You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
408 lines
12 KiB
408 lines
12 KiB
/*** |
|
* |
|
* 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 "shytplay_gamerules.h" |
|
#include "heavyrain_gamerules.h" |
|
#include "monhunt_gamerules.h" |
|
#include "coop_gamerules.h" |
|
#include "cod_gamerules.h" |
|
#include "test_gamerules.h" |
|
#include "skill.h" |
|
#include "game.h" |
|
|
|
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer ); |
|
|
|
DLL_GLOBAL CGameRules *g_pGameRules = NULL; |
|
extern DLL_GLOBAL BOOL g_fGameOver; |
|
extern int gmsgDeathMsg; // client dll messages |
|
extern int gmsgMOTD; |
|
|
|
int g_gameplay = 0; // Team, Shyt, Jason Modes |
|
|
|
//========================================================= |
|
//========================================================= |
|
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" ); |
|
|
|
// xmast |
|
gSkillData.xmastHealth = GetSkillCvar( "sk_xmast_health"); |
|
gSkillData.xmastDmgOneSlash = GetSkillCvar( "sk_xmast_dmg_one_slash"); |
|
gSkillData.xmastDmgBothSlash = GetSkillCvar( "sk_xmast_dmg_both_slash"); |
|
|
|
// Zombie |
|
gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health" ); |
|
gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash" ); |
|
gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash" ); |
|
|
|
// sinistar |
|
gSkillData.sinistarHealth = GetSkillCvar( "sk_sinistar_health"); |
|
gSkillData.sinistarDmgOneSlash = GetSkillCvar( "sk_sinistar_dmg_one_slash"); |
|
gSkillData.sinistarDmgBothSlash = GetSkillCvar( "sk_sinistar_dmg_both_slash"); |
|
|
|
// creeper |
|
gSkillData.creeperHealth = GetSkillCvar( "sk_creeper_health"); |
|
|
|
// Gay Glenn |
|
gSkillData.glennHealth = GetSkillCvar( "sk_glenn_health"); |
|
gSkillData.glennDmgOneSlash = GetSkillCvar( "sk_glenn_dmg_one_slash"); |
|
gSkillData.glennDmgBothSlash = GetSkillCvar( "sk_glenn_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" ); |
|
|
|
gSkillData.plrDmgGOLDENGUN = 400; |
|
|
|
gSkillData.plrDmgJackal = GetSkillCvar( "sk_plr_jackal" ); |
|
|
|
gSkillData.plrDmgZAPPER = 25; |
|
|
|
// Shotgun buckshot |
|
gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot" ); |
|
|
|
// RPG |
|
gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg" ); |
|
|
|
// Hand Grendade |
|
gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade" ); |
|
|
|
// Satchel Charge |
|
gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel" ); |
|
|
|
// Tripmine |
|
gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine" ); |
|
|
|
// nstar |
|
gSkillData.plrDmgStar = GetSkillCvar( "sk_plr_nstar" ); |
|
|
|
// bow |
|
gSkillData.plrDmgBow = GetSkillCvar( "sk_plr_bow" ); |
|
|
|
// modman |
|
gSkillData.plrDmgModmanClient = GetSkillCvar( "sk_plr_horn_client" ); |
|
gSkillData.plrDmgModmanMonster = GetSkillCvar( "sk_plr_horn_monster" ); |
|
|
|
// 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" ); |
|
|
|
gSkillData.plrDmgAK47 = GetSkillCvar( "sk_plr_ak47_bullet" ); |
|
|
|
// 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" ); |
|
|
|
// Crowbar whack |
|
gSkillData.plrDmgBeamKatana = GetSkillCvar( "sk_plr_beamkatana" ); |
|
|
|
// Crowbar whack |
|
gSkillData.plrDmgFOTN = GetSkillCvar( "sk_plr_fotn" ); |
|
} |
|
|
|
void CGameRules::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) |
|
{ |
|
pPlayer->SetPrefsFromUserinfo( infobuffer ); |
|
} |
|
|
|
//========================================================= |
|
// instantiate the proper game rules object |
|
//========================================================= |
|
|
|
CGameRules *InstallGameRules( void ) |
|
{ |
|
SERVER_COMMAND( "exec game.cfg\n" ); |
|
SERVER_EXECUTE(); |
|
|
|
if( !gpGlobals->deathmatch ) |
|
{ |
|
// generic half-life |
|
g_gameplay = HL_DEATHMATCH; |
|
return new CHalfLifeRules; |
|
} |
|
else |
|
{ |
|
if( gameplay.value == HL_TEAMPLAY ) |
|
{ |
|
// teamplay |
|
g_gameplay = HL_TEAMPLAY; |
|
return new CHalfLifeTeamplay; |
|
} |
|
if( gameplay.value == HS_SHYTPLAY ) |
|
{ |
|
g_gameplay = HS_SHYTPLAY; |
|
return new CHalfLifeShytplay; |
|
} |
|
if ( gameplay.value == HS_HEAVYRAIN ) |
|
{ |
|
g_gameplay = HS_HEAVYRAIN; |
|
return new CHeavyRainplay; |
|
} |
|
if( gameplay.value == HS_COD ) |
|
{ |
|
g_gameplay = HS_COD; |
|
return new CCodplay; |
|
} |
|
if( gameplay.value == HS_COOP ) |
|
{ |
|
g_gameplay = HS_COOP; |
|
return new CCoopplay; |
|
} |
|
if( gameplay.value == HS_MONSTER ) |
|
{ |
|
g_gameplay = HS_MONSTER; |
|
return new CMonsterplay; |
|
} |
|
if( gameplay.value == HS_TESTMODE ) |
|
{ |
|
g_gameplay = HS_TESTMODE; |
|
return new CTestplay; |
|
} |
|
else |
|
{ |
|
// vanilla deathmatch?? |
|
g_gameplay = 0; |
|
return new CHalfLifeMultiplay; |
|
} |
|
} |
|
}
|
|
|