sqwarmed/sdk_src/game/shared/teamplay_gamerules.cpp

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "KeyValues.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#include "c_team.h"
#else
#include "player.h"
#include "game.h"
#include "gamevars_shared.h"
#include "team.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef GAME_DLL
static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH];
static int team_scores[MAX_TEAMS];
static int num_teams = 0;
extern bool g_fGameOver;
extern ConVar sv_allchat;
REGISTER_GAMERULES_CLASS( CTeamplayRules );
CTeamplayRules::CTeamplayRules()
{
m_DisableDeathMessages = false;
m_DisableDeathPenalty = false;
m_bSwitchTeams = false;
m_bScrambleTeams = false;
memset( team_names, 0, sizeof(team_names) );
memset( team_scores, 0, sizeof(team_scores) );
num_teams = 0;
// Copy over the team from the server config
m_szTeamList[0] = 0;
RecountTeams();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRules::Precache( void )
{
BaseClass::Precache();
// Call the Team Manager's precaches
for ( int i = 0; i < GetNumberOfTeams(); i++ )
{
CTeam *pTeam = GetGlobalTeam( i );
pTeam->Precache();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamplayRules::Think ( void )
{
BaseClass::Think();
///// Check game rules /////
if ( g_fGameOver ) // someone else quit the game already
{
BaseClass::Think();
return;
}
float flTimeLimit = mp_timelimit.GetFloat() * 60;
if ( flTimeLimit != 0 && gpGlobals->curtime >= flTimeLimit )
{
ChangeLevel();
return;
}
float flFragLimit = fraglimit.GetFloat();
if ( flFragLimit )
{
// check if any team is over the frag limit
for ( int i = 0; i < num_teams; i++ )
{
if ( team_scores[i] >= flFragLimit )
{
ChangeLevel();
return;
}
}
}
}
//=========================================================
// ClientCommand
// the user has typed a command which is unrecognized by everything else;
// this check to see if the gamerules knows anything about the command
//=========================================================
bool CTeamplayRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
{
if( BaseClass::ClientCommand( pEdict, args ) )
return true;
if ( FStrEq( args[0], "menuselect" ) )
{
if ( args.ArgC() < 2 )
return true;
//int slot = atoi( args[1] );
// select the item from the current menu
return true;
}
return false;
}
const char *CTeamplayRules::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
{
// copy out the team name from the model
int clientIndex = pPlayer->entindex();
const char *team = (!pPlayer->IsNetClient())?"default":engine->GetClientConVarValue( clientIndex, "cl_team" );
/* TODO
pPlayer->SetTeamName( team );
RecountTeams();
// update the current player of the team he is joining
if ( (pPlayer->TeamName())[0] == '\0' || !IsValidTeam( pPlayer->TeamName() ) || defaultteam.GetFloat() )
{
const char *pTeamName = NULL;
if ( defaultteam.GetFloat() )
{
pTeamName = team_names[0];
}
else
{
pTeamName = TeamWithFewestPlayers();
}
pPlayer->SetTeamName( pTeamName );
} */
return team; //pPlayer->TeamName();
}
//=========================================================
// InitHUD
//=========================================================
void CTeamplayRules::InitHUD( CBasePlayer *pPlayer )
{
SetDefaultPlayerTeam( pPlayer );
BaseClass::InitHUD( pPlayer );
RecountTeams();
/* TODO this has to be rewritten, maybe add a new USERINFO cvar "team"
const char *team = engine->GetClientConVarValue( pPlayer->entindex(), "cl_team" );
// update the current player of the team he is joining
char text[1024];
if ( !strcmp( mdls, pPlayer->TeamName() ) )
{
Q_snprintf( text,sizeof(text), "You are on team \'%s\'\n", pPlayer->TeamName() );
}
else
{
Q_snprintf( text,sizeof(text), "You were assigned to team %s\n", pPlayer->TeamName() );
}
ChangePlayerTeam( pPlayer, pPlayer->TeamName(), false, false );
if ( Q_strlen( pPlayer->TeamName() ) > 0 )
{
UTIL_SayText( text, pPlayer );
}
RecountTeams(); */
}
void CTeamplayRules::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, bool bKill, bool bGib )
{
int damageFlags = DMG_GENERIC;
// int clientIndex = pPlayer->entindex();
if ( !bGib )
{
damageFlags |= DMG_NEVERGIB;
}
else
{
damageFlags |= DMG_ALWAYSGIB;
}
// copy out the team name from the model
// pPlayer->SetTeamName( pTeamName );
}
//-----------------------------------------------------------------------------
// Purpose: Player has just left the game
