nuclide/Source/Server/Ammo.c
Marco Hladik efeaa2822d - Changed mp_fillweapons to fcs_fillweapons to reflect its origin
- fcs_fillweapons will basically act as a switch for CS:S ammo behaviour
- Some default.cfg and ftesrv.cfg changes
2018-12-05 17:02:49 +01:00

145 lines
4.6 KiB
C
Executable file

/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
ammoinfo_t ammoTable[11] = {
{ 0, 0, 0 },
{ 7, 35, 40 }, //CALIBER_50AE
{ 30, 90, 80 }, //CALIBER_762MM
{ 30, 90, 60 }, //CALIBER_556MM
{ 30, 200, 60 }, //CALIBER_556MMBOX
{ 10, 30, 125 }, //CALIBER_338MAG
{ 30, 150, 20 }, //CALIBER_9MM
{ 8, 32, 65 }, //CALIBER_BUCKSHOT
{ 12, 100, 25 }, //CALIBER_45ACP
{ 13, 52, 50 }, //CALIBER_357SIG
{ 50, 100, 50 } //CALIBER_57MM
};
/*
=================
Ammo_BuyPrimary
Buy ammo for the primary weapon you're equipped with
=================
*/
void Ammo_BuyPrimary(void) {
if ( !self.fSlotPrimary ) {
return;
}
int iRequiredAmmo = ( ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotPrimary ].iCaliberfld));
float fNew = ceil( ( (float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iSize ) );
for ( int i = 0; i < fNew; i++ ) {
if ( self.fMoney - ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice < 0 ) {
break;
}
Money_AddMoney( self, -ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iPrice );
sound( self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE );
self.(wptTable[ self.fSlotPrimary ].iCaliberfld) += ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iSize;
if ( self.(wptTable[ self.fSlotPrimary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount ) {
self.(wptTable[ self.fSlotPrimary ].iCaliberfld) = ammoTable[ wptTable[ self.fSlotPrimary ].iCaliber ].iMaxAmount;
}
}
}
/*
=================
Ammo_BuySecondary
Buy ammo for the secondary weapon you're equipped with
=================
*/
void Ammo_BuySecondary(void) {
if ( !self.fSlotSecondary ) {
return;
}
int iRequiredAmmo = ( ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount - self.(wptTable[ self.fSlotSecondary ].iCaliberfld));
float fNew = ceil( ( (float)iRequiredAmmo / (float)ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iSize ) );
for ( int i = 0; i < fNew; i++ ) {
if ( self.fMoney - ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice < 0 ) {
break;
}
Money_AddMoney( self, -ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iPrice );
sound( self, CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_IDLE );
self.(wptTable[ self.fSlotSecondary ].iCaliberfld) += ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iSize;
if ( self.(wptTable[ self.fSlotSecondary ].iCaliberfld) > ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount ) {
self.(wptTable[ self.fSlotSecondary ].iCaliberfld) = ammoTable[ wptTable[ self.fSlotSecondary ].iCaliber ].iMaxAmount;
}
}
}
void Ammo_AutoFill(float fWeapon)
{
if (autocvar_fcs_fillweapons == FALSE) {
return;
}
if (Weapon_AlreadyExists(fWeapon)) {
self.(wptTable[fWeapon].iMagfld) = wptTable[fWeapon].iMagSize;
self.(wptTable[fWeapon].iCaliberfld) = ammoTable[wptTable[fWeapon].iCaliber].iMaxAmount;
Weapon_UpdateCurrents();
}
}
void Ammo_Clear(void)
{
// Clear all the ammo stuff
for ( int i = 0; i < CS_WEAPON_COUNT; i++ ) {
self.(wptTable[ i ].iMagfld) = 0;
self.(wptTable[ i ].iCaliberfld) = 0;
}
self.fSlotMelee = 0;
self.fSlotPrimary = 0;
self.fSlotSecondary = 0;
self.fSlotGrenade = 0;
self.iEquipment = 0;
}
/*
=================
CSEv_GamePlayerBuyAmmo_f
Called from the client, checks if he can buy ammo and does if yes
=================
*/
void CSEv_GamePlayerBuyAmmo_f( float fType ) {
if ( Rules_BuyingPossible() == FALSE ) {
return;
}
if ( fType == 0 ) {
Ammo_BuyPrimary();
} else {
Ammo_BuySecondary();
}
Weapon_UpdateCurrents();
}