884 lines
28 KiB
C++
884 lines
28 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "gamerules.h"
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#include "ammodef.h"
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#include "tier0/vprof.h"
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#include "KeyValues.h"
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#include "iachievementmgr.h"
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#ifdef CLIENT_DLL
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#include "usermessages.h"
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#else
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#include "player.h"
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#include "teamplay_gamerules.h"
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#include "game.h"
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#include "entitylist.h"
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#include "basecombatweapon.h"
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#include "voice_gamemgr.h"
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#include "globalstate.h"
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#include "player_resource.h"
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#include "GameStats.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar g_Language( "g_Language", "0", FCVAR_REPLICATED );
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ConVar sk_autoaim_mode( "sk_autoaim_mode", "1", FCVAR_ARCHIVE | FCVAR_REPLICATED );
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static CViewVectors g_DefaultViewVectors(
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Vector( 0, 0, 64 ), //VEC_VIEW (m_vView)
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Vector(-16, -16, 0 ), //VEC_HULL_MIN (m_vHullMin)
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Vector( 16, 16, 72 ), //VEC_HULL_MAX (m_vHullMax)
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Vector(-16, -16, 0 ), //VEC_DUCK_HULL_MIN (m_vDuckHullMin)
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Vector( 16, 16, 36 ), //VEC_DUCK_HULL_MAX (m_vDuckHullMax)
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Vector( 0, 0, 28 ), //VEC_DUCK_VIEW (m_vDuckView)
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Vector(-10, -10, -10 ), //VEC_OBS_HULL_MIN (m_vObsHullMin)
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Vector( 10, 10, 10 ), //VEC_OBS_HULL_MAX (m_vObsHullMax)
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Vector( 0, 0, 14 ) //VEC_DEAD_VIEWHEIGHT (m_vDeadViewHeight)
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);
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// ------------------------------------------------------------------------------------ //
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// CGameRulesProxy implementation.
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// ------------------------------------------------------------------------------------ //
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CGameRulesProxy *CGameRulesProxy::s_pGameRulesProxy = NULL;
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IMPLEMENT_NETWORKCLASS_ALIASED( GameRulesProxy, DT_GameRulesProxy )
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// Don't send any of the CBaseEntity stuff..
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BEGIN_NETWORK_TABLE_NOBASE( CGameRulesProxy, DT_GameRulesProxy )
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END_NETWORK_TABLE()
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CGameRulesProxy::CGameRulesProxy()
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{
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// allow map placed proxy entities to overwrite the static one
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if ( s_pGameRulesProxy )
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{
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#ifndef CLIENT_DLL
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UTIL_Remove( s_pGameRulesProxy );
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#endif
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s_pGameRulesProxy = NULL;
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}
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s_pGameRulesProxy = this;
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}
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CGameRulesProxy::~CGameRulesProxy()
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{
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if ( s_pGameRulesProxy == this )
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{
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s_pGameRulesProxy = NULL;
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}
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}
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int CGameRulesProxy::UpdateTransmitState()
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{
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#ifndef CLIENT_DLL
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// ALWAYS transmit to all clients.
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return SetTransmitState( FL_EDICT_ALWAYS );
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#else
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return 0;
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#endif
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}
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void CGameRulesProxy::NotifyNetworkStateChanged()
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{
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if ( s_pGameRulesProxy )
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s_pGameRulesProxy->NetworkStateChanged();
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}
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ConVar old_radius_damage( "old_radiusdamage", "0.0", FCVAR_REPLICATED );
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#ifdef CLIENT_DLL //{
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bool CGameRules::IsBonusChallengeTimeBased( void )
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{
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return true;
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}
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CGameRules::CGameRules() : CAutoGameSystemPerFrame( "CGameRules" )
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{
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Assert( !g_pGameRules );
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g_pGameRules = this;
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}
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#else //}{
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// In tf_gamerules.cpp or hl_gamerules.cpp.
