valve/src/server/gamerules_multiplayer.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* 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.
*/
const string mp_teamlist_fallback = "robo;hgrunt";
var string autocvar_mp_teamlist = mp_teamlist_fallback;
bool
HLMultiplayerRules::IsMultiplayer(void)
{
return true;
}
bool
HLMultiplayerRules::IsTeamplay(void)
{
return cvar("mp_teamplay") == 1 ? true : false;
}
void
HLMultiplayerRules::InitPostEnts(void)
{
if (IsTeamplay() == true) {
int c;
/* get the segments from our cvar */
m_strTeamList = autocvar_mp_teamlist;
c = tokenizebyseparator(m_strTeamList, ";");
/* if we've got less than 2 teams, use the fallback... */
if (c < 2) {
m_strTeamList = mp_teamlist_fallback;
c = tokenizebyseparator(m_strTeamList, ";");
}
forceinfokey(world, "teams", itos(c));
/* initialize all dem teams */
for (int i = 0; i < c; i++) {
forceinfokey(world, sprintf("team_%i", i+1i), argv(i));
forceinfokey(world, sprintf("teamscore_%i", i+1i), "0");
}
} else {
forceinfokey(world, "teams", "0");
}
}
void
HLMultiplayerRules::FrameStart(void)
{
if (cvar("timelimit"))
if (time >= (cvar("timelimit") * 60)) {
IntermissionStart();
}
IntermissionCycle();
}
void
HLMultiplayerRules::CheckRules(void)
{
/* last person who killed somebody has hit the limit */
if (cvar("fraglimit"))
if (g_dmg_eAttacker.frags >= cvar("fraglimit"))
IntermissionStart();
}
void
HLMultiplayerRules::PlayerDeath(NSClientPlayer 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++;
forceinfokey(pl, "*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) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
} else {
FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
}
/* now let's make the real client invisible */
pl.Death();
pl.takedamage = DAMAGE_NO;
pl.gflags &= ~GF_FLASHLIGHT;
pl.gflags &= ~GF_EGONBEAM;
Sound_Play(pl, CHAN_AUTO, "player.die");
/* force respawn */
pl.think = PutClientInServer;
pl.nextthink = time + 4.0f;
/* have we gone over the fraglimit? */
CheckRules();
}
void
HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
/* this is where the mods want to deviate */
entity spot;
pl.classname = "player";
pl.health = pl.max_health = 100;
pl.takedamage = DAMAGE_YES;
pl.SetSolid(SOLID_SLIDEBOX);
pl.SetMovetype(MOVETYPE_WALK);
pl.flags = FL_CLIENT;
pl.viewzoom = 1.0;
pl.model = "models/player.mdl";
string mymodel = infokey(pl, "model");
if (mymodel) {
mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
if (whichpack(mymodel)) {
pl.model = mymodel;
}
}
setmodel(pl, pl.model);
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
pl.velocity = [0,0,0];
pl.gravity = __NULL__;
pl.frame = 1;
//pl.SendEntity = Player_SendEntity;
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;
forceinfokey(pl, "*spec", "0");
forceinfokey(pl, "*dead", "0");
forceinfokey(pl, "*deaths", ftos(pl.deaths));
LevelNewParms();
LevelDecodeParms(pl);
#if defined (VALVE) || defined (GEARBOX)
pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
pl.activeweapon = WEAPON_GLOCK;
pl.glock_mag = 18;
pl.ammo_9mm = 44;
if (IsTeamplay() == true) {
int c = tokenizebyseparator(m_strTeamList, ";");
/* not part of a team? pick one of the ones we have */
/* TODO: this should sort us into the lowest team */
if (pl.team == 0) {
pl.team = 1 + floor(random(0, c));
forceinfokey(pl, "*team", sprintf("%d", pl.team));
}
/* assign our player model */
mymodel = sprintf("models/player/%s/%s.mdl", argv(pl.team - 1), argv(pl.team - 1));
if (whichpack(mymodel))
pl.model = mymodel;
setmodel(pl, pl.model);
}
#endif
spot = Spawn_SelectRandom("info_player_deathmatch");
setorigin(pl, spot.origin);
pl.angles = spot.angles;
Weapons_RefreshAmmo(pl);
Client_FixAngle(pl, pl.angles);
}
bool
HLMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
{
tokenize(cmd);
switch (argv(0)) {
case "bot_add":
bot pete = (bot)Bot_AddQuick();
Bot_RandomColormap(pete);
searchhandle pm = search_begin("models/player/*/*.mdl", TRUE, TRUE);
int r = floor(random(0, search_getsize(pm)));
string mdl = substring(search_getfilename(pm, r), 0, -5);
tokenizebyseparator(mdl, "/");
forceinfokey(pete, "model", argv(2));
search_end(pm);
break;
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);
}
bool
HLMultiplayerRules::MonstersSpawn(void)
{
return (autocvar(mp_allowmonsters, 0)) ? true : false;
}
void
HLMultiplayerRules::HLMultiplayerRules(void)
{
/* these lines do nothing but tell the server to register those cvars */
autocvar(timelimit, 15, "Timelimit for multiplayer rounds");
autocvar(fraglimit, 15, "Points limit for multiplayer rounds");
}
void
CSEv_HLDM_Chooseteam_s(string teamname)
{
HLGameRules rules = (HLGameRules)g_grMode;
player pl = (player)self;
if (!teamname)
return;
if (rules.IsMultiplayer() == false)
return;
if (rules.IsTeamplay() == false)
return;
if (pl.health <= 0)
return;
HLMultiplayerRules mprules = (HLMultiplayerRules)rules;
int c = tokenizebyseparator(mprules.m_strTeamList, ";");
for (int i = 0; i < c; i++) {
if (argv(i) == teamname) {
pl.team = (float)i + 1;
forceinfokey(pl, "*team", sprintf("%d", pl.team));
Damage_Apply(pl, pl, 100, 0, DMG_SKIP_ARMOR);
return;
}
}
}