE_END();
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}
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}
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if ( g_fGameOver )
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{
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MESSAGE_BEGIN( MSG_ONE, SVC_INTERMISSION, NULL, pl->edict() );
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MESSAGE_END();
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}
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: ClientDisconnected( edict_t *pClient )
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{
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if ( pClient )
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{
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CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
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if ( pPlayer )
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{
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FireTargets( "game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0 );
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UTIL_LogPrintf( "\"%s<%i><%s><%i>\" disconnected\n",
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STRING( pPlayer->pev->netname ),
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GETPLAYERUSERID( pPlayer->edict() ),
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GETPLAYERAUTHID( pPlayer->edict() ),
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GETPLAYERUSERID( pPlayer->edict() ) );
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pPlayer->RemoveAllItems( TRUE );// destroy all of the players weapons and items
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// Tell all clients this player isn't a spectator anymore
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MESSAGE_BEGIN( MSG_ALL, gmsgSpectator );
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WRITE_BYTE( ENTINDEX(pClient) );
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WRITE_BYTE( 0 );
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MESSAGE_END();
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CBasePlayer *client = NULL;
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while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
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{
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if ( !client->pev )
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continue;
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if ( client == pPlayer )
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continue;
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// If a spectator was chasing this player, move him/her onto the next player
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if ( client->m_hObserverTarget == pPlayer )
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{
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int iMode = client->pev->iuser1;
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client->pev->iuser1 = 0;
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client->m_hObserverTarget = NULL;
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client->Observer_SetMode( iMode );
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}
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}
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}
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}
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}
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//=========================================================
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//=========================================================
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float CHalfLifeMultiplay :: FlPlayerFallDamage( CBasePlayer *pPlayer )
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{
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int iFallDamage = (int)CVAR_GET_FLOAT("mp_falldamage");
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switch ( iFallDamage )
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{
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case 1://progressive
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pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
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return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
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break;
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default:
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case 0:// fixed
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return 10;
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break;
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}
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}
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
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{
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return TRUE;
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: PlayerThink( CBasePlayer *pPlayer )
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{
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if ( g_fGameOver )
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{
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// check for button presses
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if ( pPlayer->m_afButtonPressed & ( IN_DUCK | IN_ATTACK | IN_ATTACK2 | IN_USE | IN_JUMP ) )
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m_iEndIntermissionButtonHit = TRUE;
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// clear attack/use commands from player
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pPlayer->m_afButtonPressed = 0;
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pPlayer->pev->button = 0;
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pPlayer->m_afButtonReleased = 0;
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}
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}
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//=========================================================
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//=========================================================
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void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer )
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{
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BOOL addDefault;
|
|
CBaseEntity *pWeaponEntity = NULL;
|
|
|
|
pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
|
|
|
|
addDefault = TRUE;
|
|
|
|
while ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ))
|
|
{
|
|
pWeaponEntity->Touch( pPlayer );
|
|
addDefault = FALSE;
|
|
}
|
|
|
|
if ( addDefault )
|
|
{
|
|
pPlayer->GiveNamedItem( "weapon_disc" );
|
|
pPlayer->GiveAmmo( MAX_DISCS, "disc", MAX_DISCS );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay :: FPlayerCanRespawn( CBasePlayer *pPlayer )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
float CHalfLifeMultiplay :: FlPlayerSpawnTime( CBasePlayer *pPlayer )
|
|
{
|
|
return gpGlobals->time;//now!
|
|
}
|
|
|
|
BOOL CHalfLifeMultiplay :: AllowAutoTargetCrosshair( void )
|
|
{
|
|
return ( CVAR_GET_FLOAT( "mp_autocrosshair" ) != 0 );
|
|
}
|
|
|
|
//=========================================================
|
|
// IPointsForKill - how many points awarded to anyone
|
|
// that kills this player?