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extern IVoiceGameMgrHelper *g_pVoiceGameMgrHelper;
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CGameRules* g_pGameRules = NULL;
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extern bool g_fGameOver;
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CGameRules::CGameRules() : CAutoGameSystemPerFrame( "CGameRules" )
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{
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Assert( !g_pGameRules );
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g_pGameRules = this;
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GetVoiceGameMgr()->Init( g_pVoiceGameMgrHelper, gpGlobals->maxClients );
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ClearMultiDamage();
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}
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//-----------------------------------------------------------------------------
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// Precache game-specific resources
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//-----------------------------------------------------------------------------
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void CGameRules::Precache( void )
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{
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// Used by particle property
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PrecacheEffect( "ParticleEffect" );
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PrecacheEffect( "ParticleEffectStop" );
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// Used by default impact system
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PrecacheEffect( "GlassImpact" );
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PrecacheEffect( "Impact" );
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PrecacheEffect( "RagdollImpact" );
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PrecacheEffect( "gunshotsplash" );
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PrecacheEffect( "TracerSound" );
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PrecacheEffect( "Tracer" );
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// Used by physics impacts
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PrecacheEffect( "watersplash" );
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PrecacheEffect( "waterripple" );
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// Used by UTIL_BloodImpact, which is used in many places
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PrecacheEffect( "bloodimpact" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified player can carry any more of the ammo type
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//-----------------------------------------------------------------------------
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bool CGameRules::CanHaveAmmo( CBaseCombatCharacter *pPlayer, int iAmmoIndex )
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{
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if ( iAmmoIndex > -1 )
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{
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// Get the max carrying capacity for this ammo
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int iMaxCarry = GetAmmoDef()->MaxCarry( iAmmoIndex, pPlayer );
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// Does the player have room for more of this type of ammo?
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if ( pPlayer->GetAmmoCount( iAmmoIndex ) < iMaxCarry )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified player can carry any more of the ammo type
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//-----------------------------------------------------------------------------
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bool CGameRules::CanHaveAmmo( CBaseCombatCharacter *pPlayer, const char *szName )
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{
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return CanHaveAmmo( pPlayer, GetAmmoDef()->Index(szName) );
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}
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//=========================================================
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//=========================================================
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CBaseEntity *CGameRules::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
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{
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CBaseEntity *pSpawnSpot = pPlayer->EntSelectSpawnPoint();
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Assert( pSpawnSpot );
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if ( pSpawnSpot == NULL )
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return NULL;
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pPlayer->SetLocalOrigin( pSpawnSpot->GetAbsOrigin() + Vector(0,0,1) );
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pPlayer->SetAbsVelocity( vec3_origin );
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pPlayer->SetLocalAngles( pSpawnSpot->GetLocalAngles() );
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pPlayer->m_Local.m_vecPunchAngle = vec3_angle;
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pPlayer->m_Local.m_vecPunchAngleVel = vec3_angle;
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pPlayer->SnapEyeAngles( pSpawnSpot->GetLocalAngles() );
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return pSpawnSpot;
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}
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// checks if the spot is clear of players
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bool CGameRules::IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer )
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{
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CBaseEntity *ent = NULL;
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if ( !pSpot->IsTriggered( pPlayer ) )
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{
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return false;
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}
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for ( CEntitySphereQuery sphere( pSpot->GetAbsOrigin(), 128 ); (ent = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
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{
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// if ent is a client, don't spawn on 'em
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if ( ent->IsPlayer() && ent != pPlayer )
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return false;
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}
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return true;
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}
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//=========================================================
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//=========================================================
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bool CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
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{
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/*
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if ( pWeapon->m_pszAmmo1 )
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{
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if ( !CanHaveAmmo( pPlayer, pWeapon->m_iPrimaryAmmoType ) )
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{
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// we can't carry anymore ammo for this gun. We can only
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// have the gun if we aren't already carrying one of this type
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if ( pPlayer->Weapon_OwnsThisType( pWeapon ) )
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{
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return FALSE;
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}
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}
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}
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else
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{
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// weapon doesn't use ammo, don't take another if you already have it.
