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Xash3DArchive/server/game/gamerules.cpp

161 lines
4.1 KiB
C++

/***
*
* 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 "utils.h"
#include "cbase.h"
#include "player.h"
#include "baseweapon.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "game.h"
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
DLL_GLOBAL CGameRules* g_pGameRules = NULL;
extern DLL_GLOBAL BOOL g_fGameOver;
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->viewangles = g_vecZero;
pPlayer->pev->velocity = g_vecZero;
pPlayer->pev->angles = VARS( pentSpawnSpot )->angles;
pPlayer->pev->punchangle = g_vecZero;
pPlayer->pev->fixangle = TRUE;
if( pentSpawnSpot->v.spawnflags & 1 ) // the START WITH SUIT flag
{
g_startSuit = TRUE;
}
return pentSpawnSpot;
}
//=========================================================
//=========================================================
BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerWeapon *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 )
{
}
//=========================================================
// instantiate the proper game rules object
//=========================================================
CGameRules *InstallGameRules( void )
{
SERVER_COMMAND( "exec game.rc\n" );
g_engfuncs.pfnServerExecute();
ALERT( at_aiconsole, "InstallGameRules\n" );
if ( !gpGlobals->deathmatch )
{
// generic half-life
g_teamplay = 0;
return new CHalfLifeRules;
}
else
{
if( CVAR_GET_FLOAT( "mp_teamplay" ) > 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;
}
}
}