//-----------------------------------------------------------------------------
void CTeamplayRules::ClientDisconnected( edict_t *pClient )
{
// Msg( "CLIENT DISCONNECTED, REMOVING FROM TEAM.\n" );
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
if ( pPlayer )
{
pPlayer->SetConnected( PlayerDisconnecting );
// Remove the player from his team
if ( pPlayer->GetTeam() )
{
pPlayer->ChangeTeam( 0 );
}
}
BaseClass::ClientDisconnected( pClient );
}
//=========================================================
// ClientUserInfoChanged
//=========================================================
void CTeamplayRules::ClientSettingsChanged( CBasePlayer *pPlayer )
{
/* TODO: handle skin, model & team changes
char text[1024];
// skin/color/model changes
int iTeam = Q_atoi( engine->GetClientConVarValue( pPlayer->entindex(), "cl_team" ) );
int iClass = Q_atoi( engine->GetClientConVarValue( pPlayer->entindex(), "cl_class" ) );
if ( defaultteam.GetBool() )
{
// int clientIndex = pPlayer->entindex();
// engine->SetClientKeyValue( clientIndex, "model", pPlayer->TeamName() );
// engine->SetClientKeyValue( clientIndex, "team", pPlayer->TeamName() );
UTIL_SayText( "Not allowed to change teams in this game!\n", pPlayer );
return;
}
if ( defaultteam.GetFloat() || !IsValidTeam( mdls ) )
{
// int clientIndex = pPlayer->entindex();
// engine->SetClientKeyValue( clientIndex, "model", pPlayer->TeamName() );
Q_snprintf( text,sizeof(text), "Can't change team to \'%s\'\n", mdls );
UTIL_SayText( text, pPlayer );
Q_snprintf( text,sizeof(text), "Server limits teams to \'%s\'\n", m_szTeamList );
UTIL_SayText( text, pPlayer );
return;
}
ChangePlayerTeam( pPlayer, mdls, true, true );
// recound stuff
RecountTeams(); */
const char *pszName = engine->GetClientConVarValue( pPlayer->entindex(), "name" );
const char *pszOldName = pPlayer->GetPlayerName();
// msg everyone if someone changes their name, and it isn't the first time (changing no name to current name)
// Note, not using FStrEq so that this is case sensitive
if ( pszOldName[0] != 0 && Q_strcmp( pszOldName, pszName ) )
{
IGameEvent * event = gameeventmanager->CreateEvent( "player_changename" );
if ( event )
{
event->SetInt( "userid", pPlayer->GetUserID() );
event->SetString( "oldname", pszOldName );
event->SetString( "newname", pszName );
gameeventmanager->FireEvent( event );
}
pPlayer->SetPlayerName( pszName );
}
}
//=========================================================
// Deathnotice.
//=========================================================
void CTeamplayRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
if ( m_DisableDeathMessages )
return;
CBaseEntity *pKiller = info.GetAttacker();
if ( pVictim && pKiller && pKiller->IsPlayer() )
{
CBasePlayer *pk = (CBasePlayer*)pKiller;
if ( pk )
{
if ( (pk != pVictim) && (PlayerRelationship( pVictim, pk ) == GR_TEAMMATE) )
{
IGameEvent * event = gameeventmanager->CreateEvent( "player_death" );
if ( event )
{
event->SetInt("killer", pk->GetUserID() );
event->SetInt("victim", pVictim->GetUserID() );
event->SetInt("priority", 7 ); // HLTV event priority, not transmitted
gameeventmanager->FireEvent( event );
}
return;
}
}
}
BaseClass::DeathNotice( pVictim, info );
}
//=========================================================
//=========================================================
void CTeamplayRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
if ( !m_DisableDeathPenalty )
{
BaseClass::PlayerKilled( pVictim, info );
RecountTeams();
}
}
//=========================================================
// IsTeamplay
//=========================================================
bool CTeamplayRules::IsTeamplay( void )
{
return true;
}
bool CTeamplayRules::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
{
if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE )
{
// my teammate hit me.
if ( (friendlyfire.GetInt() == 0) && (pAttacker != pPlayer) )
{
// friendly fire is off, and this hit came from someone other than myself, then don't get hurt
return false;
}
}
return BaseClass::FPlayerCanTakeDamage( pPlayer, pAttacker );
}
//=========================================================
//=========================================================
int CTeamplayRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
// half life multiplay has a simple concept of Player Relationships.