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if ( pPlayer->Weapon_OwnsThisType( pWeapon ) )
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{
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return FALSE;
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}
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}
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*/
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// note: will fall through to here if GetItemInfo doesn't fill the struct!
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return TRUE;
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}
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//=========================================================
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// load the SkillData struct with the proper values based on the skill level.
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//=========================================================
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void CGameRules::RefreshSkillData ( bool forceUpdate )
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{
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#ifndef CLIENT_DLL
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if ( !forceUpdate )
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{
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if ( GlobalEntity_IsInTable( "skill.cfg" ) )
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return;
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}
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GlobalEntity_Add( "skill.cfg", STRING(gpGlobals->mapname), GLOBAL_ON );
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char szExec[256];
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ConVarRef skill( "skill" );
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SetSkillLevel( skill.IsValid() ? skill.GetInt() : 1 );
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#ifdef HL2_DLL
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// HL2 current only uses one skill config file that represents MEDIUM skill level and
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// synthesizes EASY and HARD. (sjb)
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Q_snprintf( szExec,sizeof(szExec), "exec skill_manifest.cfg\n" );
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engine->ServerCommand( szExec );
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engine->ServerExecute();
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#else
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Q_snprintf( szExec,sizeof(szExec), "exec skill%d.cfg\n", GetSkillLevel() );
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engine->ServerCommand( szExec );
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engine->ServerExecute();
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#endif // HL2_DLL
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#endif // CLIENT_DLL
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool IsExplosionTraceBlocked( trace_t *ptr )
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{
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if( ptr->DidHitWorld() )
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return true;
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if( ptr->m_pEnt == NULL )
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return false;
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if( ptr->m_pEnt->GetMoveType() == MOVETYPE_PUSH )
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{
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// All doors are push, but not all things that push are doors. This
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// narrows the search before we start to do classname compares.
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if( FClassnameIs(ptr->m_pEnt, "prop_door_rotating") ||
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FClassnameIs(ptr->m_pEnt, "func_door") ||
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FClassnameIs(ptr->m_pEnt, "func_door_rotating") )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Default implementation of radius damage
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//-----------------------------------------------------------------------------
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#define ROBUST_RADIUS_PROBE_DIST 16.0f // If a solid surface blocks the explosion, this is how far to creep along the surface looking for another way to the target
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void CGameRules::RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrcIn, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore )
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{
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const int MASK_RADIUS_DAMAGE = MASK_SHOT&(~CONTENTS_HITBOX);
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CBaseEntity *pEntity = NULL;
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trace_t tr;
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float flAdjustedDamage, falloff;
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Vector vecSpot;
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Vector vecSrc = vecSrcIn;
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if ( flRadius )
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falloff = info.GetDamage() / flRadius;
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else
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falloff = 1.0;
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int bInWater = (UTIL_PointContents ( vecSrc, MASK_WATER ) & MASK_WATER) ? true : false;
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#ifdef HL2_DLL
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if( bInWater )
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{
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// Only muffle the explosion if deeper than 2 feet in water.
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if( !(UTIL_PointContents(vecSrc + Vector(0, 0, 24), MASK_WATER) & MASK_WATER) )
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{
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bInWater = false;
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}
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}
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#endif // HL2_DLL
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vecSrc.z += 1;// in case grenade is lying on the ground
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float flHalfRadiusSqr = Square( flRadius / 2.0f );
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// iterate on all entities in the vicinity.
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for ( CEntitySphereQuery sphere( vecSrc, flRadius ); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
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{
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// This value is used to scale damage when the explosion is blocked by some other object.
