nuclide/Source/server/cstrike/ammo.c

130 lines
3.6 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
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();
}