|
|
//=========================================================
|
|
int CHalfLifeMultiplay :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// PlayerKilled - someone/something killed this player
|
|
//=========================================================
|
|
void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
|
|
{
|
|
DeathNotice( pVictim, pKiller, pInflictor );
|
|
|
|
FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 );
|
|
CBasePlayer *peKiller = NULL;
|
|
CBaseEntity *ktmp = CBaseEntity::Instance( pKiller );
|
|
if ( ktmp && (ktmp->Classify() == CLASS_PLAYER) )
|
|
peKiller = (CBasePlayer*)ktmp;
|
|
|
|
CBaseEntity *ep = CBaseEntity::Instance( pKiller );
|
|
if ( ep && ep->Classify() == CLASS_PLAYER )
|
|
{
|
|
CBasePlayer *PK = (CBasePlayer*)ep;
|
|
|
|
// let the killer paint another decal as soon as he'd like.
|
|
PK->m_flNextDecalTime = gpGlobals->time;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// Deathnotice.
|
|
//=========================================================
|
|
void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor )
|
|
{
|
|
// Work out what killed the player, and send a message to all clients about it
|
|
CBaseEntity *Killer = CBaseEntity::Instance( pKiller );
|
|
|
|
const char *killer_weapon_name = "world"; // by default, the player is killed by the world
|
|
int killer_index = 0;
|
|
|
|
// Hack to fix name change
|
|
char *tau = "tau_cannon";
|
|
char *gluon = "gluon gun";
|
|
|
|
if ( pKiller->flags & FL_CLIENT )
|
|
{
|
|
killer_index = ENTINDEX(ENT(pKiller));
|
|
|
|
if ( pevInflictor )
|
|
{
|
|
if ( pevInflictor == pKiller )
|
|
{
|
|
// If the inflictor is the killer, then it must be their current weapon doing the damage
|
|
CBasePlayer *pPlayer = (CBasePlayer*)CBaseEntity::Instance( pKiller );
|
|
|
|
if ( pPlayer->m_pActiveItem )
|
|
{
|
|
killer_weapon_name = pPlayer->m_pActiveItem->pszName();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
killer_weapon_name = STRING( pevInflictor->classname ); // it's just that easy
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
killer_weapon_name = STRING( pevInflictor->classname );
|
|
}
|
|
|
|
// strip the monster_* or weapon_* from the inflictor's classname
|
|
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )
|
|
killer_weapon_name += 7;
|
|
else if ( strncmp( killer_weapon_name, "monster_", 8 ) == 0 )
|
|
killer_weapon_name += 8;
|
|
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 )
|
|
killer_weapon_name += 5;
|
|
|
|
if ( pVictim->pev == pKiller )
|
|
{
|
|
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" committed suicide with \"%s\"\n",
|
|
STRING( pVictim->pev->netname ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
GETPLAYERAUTHID( pVictim->edict() ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
killer_weapon_name );
|
|
|
|
pKiller->frags -= 1;
|
|
}
|
|
else if ( pKiller->flags & FL_CLIENT )
|
|
{
|
|
if ( !strcmp( killer_weapon_name, "disc" ) )
|
|
{
|
|
int iTele = 0;
|
|
if ( (pVictim->m_flLastDiscHitTeleport != 0) && (gpGlobals->time < pVictim->m_flLastDiscHitTeleport + MAX_SCORE_TIME_AFTER_HIT) )
|
|
iTele = REWARD_TELEPORT;
|
|
|
|
// Decapitated?
|
|
if ( pVictim->m_LastHitGroup == HITGROUP_HEAD )
|
|
{
|
|
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" killed \"%s<%i><%s><%i>\" with \"%s\" (decapitated)\n",
|
|
STRING( pKiller->netname ),
|
|
GETPLAYERUSERID( ENT(pKiller) ),
|
|
GETPLAYERAUTHID( ENT(pKiller) ),
|
|
GETPLAYERUSERID( ENT(pKiller) ),
|
|
STRING( pVictim->pev->netname ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
GETPLAYERAUTHID( pVictim->edict() ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
killer_weapon_name );
|
|
|
|
// Tell the client to display the death message
|
|
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
|
|
WRITE_BYTE( killer_index ); // the killer
|
|
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
|
|
WRITE_STRING( "decapitate" ); // what they were killed by (should this be a string?)
