halflife25-sdk/dlls/singleplay_gamerules.cpp

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/***
*
* Copyright (c) 1996-2001, 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 "skill.h"
#include "items.h"
extern DLL_GLOBAL CGameRules *g_pGameRules;
extern DLL_GLOBAL BOOL g_fGameOver;
extern int gmsgDeathMsg; // client dll messages
extern int gmsgScoreInfo;
extern int gmsgMOTD;
//=========================================================
//=========================================================
CHalfLifeRules::CHalfLifeRules( void )
{
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SERVER_COMMAND( "exec spserver.cfg\n" );
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RefreshSkillData();
}
//=========================================================
//=========================================================
void CHalfLifeRules::Think ( void )
{
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules::IsMultiplayer( void )
{
return FALSE;
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules::IsDeathmatch ( void )
{
return FALSE;
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules::IsCoOp( void )
{
return FALSE;
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
{
if ( !pPlayer->m_pActiveItem )
{
// player doesn't have an active item!
return TRUE;
}
if ( !pPlayer->m_pActiveItem->CanHolster() )
{
return FALSE;
}
return TRUE;
}
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BOOL HLGetNextBestWeapon( CBasePlayer* pPlayer, CBasePlayerItem* pCurrentWeapon )
{
CBasePlayerItem* pCheck;
CBasePlayerItem* pBest;// this will be used in the event that we don't find a weapon in the same category.
int iBestWeight;
int i;
iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
pBest = NULL;
if ( !pCurrentWeapon->CanHolster() )
{
// can't put this gun away right now, so can't switch.
return FALSE;
}
for ( i = 0; i < MAX_ITEM_TYPES; i++ )
{
pCheck = pPlayer->m_rgpPlayerItems[i];
while ( pCheck )
{
if ( (pCheck->iFlags() & ITEM_FLAG_NOAUTOSWITCHTO ) != 0 )
{
pCheck = pCheck->m_pNext;
continue;
}
if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
{
// this weapon is from the same category.
if ( pCheck->CanDeploy() )
{
if ( pPlayer->SwitchWeapon( pCheck ) )
{
return TRUE;
}
}
}
else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
{
//ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) );
// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
// that the player was using. This will end up leaving the player with his heaviest-weighted
// weapon.
if ( pCheck->CanDeploy() )
{
// if this weapon is useable, flag it as the best
iBestWeight = pCheck->iWeight();
pBest = pCheck;
}
}
pCheck = pCheck->m_pNext;
}
}
// if we make it here, we've checked all the weapons and found no useable
// weapon in the same catagory as the current weapon.
// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
// at least get the crowbar, but ya never know.
if ( !pBest )
{
return FALSE;
}
pPlayer->SwitchWeapon( pBest );
return TRUE;
}
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//=========================================================
//=========================================================
BOOL CHalfLifeRules :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
{
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if ( pCurrentWeapon && pCurrentWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE )
{
return HLGetNextBestWeapon( pPlayer, pCurrentWeapon );
}
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return FALSE;
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
{
return TRUE;
}
void CHalfLifeRules :: InitHUD( CBasePlayer *pl )
{
}
//=========================================================
//=========================================================
void CHalfLifeRules :: ClientDisconnected( edict_t *pClient )
{
}
//=========================================================
//=========================================================
float CHalfLifeRules::FlPlayerFallDamage( CBasePlayer *pPlayer )
{
// subtract off the speed at which a player is allowed to fall without being hurt,
// so damage will be based on speed beyond that, not the entire fall
pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
}
//=========================================================
//=========================================================
void CHalfLifeRules :: PlayerSpawn( CBasePlayer *pPlayer )
{
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules :: AllowAutoTargetCrosshair( void )
{
return ( g_iSkillLevel == SKILL_EASY );
}
//=========================================================
//=========================================================
void CHalfLifeRules :: PlayerThink( CBasePlayer *pPlayer )
{
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules :: FPlayerCanRespawn( CBasePlayer *pPlayer )
{
return TRUE;
}
//=========================================================
//=========================================================
float CHalfLifeRules :: FlPlayerSpawnTime( CBasePlayer *pPlayer )
{
return gpGlobals->time;//now!
}
//=========================================================
// IPointsForKill - how many points awarded to anyone
// that kills this player?
//=========================================================
int CHalfLifeRules :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
{
return 1;
}
//=========================================================
// PlayerKilled - someone/something killed this player
//=========================================================
void CHalfLifeRules :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
{
}
//=========================================================
// Deathnotice
//=========================================================
void CHalfLifeRules::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
{
}
//=========================================================
// PlayerGotWeapon - player has grabbed a weapon that was
// sitting in the world
//=========================================================
void CHalfLifeRules :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
{
}
//=========================================================
// FlWeaponRespawnTime - what is the time in the future
// at which this weapon may spawn?
//=========================================================
float CHalfLifeRules :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon )
{
return -1;
}
//=========================================================
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
// now, otherwise it returns the time at which it can try
// to spawn again.
//=========================================================
float CHalfLifeRules :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon )
{
return 0;
}
//=========================================================
// VecWeaponRespawnSpot - where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHalfLifeRules :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon )
{
return pWeapon->pev->origin;
}
//=========================================================
// WeaponShouldRespawn - any conditions inhibiting the
// respawning of this weapon?
//=========================================================
int CHalfLifeRules :: WeaponShouldRespawn( CBasePlayerItem *pWeapon )
{
return GR_WEAPON_RESPAWN_NO;
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
{
return TRUE;
}
//=========================================================
//=========================================================
void CHalfLifeRules::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
{
}
//=========================================================
//=========================================================
int CHalfLifeRules::ItemShouldRespawn( CItem *pItem )
{
return GR_ITEM_RESPAWN_NO;
}
//=========================================================
// At what time in the future may this Item respawn?
//=========================================================
float CHalfLifeRules::FlItemRespawnTime( CItem *pItem )
{
return -1;
}
//=========================================================
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHalfLifeRules::VecItemRespawnSpot( CItem *pItem )
{
return pItem->pev->origin;
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules::IsAllowedToSpawn( CBaseEntity *pEntity )
{
return TRUE;
}
//=========================================================
//=========================================================
void CHalfLifeRules::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount )
{
}
//=========================================================
//=========================================================
int CHalfLifeRules::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo )
{
return GR_AMMO_RESPAWN_NO;
}
//=========================================================
//=========================================================
float CHalfLifeRules::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo )
{
return -1;
}
//=========================================================
//=========================================================
Vector CHalfLifeRules::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo )
{
return pAmmo->pev->origin;
}
//=========================================================
//=========================================================
float CHalfLifeRules::FlHealthChargerRechargeTime( void )
{
return 0;// don't recharge
}
//=========================================================
//=========================================================
int CHalfLifeRules::DeadPlayerWeapons( CBasePlayer *pPlayer )
{
return GR_PLR_DROP_GUN_NO;
}
//=========================================================
//=========================================================
int CHalfLifeRules::DeadPlayerAmmo( CBasePlayer *pPlayer )
{
return GR_PLR_DROP_AMMO_NO;
}
//=========================================================
//=========================================================
int CHalfLifeRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
// why would a single player in half life need this?
return GR_NOTTEAMMATE;
}
//=========================================================
//=========================================================
BOOL CHalfLifeRules :: FAllowMonsters( void )
{
return TRUE;
}