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float flBlockedDamagePercent = 0.0f;
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if ( pEntity == pEntityIgnore )
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continue;
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if ( pEntity->m_takedamage == DAMAGE_NO )
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continue;
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// UNDONE: this should check a damage mask, not an ignore
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if ( iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore )
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{// houndeyes don't hurt other houndeyes with their attack
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continue;
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}
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// blast's don't tavel into or out of water
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if (bInWater && pEntity->GetWaterLevel() == 0)
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continue;
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if (!bInWater && pEntity->GetWaterLevel() == 3)
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continue;
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// Check that the explosion can 'see' this entity.
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vecSpot = pEntity->BodyTarget( vecSrc, false );
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UTIL_TraceLine( vecSrc, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
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if( old_radius_damage.GetBool() )
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{
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if ( tr.fraction != 1.0 && tr.m_pEnt != pEntity )
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continue;
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}
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else
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{
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if ( tr.fraction != 1.0 )
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{
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if ( IsExplosionTraceBlocked(&tr) )
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{
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if( ShouldUseRobustRadiusDamage( pEntity ) )
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{
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if( vecSpot.DistToSqr( vecSrc ) > flHalfRadiusSqr )
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{
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// Only use robust model on a target within one-half of the explosion's radius.
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continue;
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}
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Vector vecToTarget = vecSpot - tr.endpos;
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VectorNormalize( vecToTarget );
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// We're going to deflect the blast along the surface that
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// interrupted a trace from explosion to this target.
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Vector vecUp, vecDeflect;
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CrossProduct( vecToTarget, tr.plane.normal, vecUp );
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CrossProduct( tr.plane.normal, vecUp, vecDeflect );
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VectorNormalize( vecDeflect );
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// Trace along the surface that intercepted the blast...
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UTIL_TraceLine( tr.endpos, tr.endpos + vecDeflect * ROBUST_RADIUS_PROBE_DIST, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
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//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 255, 0, false, 10 );
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// ...to see if there's a nearby edge that the explosion would 'spill over' if the blast were fully simulated.
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UTIL_TraceLine( tr.endpos, vecSpot, MASK_RADIUS_DAMAGE, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
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//NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 10 );
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if( tr.fraction != 1.0 && tr.DidHitWorld() )
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{
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// Still can't reach the target.
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continue;
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}
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// else fall through
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}
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else
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{
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continue;
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}
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}
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// UNDONE: Probably shouldn't let children block parents either? Or maybe those guys should set their owner if they want this behavior?
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// HL2 - Dissolve damage is not reduced by interposing non-world objects
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if( tr.m_pEnt && tr.m_pEnt != pEntity && tr.m_pEnt->GetOwnerEntity() != pEntity )
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{
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// Some entity was hit by the trace, meaning the explosion does not have clear
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// line of sight to the entity that it's trying to hurt. If the world is also
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// blocking, we do no damage.
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CBaseEntity *pBlockingEntity = tr.m_pEnt;
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//Msg( "%s may be blocked by %s...", pEntity->GetClassname(), pBlockingEntity->GetClassname() );
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UTIL_TraceLine( vecSrc, vecSpot, CONTENTS_SOLID, info.GetInflictor(), COLLISION_GROUP_NONE, &tr );
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if( tr.fraction != 1.0 )
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{
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continue;
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}
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// Now, if the interposing object is physics, block some explosion force based on its mass.
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if( pBlockingEntity->VPhysicsGetObject() )
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{
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const float MASS_ABSORB_ALL_DAMAGE = 350.0f;
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float flMass = pBlockingEntity->VPhysicsGetObject()->GetMass();
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float scale = flMass / MASS_ABSORB_ALL_DAMAGE;
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// Absorbed all the damage.
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if( scale >= 1.0f )
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{
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continue;
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}
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ASSERT( scale > 0.0f );
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flBlockedDamagePercent = scale;
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//Msg(" Object (%s) weighing %fkg blocked %f percent of explosion damage\n", pBlockingEntity->GetClassname(), flMass, scale * 100.0f);
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}
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else
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{
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// Some object that's not the world and not physics. Generically block 25% damage
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flBlockedDamagePercent = 0.25f;
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}
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}
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}
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}
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// decrease damage for an ent that's farther from the bomb.