|
|
MESSAGE_END();
|
|
|
|
// Bonus point for teleport hit
|
|
if ( iTele )
|
|
pKiller->frags++;
|
|
|
|
pKiller->frags += 1;
|
|
|
|
// Bring up the reward window on the killer's screen
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgReward, NULL, Killer->edict() );
|
|
WRITE_SHORT( REWARD_DECAPITATE | iTele );
|
|
MESSAGE_END();
|
|
|
|
return;
|
|
}
|
|
|
|
// Otherwise, calculate number of disc bounces
|
|
if ( pVictim->m_iLastDiscBounces == 0 )
|
|
{
|
|
// Bring up the reward window on the killer's screen
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgReward, NULL, Killer->edict() );
|
|
WRITE_SHORT( REWARD_BOUNCE_NONE | iTele );
|
|
MESSAGE_END();
|
|
}
|
|
else if ( pVictim->m_iLastDiscBounces == 1 )
|
|
{
|
|
// Bring up the reward window on the killer's screen
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgReward, NULL, Killer->edict() );
|
|
WRITE_SHORT( REWARD_BOUNCE_ONE | iTele );
|
|
MESSAGE_END();
|
|
}
|
|
else
|
|
{
|
|
if ( pVictim->m_iLastDiscBounces == 2 )
|
|
{
|
|
// Bring up the reward window on the killer's screen
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgReward, NULL, Killer->edict() );
|
|
WRITE_SHORT( REWARD_BOUNCE_TWO | iTele );
|
|
MESSAGE_END();
|
|
}
|
|
else
|
|
{
|
|
// Bring up the reward window on the killer's screen
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgReward, NULL, Killer->edict() );
|
|
WRITE_SHORT( REWARD_BOUNCE_THREE | iTele );
|
|
MESSAGE_END();
|
|
|
|
// Cap the number of frags a killer can get to 4
|
|
pVictim->m_iLastDiscBounces = 3;
|
|
}
|
|
}
|
|
|
|
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" killed \"%s<%i><%s><%i>\" with \"%s\" (bounces \"%d\")\n",
|
|
STRING( pKiller->netname ),
|
|
GETPLAYERUSERID( ENT(pKiller) ),
|
|
GETPLAYERAUTHID( ENT(pKiller) ),
|
|
GETPLAYERUSERID( ENT(pKiller) ),
|
|
STRING( pVictim->pev->netname ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
GETPLAYERAUTHID( pVictim->edict() ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
killer_weapon_name,
|
|
pVictim->m_iLastDiscBounces );
|
|
|
|
char sz[1024];
|
|
sprintf( sz, "%dbounce", pVictim->m_iLastDiscBounces );
|
|
|
|
// Tell the client to display the death message
|
|
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
|
|
WRITE_BYTE( killer_index ); // the killer
|
|
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
|
|
WRITE_STRING( sz ); // what they were killed by (should this be a string?)
|
|
MESSAGE_END();
|
|
|
|
pKiller->frags += (1 + pVictim->m_iLastDiscBounces);
|
|
|
|
// Bonus point for teleport hit
|
|
if ( iTele )
|
|
pKiller->frags++;
|
|
}
|
|
else
|
|
{
|
|
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" killed \"%s<%i><%s><%i>\" with \"%s\"\n",
|
|
STRING( pKiller->netname ),
|
|
GETPLAYERUSERID( ENT(pKiller) ),
|
|
GETPLAYERAUTHID( ENT(pKiller) ),
|
|
GETPLAYERUSERID( ENT(pKiller) ),
|
|
STRING( pVictim->pev->netname ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
GETPLAYERAUTHID( pVictim->edict() ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
killer_weapon_name );
|
|
|
|
// Tell the client to display the death message
|
|
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
|
|
WRITE_BYTE( killer_index ); // the killer
|
|
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
|
|
WRITE_STRING( killer_weapon_name ); // what they were killed by (should this be a string?)
|
|
MESSAGE_END();
|
|
|
|
pKiller->frags += 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pKiller->frags -= 1;
|
|
|
|
// Fell to their death
|
|
UTIL_LogPrintf( "\"%s<%i><%s><%i>\" committed suicide with \"world\"\n",
|
|
STRING( pVictim->pev->netname ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
GETPLAYERAUTHID( pVictim->edict() ),
|
|
GETPLAYERUSERID( pVictim->edict() ),
|
|
killer_weapon_name );
|
|
|
|
// Tell the client to display the death message
|
|
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
|
|
WRITE_BYTE( killer_index ); // the killer
|
|
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
|
|
WRITE_STRING( "falling" ); // what they were killed by (should this be a string?)
