595 lines
13 KiB
Plaintext
595 lines
13 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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var bool autocvar_sv_friendlyFire = false;
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var int autocvar_mp_td_dmgToKick = 300i;
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var int autocvar_mp_td_dmgToWarn = 200i;
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void
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NSGameRules::NSGameRules(void)
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{
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forceinfokey(world, "teamplay", "0");
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identity = 2;
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}
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void
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NSGameRules::Save(float handle)
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{
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SaveInt(handle, "m_iIntermission", m_iIntermission);
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SaveFloat(handle, "m_flIntermissionTime", m_flIntermissionTime);
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SaveFloat(handle, "m_flIntermissionCycle", m_flIntermissionCycle);
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}
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void
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NSGameRules::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_iIntermission":
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m_iIntermission = ReadInt(strValue);
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break;
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case "m_flIntermissionTime":
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m_flIntermissionTime = ReadFloat(strValue);
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break;
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case "m_flIntermissionCycle":
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m_flIntermissionCycle = ReadFloat(strValue);
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break;
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}
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}
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void
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NSGameRules::RestoreComplete(void)
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{
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/* mark this as our active game-rule upon restore. */
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g_grMode = this;
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}
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/* init */
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void
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NSGameRules::InitPostEnts(void)
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{
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//print("Init!\n");
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}
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/* logic */
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void
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NSGameRules::FrameStart(void)
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{
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//print("StartFrame!\n");
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}
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bool
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NSGameRules::ConsoleCommand(NSClientPlayer pl, string cmd)
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{
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return (false);
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}
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bool
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NSGameRules::ClientCommand(NSClient pl, string cmd)
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{
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return (false);
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}
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bool
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NSGameRules::ImpulseCommand(NSClient pl, float num)
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{
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return (false);
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}
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/* client */
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void
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NSGameRules::PlayerConnect(NSClientPlayer pl)
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{
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if (Plugin_PlayerConnect(pl) == FALSE)
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bprint(PRINT_HIGH, sprintf("%s^d connected.\n", pl.netname));
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}
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void
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NSGameRules::PlayerDisconnect(NSClientPlayer pl)
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{
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bprint(PRINT_HIGH, sprintf("%s^d disconnected.\n", pl.netname));
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}
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void
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NSGameRules::PlayerKill(NSClientPlayer pl)
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{
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Damage_Apply(pl, pl, pl.health, 0, DMG_SKIP_ARMOR);
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}
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void
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NSGameRules::PlayerDeath(NSClientPlayer pl)
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{
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//print("PlayerDeath!\n");
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pl.Death();
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}
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void
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NSGameRules::PlayerPain(NSClientPlayer pl)
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{
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//print("ClientKill!\n");
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pl.Pain();
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}
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void
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NSGameRules::PlayerSpawn(NSClientPlayer pl)
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{
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//print("PutClientInServer!\n");
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}
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void
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NSGameRules::PlayerPreFrame(NSClientPlayer pl)
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{
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//print("PlayerPreThink!\n");
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}
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void
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NSGameRules::PlayerPostFrame(NSClientPlayer pl)
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{
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//print("PlayerPostThink!\n");
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}
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/* level transitions */
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void
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NSGameRules::LevelNewParms(void)
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{
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//print("LevelNewParms!\n");
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}
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void
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NSGameRules::LevelChangeParms(NSClientPlayer pl)
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{
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//print("LevelChangeParms!\n");
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}
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/* spectator */
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/*void
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NSGameRules::SpectatorConnect(player pl)
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{
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//print("SpectatorConnect!\n");
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}
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void
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NSGameRules::SpectatorDisconnect(player pl)
