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347 lines
11 KiB
C++
347 lines
11 KiB
C++
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/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// GameRules.cpp
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "teamplay_gamerules.h"
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#include "skill.h"
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#include "game.h"
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#include "mod/AvHSpecials.h"
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#include "mod/AvHHulls.h"
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//extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
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DLL_GLOBAL CGameRules* g_pGameRules = NULL;
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extern DLL_GLOBAL BOOL g_fGameOver;
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extern int gmsgDeathMsg; // client dll messages
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extern int gmsgMOTD;
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int g_teamplay = 1;
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//=========================================================
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//=========================================================
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BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry )
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{
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int iAmmoIndex;
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if ( pszAmmoName )
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{
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iAmmoIndex = pPlayer->GetAmmoIndex( pszAmmoName );
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if ( iAmmoIndex > -1 )
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{
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if ( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry )
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{
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// player has room for more of this type of ammo
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return TRUE;
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}
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}
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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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edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
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{
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// edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
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//
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// pPlayer->InitPlayerFromSpawn(pentSpawnSpot);
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//
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// return pentSpawnSpot;
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ASSERT(FALSE);
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return NULL;
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}
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//=========================================================
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//=========================================================
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BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
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{
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// only living players can have items
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if ( pPlayer->pev->deadflag != DEAD_NO )
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return FALSE;
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if ( pWeapon->pszAmmo1() )
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{
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if ( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) )
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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->HasPlayerItem( 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->HasPlayerItem( pWeapon ) )
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{
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return FALSE;
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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 ( void )
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{
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int iSkill;
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iSkill = (int)CVAR_GET_FLOAT("skill");
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g_iSkillLevel = iSkill;
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if ( iSkill < 1 )
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{
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iSkill = 1;
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}
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else if ( iSkill > 3 )
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{
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iSkill = 3;
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}
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gSkillData.iSkillLevel = iSkill;
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ALERT ( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill );
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//Agrunt
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gSkillData.agruntHealth = GetSkillCvar( "sk_agrunt_health" );
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gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch");
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// Apache
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gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health");
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// Barney
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gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health");
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// Big Momma
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gSkillData.bigmommaHealthFactor = GetSkillCvar( "sk_bigmomma_health_factor" );
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gSkillData.bigmommaDmgSlash = GetSkillCvar( "sk_bigmomma_dmg_slash" );
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gSkillData.bigmommaDmgBlast = GetSkillCvar( "sk_bigmomma_dmg_blast" );
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gSkillData.bigmommaRadiusBlast = GetSkillCvar( "sk_bigmomma_radius_blast" );
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// Bullsquid
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gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health");
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gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite");
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gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip");
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gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit");
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// Gargantua
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gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health");
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gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash");
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gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire");
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gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp");
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// Hassassin
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gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health");
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// Headcrab
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gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health");
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gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite");
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// Hgrunt
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gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health");
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gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick");
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gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets");
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gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed");
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// Houndeye
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gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health");
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gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast");
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// ISlave
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gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health");
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gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw");
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gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake");
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gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap");
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// Icthyosaur
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gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health");
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gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake");
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// Leech
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gSkillData.leechHealth = GetSkillCvar( "sk_leech_health");
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gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite");
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// Controller
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gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health");
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gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap");
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gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball");
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gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball");
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// Nihilanth
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gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health");
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gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap");
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// Scientist
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gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health");
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// Snark
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gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health");
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gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite");
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gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop");
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// Zombie
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gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health");
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gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash");
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gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash");
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//Turret
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gSkillData.turretHealth = GetSkillCvar( "sk_turret_health");
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// MiniTurret
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gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health");
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// Sentry Turret
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gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health");
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// PLAYER WEAPONS
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// Crowbar whack
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gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar");
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// Glock Round
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gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet");
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// 357 Round
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gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet");
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// MP5 Round
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gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet");
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// M203 grenade
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gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade");
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// Shotgun buckshot
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gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot");
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// Crossbow
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gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client");
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gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster");
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// RPG
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gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg");
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// Gauss gun
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gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss");
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// Egon Gun
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gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow");
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gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide");
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// Hand Grendade
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gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade");
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// Satchel Charge
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gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel");
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// Tripmine
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gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine");
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// MONSTER WEAPONS
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gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet");
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gSkillData.monDmgMP5 = GetSkillCvar ("sk_9mmAR_bullet" );
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gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet");
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// MONSTER HORNET
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gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg");
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// PLAYER HORNET
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// Up to this point, player hornet damage and monster hornet damage were both using
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// monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need
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// to separate player damage and monster hivehand damage. Since it's so late in the project, we've
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// added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible
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// via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb)
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gSkillData.plrDmgHornet = 7;
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// HEALTH/CHARGE
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gSkillData.suitchargerCapacity = GetSkillCvar( "sk_suitcharger" );
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gSkillData.batteryCapacity = GetSkillCvar( "sk_battery" );
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gSkillData.healthchargerCapacity = GetSkillCvar ( "sk_healthcharger" );
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gSkillData.healthkitCapacity = GetSkillCvar ( "sk_healthkit" );
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gSkillData.scientistHeal = GetSkillCvar ( "sk_scientist_heal" );
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// monster damage adj
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gSkillData.monHead = GetSkillCvar( "sk_monster_head" );
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gSkillData.monChest = GetSkillCvar( "sk_monster_chest" );
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gSkillData.monStomach = GetSkillCvar( "sk_monster_stomach" );
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gSkillData.monLeg = GetSkillCvar( "sk_monster_leg" );
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gSkillData.monArm = GetSkillCvar( "sk_monster_arm" );
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// player damage adj
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gSkillData.plrHead = GetSkillCvar( "sk_player_head" );
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gSkillData.plrChest = GetSkillCvar( "sk_player_chest" );
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gSkillData.plrStomach = GetSkillCvar( "sk_player_stomach" );
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gSkillData.plrLeg = GetSkillCvar( "sk_player_leg" );
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gSkillData.plrArm = GetSkillCvar( "sk_player_arm" );
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}
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//=========================================================
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// instantiate the proper game rules object
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//=========================================================
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//CGameRules *InstallGameRules( void )
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//{
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// SERVER_COMMAND( "exec game.cfg\n" );
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// SERVER_EXECUTE( );
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//
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// if ( !gpGlobals->deathmatch )
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// {
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// // generic half-life
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// g_teamplay = 0;
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// return new CHalfLifeRules;
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// }
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// else
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// {
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// if ( teamplay.value > 0 )
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// {
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// // teamplay
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//
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// g_teamplay = 1;
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// return new CHalfLifeTeamplay;
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// }
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// if ((int)gpGlobals->deathmatch == 1)
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// {
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// // vanilla deathmatch
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// g_teamplay = 0;
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// return new CHalfLifeMultiplay;
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// }
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// else
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// {
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// // vanilla deathmatch??
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// g_teamplay = 0;
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// return new CHalfLifeMultiplay;
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// }
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// }
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//}
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