|
|
MESSAGE_END();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//=========================================================
|
|
// PlayerGotWeapon - player has grabbed a weapon that was
|
|
// sitting in the world
|
|
//=========================================================
|
|
void CHalfLifeMultiplay :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
// FlWeaponRespawnTime - what is the time in the future
|
|
// at which this weapon may spawn?
|
|
//=========================================================
|
|
float CHalfLifeMultiplay :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon )
|
|
{
|
|
if ( CVAR_GET_FLOAT("mp_weaponstay") > 0 )
|
|
{
|
|
// make sure it's only certain weapons
|
|
if ( !(pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) )
|
|
{
|
|
return gpGlobals->time + 0; // weapon respawns almost instantly
|
|
}
|
|
}
|
|
|
|
return gpGlobals->time + WEAPON_RESPAWN_TIME;
|
|
}
|
|
|
|
// when we are within this close to running out of entities, items
|
|
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
|
|
#define ENTITY_INTOLERANCE 100
|
|
|
|
//=========================================================
|
|
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
|
|
// now, otherwise it returns the time at which it can try
|
|
// to spawn again.
|
|
//=========================================================
|
|
float CHalfLifeMultiplay :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon )
|
|
{
|
|
if ( pWeapon && pWeapon->m_iId && (pWeapon->iFlags() & ITEM_FLAG_LIMITINWORLD) )
|
|
{
|
|
if ( NUMBER_OF_ENTITIES() < (gpGlobals->maxEntities - ENTITY_INTOLERANCE) )
|
|
return 0;
|
|
|
|
// we're past the entity tolerance level, so delay the respawn
|
|
return FlWeaponRespawnTime( pWeapon );
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//=========================================================
|
|
// VecWeaponRespawnSpot - where should this weapon spawn?
|
|
// Some game variations may choose to randomize spawn locations
|
|
//=========================================================
|
|
Vector CHalfLifeMultiplay :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon )
|
|
{
|
|
return pWeapon->pev->origin;
|
|
}
|
|
|
|
//=========================================================
|
|
// WeaponShouldRespawn - any conditions inhibiting the
|
|
// respawning of this weapon?
|
|
//=========================================================
|
|
int CHalfLifeMultiplay :: WeaponShouldRespawn( CBasePlayerItem *pWeapon )
|
|
{
|
|
if ( pWeapon->pev->spawnflags & SF_NORESPAWN )
|
|
{
|
|
return GR_WEAPON_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_WEAPON_RESPAWN_YES;
|
|
}
|
|
|
|
//=========================================================
|
|
// CanHaveWeapon - returns FALSE if the player is not allowed
|
|
// to pick up this weapon
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pItem )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CHalfLifeMultiplay::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::ItemShouldRespawn( CItem *pItem )
|
|
{
|
|
if ( pItem->pev->spawnflags & SF_NORESPAWN )
|
|
{
|
|
return GR_ITEM_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_ITEM_RESPAWN_YES;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// At what time in the future may this Item respawn?
|
|
//=========================================================
|
|
float CHalfLifeMultiplay::FlItemRespawnTime( CItem *pItem )
|
|
{
|
|
return gpGlobals->time + ITEM_RESPAWN_TIME;
|
|
}
|
|
|
|
//=========================================================
|
|
// Where should this item respawn?