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float flDistanceToEnt = ( vecSrc - tr.endpos ).Length();
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flAdjustedDamage = flDistanceToEnt * falloff;
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flAdjustedDamage = info.GetDamage() - flAdjustedDamage;
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if ( flAdjustedDamage <= 0 )
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{
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continue;
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}
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// the explosion can 'see' this entity, so hurt them!
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if (tr.startsolid)
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{
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// if we're stuck inside them, fixup the position and distance
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tr.endpos = vecSrc;
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tr.fraction = 0.0;
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}
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CTakeDamageInfo adjustedInfo = info;
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//Msg("%s: Blocked damage: %f percent (in:%f out:%f)\n", pEntity->GetClassname(), flBlockedDamagePercent * 100, flAdjustedDamage, flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) );
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adjustedInfo.SetRadius( flRadius );
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adjustedInfo.SetDamage( flAdjustedDamage - (flAdjustedDamage * flBlockedDamagePercent) );
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// Now make a consideration for skill level!
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if( info.GetAttacker() && info.GetAttacker()->IsPlayer() && pEntity->IsNPC() )
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{
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// An explosion set off by the player is harming an NPC. Adjust damage accordingly.
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adjustedInfo.AdjustPlayerDamageInflictedForSkillLevel();
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}
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Vector dir = vecSpot - vecSrc;
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VectorNormalize( dir );
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// If we don't have a damage force, manufacture one
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if ( adjustedInfo.GetDamagePosition() == vec3_origin || adjustedInfo.GetDamageForce() == vec3_origin )
|
|
{
|
|
if ( !( adjustedInfo.GetDamageType() & DMG_PREVENT_PHYSICS_FORCE ) )
|
|
{
|
|
CalculateExplosiveDamageForce( &adjustedInfo, dir, vecSrc );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Assume the force passed in is the maximum force. Decay it based on falloff.
|
|
float flForce = adjustedInfo.GetDamageForce().Length() * falloff;
|
|
adjustedInfo.SetDamageForce( dir * flForce );
|
|
adjustedInfo.SetDamagePosition( vecSrc );
|
|
}
|
|
|
|
if ( tr.fraction != 1.0 && pEntity == tr.m_pEnt )
|
|
{
|
|
ClearMultiDamage( );
|
|
pEntity->DispatchTraceAttack( adjustedInfo, dir, &tr );
|
|
ApplyMultiDamage();
|
|
}
|
|
else
|
|
{
|
|
pEntity->TakeDamage( adjustedInfo );
|
|
}
|
|
|
|
// Now hit all triggers along the way that respond to damage...
|
|
pEntity->TraceAttackToTriggers( adjustedInfo, vecSrc, tr.endpos, dir );
|
|
|
|
#if defined( GAME_DLL )
|
|
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() && ToBaseCombatCharacter( tr.m_pEnt ) )
|
|
{
|
|
|
|
// This is a total hack!!!