// you are either on another player's team, or you are not.
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() )
return GR_NOTTEAMMATE;
if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
{
return GR_TEAMMATE;
}
return GR_NOTTEAMMATE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pListener -
// *pSpeaker -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTeamplayRules::PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker )
{
if ( sv_allchat.GetBool() )
{
if ( !pSpeaker->IsAlive() )
{
return !pListener->IsAlive();
}
}
return ( PlayerRelationship( pListener, pSpeaker ) == GR_TEAMMATE );
}
//=========================================================
//=========================================================
bool CTeamplayRules::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
{
// always autoaim, unless target is a teammate
CBaseEntity *pTgt = CBaseEntity::Instance( target );
if ( pTgt && pTgt->IsPlayer() )
{
if ( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE )
return false; // don't autoaim at teammates
}
return BaseClass::ShouldAutoAim( pPlayer, target );
}
//=========================================================
//=========================================================
int CTeamplayRules::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
{
if ( !pKilled )
return 0;
if ( !pAttacker )
return 1;
if ( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE )
return -1;
return 1;
}
//=========================================================
//=========================================================
const char *CTeamplayRules::GetTeamID( CBaseEntity *pEntity )
{
if ( pEntity == NULL || pEntity->edict() == NULL )
return "";
// return their team name
return pEntity->TeamID();
}
int CTeamplayRules::GetTeamIndex( const char *pTeamName )
{
if ( pTeamName && *pTeamName != 0 )
{
// try to find existing team
for ( int tm = 0; tm < num_teams; tm++ )
{
if ( !stricmp( team_names[tm], pTeamName ) )
return tm;
}
}
return -1; // No match
}
const char *CTeamplayRules::GetIndexedTeamName( int teamIndex )
{
if ( teamIndex < 0 || teamIndex >= num_teams )
return "";
return team_names[ teamIndex ];
}
bool CTeamplayRules::IsValidTeam( const char *pTeamName )
{
if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set
return true;
return ( GetTeamIndex( pTeamName ) != -1 ) ? true : false;
}
const char *CTeamplayRules::TeamWithFewestPlayers( void )
{
int i;
int minPlayers = MAX_TEAMS;
int teamCount[ MAX_TEAMS ];
char *pTeamName = NULL;
memset( teamCount, 0, MAX_TEAMS * sizeof(int) );
// loop through all clients, count number of players on each team
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *plr = UTIL_PlayerByIndex( i );
if ( plr )
{
int team = GetTeamIndex( plr->TeamID() );
if ( team >= 0 )
teamCount[team] ++;
}
}
// Find team with least players
for ( i = 0; i < num_teams; i++ )
{
if ( teamCount[i] < minPlayers )
{
minPlayers = teamCount[i];
pTeamName = team_names[i];
}
}
return pTeamName;
}
//=========================================================
//=========================================================
void CTeamplayRules::RecountTeams( void )
{
char *pName;
char teamlist[TEAMPLAY_TEAMLISTLENGTH];
// loop through all teams, recounting everything
num_teams = 0;
// Copy all of the teams from the teamlist
// make a copy because strtok is destructive
Q_strncpy( teamlist, m_szTeamList, sizeof(teamlist) );
pName = teamlist;
pName = strtok( pName, ";" );
while ( pName != NULL && *pName )
{
if ( GetTeamIndex( pName ) < 0 )
{
Q_strncpy( team_names[num_teams], pName, sizeof(team_names[num_teams]));
num_teams++;
}
pName = strtok( NULL, ";" );
}
if ( num_teams < 2 )
{
num_teams = 0;
m_teamLimit = false;
}
// Sanity check
memset( team_scores, 0, sizeof(team_scores) );
// loop through all clients
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *plr = UTIL_PlayerByIndex( i );
if ( plr )
{
const char *pTeamName = plr->TeamID();
// try add to existing team
int tm = GetTeamIndex( pTeamName );
if ( tm < 0 ) // no team match found
{
if ( !m_teamLimit )
{
// add to new team
tm = num_teams;
num_teams++;
team_scores[tm] = 0;
Q_strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH );
}
}
if ( tm >= 0 )
{
team_scores[tm] += plr->FragCount();
}
}
}
}
#endif // GAME_DLL