|
|
// Some game variations may choose to randomize spawn locations
|
|
//=========================================================
|
|
Vector CHalfLifeMultiplay::VecItemRespawnSpot( CItem *pItem )
|
|
{
|
|
return pItem->pev->origin;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
void CHalfLifeMultiplay::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount )
|
|
{
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
BOOL CHalfLifeMultiplay::IsAllowedToSpawn( CBaseEntity *pEntity )
|
|
{
|
|
// if ( pEntity->pev->flags & FL_MONSTER )
|
|
// return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo )
|
|
{
|
|
if ( pAmmo->pev->spawnflags & SF_NORESPAWN )
|
|
{
|
|
return GR_AMMO_RESPAWN_NO;
|
|
}
|
|
|
|
return GR_AMMO_RESPAWN_YES;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
float CHalfLifeMultiplay::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo )
|
|
{
|
|
return gpGlobals->time + AMMO_RESPAWN_TIME;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
Vector CHalfLifeMultiplay::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo )
|
|
{
|
|
return pAmmo->pev->origin;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
float CHalfLifeMultiplay::FlHealthChargerRechargeTime( void )
|
|
{
|
|
return 60;
|
|
}
|
|
|
|
|
|
float CHalfLifeMultiplay::FlHEVChargerRechargeTime( void )
|
|
{
|
|
return 30;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::DeadPlayerWeapons( CBasePlayer *pPlayer )
|
|
{
|
|
return GR_PLR_DROP_GUN_ACTIVE;
|
|
}
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::DeadPlayerAmmo( CBasePlayer *pPlayer )
|
|
{
|
|
return GR_PLR_DROP_AMMO_ACTIVE;
|
|
}
|
|
|
|
edict_t *CHalfLifeMultiplay::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
|
|
{
|
|
edict_t *pentSpawnSpot = CGameRules::GetPlayerSpawnSpot( pPlayer );
|
|
if ( IsMultiplayer() && pentSpawnSpot->v.target )
|
|
{
|
|
FireTargets( STRING(pentSpawnSpot->v.target), pPlayer, pPlayer, USE_TOGGLE, 0 );
|
|
}
|
|
|
|
return pentSpawnSpot;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
int CHalfLifeMultiplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
|
{
|
|
// half life deathmatch has only enemies
|
|
return GR_NOTTEAMMATE;
|
|
}
|
|
|
|
BOOL CHalfLifeMultiplay :: PlayFootstepSounds( CBasePlayer *pl, float fvol )
|
|
{
|
|
if ( g_footsteps && g_footsteps->value == 0 )
|
|
return FALSE;
|
|
|
|
if ( pl->IsOnLadder() || pl->pev->velocity.Length2D() > 220 )
|
|
return TRUE; // only make step sounds in multiplayer if the player is moving fast enough
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
BOOL CHalfLifeMultiplay :: FAllowFlashlight( void )
|
|
{
|
|
return CVAR_GET_FLOAT( "mp_flashlight" ) != 0;
|
|
}
|
|
|
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//=========================================================
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//=========================================================
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BOOL CHalfLifeMultiplay :: FAllowMonsters( void )
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{
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return ( CVAR_GET_FLOAT( "mp_allowmonsters" ) != 0 );
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}
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//=========================================================
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//======== CHalfLifeMultiplay private functions ===========
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#define INTERMISSION_TIME 6
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void CHalfLifeMultiplay :: GoToIntermission( void )
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{
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if ( g_fGameOver )
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return; // intermission has already been triggered, so ignore.
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MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION);
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MESSAGE_END();
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m_flIntermissionEndTime = gpGlobals->time + INTERMISSION_TIME;
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g_fGameOver = TRUE;
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m_iEndIntermissionButtonHit = FALSE;
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}
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#define MAX_RULE_BUFFER 1024
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typedef struct mapcycle_item_s
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{
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struct mapcycle_item_s *next;
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char mapname[ 32 ];
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int minplayers, maxplayers;
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char rulebuffer[ MAX_RULE_BUFFER ];
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} mapcycle_item_t;
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typedef struct mapcycle_s
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{
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struct mapcycle_item_s *items;
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struct mapcycle_item_s *next_item;
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} mapcycle_t;
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/*
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==============
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DestroyMapCycle
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Clean up memory used by mapcycle when switching it
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==============
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*/
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void DestroyMapCycle( mapcycle_t *cycle )
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{
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mapcycle_item_t *p, *n, *start;
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p = cycle->items;
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if ( p )
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{
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start = p;
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p = p->next;
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while ( p != start )
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{
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n = p->next;
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delete p;
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p = n;
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}
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delete cycle->items;
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}
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cycle->items = NULL;
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cycle->next_item = NULL;
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}
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static char com_token[ 1500 ];
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/*
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==============
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COM_Parse
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Parse a token out of a string
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==============
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*/
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char *COM_Parse (char *data)
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{
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int c;
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int len;
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len = 0;
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com_token[0] = 0;
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if (!data)
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return NULL;
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// skip whitespace
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skipwhite:
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while ( (c = *data) <= ' ')
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{
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if (c == 0)
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return NULL; // end of file;
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data++;
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}
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// skip // comments
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if (c=='/' && data[1] == '/')
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{
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while (*data && *data != '\n')
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data++;
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goto skipwhite;
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}
