/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // teamplay_gamerules.cpp // #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "game.h" static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH]; static int team_scores[MAX_TEAMS]; static int num_teams = 0; extern DLL_GLOBAL BOOL g_fGameOver; CHalfLifeTeamplay::CHalfLifeTeamplay() { m_DisableDeathMessages = FALSE; m_DisableDeathPenalty = 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; // Cache this because the team code doesn't want to deal with changing this in the middle of a game strncpy( m_szTeamList, teamlist.string, TEAMPLAY_TEAMLISTLENGTH - 1 ); m_szTeamList[TEAMPLAY_TEAMLISTLENGTH - 1] = '\0'; edict_t *pWorld = INDEXENT( 0 ); if( pWorld && pWorld->v.team ) { if( teamoverride.value ) { const char *pTeamList = STRING( pWorld->v.team ); if( pTeamList && pTeamList[0] != '\0' ) { strncpy( m_szTeamList, pTeamList, TEAMPLAY_TEAMLISTLENGTH - 1 ); m_szTeamList[TEAMPLAY_TEAMLISTLENGTH - 1] = '\0'; } } } // Has the server set teams if( m_szTeamList[0] != '\0' ) m_teamLimit = TRUE; else m_teamLimit = FALSE; RecountTeams(); } extern cvar_t timeleft, fragsleft; #if !NO_VOICEGAMEMGR #include "voice_gamemgr.h" extern CVoiceGameMgr g_VoiceGameMgr; #endif void CHalfLifeTeamplay::Think( void ) { ///// Check game rules ///// static int last_frags; static int last_time; int frags_remaining = 0; int time_remaining = 0; #if !NO_VOICEGAMEMGR g_VoiceGameMgr.Update(gpGlobals->frametime); #endif // BMOD Edit - Extra Game Think stuff BMOD_Think(); if( g_fGameOver ) // someone else quit the game already { CHalfLifeMultiplay::Think(); return; } float flTimeLimit = CVAR_GET_FLOAT( "mp_timelimit" ) * 60; time_remaining = (int)( flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0 ); if( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit ) { GoToIntermission(); return; } float flFragLimit = fraglimit.value; if( flFragLimit ) { int bestfrags = 9999; int remain; // check if any team is over the frag limit for( int i = 0; i < num_teams; i++ ) { if( team_scores[i] >= flFragLimit ) { GoToIntermission(); return; } remain = (int)( flFragLimit - team_scores[i] ); if( remain < bestfrags ) { bestfrags = remain; } } frags_remaining = bestfrags; } // Updates when frags change if( frags_remaining != last_frags ) { g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) ); } // Updates once per second if( timeleft.value != last_time ) { g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) ); } last_frags = frags_remaining; last_time = time_remaining; } //========================================================= // 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 CHalfLifeTeamplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { #if !NO_VOICEGAMEMGR if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) ) return TRUE; #endif if( FStrEq( pcmd, "menuselect" ) ) { if( CMD_ARGC() < 2 ) return TRUE; //int slot = atoi( CMD_ARGV( 1 ) ); // select the item from the current menu return TRUE; } return FALSE; } extern int gmsgGameMode; extern int gmsgSayText; extern int gmsgTeamInfo; extern int gmsgTeamNames; extern int gmsgScoreInfo; void CHalfLifeTeamplay::UpdateGameMode( CBasePlayer *pPlayer ) { MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() ); WRITE_BYTE( 1 ); // game mode teamplay MESSAGE_END(); } const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { // copy out the team name from the model char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" ); strncpy( pPlayer->m_szTeamName, mdls, TEAM_NAME_LENGTH - 1 ); pPlayer->m_szTeamName[TEAM_NAME_LENGTH - 1] = '\0'; RecountTeams(); // update the current player of the team he is joining if( pPlayer->m_szTeamName[0] == '\0' || !IsValidTeam( pPlayer->m_szTeamName ) || defaultteam.value ) { const char *pTeamName = NULL; if( defaultteam.value ) { pTeamName = team_names[0]; } else { pTeamName = TeamWithFewestPlayers(); } strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH - 1 ); pPlayer->m_szTeamName[TEAM_NAME_LENGTH - 1] = '\0'; } return pPlayer->m_szTeamName; } //========================================================= // InitHUD //========================================================= void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer ) { //int i; SetDefaultPlayerTeam( pPlayer ); CHalfLifeMultiplay::InitHUD( pPlayer ); // Send down the team names /*MESSAGE_BEGIN( MSG_ONE, gmsgTeamNames, NULL, pPlayer->edict() ); WRITE_BYTE( num_teams ); for( i = 0; i < num_teams; i++ ) { WRITE_STRING( team_names[i] ); } MESSAGE_END();*/ RecountTeams(); char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" ); // update the current player of the team he is joining char text[1024]; if( !strcmp( mdls, pPlayer->m_szTeamName ) ) { sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName ); } else { sprintf( text, "* assigned to team %s\n", pPlayer->m_szTeamName ); } ChangePlayerTeam( pPlayer, pPlayer->m_szTeamName, FALSE, FALSE ); UTIL_SayText( text, pPlayer ); //int clientIndex = pPlayer->entindex(); RecountTeams( TRUE ); // update this player with all the other players team info // loop through all active players and send their team info to the new client /*for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); if( plr && IsValidTeam( plr->TeamID() ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() ); WRITE_BYTE( plr->entindex() ); WRITE_STRING( plr->TeamID() ); MESSAGE_END(); } }*/ } void CHalfLifeTeamplay::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; } if( bKill ) { // kill the player, remove a death, and let them start on the new team m_DisableDeathMessages = TRUE; m_DisableDeathPenalty = TRUE; entvars_t *pevWorld = VARS( INDEXENT( 0 ) ); pPlayer->TakeDamage( pevWorld, pevWorld, 900, damageFlags ); m_DisableDeathMessages = FALSE; m_DisableDeathPenalty = FALSE; } // copy out the team name from the model if( pPlayer->m_szTeamName != pTeamName ) { strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH - 1 ); pPlayer->m_szTeamName[TEAM_NAME_LENGTH - 1] = '\0'; } g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName ); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName ); // notify everyone's HUD of the team change /*MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); WRITE_BYTE( clientIndex ); WRITE_STRING( pPlayer->m_szTeamName ); MESSAGE_END(); MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo ); WRITE_BYTE( clientIndex ); WRITE_SHORT( (int)pPlayer->pev->frags ); WRITE_SHORT( pPlayer->m_iDeaths ); WRITE_SHORT( 0 ); WRITE_SHORT( g_pGameRules->GetTeamIndex( pPlayer->m_szTeamName ) + 1 ); MESSAGE_END();*/ } //========================================================= // ClientUserInfoChanged //========================================================= void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) { char text[1024]; // prevent skin/color/model changes char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ); if( !stricmp( mdls, pPlayer->m_szTeamName ) ) return; if( defaultteam.value ) { int clientIndex = pPlayer->entindex(); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName ); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName ); sprintf( text, "* Not allowed to change teams in this game!\n" ); UTIL_SayText( text, pPlayer ); return; } if( defaultteam.value || !IsValidTeam( mdls ) ) { int clientIndex = pPlayer->entindex(); g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName ); sprintf( text, "* Can't change team to \'%s\'\n", mdls ); UTIL_SayText( text, pPlayer ); sprintf( text, "* Server limits teams to \'%s\'\n", m_szTeamList ); UTIL_SayText( text, pPlayer ); return; } // notify everyone of the team change sprintf( text, "* %s has changed to team \'%s\'\n", STRING(pPlayer->pev->netname), mdls ); UTIL_SayTextAll( text, pPlayer ); UTIL_LogPrintf( "\"%s<%i><%s><%s>\" joined team \"%s\"\n", STRING( pPlayer->pev->netname ), GETPLAYERUSERID( pPlayer->edict() ), GETPLAYERAUTHID( pPlayer->edict() ), pPlayer->m_szTeamName, mdls ); ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE ); // recound stuff RecountTeams( TRUE ); pPlayer->SetPrefsFromUserinfo( infobuffer ); } extern int gmsgDeathMsg; //========================================================= // Deathnotice. //========================================================= void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor ) { if( m_DisableDeathMessages ) return; if( pVictim && pKiller && pKiller->flags & FL_CLIENT ) { CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller ); if( pk ) { if( ( pk != pVictim ) && ( PlayerRelationship( pVictim, pk ) == GR_TEAMMATE ) ) { MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg ); WRITE_BYTE( ENTINDEX( ENT( pKiller ) ) ); // the killer WRITE_BYTE( ENTINDEX( pVictim->edict() ) ); // the victim WRITE_STRING( "teammate" ); // flag this as a teammate kill MESSAGE_END(); return; } } } CHalfLifeMultiplay::DeathNotice( pVictim, pKiller, pevInflictor ); } //========================================================= //========================================================= void CHalfLifeTeamplay::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) { if( !m_DisableDeathPenalty ) { CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor ); RecountTeams(); } } //========================================================= // IsTeamplay //========================================================= BOOL CHalfLifeTeamplay::IsTeamplay( void ) { return TRUE; } BOOL CHalfLifeTeamplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) { if( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE ) { // my teammate hit me. if( ( friendlyfire.value == 0 ) && ( pAttacker != pPlayer ) ) { // friendly fire is off, and this hit came from someone other than myself, then don't get hurt return FALSE; } } return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker ); } //========================================================= //========================================================= int CHalfLifeTeamplay::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; } //========================================================= //========================================================= BOOL CHalfLifeTeamplay::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 CHalfLifeMultiplay::ShouldAutoAim( pPlayer, target ); } //========================================================= //========================================================= int CHalfLifeTeamplay::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 *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity ) { if( pEntity == NULL || pEntity->pev == NULL ) return ""; // return their team name return pEntity->TeamID(); } int CHalfLifeTeamplay::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 *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex ) { if( teamIndex < 0 || teamIndex >= num_teams ) return ""; return team_names[teamIndex]; } BOOL CHalfLifeTeamplay::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 *CHalfLifeTeamplay::TeamWithFewestPlayers( void ) { int i; int minPlayers = MAX_TEAMS; int teamCount[MAX_TEAMS] = {0}; char *pTeamName = NULL; // 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 CHalfLifeTeamplay::RecountTeams( bool bResendInfo ) { int i; 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 strcpy( teamlist, m_szTeamList ); pName = teamlist; pName = strtok( pName, ";" ); while( pName != NULL && *pName ) { if( GetTeamIndex( pName ) < 0 ) { strcpy( team_names[num_teams], pName ); 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( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *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; strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH - 1 ); team_names[tm][MAX_TEAMNAME_LENGTH - 1] = '\0'; } } if( tm >= 0 ) { team_scores[tm] += (int)plr->pev->frags; } } } if( bResendInfo ) //Someone's info changed, let's send the team info again. { MESSAGE_BEGIN( MSG_ALL, gmsgTeamNames ); WRITE_BYTE( num_teams ); for( i = 0; i < num_teams; i++ ) { WRITE_STRING( team_names[i] ); } MESSAGE_END(); for( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *plr = UTIL_PlayerByIndex( i ); CBasePlayer *pPlayer = (CBasePlayer*)plr; if ( plr && IsValidTeam( plr->TeamID() ) ) { MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo); WRITE_BYTE( plr->entindex() ); WRITE_STRING( plr->TeamID() ); MESSAGE_END(); MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo ); WRITE_BYTE( plr->entindex() ); WRITE_SHORT( pPlayer->pev->frags ); WRITE_SHORT( pPlayer->m_iDeaths ); WRITE_SHORT( 0 ); WRITE_SHORT( g_pGameRules->GetTeamIndex( pPlayer->m_szTeamName ) + 1 ); MESSAGE_END(); } } } }