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186 lines
4.4 KiB
186 lines
4.4 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 Vector g_vecTeleMins[MAX_TELES]; |
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extern Vector g_vecTeleMaxs[MAX_TELES]; |
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extern int g_iTeleNum; |
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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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} |
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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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//Clear all the teleporters |
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for( int i = 0; i < MAX_TELES; i++ ) |
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{ |
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g_vecTeleMins[i].x = 0.0; |
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g_vecTeleMins[i].y = 0.0; |
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g_vecTeleMins[i].z = 0.0; |
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g_vecTeleMaxs[i].x = 0.0; |
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g_vecTeleMaxs[i].y = 0.0; |
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g_vecTeleMaxs[i].z = 0.0; |
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} |
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g_iTeleNum = 0; |
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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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