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{
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//print("SpectatorDisconnect!\n");
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}
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void
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NSGameRules::SpectatorThink(player pl)
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{
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//print("SpectatorThink!\n");
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}*/
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int
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NSGameRules::MaxItemPerSlot(int slot)
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{
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return (-1);
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}
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void
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NSGameRules::IntermissionStart(void)
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{
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if (m_iIntermission)
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return;
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m_iIntermission = TRUE;
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m_flIntermissionTime = time + 5.0f;
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for (entity p = world; (p = find(p, ::classname, "player"));) {
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p.health = 0;
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p.modelindex = 0;
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}
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}
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void
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NSGameRules::IntermissionCycle(void)
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{
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NSEntity targ;
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if (!m_iIntermission)
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return;
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if (time < m_flIntermissionCycle)
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return;
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/* make the clients aware */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_INTERMISSION);
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m_eIntermissionPoint = (NSEntity)find(m_eIntermissionPoint, ::classname, "info_intermission");
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/* if we have an intermission point, send it to all players. */
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if (m_eIntermissionPoint) {
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targ = (NSEntity)find(world, ::targetname, m_eIntermissionPoint.target);
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if (targ) {
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vector foo;
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foo = vectoangles(targ.origin - m_eIntermissionPoint.origin);
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m_eIntermissionPoint.angles = foo;
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}
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WriteByte(MSG_MULTICAST, 1);
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WriteFloat(MSG_MULTICAST, m_eIntermissionPoint.angles[0]);
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WriteFloat(MSG_MULTICAST, m_eIntermissionPoint.angles[1]);
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WriteFloat(MSG_MULTICAST, m_eIntermissionPoint.angles[2]);
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WriteCoord(MSG_MULTICAST, m_eIntermissionPoint.origin[0]);
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WriteCoord(MSG_MULTICAST, m_eIntermissionPoint.origin[1]);
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WriteCoord(MSG_MULTICAST, m_eIntermissionPoint.origin[2]);
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for (entity pl = world; (pl = find(pl, ::classname, "player"));) {
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setorigin(pl, m_eIntermissionPoint.origin);
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}
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} else {
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WriteByte(MSG_MULTICAST, 0);
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}
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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if (!m_eIntermissionPoint)
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m_flIntermissionCycle = 0.0f;
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else
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m_flIntermissionCycle = time + 5.0f;
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}
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void
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NSGameRules::IntermissionToPlayer(NSClientPlayer targetPlayer)
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_INTERMISSION);
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/* we're in an intermission already, so this should be set. */
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if (g_grMode.m_eIntermissionPoint) {
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WriteByte(MSG_MULTICAST, 1);
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WriteFloat(MSG_MULTICAST, g_grMode.m_eIntermissionPoint.angles[0]);
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WriteFloat(MSG_MULTICAST, g_grMode.m_eIntermissionPoint.angles[1]);
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WriteFloat(MSG_MULTICAST, g_grMode.m_eIntermissionPoint.angles[2]);
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WriteCoord(MSG_MULTICAST, g_grMode.m_eIntermissionPoint.origin[0]);
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WriteCoord(MSG_MULTICAST, g_grMode.m_eIntermissionPoint.origin[1]);
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WriteCoord(MSG_MULTICAST, g_grMode.m_eIntermissionPoint.origin[2]);
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} else {
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WriteByte(MSG_MULTICAST, 0);
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}
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msg_entity = targetPlayer;
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multicast([0,0,0], MULTICAST_ONE_R);
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}
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bool
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NSGameRules::InIntermission(void)
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{
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return (m_iIntermission) ? true : false;
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}
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bool
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NSGameRules::MonstersSpawn(void)
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{
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return (true);
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}
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/* init */
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bool
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NSGameRules::IsTeamplay(void)
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{
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return (false);
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}
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bool
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NSGameRules::IsMultiplayer(void)
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{
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return (false);
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}
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void
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NSGameRules::DamageApply(entity t, entity c, float dmg, int w, damageType_t type)
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{
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bool isFriendlyFire = false;
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/* Damage */
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NSSurfacePropEntity eTarget = (NSSurfacePropEntity)t;
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/* sanity check */
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if (t.takedamage == DAMAGE_NO)
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return;
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/* for armor damage */
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float flArmor = 0;
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float flNewDamage = 0;
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/* player god mode */