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// handle quoted strings specially
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if (c == '\"')
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{
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data++;
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while (1)
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{
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c = *data++;
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if (c=='\"' || !c)
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{
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com_token[len] = 0;
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return data;
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}
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com_token[len] = c;
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len++;
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}
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}
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// parse single characters
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if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' )
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{
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com_token[len] = c;
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len++;
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com_token[len] = 0;
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return data+1;
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}
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// parse a regular word
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do
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{
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com_token[len] = c;
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data++;
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len++;
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c = *data;
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if (c=='{' || c=='}'|| c==')'|| c=='(' || c=='\'' || c == ',' )
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break;
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} while (c>32);
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com_token[len] = 0;
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return data;
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}
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/*
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==============
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COM_TokenWaiting
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Returns 1 if additional data is waiting to be processed on this line
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==============
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*/
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int COM_TokenWaiting( char *buffer )
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{
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char *p;
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p = buffer;
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while ( *p && *p!='\n')
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{
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if ( !isspace( *p ) || isalnum( *p ) )
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return 1;
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p++;
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}
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return 0;
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}
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/*
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==============
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ReloadMapCycleFile
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Parses mapcycle.txt file into mapcycle_t structure
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==============
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*/
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int ReloadMapCycleFile( char *filename, mapcycle_t *cycle )
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{
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char szBuffer[ MAX_RULE_BUFFER ];
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char szMap[ 32 ];
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int length;
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char *pFileList;
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char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( filename, &length );
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int hasbuffer;
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mapcycle_item_s *item, *newlist = NULL, *next;
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if ( pFileList && length )
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{
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// the first map name in the file becomes the default
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while ( 1 )
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{
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hasbuffer = 0;
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memset( szBuffer, 0, MAX_RULE_BUFFER );
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pFileList = COM_Parse( pFileList );
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if ( strlen( com_token ) <= 0 )
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break;
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strncpy( szMap, com_token, sizeof( szMap ) );
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szMap[ sizeof( szMap ) - 1 ] = '\0';
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// Any more tokens on this line?
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if ( COM_TokenWaiting( pFileList ) )
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{
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pFileList = COM_Parse( pFileList );
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if ( strlen( com_token ) > 0 )
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{
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hasbuffer = 1;
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strncpy( szBuffer, com_token, sizeof( szBuffer ) );
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szBuffer[ sizeof( szBuffer ) - 1 ] = '\0';
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}
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}
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// Check map
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if ( IS_MAP_VALID( szMap ) )
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{
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// Create entry
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char *s;
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item = new mapcycle_item_s;
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strcpy( item->mapname, szMap );
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item->minplayers = 0;
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item->maxplayers = 0;
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memset( item->rulebuffer, 0, MAX_RULE_BUFFER );
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if ( hasbuffer )
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{
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s = g_engfuncs.pfnInfoKeyValue( szBuffer, "minplayers" );
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if ( s && s[0] )
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{
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item->minplayers = atoi( s );
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item->minplayers = max( item->minplayers, 0 );
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item->minplayers = min( item->minplayers, gpGlobals->maxClients );
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}
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s = g_engfuncs.pfnInfoKeyValue( szBuffer, "maxplayers" );
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if ( s && s[0] )
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{
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item->maxplayers = atoi( s );
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item->maxplayers = max( item->maxplayers, 0 );
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item->maxplayers = min( item->maxplayers, gpGlobals->maxClients );
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}
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// Remove keys
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//
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g_engfuncs.pfnInfo_RemoveKey( szBuffer, "minplayers" );
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g_engfuncs.pfnInfo_RemoveKey( szBuffer, "maxplayers" );
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strcpy( item->rulebuffer, szBuffer );
