scihunt/src/server/gamerules.qc

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/*
* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
* Copyright (c) 2016-2023 Gethyn ThomasQuail <gethyn@vera-visions.com>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
HLGameRules::RestartRound(void)
{
/* respawn all players and scientists */
for (entity e = world; (e = find( e, ::classname, "player"));) {
PlayerSpawn((NSClientPlayer)e);
}
for (entity e = world; (e = find( e, ::classname, "monster_scientist"));) {
NSEntity sci = (NSEntity)e;
sci.Respawn();
}
env_message_broadcast("New round, let's go!");
}
void
HLGameRules::RegisterSciDeath(void)
{
CountScientists();
}
bool
HLGameRules::IsMultiplayer(void)
{
return true;
}
void
HLGameRules::LevelDecodeParms(NSClientPlayer pp)
{
player pl = (player)pp;
g_landmarkpos[0] = parm1;
g_landmarkpos[1] = parm2;
g_landmarkpos[2] = parm3;
pl.angles[0] = parm4;
pl.angles[1] = parm5;
pl.angles[2] = parm6;
pl.velocity[0] = parm7;
pl.velocity[1] = parm8;
pl.velocity[2] = parm9;
pl.g_items = parm10;
pl.activeweapon = parm11;
pl.flags = parm64;
pl.ammo_9mm = parm12;
pl.ammo_357 = parm13;
pl.ammo_buckshot = parm14;
pl.ammo_m203_grenade = parm15;
pl.ammo_bolt = parm16;
pl.ammo_rocket = parm17;
pl.ammo_uranium = parm18;
pl.ammo_handgrenade = parm19;
pl.ammo_satchel = parm20;
pl.ammo_tripmine = parm21;
pl.ammo_snark = parm22;
pl.ammo_hornet = parm23;
pl.glock_mag = parm24;
pl.mp5_mag = parm25;
pl.python_mag = parm26;
pl.shotgun_mag = parm27;
pl.crossbow_mag = parm28;
pl.rpg_mag = parm29;
pl.satchel_chg = parm30;
if (pl.flags & FL_CROUCHING) {
setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
} else {
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
}
}
void
HLGameRules::LevelChangeParms(NSClientPlayer pp)
{
player pl = (player)pp;
parm1 = g_landmarkpos[0];
parm2 = g_landmarkpos[1];
parm3 = g_landmarkpos[2];
parm4 = pl.angles[0];
parm5 = pl.angles[1];
parm6 = pl.angles[2];
parm7 = pl.velocity[0];
parm8 = pl.velocity[1];
parm9 = pl.velocity[2];
parm64 = pl.flags;
parm10 = pl.g_items;
parm11 = pl.activeweapon;
parm12 = pl.ammo_9mm;
parm13 = pl.ammo_357;
parm14 = pl.ammo_buckshot;
parm15 = pl.ammo_m203_grenade;
parm16 = pl.ammo_bolt;
parm17 = pl.ammo_rocket;
parm18 = pl.ammo_uranium;
parm19 = pl.ammo_handgrenade;
parm20 = pl.ammo_satchel;
parm21 = pl.ammo_tripmine;
parm22 = pl.ammo_snark;
parm23 = pl.ammo_hornet;
parm24 = pl.glock_mag;
parm25 = pl.mp5_mag;
parm26 = pl.python_mag;
parm27 = pl.shotgun_mag;
parm28 = pl.crossbow_mag;
parm29 = pl.rpg_mag;
parm30 = pl.satchel_chg;
}
void
HLGameRules::LevelNewParms(void)
{
parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 =
parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 =
parm15 = parm16 = parm17 = parm18 = parm19 = parm20 = parm21 =
parm22 = parm23 = parm24 = parm25 = parm26 = parm27 = parm28 =
parm29 = parm30 = 0;
parm64 = FL_CLIENT;
}
/* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */
void
HLGameRules::PlayerPostFrame(NSClientPlayer pp)
{
player pl = (player)pp;
pl.sh_insaneactive = bound(0.0f, pl.sh_insaneactive - frametime, pl.sh_insaneactive);
/* Apply insanity flag to players, and players only */
if (pl.sh_insaneactive > 0.0f) {
if not (pl.gflags & GF_MADNESS) {
pl.gflags |= GF_MADNESS;
bprint(PRINT_HIGH, sprintf("%s is going insane!\n", pl.netname));
