Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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;
}
}
}