180 lines
4.2 KiB
C++
180 lines
4.2 KiB
C++
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/***
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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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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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#include "skill.h"
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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 gmsgScoreInfo;
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extern int gmsgMOTD;
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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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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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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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return new CHalfLifeRules;
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}
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else
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{
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if ( CVAR_GET_FLOAT( "mp_teamplay" ) > 0 )
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{
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// teamplay
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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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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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return new CHalfLifeMultiplay;
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}
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}
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}
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