Sound_Play(pl, CHAN_AUTO, "player.insane");
}
} else {
if (pl.gflags & GF_MADNESS) {
bprint(PRINT_HIGH, sprintf("%s is no longer insane!\n", pl.netname));
}
pl.gflags &= ~GF_MADNESS;
}
}
void
HLGameRules::CountScientists(void)
{
m_iScientistsAlive = 0;
for (entity s = world; (s = find(s, ::classname, "monster_scientist"));) {
if (s.solid == SOLID_BBOX || s.solid == SOLID_SLIDEBOX)
m_iScientistsAlive++;
}
forceinfokey(world, "sci_count", sprintf("%i", m_iScientistsAlive));
}
void
HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
{
player pl = (player)pp;
/* obituary networking */
if (cvar("sh_announcescideath") == 1) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_OBITUARY);
WriteString(MSG_MULTICAST, pl.netname);
WriteString(MSG_MULTICAST, sci.netname);
WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
WriteByte(MSG_MULTICAST, 0);
msg_entity = world;
multicast([0,0,0], MULTICAST_ALL);
}
/* give players a frag per scientist they kill */
pl.frags++;
/* only reward melee frags for insanity, otherwise it's a bit OP */
if (g_weapons[g_dmg_iWeapon].slot != 0)
return;
if (cvar("sh_insanity") == 0)
return;
/* if this is our first kill in a while, or in the timer... */
if (pl.sh_insanecount == 0 || pl.sh_insanetime > time) {
pl.sh_insanecount++;
} else {
pl.sh_insanecount = 0;
}
if (pl.sh_insanecount >= autocvar_sh_insanity) {
/* always start with a 30 second cooldown
* otherwise give 3 seconds per frag */
if (pl.gflags & GF_MADNESS) {
pl.sh_insaneactive += 3.0f;
} else {
pl.sh_insaneactive += 30.0f;
}
/* clamp our timer */
if (pl.sh_insaneactive > 60)
pl.sh_insaneactive = 60;
}
/* timer gets touched every time */
pl.sh_insanetime = time + 2.0f;
}
void
HLGameRules::FrameStart(void)
{
if (cvar("timelimit"))
if (time >= (cvar("timelimit") * 60)) {
IntermissionStart();
}
entity e;
/* restock players every 2 minutes */
if (m_flRestockTimer < time) {
m_flRestockTimer = time + 120.0f;
for (e = world; (e = find(e, ::classname, "player"));) {
player pl = (player)e;
/* Don't give spectators weapons */
if (pl.IsFakeSpectator() == false && pl.IsRealSpectator() == false)
SHData_GetItems(pl);
}
}
/* respawn breakables every 2 minutes */
if (cvar("sh_respbreak") == 1) {
if (m_flBreakRespawnTimer < time) {
m_flBreakRespawnTimer = time + 120.0f;
for (e = world; (e = find( e, ::classname, "func_breakable"));) {
func_breakable br = (func_breakable)e;
br.Respawn();
}
for (e = world; (e = find( e, ::classname, "func_pushable"));) {
func_pushable pb = (func_pushable)e;
pb.Respawn();
}
for (e = world; (e = find( e, ::classname, "env_shooter"));) {
env_shooter sh = (env_shooter)e;
sh.Respawn();
}
}
}
}
void
HLGameRules::CheckRules(void)
{
/* last person who killed somebody has hit the limit */
if (cvar("fraglimit"))
if (g_dmg_eAttacker.frags >= cvar("fraglimit"))
IntermissionStart();
}
void
HLGameRules::PlayerDeath(NSClientPlayer pl)
{
player sh_pl = (player)pl;
/* obituary networking */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_OBITUARY);
WriteString(MSG_MULTICAST, (g_dmg_eAttacker.netname) ? g_dmg_eAttacker.netname : g_dmg_eAttacker.classname);
WriteString(MSG_MULTICAST, pl.netname);
WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
WriteByte(MSG_MULTICAST, 0);
msg_entity = world;
multicast([0,0,0], MULTICAST_ALL);