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if (eTarget.flags & FL_CLIENT && eTarget.flags & FL_GODMODE)
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return;
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/* friendly fire check */
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if (t != c) {
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if (IsTeamplay()) {
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if (t.flags & FL_CLIENT && c.flags & FL_CLIENT) {
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if (t.team == c.team) {
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if (autocvar_sv_friendlyFire == false) {
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return;
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} else {
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isFriendlyFire = true;
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}
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}
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}
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}
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}
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/* already dead, please avoid recursion */
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if (eTarget.GetHealth() <= 0)
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return;
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/* before any calculation is done... */
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g_dmg_iRealDamage = dmg;
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/* only clients have armor */
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if (eTarget.flags & FL_CLIENT) {
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NSClientPlayer tp = (NSClientPlayer)t;
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/* don't allow any damage */
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if (PlayerCanAttack(tp) == false) {
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g_dmg_eAttacker = (NSEntity)c;
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g_dmg_eTarget = (NSEntity)t;
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g_dmg_iDamage = 0;
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g_dmg_iHitBody = 0;
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g_dmg_iFlags = type;
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g_dmg_iWeapon = w;
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return;
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}
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/* skip armor */
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if not (type & DMG_SKIP_ARMOR)
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if (tp.armor && dmg > 0) {
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flNewDamage = dmg * 0.2;
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flArmor = (dmg - flNewDamage) * 0.5;
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if (flArmor > tp.armor) {
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flArmor = tp.armor;
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flArmor *= (1/0.5);
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flNewDamage = dmg - flArmor;
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tp.armor = 0;
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} else {
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tp.armor -= flArmor;
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}
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dmg = flNewDamage;
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}
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}
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dmg = rint(dmg);
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eTarget.SetHealth(eTarget.GetHealth() - dmg);
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/* the globals... */
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g_dmg_eAttacker = (NSEntity)c;
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g_dmg_eTarget = (NSEntity)t;
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g_dmg_iDamage = dmg;
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g_dmg_iHitBody = trace_surface_id;
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g_dmg_iFlags = type;
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g_dmg_iWeapon = w;
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NSLog("%S does %d dmg to %S (body: %d, flags: %i, weapon: %i)",
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c.classname, dmg, t.classname, g_dmg_iHitBody, g_dmg_iFlags, g_dmg_iWeapon);
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/* friendly fire penalty */
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if (isFriendlyFire) {
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int lastDmg = 0i;
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NSClientPlayer plC = (NSClientPlayer)c;
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lastDmg = plC.m_iFriendlyDMG;
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plC.m_iFriendlyDMG += dmg;
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/* kick the client. */
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if (plC.m_iFriendlyDMG >= autocvar_mp_td_dmgToKick) {
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NSLog("Kicking %S due to team damage rules.", plC.netname);
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dropclient(plC);
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} else if (plC.m_iFriendlyDMG >= autocvar_mp_td_dmgToWarn) {
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if (lastDmg < autocvar_mp_td_dmgToKick) {
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// warn player here
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sprint(plC, PRINT_CHAT, "Keep attacking teammates and you will be kicked!\n");
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}
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}
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bprint(PRINT_CHAT, sprintf("%s ^7attacked a teammate.\n", c.netname));
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}
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if (dmg > 0 || flArmor > 0) {
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vector dmg_origin;
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if (c.origin == [0,0,0])
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dmg_origin = g_dmg_eTarget.origin;
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else
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dmg_origin = g_dmg_eAttacker.origin;
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_DAMAGE);
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WriteCoord(MSG_MULTICAST, dmg_origin[0]);
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WriteCoord(MSG_MULTICAST, dmg_origin[1]);
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WriteCoord(MSG_MULTICAST, dmg_origin[2]);
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WriteInt(MSG_MULTICAST, g_dmg_iRealDamage);
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WriteInt(MSG_MULTICAST, g_dmg_iFlags);
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msg_entity = g_dmg_eTarget;
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multicast([0,0,0], MULTICAST_ONE_R);
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}
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/* only hit notify on clients */
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if ((g_dmg_eTarget.flags & FL_CLIENT) || (g_dmg_eTarget.flags & FL_MONSTER)) {
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/* server-side hitnotify */
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if ((g_dmg_eAttacker.flags & FL_CLIENT) && (g_dmg_eTarget != g_dmg_eAttacker)) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_HITNOTIFY);
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msg_entity = c;
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multicast([0,0,0], MULTICAST_ONE);
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}
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}
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/* they died */
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if (eTarget.GetHealth() <= 0) {
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if (eTarget.flags & FL_CLIENT) {
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PlayerDeath((player)eTarget);
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} else {
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eTarget.Death();
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}
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} else {
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if (eTarget.flags & FL_CLIENT) {
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PlayerPain((player)eTarget);
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} else {
