NS/main/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 )
{
}
//=========================================================
// 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;
// }
// }
//}