Plugin_PlayerObituary(g_dmg_eAttacker, g_dmg_eTarget, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
/* death-counter */
pl.deaths++;
pl.SetInfoKey("*deaths", ftos(pl.deaths));
/* update score-counter */
if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
if (g_dmg_eAttacker.flags & FL_CLIENT) {
if (pl == g_dmg_eAttacker)
g_dmg_eAttacker.frags--;
else
g_dmg_eAttacker.frags++;
}
#ifdef VALVE
/* explode all satchels */
s_satchel_detonate((entity)pl);
/* drop their posessions into a weaponbox item */
weaponbox_spawn((player)pl);
#endif
/* either gib, or make a corpse */
if (pl.health < -50) {
vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
float gibStrength = g_dmg_iDamage * 2.0f;
BreakModel_Entity(pl, gibDir, gibStrength);
} else {
FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
}
/* now let's make the real client invisible */
pl.Death();
pl.SetTakedamage(DAMAGE_NO);
pl.gflags &= ~GF_FLASHLIGHT;
pl.gflags &= ~GF_EGONBEAM;
pl.gflags &= ~GF_MADNESS;
pl.poisonTimer.StopTimer();
sh_pl.sh_insaneactive = 0.0f;
Sound_Play(pl, CHAN_AUTO, "player.die");
/* force respawn */
if (cvar("mp_forcerespawn") == 1) {
pl.ScheduleThink(PutClientInServer, 4.0f);
}
/* have we gone over the fraglimit? */
CheckRules();
}
bool
HLGameRules::PlayerRequestRespawn(NSClientPlayer bp)
{
if (bp.TimeSinceDeath() > 0.5f) {
bp.ScheduleThink(PutClientInServer, 0.0f);
return true;
}
return false;
}
void
HLGameRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
/* this is where the mods want to deviate */
entity spot;
pl.MakePlayer();
pl.classname = "player";
pl.SetMaxHealth(100);
pl.SetHealth(100);
pl.SetTakedamage(DAMAGE_YES);
pl.SetSolid(SOLID_SLIDEBOX);
pl.SetMovetype(MOVETYPE_WALK);
pl.AddFlags(FL_CLIENT);
pl.viewzoom = 1.0;
pl.model = "models/player.mdl";
string mymodel = infokey(pl, "model");
if (pl.team == 1) {
pl.model = "models/scientist.mdl";
setmodel(pl, pl.model);
pl.SetSize(VEC_HULL_MIN + [0, 0, 64], VEC_HULL_MAX + [0, 0, 64]);
} else {
if (mymodel) {
mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
if (whichpack(mymodel)) {
pl.model = mymodel;
}
}
setmodel(pl, pl.model);
pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
}
pl.ClearVelocity();
pl.gravity = __NULL__;
pl.SetFrame(1);
pl.SendFlags = UPDATE_ALL;
pl.SetInfoKey("*spec", "0");
pl.SetInfoKey("*dead", "0");
pl.SetInfoKey("*deaths", ftos(pl.deaths));
pl.SetPropData("actor_human");
pl.SetCanBleed(true);
/* if we have team flags set, then join a team spawn
* search for the entity though in case we're on a non scihunt map */
if (pl.team == 1) {
for (entity e = world; (e = find( e, ::classname, "info_player_team1"));) {
spot = Spawn_SelectRandom("info_player_team1");
}
} else if (pl.team == 2) {
for (entity e = world; (e = find( e, ::classname, "info_player_team2"));) {
spot = Spawn_SelectRandom("info_player_team2");
}
}
/* while different behaviour from original, this could be better for other gamemodes */
for (entity e = world; (e = find( e, ::classname, "info_player_deathmatch"));) {
spot = Spawn_SelectRandom("info_player_deathmatch");
}
/* all gamemodes use scihunt team spawns by default */
if (!spot) {
int r = floor(random(0,1));
switch (r) {
case 0:
for (entity e = world; (e = find( e, ::classname, "info_player_team1"));) {
spot = Spawn_SelectRandom("info_player_team1");
