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347 lines
11 KiB
347 lines
11 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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// 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 "teamplay_gamerules.h" |
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#include "skill.h" |
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#include "game.h" |
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extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ); |
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DLL_GLOBAL CGameRules* g_pGameRules = NULL; |
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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 gmsgMOTD; |
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int g_teamplay = 0; |
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//========================================================= |
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//========================================================= |
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BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry ) |
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{ |
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int iAmmoIndex; |
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if ( pszAmmoName ) |
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{ |
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iAmmoIndex = pPlayer->GetAmmoIndex( pszAmmoName ); |
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if ( iAmmoIndex > -1 ) |
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{ |
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if ( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry ) |
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{ |
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// player has room for more of this type of ammo |
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return TRUE; |
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} |
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} |
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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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edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer ) |
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{ |
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edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer ); |
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pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1); |
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pPlayer->pev->v_angle = g_vecZero; |
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pPlayer->pev->velocity = g_vecZero; |
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pPlayer->pev->angles = VARS(pentSpawnSpot)->angles; |
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pPlayer->pev->punchangle = g_vecZero; |
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pPlayer->pev->fixangle = TRUE; |
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return pentSpawnSpot; |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) |
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{ |
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// only living players can have items |
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if ( pPlayer->pev->deadflag != DEAD_NO ) |
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return FALSE; |
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if ( pWeapon->pszAmmo1() ) |
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{ |
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if ( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) ) |
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{ |
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// we can't carry anymore ammo for this gun. We can only |
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// have the gun if we aren't already carrying one of this type |
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if ( pPlayer->HasPlayerItem( pWeapon ) ) |
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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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else |
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{ |
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// weapon doesn't use ammo, don't take another if you already have it. |
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if ( pPlayer->HasPlayerItem( pWeapon ) ) |
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{ |
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return FALSE; |
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} |
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} |
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// note: will fall through to here if GetItemInfo doesn't fill the struct! |
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return TRUE; |
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} |
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//========================================================= |
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// load the SkillData struct with the proper values based on the skill level. |
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//========================================================= |
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void CGameRules::RefreshSkillData ( void ) |
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{ |
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int iSkill; |
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iSkill = (int)CVAR_GET_FLOAT("skill"); |
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g_iSkillLevel = iSkill; |
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if ( iSkill < 1 ) |
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{ |
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iSkill = 1; |
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} |
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else if ( iSkill > 3 ) |
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{ |
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iSkill = 3; |
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} |
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gSkillData.iSkillLevel = iSkill; |
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ALERT ( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill ); |
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//Agrunt |
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gSkillData.agruntHealth = GetSkillCvar( "sk_agrunt_health" ); |
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gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch"); |
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// Apache |
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gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health"); |
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// Barney |
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gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health"); |
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// Big Momma |
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gSkillData.bigmommaHealthFactor = GetSkillCvar( "sk_bigmomma_health_factor" ); |
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gSkillData.bigmommaDmgSlash = GetSkillCvar( "sk_bigmomma_dmg_slash" ); |
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gSkillData.bigmommaDmgBlast = GetSkillCvar( "sk_bigmomma_dmg_blast" ); |
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gSkillData.bigmommaRadiusBlast = GetSkillCvar( "sk_bigmomma_radius_blast" ); |
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// Bullsquid |
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gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health"); |
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gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite"); |
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gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip"); |
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gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit"); |
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// Gargantua |
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gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health"); |
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gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash"); |
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gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire"); |
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gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp"); |
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// Hassassin |
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gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health"); |
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// Headcrab |
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gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health"); |
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gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite"); |
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// Hgrunt |
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gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health"); |
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gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick"); |
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gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets"); |
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gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed"); |
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// Houndeye |
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gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health"); |
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gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast"); |
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// ISlave |
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gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health"); |
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gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw"); |
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gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake"); |
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gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap"); |
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// Icthyosaur |
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gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health"); |
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gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake"); |
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// Leech |
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gSkillData.leechHealth = GetSkillCvar( "sk_leech_health"); |