|
|
bool bIsPrimary = true;
|
|
CBasePlayer *player = ToBasePlayer( info.GetAttacker() );
|
|
CBaseCombatWeapon *pWeapon = player->GetActiveWeapon();
|
|
if ( pWeapon && FClassnameIs( pWeapon, "weapon_smg1" ) )
|
|
{
|
|
bIsPrimary = false;
|
|
}
|
|
|
|
gamestats->Event_WeaponHit( player, bIsPrimary, (pWeapon != NULL) ? player->GetActiveWeapon()->GetClassname() : "NULL", info );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
bool CGameRules::ClientCommand( CBaseEntity *pEdict, const CCommand &args )
|
|
{
|
|
if( pEdict->IsPlayer() )
|
|
{
|
|
if( GetVoiceGameMgr()->ClientCommand( static_cast<CBasePlayer*>(pEdict), args ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void CGameRules::FrameUpdatePostEntityThink()
|
|
{
|
|
VPROF( "CGameRules::FrameUpdatePostEntityThink" );
|
|
Think();
|
|
}
|
|
|
|
// Hook into the convar from the engine
|
|
ConVar skill( "skill", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
|
|
|
|
void CGameRules::Think()
|
|
{
|
|
GetVoiceGameMgr()->Update( gpGlobals->frametime );
|
|
SetSkillLevel( skill.GetInt() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called at the end of GameFrame (i.e. after all game logic has run this frame)
|
|
//-----------------------------------------------------------------------------
|
|
void CGameRules::EndGameFrame( void )
|
|
{
|
|
// If you hit this assert, it means something called AddMultiDamage() and didn't ApplyMultiDamage().
|
|
// The g_MultiDamage.m_hAttacker & g_MultiDamage.m_hInflictor should give help you figure out the culprit.
|
|
Assert( g_MultiDamage.IsClear() );
|
|
if ( !g_MultiDamage.IsClear() )
|
|
{
|
|
Warning("Unapplied multidamage left in the system:\nTarget: %s\nInflictor: %s\nAttacker: %s\nDamage: %.2f\n",
|
|
g_MultiDamage.GetTarget()->GetDebugName(),
|
|
g_MultiDamage.GetInflictor()->GetDebugName(),
|
|
g_MultiDamage.GetAttacker()->GetDebugName(),
|
|
g_MultiDamage.GetDamage() );
|
|
ApplyMultiDamage();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// trace line rules
|
|
//-----------------------------------------------------------------------------
|
|
float CGameRules::WeaponTraceEntity( CBaseEntity *pEntity, const Vector &vecStart, const Vector &vecEnd,
|
|
unsigned int mask, trace_t *ptr )
|
|
{
|
|
UTIL_TraceEntity( pEntity, vecStart, vecEnd, mask, ptr );
|
|
return 1.0f;
|
|
}
|
|
|
|
|
|
void CGameRules::CreateStandardEntities()
|
|
{
|
|
g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "player_manager", vec3_origin, vec3_angle );
|
|
g_pPlayerResource->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Inform client(s) they can mark the indicated achievement as completed (SERVER VERSION)
|
|
// Input : filter - which client(s) to send this to
|
|
// iAchievementID - The enumeration value of the achievement to mark (see TODO:Kerry, what file will have the mod's achievement enum?)
|
|
//-----------------------------------------------------------------------------
|
|
void CGameRules::MarkAchievement( IRecipientFilter& filter, char const *pchAchievementName )
|
|
{
|
|
gamestats->Event_IncrementCountedStatistic( vec3_origin, pchAchievementName, 1.0f );
|
|
|
|
IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
|
|
if ( !pAchievementMgr )
|
|
return;
|
|
|
|
#ifdef GAME_DLL
|
|
pAchievementMgr->OnMapEvent( pchAchievementName, SINGLE_PLAYER_SLOT );
|
|
#else
|
|
pAchievementMgr->OnMapEvent( pchAchievementName, GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Wrapper allowing gamerules to change the way client-finding in PVS works
|
|
//-----------------------------------------------------------------------------
|
|
edict_t *CGameRules::DoFindClientInPVS( edict_t *pEdict, unsigned char *pvs, unsigned pvssize )
|
|
{
|
|
return UTIL_FindClientInPVSGuts( pEdict, pvs, pvssize );
|
|
}
|
|
|
|
|
|
#endif //} !CLIENT_DLL
|
|
|
|
|
|
// ----------------------------------------------------------------------------- //
|
|
// Shared CGameRules implementation.