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eTarget.Pain();
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}
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}
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}
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/* checks if we can hit an entity at 5 of the same spots */
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bool
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NSGameRules::DamageCheckTrace(entity t, vector vecHitPos)
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{
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/* We're lazy. Who cares */
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if (t.solid == SOLID_BSP)
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return (true);
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traceline(vecHitPos, t.origin, 1, this);
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if (trace_fraction == 1)
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return (true);
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traceline(vecHitPos, t.origin + [15,15,0], 1, this);
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if (trace_fraction == 1)
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return (true);
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traceline(vecHitPos, t.origin + [-15,-15,0], 1, this);
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if (trace_fraction == 1)
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return (true);
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traceline(vecHitPos, t.origin + [-15,15,0], 1, this);
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if (trace_fraction == 1)
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return (true);
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traceline(vecHitPos, t.origin + [15,-15,0], 1, this);
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if (trace_fraction == 1)
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return (true);
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return (false);
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}
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void
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NSGameRules::DamageRadius(vector org, entity attacker, float dmg, float r, bool checkCollision, int w)
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{
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float new_dmg;
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float dist;
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float diff;
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vector pos;
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for (entity e = world; (e = nextent(e));) {
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if (e.takedamage == DAMAGE_NO)
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continue;
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pos[0] = e.absmin[0] + (0.5 * (e.absmax[0] - e.absmin[0]));
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pos[1] = e.absmin[1] + (0.5 * (e.absmax[1] - e.absmin[1]));
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pos[2] = e.absmin[2] + (0.5 * (e.absmax[2] - e.absmin[2]));
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/* don't bother if it's not anywhere near us */
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dist = vlen(org - pos);
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if (dist > r)
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continue;
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/* can we physically hit this thing? */
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if (checkCollision == true)
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if (DamageCheckTrace(e, org) == FALSE)
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continue;
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/* calculate new damage values */
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diff = (r - dist) / r;
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new_dmg = rint(dmg * diff);
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if (diff > 0) {
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g_dmg_vecLocation = trace_endpos;
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DamageApply(e, attacker, new_dmg, w, DMG_EXPLODE);
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/* approximate, feel free to tweak */
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if (e.movetype == MOVETYPE_WALK) {
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makevectors(vectoangles(e.origin - org));
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e.velocity += v_forward * (new_dmg * 5);
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}
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}
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}
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}
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void
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NSGameRules::IntermissionEnd(void)
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{
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if (!m_iIntermission)
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return;
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if (time < m_flIntermissionTime)
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return;
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if (!(input_buttons & INPUT_PRIMARY) && !(input_buttons & INPUT_JUMP))
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return;
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localcmd("nextmap\n");
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m_iIntermission = 0;
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m_flIntermissionTime = -1;
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}
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bool
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NSGameRules::PlayerCanAttack(NSClientPlayer bp)
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{
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return true;
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}
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bool
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NSGameRules::PlayerRequestRespawn(NSClientPlayer bp)
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{
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return false;
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}
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void
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|
NSGameRules::ChatMessageAll(NSClient cl, string strMessage)
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|
{
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|
float edictNum = num_for_edict(cl) - 1;
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|
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|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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|
WriteByte(MSG_MULTICAST, EV_CHAT);
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|
WriteByte(MSG_MULTICAST, edictNum);
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|
WriteByte(MSG_MULTICAST, cl.team);
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|
WriteString(MSG_MULTICAST, strMessage);
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|
multicast([0,0,0], MULTICAST_ALL_R);
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|
|
|
/* TODO: don't print on listen games */
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|
print(Util_ChatFormat(edictNum, 0, strMessage));
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|
print("\n");
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|
}
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|
|
|
void
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|
NSGameRules::ChatMessageTeam(NSClient cl, string strMessage)
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|
{
|
|
float edictNum = num_for_edict(cl) - 1;
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|
|
|
/* their finger probably slipped */
|
|
if (IsTeamplay() == false) {
|
|
ChatMessageAll(cl, strMessage);
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|
return;
|
|
}
|
|
|
|
/* single handedly pick out team members */
|
|
for (entity a = world; (a = find(a, ::classname, "player"));) {
|
|
/* not one of us! */
|
|
if (a.team != cl.team)
|
|
continue;
|
|
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EV_CHAT_TEAM);
|
|
WriteByte(MSG_MULTICAST, edictNum);
|
|
WriteByte(MSG_MULTICAST, cl.team);
|
|
WriteString(MSG_MULTICAST, strMessage);
|
|
|
|
msg_entity = a;
|
|
multicast([0,0,0], MULTICAST_ONE_R);
|
|
}
|
|
|
|
print(Util_ChatFormat(edictNum, cl.team, strMessage));
|
|
print("\n");
|
|
}
|
|
|
|
string
|
|
NSGameRules::Title(void)
|
|
{
|
|
return "Default";
|
|
} |