/*** * * Copyright (c) 1996-2002, 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. * ****/ //========================================================= // GameRules.cpp //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "skill.h" #include "game.h" extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ); //++ BulliT DLL_GLOBAL AgGameRules *g_pGameRules = NULL; //-- Martin Webrant extern DLL_GLOBAL BOOL g_fGameOver; extern int gmsgDeathMsg; // client dll messages extern int gmsgMOTD; int g_teamplay = 0; //========================================================= //========================================================= 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 ) { // only living players can have items if( pPlayer->pev->deadflag != DEAD_NO ) return FALSE; 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 ) { int iSkill; iSkill = (int)CVAR_GET_FLOAT( "skill" ); g_iSkillLevel = iSkill; if( iSkill < 1 ) { iSkill = 1; } else if( iSkill > 3 ) { iSkill = 3; } gSkillData.iSkillLevel = iSkill; ALERT( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill ); //Agrunt gSkillData.agruntHealth = GetSkillCvar( "sk_agrunt_health" ); gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch" ); // Apache gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health" ); // Barney gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health" ); // Big Momma gSkillData.bigmommaHealthFactor = GetSkillCvar( "sk_bigmomma_health_factor" ); gSkillData.bigmommaDmgSlash = GetSkillCvar( "sk_bigmomma_dmg_slash" ); gSkillData.bigmommaDmgBlast = GetSkillCvar( "sk_bigmomma_dmg_blast" ); gSkillData.bigmommaRadiusBlast = GetSkillCvar( "sk_bigmomma_radius_blast" ); // Bullsquid gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health" ); gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite" ); gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip" ); gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit" ); // Gargantua gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health" ); gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash" ); gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire" ); gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp" ); // Hassassin gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health" ); // Headcrab gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health" ); gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite" ); // Hgrunt gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health" ); gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick" ); gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets" ); gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed" ); // Houndeye gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health" ); gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast" ); // ISlave gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health" ); gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw" ); gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake" ); gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap" ); // Icthyosaur gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health" ); gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake" ); // Leech gSkillData.leechHealth = GetSkillCvar( "sk_leech_health" ); gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite" ); // Controller gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health" ); gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap" ); gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball" ); gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball" ); // Nihilanth gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health" ); gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap" ); // Scientist gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health" ); // Snark gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health" ); gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite" ); gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop" ); // Zombie gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health" ); gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash" ); gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash" ); //Turret gSkillData.turretHealth = GetSkillCvar( "sk_turret_health" ); // MiniTurret gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health" ); // Sentry Turret gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health" ); // PLAYER WEAPONS // Crowbar whack gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar" ); // Glock Round gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet" ); // 357 Round gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet" ); // MP5 Round gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet" ); // M203 grenade gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade" ); // Shotgun buckshot gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot" ); // Crossbow gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client" ); gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster" ); // RPG gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg" ); // Gauss gun gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss" ); // Egon Gun gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow" ); gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide" ); // Hand Grendade gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade" ); // Satchel Charge gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel" ); // Tripmine gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine" ); // MONSTER WEAPONS gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet" ); gSkillData.monDmgMP5 = GetSkillCvar ("sk_9mmAR_bullet" ); gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet" ); // MONSTER HORNET gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg" ); // PLAYER HORNET // Up to this point, player hornet damage and monster hornet damage were both using // monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need // to separate player damage and monster hivehand damage. Since it's so late in the project, we've // added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible // via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb) gSkillData.plrDmgHornet = 7; // HEALTH/CHARGE gSkillData.suitchargerCapacity = GetSkillCvar( "sk_suitcharger" ); gSkillData.batteryCapacity = GetSkillCvar( "sk_battery" ); gSkillData.healthchargerCapacity = GetSkillCvar ( "sk_healthcharger" ); gSkillData.healthkitCapacity = GetSkillCvar ( "sk_healthkit" ); gSkillData.scientistHeal = GetSkillCvar ( "sk_scientist_heal" ); // monster damage adj gSkillData.monHead = GetSkillCvar( "sk_monster_head" ); gSkillData.monChest = GetSkillCvar( "sk_monster_chest" ); gSkillData.monStomach = GetSkillCvar( "sk_monster_stomach" ); gSkillData.monLeg = GetSkillCvar( "sk_monster_leg" ); gSkillData.monArm = GetSkillCvar( "sk_monster_arm" ); // player damage adj gSkillData.plrHead = GetSkillCvar( "sk_player_head" ); gSkillData.plrChest = GetSkillCvar( "sk_player_chest" ); gSkillData.plrStomach = GetSkillCvar( "sk_player_stomach" ); gSkillData.plrLeg = GetSkillCvar( "sk_player_leg" ); gSkillData.plrArm = GetSkillCvar( "sk_player_arm" ); } //========================================================= // instantiate the proper game rules object //========================================================= //++ BulliT AgGameRules *InstallGameRules( void ) //-- Martin Webrant { SERVER_COMMAND( "exec game.cfg\n" ); SERVER_EXECUTE(); //++ BulliT char *servercfgfile = (char *)CVAR_GET_STRING( "servercfgfile" ); if( servercfgfile && servercfgfile[0] ) { char szCommand[256]; ALERT( at_console, "Executing dedicated server config file\n" ); sprintf( szCommand, "exec %s\n", servercfgfile ); SERVER_COMMAND( szCommand ); } #ifndef AG_NO_CLIENT_DLL //Detect CTF maps. if( AgIsCTFMap( STRING( gpGlobals->mapname ) ) ) { AgString sGametype = CVAR_GET_STRING( "sv_ag_gametype" ); if( sGametype != "ctf" && NULL == strstr( CVAR_GET_STRING( "sv_ag_gamemode" ), "ctf" ) ) CVAR_SET_STRING( "sv_ag_gamemode","ctf" ); } //Detect DOM maps. if( AgIsDOMMap( STRING( gpGlobals->mapname ) ) ) { AgString sGametype = CVAR_GET_STRING( "sv_ag_gametype" ); if( sGametype != "dom" ) CVAR_SET_STRING( "sv_ag_gamemode", "dom" ); } #endif //Execute my rules just before allocating what class to use. //This ensures that all is set correctly. Server.cfg can override my vars with no trouble. GameMode.ExecConfig(); //Execute per map basis settings. SERVER_COMMAND( UTIL_VarArgs( "exec %s.cfg\n", STRING( gpGlobals->mapname ) ) ); SERVER_EXECUTE(); /* if( !gpGlobals->deathmatch ) { // generic half-life g_teamplay = 0; return new CHalfLifeRules; } else */ //-- Martin Webrant { if( teamplay.value > 0 ) { // teamplay g_teamplay = 1; return new CHalfLifeTeamplay; } if( (int)gpGlobals->deathmatch == 1 ) { // vanilla deathmatch g_teamplay = 0; return new CHalfLifeMultiplay; } else { // vanilla deathmatch?? g_teamplay = 0; return new CHalfLifeMultiplay; } } }