}
break;
case 1:
for (entity e = world; (e = find( e, ::classname, "info_player_team2"));) {
spot = Spawn_SelectRandom("info_player_team2");
}
break;
}
}
/* if nothing else is found, then look for standard half-life spawns (compat) */
if (!spot) {
for (entity e = world; (e = find( e, ::classname, "info_player_start"));) {
spot = Spawn_SelectRandom("info_player_start");
}
}
setorigin(pl, spot.origin);
pl.angles = spot.angles;
if (pl.IsScientist() == true) {
pl.g_items = ITEM_NEEDLE | ITEM_SUIT;
pl.activeweapon = WEAPON_NEEDLE;
} else {
pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
pl.activeweapon = WEAPON_GLOCK;
pl.glock_mag = 18;
pl.ammo_9mm = 44;
}
Weapons_RefreshAmmo(pl);
SHData_GetItems(pl);
Client_FixAngle(pl, pl.angles);
}
void
HLGameRules::InitPostEnts(void)
{
MOTD_LoadDefault();
forceinfokey(world, "teams", "0");
forceinfokey(world, "team_1", "");
forceinfokey(world, "team_2", "");
forceinfokey(world, "teamscore_1", "0");
forceinfokey(world, "teamscore_2", "0");
forceinfokey(world, "teamkills_1", "0");
forceinfokey(world, "teamkills_2", "0");
m_iScientistsAlive = 0;
m_flRestockTimer = 0;
m_flBreakRespawnTimer = 0;
}
void
HLGameRules::HLGameRules(void)
{
/* HACK we'll set this here for now to ensure we don't
* have a race condition */
forceinfokey(world, "sci_count", "0");
/* if the previous map set this value but the current doesn't
* then set the default */
cvar_set("sh_scispeed","40");
cvar_set("fraglimit",cvar_string("mp_fraglimit"));
cvar_set("timelimit",cvar_string("mp_timelimit"));
/* this is in the settings.scr, leftover? */
cvar_set("sh_levelexec",cvar_string("lvlconfig"));
/* since Nuclide adopted levelexec, let's just set it like this for compat */
cvar_set("sv_levelexec",cvar_string("sh_levelexec"));
if (cvar("sh_levelexec") != 0) {
/* just re-read this to prevent race conditions */
readcmd(sprintf("exec maps/%s.cfg\n", mapname));
}
/* always broadcast how many max scientists the server has set
* but allow an override for server admins */
if (cvar("sh_scimax_override") != 0) {
forceinfokey(world, "sv_scimax", cvar_string("sh_scimax_override"));
} else {
forceinfokey(world, "sv_scimax", cvar_string("sh_scimax"));
}
}
bool
HLGameRules::ConsoleCommand(NSClientPlayer pp, string cmd)
{
tokenize(cmd);
switch (argv(0)) {
case "jumptest":
makevectors(pp.v_angle);
traceline(pp.origin + pp.view_ofs, pp.origin + pp.view_ofs + v_forward * 1024, FALSE, pp);
pp.velocity = Route_GetJumpVelocity(pp.origin, trace_endpos, pp.gravity);
break;
default:
return (false);
}
return (true);
}
/* TEAMPLAY ONLY LOGIC */
bool
SHTeamRules::IsTeamplay(void)
{
return true;
}
void
SHTeamRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
print(sprintf("team: %d\n", pl.team));
if (pl.team > 0) {
super::PlayerSpawn(pl);
return;
}
pl.MakeTempSpectator(); /* replace this with a non-spectator ghost */
Spawn_ObserverCam(pl);
}
void
SHTeamRules::ScientistKill(NSClientPlayer cl, entity sci)
{
super::ScientistKill(cl, sci);
if (cl.team == 2)
AddTeam2Kill();
else if (cl.team == 1)
AddTeam1Kill();
}
void
SHTeamRules::AddTeam1Kill(void)
{
m_iKillsTeam1++;
forceinfokey(world, "teamkills_1", sprintf("%i", m_iKillsTeam1));
}
void
SHTeamRules::AddTeam2Kill(void)
{
m_iKillsTeam2++;
forceinfokey(world, "teamkills_2", sprintf("%i", m_iKillsTeam2));
