283 lines
7.0 KiB
Plaintext
283 lines
7.0 KiB
Plaintext
/*
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* Copyright (c) 2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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const string mp_teamlist_fallback = "robo;hgrunt";
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var string autocvar_mp_teamlist = mp_teamlist_fallback;
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bool
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HLMultiplayerRules::IsMultiplayer(void)
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{
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return true;
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}
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bool
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HLMultiplayerRules::PlayerRequestRespawn(NSClientPlayer bp)
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{
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if (bp.TimeSinceDeath() > 0.5f) {
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bp.ScheduleThink(PutClientInServer, 0.0f);
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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
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HLMultiplayerRules::IsTeamplay(void)
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{
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return cvar("mp_teamplay") == 1 ? true : false;
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}
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void
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HLMultiplayerRules::InitPostEnts(void)
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{
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precache_model("models/backpack.mdl");
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Sound_Precache("Player.Gib");
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MOTD_LoadDefault();
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if (IsTeamplay() == true) {
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int c;
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/* get the segments from our cvar */
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m_strTeamList = autocvar_mp_teamlist;
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c = tokenizebyseparator(m_strTeamList, ";");
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/* if we've got less than 2 teams, use the fallback... */
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if (c < 2) {
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m_strTeamList = mp_teamlist_fallback;
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c = tokenizebyseparator(m_strTeamList, ";");
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}
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forceinfokey(world, "teams", itos(c));
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/* initialize all dem teams */
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for (int i = 0; i < c; i++) {
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forceinfokey(world, sprintf("team_%i", i+1i), argv(i));
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forceinfokey(world, sprintf("teamscore_%i", i+1i), "0");
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}
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} else {
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forceinfokey(world, "teams", "0");
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}
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}
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void
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HLMultiplayerRules::FrameStart(void)
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{
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if (cvar("timelimit"))
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if (time >= (cvar("timelimit") * 60)) {
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IntermissionStart();
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}
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IntermissionCycle();
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}
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void
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HLMultiplayerRules::CheckRules(void)
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{
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/* last person who killed somebody has hit the limit */
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if (cvar("fraglimit"))
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if (g_dmg_eAttacker.frags >= cvar("fraglimit"))
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IntermissionStart();
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}
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void
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HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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WriteString(MSG_MULTICAST, (g_dmg_eAttacker.netname) ? g_dmg_eAttacker.netname : g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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Plugin_PlayerObituary(g_dmg_eAttacker, g_dmg_eTarget, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
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/* death-counter */
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pl.deaths++;
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
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float gibStrength = g_dmg_iDamage * 2.0f;
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BreakModel_Entity(pl, gibDir, gibStrength);
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Sound_Play(pl, CHAN_VOICE, "Player.Gib");
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} else {
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FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
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Sound_Play(pl, CHAN_VOICE, "Player.Death");
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}
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dmc_backpack_spawn((player)pl);
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/* now let's make the real client invisible */
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pl.Death();
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pl.SetTakedamage(DAMAGE_NO);
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.gflags &= ~GF_EGONBEAM;
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/* force respawn */
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pl.ScheduleThink(PutClientInServer, 4.0f);
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/* have we gone over the fraglimit? */
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CheckRules();
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}
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void
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HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
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{
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player pl = (player)pp;
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string playerModel;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.SetMaxHealth(100);
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pl.SetHealth(100);
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pl.SetTakedamage(DAMAGE_YES);
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pl.SetSolid(SOLID_SLIDEBOX);
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pl.SetMovetype(MOVETYPE_WALK);
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pl.AddFlags(FL_CLIENT);
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pl.viewzoom = 1.0;
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/* player model selection */
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if (IsTeamplay() == true) {
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int teamCount = tokenizebyseparator(m_strTeamList, ";");
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int playerTeam = (int)pl.GetTeam();
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/* not part of a team? pick one of the ones we have */
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/* TODO: this should sort us into the lowest team */
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if (playerTeam == 0) {
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playerTeam = 1i + (int)floor(random(0, (float)teamCount)); /* teams start at 1 after all */
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pl.SetTeam(playerTeam);
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}
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/* assign our player model */
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playerModel = sprintf("models/player/%s/%s.mdl", argv(playerTeam - 1i), argv(playerTeam - 1i));
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} else {
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/* interpret the 'model' InfoKey */
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playerModel = pl.GetInfoKey("model");
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if (playerModel) {
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playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
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}
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}
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/* fallback is always models/player.mdl for Half-Life */
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if not (whichpack(playerModel)) {
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playerModel = "models/player.mdl";
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}
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pl.SetModel(playerModel);
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pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
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pl.ClearVelocity();
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pl.gravity = __NULL__;
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pl.SetFrame(1);
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pl.SendFlags = UPDATE_ALL;
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pl.SetInfoKey("*spec", "0");
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pl.SetInfoKey("*dead", "0");
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetPropData("actor_human");
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pl.SetCanBleed(true);
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LevelNewParms();
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LevelDecodeParms(pl);
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#if defined (VALVE) || defined (GEARBOX)
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pl.g_items = ITEM_CROWBAR | ITEM_SHOTGUN | ITEM_SUIT;
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pl.activeweapon = WEAPON_SHOTGUN;
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pl.ammo_shells = 25;
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#endif
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spot = Spawn_SelectRandom("info_player_deathmatch");
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pl.SetOrigin(spot.origin);
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pl.SetAngles(spot.angles);
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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}
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bool
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HLMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
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{
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tokenize(cmd);
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switch (argv(0)) {
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case "jumptest":
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makevectors(pp.v_angle);
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traceline(pp.origin + pp.view_ofs, pp.origin + pp.view_ofs + v_forward * 1024, FALSE, pp);
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pp.velocity = Route_GetJumpVelocity(pp.origin, trace_endpos, pp.gravity);
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break;
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default:
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return (false);
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}
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return (true);
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}
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bool
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HLMultiplayerRules::MonstersSpawn(void)
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{
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return (autocvar(mp_allowmonsters, 0)) ? true : false;
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}
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void
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HLMultiplayerRules::HLMultiplayerRules(void)
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{
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/* these lines do nothing but tell the server to register those cvars */
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autocvar(timelimit, 15, "Timelimit for multiplayer rounds");
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autocvar(fraglimit, 15, "Points limit for multiplayer rounds");
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}
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void
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CSEv_HLDM_Chooseteam_s(string teamName)
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{
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HLGameRules rules = (HLGameRules)g_grMode;
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player pl = (player)self;
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if (!teamName)
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return;
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if (rules.IsMultiplayer() == false)
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return;
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if (rules.IsTeamplay() == false)
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return;
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if (pl.IsDead() == true)
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return;
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HLMultiplayerRules mprules = (HLMultiplayerRules)rules;
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int c = tokenizebyseparator(mprules.m_strTeamList, ";");
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for (int i = 0; i < c; i++) {
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if (argv(i) == teamName) {
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pl.SetTeam((float)i + 1);
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Damage_Apply(pl, pl, 100, 0, DMG_SKIP_ARMOR);
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return;
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}
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}
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}
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