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}
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item->next = cycle->items;
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cycle->items = item;
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}
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else
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{
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ALERT( at_console, "Skipping %s from mapcycle, not a valid map\n", szMap );
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}
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}
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FREE_FILE( aFileList );
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}
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// Fixup circular list pointer
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item = cycle->items;
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// Reverse it to get original order
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while ( item )
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{
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next = item->next;
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item->next = newlist;
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newlist = item;
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item = next;
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}
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cycle->items = newlist;
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item = cycle->items;
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// Didn't parse anything
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if ( !item )
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{
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return 0;
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}
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while ( item->next )
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{
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item = item->next;
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}
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item->next = cycle->items;
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cycle->next_item = item->next;
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return 1;
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}
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/*
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==============
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CountPlayers
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Determine the current # of active players on the server for map cycling logic
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==============
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*/
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int CountPlayers( void )
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{
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int num = 0;
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseEntity *pEnt = UTIL_PlayerByIndex( i );
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if ( pEnt )
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{
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num = num + 1;
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}
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}
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return num;
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}
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|
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/*
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==============
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ExtractCommandString
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Parse commands/key value pairs to issue right after map xxx command is issued on server
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level transition
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==============
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*/
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void ExtractCommandString( char *s, char *szCommand )
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{
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// Now make rules happen
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char pkey[512];
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char value[512]; // use two buffers so compares
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// work without stomping on each other
|
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char *o;
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|
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if ( *s == '\\' )
|
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s++;
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|
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while (1)
|
|
{
|
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o = pkey;
|
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while ( *s != '\\' )
|
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{
|
|
if ( !*s )
|
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return;
|
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*o++ = *s++;
|
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}
|
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*o = 0;
|
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s++;
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|
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o = value;
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|
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while (*s != '\\' && *s)
|
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{
|
|
if (!*s)
|
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return;
|
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*o++ = *s++;
|
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}
|
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*o = 0;
|
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|
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strcat( szCommand, pkey );
|
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if ( strlen( value ) > 0 )
|
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{
|
|
strcat( szCommand, " " );
|
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strcat( szCommand, value );
|
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}
|
|
strcat( szCommand, "\n" );
|
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|
|
if (!*s)
|
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return;
|
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s++;
|
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}
|
|
}
|
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|
|
/*
|
|
==============
|
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ChangeLevel
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|
|
Server is changing to a new level, check mapcycle.txt for map name and setup info
|
|
==============
|
|
*/
|
|
void CHalfLifeMultiplay :: ChangeLevel( void )
|
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{
|
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static char szPreviousMapCycleFile[ 256 ];
|
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static mapcycle_t mapcycle;
|
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|
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char szNextMap[32];
|
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char szFirstMapInList[32];
|
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char szCommands[ 1500 ];
|
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char szRules[ 1500 ];
|
|
int minplayers = 0, maxplayers = 0;
|
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strcpy( szFirstMapInList, "hldm1" ); // the absolute default level is hldm1
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|
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int curplayers;
|
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BOOL do_cycle = TRUE;
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|
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// find the map to change to
|
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char *mapcfile = (char*)CVAR_GET_STRING( "mapcyclefile" );
|
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ASSERT( mapcfile != NULL );
|
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|
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szCommands[ 0 ] = '\0';
|
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szRules[ 0 ] = '\0';
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|
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curplayers = CountPlayers();
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|
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// Has the map cycle filename changed?