|
|
// ----------------------------------------------------------------------------- //
|
|
|
|
CGameRules::~CGameRules()
|
|
{
|
|
Assert( g_pGameRules == this );
|
|
g_pGameRules = NULL;
|
|
}
|
|
|
|
bool CGameRules::Init()
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
RefreshSkillData( true );
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CGameRules::SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
CBaseCombatWeapon *CGameRules::GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
bool CGameRules::ShouldCollide( int collisionGroup0, int collisionGroup1 )
|
|
{
|
|
if ( collisionGroup0 > collisionGroup1 )
|
|
{
|
|
// swap so that lowest is always first
|
|
V_swap(collisionGroup0,collisionGroup1);
|
|
}
|
|
|
|
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
|
|
collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS && collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
|
|
{
|
|
// let debris and multiplayer objects collide
|
|
return true;
|
|
}
|
|
|
|
// Only let projectile blocking debris collide with projectiles
|
|
if ( collisionGroup0 == COLLISION_GROUP_PROJECTILE && collisionGroup1 == COLLISION_GROUP_DEBRIS_BLOCK_PROJECTILE )
|
|
return true;
|
|
|
|
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS_BLOCK_PROJECTILE || collisionGroup1 == COLLISION_GROUP_DEBRIS_BLOCK_PROJECTILE )
|
|
return false;
|
|
|
|
// --------------------------------------------------------------------------
|
|
// NOTE: All of this code assumes the collision groups have been sorted!!!!
|
|
// NOTE: Don't change their order without rewriting this code !!!
|
|
// --------------------------------------------------------------------------
|
|
|
|
// Don't bother if either is in a vehicle...
|
|
if (( collisionGroup0 == COLLISION_GROUP_IN_VEHICLE ) || ( collisionGroup1 == COLLISION_GROUP_IN_VEHICLE ))
|
|
return false;
|
|
|
|
if ( ( collisionGroup1 == COLLISION_GROUP_DOOR_BLOCKER ) && ( collisionGroup0 != COLLISION_GROUP_NPC ) )
|
|
return false;
|
|
|
|
if ( ( collisionGroup0 == COLLISION_GROUP_PLAYER ) && ( collisionGroup1 == COLLISION_GROUP_PASSABLE_DOOR ) )
|
|
return false;
|
|
|
|
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS || collisionGroup0 == COLLISION_GROUP_DEBRIS_TRIGGER )
|
|
{
|
|
// put exceptions here, right now this will only collide with COLLISION_GROUP_NONE
|
|
return false;
|
|
}
|
|
|
|
// Dissolving guys only collide with COLLISION_GROUP_NONE
|
|
if ( (collisionGroup0 == COLLISION_GROUP_DISSOLVING) || (collisionGroup1 == COLLISION_GROUP_DISSOLVING) )
|
|
{
|
|
if ( collisionGroup0 != COLLISION_GROUP_NONE )
|
|
return false;
|
|
}
|
|
|
|
// doesn't collide with other members of this group
|
|
// or debris, but that's handled above
|
|
if ( collisionGroup0 == COLLISION_GROUP_INTERACTIVE_DEBRIS && collisionGroup1 == COLLISION_GROUP_INTERACTIVE_DEBRIS )
|
|
return false;
|
|
|
|
// This change was breaking HL2DM
|
|
// Adrian: TEST! Interactive Debris doesn't collide with the player.
|
|
if ( collisionGroup0 == COLLISION_GROUP_INTERACTIVE_DEBRIS && ( collisionGroup1 == COLLISION_GROUP_PLAYER_MOVEMENT || collisionGroup1 == COLLISION_GROUP_PLAYER ) )
|
|
return false;
|
|
|
|
|
|
|
|
if ( collisionGroup0 == COLLISION_GROUP_BREAKABLE_GLASS && collisionGroup1 == COLLISION_GROUP_BREAKABLE_GLASS )
|
|
return false;
|
|
|
|
// interactive objects collide with everything except debris & interactive debris
|
|
if ( collisionGroup1 == COLLISION_GROUP_INTERACTIVE && collisionGroup0 != COLLISION_GROUP_NONE )
|
|
return false;
|
|
|
|
// Projectiles hit everything but debris, weapons, + other projectiles
|
|
if ( collisionGroup1 == COLLISION_GROUP_PROJECTILE )
|
|
{
|
|
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS ||
|
|
collisionGroup0 == COLLISION_GROUP_WEAPON ||
|
|
collisionGroup0 == COLLISION_GROUP_PROJECTILE )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Don't let vehicles collide with weapons
|
|
// Don't let players collide with weapons...