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gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite"); |
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// Controller |
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gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health"); |
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gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap"); |
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gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball"); |
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gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball"); |
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// Nihilanth |
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gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health"); |
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gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap"); |
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// Scientist |
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gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health"); |
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// Snark |
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gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health"); |
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gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite"); |
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gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop"); |
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// Zombie |
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gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health"); |
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gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash"); |
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gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash"); |
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//Turret |
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gSkillData.turretHealth = GetSkillCvar( "sk_turret_health"); |
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// MiniTurret |
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gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health"); |
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// Sentry Turret |
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gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health"); |
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// PLAYER WEAPONS |
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// Crowbar whack |
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gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar"); |
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// Glock Round |
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gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet"); |
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// 357 Round |
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gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet"); |
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// MP5 Round |
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gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet"); |
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// M203 grenade |
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gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade"); |
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// Shotgun buckshot |
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gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot"); |
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// Crossbow |
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gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client"); |
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gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster"); |
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// RPG |
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gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg"); |
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// Gauss gun |
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gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss"); |
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// Egon Gun |
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gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow"); |
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gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide"); |
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// Hand Grendade |
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gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade"); |
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// Satchel Charge |
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gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel"); |
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// Tripmine |
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gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine"); |
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// MONSTER WEAPONS |
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gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet"); |
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gSkillData.monDmgMP5 = GetSkillCvar ("sk_9mmAR_bullet" ); |
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gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet"); |
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// MONSTER HORNET |
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gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg"); |
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// PLAYER HORNET |
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// Up to this point, player hornet damage and monster hornet damage were both using |
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// monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need |
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// to separate player damage and monster hivehand damage. Since it's so late in the project, we've |
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// added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible |
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// via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb) |
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gSkillData.plrDmgHornet = 7; |
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// HEALTH/CHARGE |
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gSkillData.suitchargerCapacity = GetSkillCvar( "sk_suitcharger" ); |
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gSkillData.batteryCapacity = GetSkillCvar( "sk_battery" ); |
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gSkillData.healthchargerCapacity = GetSkillCvar ( "sk_healthcharger" ); |
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gSkillData.healthkitCapacity = GetSkillCvar ( "sk_healthkit" ); |
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gSkillData.scientistHeal = GetSkillCvar ( "sk_scientist_heal" ); |
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// monster damage adj |
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gSkillData.monHead = GetSkillCvar( "sk_monster_head" ); |
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gSkillData.monChest = GetSkillCvar( "sk_monster_chest" ); |
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gSkillData.monStomach = GetSkillCvar( "sk_monster_stomach" ); |
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gSkillData.monLeg = GetSkillCvar( "sk_monster_leg" ); |
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gSkillData.monArm = GetSkillCvar( "sk_monster_arm" ); |
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// player damage adj |
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gSkillData.plrHead = GetSkillCvar( "sk_player_head" ); |
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gSkillData.plrChest = GetSkillCvar( "sk_player_chest" ); |
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gSkillData.plrStomach = GetSkillCvar( "sk_player_stomach" ); |
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gSkillData.plrLeg = GetSkillCvar( "sk_player_leg" ); |
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gSkillData.plrArm = GetSkillCvar( "sk_player_arm" ); |
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} |
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//========================================================= |
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// instantiate the proper game rules object |
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//========================================================= |
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CGameRules *InstallGameRules( void ) |
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{ |
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SERVER_COMMAND( "exec game.cfg\n" ); |
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SERVER_EXECUTE( ); |
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if ( !gpGlobals->deathmatch ) |
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{ |
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// generic half-life |
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g_teamplay = 0; |
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return new CHalfLifeRules; |
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} |
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else |
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{ |
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if ( teamplay.value > 0 ) |
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{ |
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// teamplay |
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g_teamplay = 1; |
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return new CHalfLifeTeamplay; |
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} |
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if ((int)gpGlobals->deathmatch == 1) |
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{ |
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// vanilla deathmatch |
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g_teamplay = 0; |
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return new CHalfLifeMultiplay; |
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} |
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else |
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{ |
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// vanilla deathmatch?? |
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g_teamplay = 0; |
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return new CHalfLifeMultiplay; |
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} |
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} |
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} |
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