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349 lines
10 KiB
349 lines
10 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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// teamplay_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 "skill.h" |
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#include "items.h" |
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extern DLL_GLOBAL CGameRules *g_pGameRules; |
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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 gmsgScoreInfo; |
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extern int gmsgMOTD; |
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//========================================================= |
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//========================================================= |
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CHalfLifeRules::CHalfLifeRules( void ) |
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{ |
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RefreshSkillData(); |
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} |
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//========================================================= |
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//========================================================= |
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void CHalfLifeRules::Think( void ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CHalfLifeRules::IsMultiplayer( void ) |
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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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BOOL CHalfLifeRules::IsDeathmatch( void ) |
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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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BOOL CHalfLifeRules::IsCoOp( void ) |
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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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BOOL CHalfLifeRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) |
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{ |
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if( !pPlayer->m_pActiveItem ) |
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{ |
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// player doesn't have an active item! |
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return TRUE; |
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} |
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if( !pPlayer->m_iAutoWepSwitch ) |
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{ |
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return FALSE; |
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} |
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if( pPlayer->m_iAutoWepSwitch == 2 |
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&& pPlayer->m_afButtonLast & ( IN_ATTACK | IN_ATTACK2 ) ) |
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{ |
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return FALSE; |
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} |
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if( !pPlayer->m_pActiveItem->CanHolster() ) |
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{ |
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return FALSE; |
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} |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CHalfLifeRules::GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) |
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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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BOOL CHalfLifeRules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] ) |
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{ |
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return TRUE; |
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} |
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void CHalfLifeRules::InitHUD( CBasePlayer *pl ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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void CHalfLifeRules::ClientDisconnected( edict_t *pClient ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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float CHalfLifeRules::FlPlayerFallDamage( CBasePlayer *pPlayer ) |
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{ |
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// subtract off the speed at which a player is allowed to fall without being hurt, |
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// so damage will be based on speed beyond that, not the entire fall |
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pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED; |
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return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED; |
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} |
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//========================================================= |
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//========================================================= |
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void CHalfLifeRules::PlayerSpawn( CBasePlayer *pPlayer ) |
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{ |
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CBaseEntity *pWeaponEntity = NULL; |
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//LRC- support the new "start with HEV" flag... |
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if (g_startSuit) |
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pPlayer->pev->weapons |= (1<<WEAPON_SUIT); |
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// LRC what's wrong with allowing "game_player_equip" entities in single player? (The |
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// level designer is God: if he wants the player to start with a weapon, we should allow it!) |
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while( ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ) ) ) |
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{ |
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pWeaponEntity->Touch( pPlayer ); |
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} |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CHalfLifeRules::AllowAutoTargetCrosshair( void ) |
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{ |
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return ( g_iSkillLevel == SKILL_EASY ); |
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} |
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//========================================================= |
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//========================================================= |
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void CHalfLifeRules::PlayerThink( CBasePlayer *pPlayer ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CHalfLifeRules::FPlayerCanRespawn( CBasePlayer *pPlayer ) |
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{ |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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float CHalfLifeRules::FlPlayerSpawnTime( CBasePlayer *pPlayer ) |
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{ |
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return gpGlobals->time;//now! |
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} |
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//========================================================= |
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// IPointsForKill - how many points awarded to anyone |
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// that kills this player? |
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//========================================================= |
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int CHalfLifeRules::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) |
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{ |
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return 1; |
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} |
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//========================================================= |
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// PlayerKilled - someone/something killed this player |
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//========================================================= |
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void CHalfLifeRules::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) |
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{ |
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} |
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//========================================================= |
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// Deathnotice |
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//========================================================= |
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void CHalfLifeRules::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) |
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{ |
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} |
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//========================================================= |
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// PlayerGotWeapon - player has grabbed a weapon that was |
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// sitting in the world |
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//========================================================= |
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void CHalfLifeRules::PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) |
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{ |
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} |
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//========================================================= |
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// FlWeaponRespawnTime - what is the time in the future |
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// at which this weapon may spawn? |
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//========================================================= |
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float CHalfLifeRules::FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) |
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{ |
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return -1; |
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} |
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//========================================================= |
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// FlWeaponRespawnTime - Returns 0 if the weapon can respawn |
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// now, otherwise it returns the time at which it can try |
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// to spawn again. |
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//========================================================= |
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float CHalfLifeRules::FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) |
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{ |
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return 0; |
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} |
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//========================================================= |
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// VecWeaponRespawnSpot - where should this weapon spawn? |
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// Some game variations may choose to randomize spawn locations |
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//========================================================= |
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Vector CHalfLifeRules::VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) |
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{ |
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return pWeapon->pev->origin; |
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} |
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//========================================================= |
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// WeaponShouldRespawn - any conditions inhibiting the |
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// respawning of this weapon? |
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//========================================================= |
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int CHalfLifeRules::WeaponShouldRespawn( CBasePlayerItem *pWeapon ) |
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{ |
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return GR_WEAPON_RESPAWN_NO; |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CHalfLifeRules::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) |
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{ |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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void CHalfLifeRules::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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int CHalfLifeRules::ItemShouldRespawn( CItem *pItem ) |
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{ |
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return GR_ITEM_RESPAWN_NO; |
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} |
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//========================================================= |
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// At what time in the future may this Item respawn? |
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//========================================================= |
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float CHalfLifeRules::FlItemRespawnTime( CItem *pItem ) |
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{ |
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return -1; |
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} |
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//========================================================= |
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// Where should this item respawn? |
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// Some game variations may choose to randomize spawn locations |
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//========================================================= |
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Vector CHalfLifeRules::VecItemRespawnSpot( CItem *pItem ) |
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{ |
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return pItem->pev->origin; |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CHalfLifeRules::IsAllowedToSpawn( CBaseEntity *pEntity ) |
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{ |
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return TRUE; |
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} |
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//========================================================= |
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//========================================================= |
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void CHalfLifeRules::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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int CHalfLifeRules::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) |
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{ |
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return GR_AMMO_RESPAWN_NO; |
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} |
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//========================================================= |
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//========================================================= |
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float CHalfLifeRules::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) |
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{ |
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return -1; |
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} |
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//========================================================= |
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//========================================================= |
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Vector CHalfLifeRules::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) |
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{ |
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return pAmmo->pev->origin; |
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} |
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//========================================================= |
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//========================================================= |
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float CHalfLifeRules::FlHealthChargerRechargeTime( void ) |
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{ |
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return 0;// don't recharge |
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} |
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//========================================================= |
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//========================================================= |
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int CHalfLifeRules::DeadPlayerWeapons( CBasePlayer *pPlayer ) |
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{ |
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return GR_PLR_DROP_GUN_NO; |
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} |
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//========================================================= |
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//========================================================= |
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int CHalfLifeRules::DeadPlayerAmmo( CBasePlayer *pPlayer ) |
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{ |
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return GR_PLR_DROP_AMMO_NO; |
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} |
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//========================================================= |
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//========================================================= |
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int CHalfLifeRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) |
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{ |
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// why would a single player in half life need this? |
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return GR_NOTTEAMMATE; |
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} |
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//========================================================= |
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//========================================================= |
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BOOL CHalfLifeRules::FAllowMonsters( void ) |
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{ |
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return TRUE; |
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}
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