}
/* teamplay scientist death tracking */
void
SHTeamRules::RegisterSciDeath(void)
{
super::RegisterSciDeath();
/* if no scientists are left then stop */
if (m_iScientistsAlive > 0)
return;
/* award the kill to the appropiate team */
if (m_iKillsTeam1 > m_iKillsTeam2) {
m_iScoreTeam1++;
env_message_broadcast("Red team has won!");
} else if (m_iKillsTeam1 > m_iKillsTeam2) {
m_iScoreTeam2++;
env_message_broadcast("Blue team has won!");
} else {
env_message_broadcast("Both teams are tied!");
}
forceinfokey(world, "teamscore_1", sprintf("%i", m_iScoreTeam1));
forceinfokey(world, "teamscore_2", sprintf("%i", m_iScoreTeam2));
think = RestartRound;
nextthink = time + 5.0f;
}
void
SHTeamRules::InitPostEnts(void)
{
MOTD_LoadDefault();
forceinfokey(world, "teamkills_1", sprintf("%i", m_iKillsTeam1));
forceinfokey(world, "teamkills_2", sprintf("%i", m_iKillsTeam2));
forceinfokey(world, "teams", "2");
forceinfokey(world, "team_1", "Red");
forceinfokey(world, "teamscore_1", "0");
forceinfokey(world, "team_2", "Blue");
forceinfokey(world, "teamscore_2", "0");
}
void
SHTeamRules::RestartRound(void)
{
super::RestartRound();
m_iKillsTeam1 = 0;
m_iKillsTeam2 = 0;
forceinfokey(world, "teamkills_1", sprintf("%i", m_iKillsTeam1));
forceinfokey(world, "teamkills_2", sprintf("%i", m_iKillsTeam2));
}
void
SHTeamRules::SHTeamRules(void)
{
m_iKillsTeam1 = 0;
m_iKillsTeam2 = 0;
}
/* invasion scientist death tracking */
void
SHInvasionRules::RegisterSciDeath(void)
{
super::RegisterSciDeath();
/* if no scientists are left then we win */
if (m_iScientistsAlive > 0)
return;
env_message_broadcast("You have survived!\nCan you do it again?");
think = RestartRound;
nextthink = time + 5.0f;
}
void
SHInvasionRules::PlayerDeath(NSClientPlayer pl)
{
pl = (player)pl;
super::PlayerDeath(pl);
pl.MakeTempSpectator();
}
string
SHInvasionRules::Title(void)
{
return ("Invasion");
}
void
SHInvasionRules::SHInvasionRules(void)
{
}
void
TriggerFlashlight(NSClient target)
{
entity oldself = self;
self = target;
Flashlight_Toggle();
self = oldself;
}
bool
HLGameRules::ImpulseCommand(NSClient bp, float num)
{
switch (num) {
case 100:
TriggerFlashlight(bp);
break;
default:
return super::ImpulseCommand(bp, num);
}
return true;
}
void
CSEv_JoinAuto(void)
{
SHTeamRules rules = (SHTeamRules)g_grMode;
player pl = (player)self;
int red = 0;
int blue = 0;
/* matches Game_InitRules() */
if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
return;
}
/* count for auto-balance */
for (entity e = world; (e = find( e, ::classname, "player"));) {
if (e == pl)
continue;
if (e.team == 1)
red++;
if (e.team == 2)
blue++;
}
/* assign to whatever team has fewer players */
if (red > blue)
pl.team = 2;
else
pl.team = 1;
forceinfokey(pl, "*team", sprintf("%d", pl.team));
rules.PlayerSpawn(pl);
}
void
CSEv_JoinTeam_f(float teamNumber)
{
SHTeamRules rules = (SHTeamRules)g_grMode;
player pl = (player)self;
/* matches Game_InitRules() */
if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
return;
}
pl.team = teamNumber;
forceinfokey(pl, "*team", sprintf("%d", pl.team));
breakpoint();
rules.PlayerSpawn(pl);
}
void
CSEv_JoinSpectator(void)
{
SHTeamRules rules = (SHTeamRules)g_grMode;
player pl = (player)self;
pl.team = 0;
forceinfokey(pl, "*team", sprintf("%d", pl.team));
rules.PlayerSpawn(pl);
}