NS/releases/3.2.0/source/dlls/gamerules.cpp

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/***
*
* Copyright (c) 1999, 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.
*
****/
//=========================================================
// 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 "skill.h"
#include "game.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHHulls.h"
DLL_GLOBAL CGameRules* g_pGameRules = NULL;
extern DLL_GLOBAL BOOL g_fGameOver;
int g_teamplay = 1;
//=========================================================
//=========================================================
BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry )
{
int iAmmoIndex;
if ( pszAmmoName )
{
iAmmoIndex = pPlayer->GetAmmoIndex( pszAmmoName );
if ( iAmmoIndex > -1 )
{
if ( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry )
{
// player has room for more of this type of ammo
return TRUE;
}
}
}
return FALSE;
}
//=========================================================
//=========================================================
edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
{
// edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
//
// pPlayer->InitPlayerFromSpawn(pentSpawnSpot);
//
// return pentSpawnSpot;
ASSERT(FALSE);
return NULL;
}
//=========================================================
//=========================================================
BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
{
// only living players can have items
if ( pPlayer->pev->deadflag != DEAD_NO )
return FALSE;
if ( pWeapon->pszAmmo1() )
{
if ( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) )
{
// we can't carry anymore ammo for this gun. We can only
// have the gun if we aren't already carrying one of this type
if ( pPlayer->HasPlayerItem( pWeapon ) )
{
return FALSE;
}
}
}
else
{
// weapon doesn't use ammo, don't take another if you already have it.
if ( pPlayer->HasPlayerItem( pWeapon ) )
{
return FALSE;
}
}
// note: will fall through to here if GetItemInfo doesn't fill the struct!
return TRUE;
}
//=========================================================
// load the SkillData struct with the proper values based on the skill level.
//=========================================================
void CGameRules::RefreshSkillData ( void )
{
int iSkill;
iSkill = (int)CVAR_GET_FLOAT("skill");
g_iSkillLevel = iSkill;
if ( iSkill < 1 )
{
iSkill = 1;
}
else if ( iSkill > 3 )
{
iSkill = 3;
}
gSkillData.iSkillLevel = iSkill;
ALERT ( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill );
//Agrunt
gSkillData.agruntHealth = GetSkillCvar( "sk_agrunt_health" );
gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch");
// Apache
gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health");
// Barney
gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health");
// Big Momma
gSkillData.bigmommaHealthFactor = GetSkillCvar( "sk_bigmomma_health_factor" );
gSkillData.bigmommaDmgSlash = GetSkillCvar( "sk_bigmomma_dmg_slash" );
gSkillData.bigmommaDmgBlast = GetSkillCvar( "sk_bigmomma_dmg_blast" );
gSkillData.bigmommaRadiusBlast = GetSkillCvar( "sk_bigmomma_radius_blast" );
// Bullsquid
gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health");
gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite");
gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip");
gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit");
// Gargantua
gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health");
gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash");
gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire");
gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp");
// Hassassin
gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health");
// Headcrab
gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health");
gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite");
// Hgrunt
gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health");
gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick");
gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets");
gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed");
// Houndeye
gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health");
gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast");
// ISlave
gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health");
gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw");
gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake");
gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap");
// Icthyosaur
gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health");
gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake");
// Leech
gSkillData.leechHealth = GetSkillCvar( "sk_leech_health");
gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite");
// Controller
gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health");
gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap");
gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball");
gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball");
// Nihilanth
gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health");
gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap");
// Scientist
gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health");
// Snark
gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health");
gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite");
gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop");
// Zombie
gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health");
gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash");
gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash");
//Turret
gSkillData.turretHealth = GetSkillCvar( "sk_turret_health");
// MiniTurret
gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health");
// Sentry Turret
gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health");
// PLAYER WEAPONS
// Crowbar whack
gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar");
// Glock Round
gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet");
// 357 Round
gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet");
// MP5 Round
gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet");
// M203 grenade
gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade");
// Shotgun buckshot
gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot");
// Crossbow
gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client");
gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster");
// RPG
gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg");
// Gauss gun
gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss");
// Egon Gun
gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow");
gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide");
// Hand Grendade
gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade");
// Satchel Charge
gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel");
// Tripmine
gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine");
// MONSTER WEAPONS
gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet");
gSkillData.monDmgMP5 = GetSkillCvar ("sk_9mmAR_bullet" );
gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet");
// MONSTER HORNET
gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg");
// PLAYER HORNET
// Up to this point, player hornet damage and monster hornet damage were both using
// monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need
// to separate player damage and monster hivehand damage. Since it's so late in the project, we've
// added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible
// via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb)
gSkillData.plrDmgHornet = 7;
// HEALTH/CHARGE
gSkillData.suitchargerCapacity = GetSkillCvar( "sk_suitcharger" );
gSkillData.batteryCapacity = GetSkillCvar( "sk_battery" );
gSkillData.healthchargerCapacity = GetSkillCvar ( "sk_healthcharger" );
gSkillData.healthkitCapacity = GetSkillCvar ( "sk_healthkit" );
gSkillData.scientistHeal = GetSkillCvar ( "sk_scientist_heal" );
// monster damage adj
gSkillData.monHead = GetSkillCvar( "sk_monster_head" );
gSkillData.monChest = GetSkillCvar( "sk_monster_chest" );
gSkillData.monStomach = GetSkillCvar( "sk_monster_stomach" );
gSkillData.monLeg = GetSkillCvar( "sk_monster_leg" );
gSkillData.monArm = GetSkillCvar( "sk_monster_arm" );
// player damage adj
gSkillData.plrHead = GetSkillCvar( "sk_player_head" );
gSkillData.plrChest = GetSkillCvar( "sk_player_chest" );
gSkillData.plrStomach = GetSkillCvar( "sk_player_stomach" );
gSkillData.plrLeg = GetSkillCvar( "sk_player_leg" );
gSkillData.plrArm = GetSkillCvar( "sk_player_arm" );
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
//CGameRules *InstallGameRules( void )
//{
// SERVER_COMMAND( "exec game.cfg\n" );
// SERVER_EXECUTE( );
//
// if ( !gpGlobals->deathmatch )
// {
// // generic half-life
// g_teamplay = 0;
// return new CHalfLifeRules;
// }
// else
// {
// if ( teamplay.value > 0 )
// {
// // teamplay
//
// g_teamplay = 1;
// return new CHalfLifeTeamplay;
// }
// if ((int)gpGlobals->deathmatch == 1)
// {
// // vanilla deathmatch
// g_teamplay = 0;
// return new CHalfLifeMultiplay;
// }
// else
// {
// // vanilla deathmatch??
// g_teamplay = 0;
// return new CHalfLifeMultiplay;
// }
// }
//}