mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-12 13:19:21 +01:00
378 lines
12 KiB
C++
378 lines
12 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 "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 );
|
|
|
|
DLL_GLOBAL CGameRules *g_pGameRules = NULL;
|
|
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" );
|
|
gSkillData.plrDmgMP5 = GetSkillCvar( "sk_12mm_bullet");
|
|
|
|
//============================
|
|
//modif de Julien
|
|
|
|
// M16 Round
|
|
gSkillData.plrDmgM16 = GetSkillCvar( "sk_plr_m16_bullet");
|
|
|
|
// FSniper Round
|
|
gSkillData.plrDmgSniper = GetSkillCvar( "sk_plr_sniper_bullet");
|
|
|
|
// FSniper Round
|
|
gSkillData.plrDmgSupergun = GetSkillCvar( "sk_plr_supergun_bullet");
|
|
|
|
// IRgun Round
|
|
gSkillData.plrDmgIRgun = GetSkillCvar( "sk_plr_irgun_bullet");
|
|
|
|
gSkillData.SniperHealth = GetSkillCvar( "sk_sniper_health");
|
|
gSkillData.RpggruntHealth = GetSkillCvar( "sk_rpggrunt_health");
|
|
gSkillData.FlybeeHealth = GetSkillCvar( "sk_flybee_health");
|
|
gSkillData.LucioleHealth = GetSkillCvar( "sk_luciole_health");
|
|
gSkillData.LucioleDamage = GetSkillCvar ( "sk_luciole_damage" );
|
|
|
|
|
|
//fin modif
|
|
//================================
|
|
|
|
// 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" );
|
|
}
|
|
|
|
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_teamplay = 0;
|
|
return new CHalfLifeRules;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|