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