halflife-thewastes-sdk/dlls/gamerules.cpp

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/***
*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
* 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"
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#include "game.h"
#include "pm_shared.h"
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extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
DLL_GLOBAL CGameRules* g_pGameRules = NULL;
extern DLL_GLOBAL BOOL g_fGameOver;
extern int gmsgDeathMsg; // client dll messages
extern int gmsgMOTD;
int g_gametype = 0;
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//=========================================================
//=========================================================
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->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1);
pPlayer->pev->v_angle = g_vecZero;
pPlayer->pev->velocity = g_vecZero;
pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
pPlayer->pev->punchangle = g_vecZero;
pPlayer->pev->fixangle = TRUE;
return pentSpawnSpot;
}
//=========================================================
//=========================================================
BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
{
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// only living players can have items
if ( pPlayer->pev->deadflag != DEAD_NO )
return FALSE;
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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_gametype = 0;
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return new CHalfLifeRules;
}
else
{
switch((int)CVAR_GET_FLOAT("mp_gametype"))
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{
default:
case 0:
g_gametype = 0;
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return new CHalfLifeMultiplay;
// TODO: Change this out later :)
/* case 1:
g_gametype = 1;
return new CWastesLMS;
case 2:
g_gametype = 2;
return new CHalfLifeTeamplay;*/
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}
}
}