|
|
// Don't let NPCs collide with weapons
|
|
// Weapons are triggers, too, so they should still touch because of that
|
|
if ( collisionGroup1 == COLLISION_GROUP_WEAPON )
|
|
{
|
|
if ( collisionGroup0 == COLLISION_GROUP_VEHICLE ||
|
|
collisionGroup0 == COLLISION_GROUP_PLAYER ||
|
|
collisionGroup0 == COLLISION_GROUP_NPC )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// collision with vehicle clip entity??
|
|
if ( collisionGroup0 == COLLISION_GROUP_VEHICLE_CLIP || collisionGroup1 == COLLISION_GROUP_VEHICLE_CLIP )
|
|
{
|
|
// yes then if it's a vehicle, collide, otherwise no collision
|
|
// vehicle sorts lower than vehicle clip, so must be in 0
|
|
if ( collisionGroup0 == COLLISION_GROUP_VEHICLE )
|
|
return true;
|
|
// vehicle clip against non-vehicle, no collision
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
const CViewVectors* CGameRules::GetViewVectors() const
|
|
{
|
|
return &g_DefaultViewVectors;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns how much damage the given ammo type should do to the victim
|
|
// when fired by the attacker.
|
|
// Input : pAttacker - Dude what shot the gun.
|
|
// pVictim - Dude what done got shot.
|
|
// nAmmoType - What been shot out.
|
|
// Output : How much hurt to put on dude what done got shot (pVictim).
|
|
//-----------------------------------------------------------------------------
|
|
float CGameRules::GetAmmoDamage( CBaseEntity *pAttacker, CBaseEntity *pVictim, int nAmmoType )
|
|
{
|
|
float flDamage = 0;
|
|
CAmmoDef *pAmmoDef = GetAmmoDef();
|
|
|
|
if ( pAttacker->IsPlayer() )
|
|
{
|
|
flDamage = pAmmoDef->PlrDamage( nAmmoType );
|
|
}
|
|
else
|
|
{
|
|
flDamage = pAmmoDef->NPCDamage( nAmmoType );
|
|
}
|
|
|
|
return flDamage;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
const char *CGameRules::GetChatPrefix( bool bTeamOnly, CBasePlayer *pPlayer )
|
|
{
|
|
if ( pPlayer && pPlayer->IsAlive() == false )
|
|
{
|
|
if ( bTeamOnly )
|
|
return "*DEAD*(TEAM)";
|
|
else
|
|
return "*DEAD*";
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
void CGameRules::ClientSettingsChanged( CBasePlayer *pPlayer )
|
|
{
|
|
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 ) )
|
|
{
|
|
char text[256];
|
|
Q_snprintf( text,sizeof(text), "%s changed name to %s\n", pszOldName, pszName );
|
|
|
|
UTIL_ClientPrintAll( HUD_PRINTTALK, text );
|
|
|
|
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 );
|
|
}
|
|
|
|
const char *pszFov = engine->GetClientConVarValue( pPlayer->entindex(), "fov_desired" );
|
|
if ( pszFov )
|
|
{
|
|
int iFov = atoi(pszFov);
|
|
iFov = clamp( iFov, 75, 90 );
|
|
pPlayer->SetDefaultFOV( iFov );
|
|
}
|
|
}
|
|
|
|
#endif
|