|
|
if ( stricmp( mapcfile, szPreviousMapCycleFile ) )
|
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{
|
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strcpy( szPreviousMapCycleFile, mapcfile );
|
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|
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DestroyMapCycle( &mapcycle );
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|
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if ( !ReloadMapCycleFile( mapcfile, &mapcycle ) || ( !mapcycle.items ) )
|
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{
|
|
ALERT( at_console, "Unable to load map cycle file %s\n", mapcfile );
|
|
do_cycle = FALSE;
|
|
}
|
|
}
|
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|
|
if ( do_cycle && mapcycle.items )
|
|
{
|
|
BOOL keeplooking = FALSE;
|
|
BOOL found = FALSE;
|
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mapcycle_item_s *item;
|
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|
|
// Assume current map
|
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strcpy( szNextMap, STRING(gpGlobals->mapname) );
|
|
strcpy( szFirstMapInList, STRING(gpGlobals->mapname) );
|
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|
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// Traverse list
|
|
for ( item = mapcycle.next_item; item->next != mapcycle.next_item; item = item->next )
|
|
{
|
|
keeplooking = FALSE;
|
|
|
|
ASSERT( item != NULL );
|
|
|
|
if ( item->minplayers != 0 )
|
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{
|
|
if ( curplayers >= item->minplayers )
|
|
{
|
|
found = TRUE;
|
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minplayers = item->minplayers;
|
|
}
|
|
else
|
|
{
|
|
keeplooking = TRUE;
|
|
}
|
|
}
|
|
|
|
if ( item->maxplayers != 0 )
|
|
{
|
|
if ( curplayers <= item->maxplayers )
|
|
{
|
|
found = TRUE;
|
|
maxplayers = item->maxplayers;
|
|
}
|
|
else
|
|
{
|
|
keeplooking = TRUE;
|
|
}
|
|
}
|
|
|
|
if ( keeplooking )
|
|
continue;
|
|
|
|
found = TRUE;
|
|
break;
|
|
}
|
|
|
|
if ( !found )
|
|
{
|
|
item = mapcycle.next_item;
|
|
}
|
|
|
|
// Increment next item pointer
|
|
mapcycle.next_item = item->next;
|
|
|
|
// Perform logic on current item
|
|
strcpy( szNextMap, item->mapname );
|
|
|
|
ExtractCommandString( item->rulebuffer, szCommands );
|
|
strcpy( szRules, item->rulebuffer );
|
|
}
|
|
|
|
if ( !IS_MAP_VALID(szNextMap) )
|
|
{
|
|
strcpy( szNextMap, szFirstMapInList );
|
|
}
|
|
|
|
g_fGameOver = TRUE;
|
|
|
|
ALERT( at_console, "CHANGE LEVEL: %s\n", szNextMap );
|
|
if ( minplayers || maxplayers )
|
|
{
|
|
ALERT( at_console, "PLAYER COUNT: min %i max %i current %i\n", minplayers, maxplayers, curplayers );
|
|
}
|
|
if ( strlen( szRules ) > 0 )
|
|
{
|
|
ALERT( at_console, "RULES: %s\n", szRules );
|
|
}
|
|
|
|
CHANGE_LEVEL( szNextMap, NULL );
|
|
if ( strlen( szCommands ) > 0 )
|
|
{
|
|
SERVER_COMMAND( szCommands );
|
|
}
|
|
}
|
|
|
|
#define MAX_MOTD_CHUNK 60
|
|
#define MAX_MOTD_LENGTH (MAX_MOTD_CHUNK * 4)
|
|
|
|
void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client )
|
|
{
|
|
// read from the MOTD.txt file
|
|
int length, char_count = 0;
|
|
char *pFileList;
|
|
char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( "motd.txt", &length );
|
|
|
|
// Send the message of the day
|
|
// read it chunk-by-chunk, and send it in parts
|
|
|
|
while ( pFileList && *pFileList && char_count < MAX_MOTD_LENGTH )
|
|
{
|
|
char chunk[MAX_MOTD_CHUNK+1];
|
|
|
|
if ( strlen( pFileList ) < MAX_MOTD_CHUNK )
|
|
{
|
|
strcpy( chunk, pFileList );
|
|
}
|
|
else
|
|
{
|
|
strncpy( chunk, pFileList, MAX_MOTD_CHUNK );
|
|
chunk[MAX_MOTD_CHUNK] = 0; // strncpy doesn't always append the null terminator
|
|
}
|
|
|
|
char_count += strlen( chunk );
|
|
if ( char_count < MAX_MOTD_LENGTH )
|
|
pFileList = aFileList + char_count;
|
|
else
|
|
*pFileList = 0;
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgMOTD, NULL, client );
|
|
WRITE_BYTE( *pFileList ? FALSE : TRUE ); // FALSE means there is still more message to come
|
|
WRITE_STRING( chunk );
|
|
MESSAGE_END();
|
|
}
|
|
|
|
FREE_FILE( aFileList );
|
|
}
|
|
|
|
|