halflife-photomode/dlls/singleplay_gamerules.cpp

331 lines
10 KiB
C++

/***
*
* Copyright (c) 1996-2001, 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.
*
****/
//
// teamplay_gamerules.cpp
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
#include "skill.h"
#include "items.h"
#include "UserMessages.h"
//=========================================================
//=========================================================
CHalfLifeRules::CHalfLifeRules()
{
SERVER_COMMAND( "exec spserver.cfg\n" );
RefreshSkillData();
}
//=========================================================
//=========================================================
void CHalfLifeRules::Think()
{
}
//=========================================================
//=========================================================
bool CHalfLifeRules::IsMultiplayer()
{
return false;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::IsDeathmatch()
{
return false;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::IsCoOp()
{
return false;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::FShouldSwitchWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon)
{
if (!pPlayer->m_pActiveItem)
{
// player doesn't have an active item!
return true;
}
if (!pPlayer->m_pActiveItem->CanHolster())
{
return false;
}
return true;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::GetNextBestWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pCurrentWeapon, bool alwaysSearch)
{
//If this is an exhaustible weapon and it's out of ammo, always try to switch even in singleplayer.
if (alwaysSearch || ((pCurrentWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE) != 0 && pCurrentWeapon->PrimaryAmmoIndex() != -1 && pPlayer->m_rgAmmo[pCurrentWeapon->PrimaryAmmoIndex()] == 0))
{
return CGameRules::GetNextBestWeapon(pPlayer, pCurrentWeapon);
}
return false;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::ClientConnected(edict_t* pEntity, const char* pszName, const char* pszAddress, char szRejectReason[128])
{
return true;
}
void CHalfLifeRules::InitHUD(CBasePlayer* pl)
{
}
//=========================================================
//=========================================================
void CHalfLifeRules::ClientDisconnected(edict_t* pClient)
{
}
//=========================================================
//=========================================================
float CHalfLifeRules::FlPlayerFallDamage(CBasePlayer* pPlayer)
{
// subtract off the speed at which a player is allowed to fall without being hurt,
// so damage will be based on speed beyond that, not the entire fall
pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
}
//=========================================================
//=========================================================
void CHalfLifeRules::PlayerSpawn(CBasePlayer* pPlayer)
{
}
//=========================================================
//=========================================================
bool CHalfLifeRules::AllowAutoTargetCrosshair()
{
return (g_iSkillLevel == SKILL_EASY);
}
//=========================================================
//=========================================================
void CHalfLifeRules::PlayerThink(CBasePlayer* pPlayer)
{
}
//=========================================================
//=========================================================
bool CHalfLifeRules::FPlayerCanRespawn(CBasePlayer* pPlayer)
{
return true;
}
//=========================================================
//=========================================================
float CHalfLifeRules::FlPlayerSpawnTime(CBasePlayer* pPlayer)
{
return gpGlobals->time; //now!
}
//=========================================================
// IPointsForKill - how many points awarded to anyone
// that kills this player?
//=========================================================
int CHalfLifeRules::IPointsForKill(CBasePlayer* pAttacker, CBasePlayer* pKilled)
{
return 1;
}
//=========================================================
// PlayerKilled - someone/something killed this player
//=========================================================
void CHalfLifeRules::PlayerKilled(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor)
{
}
//=========================================================
// Deathnotice
//=========================================================
void CHalfLifeRules::DeathNotice(CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor)
{
}
//=========================================================
// PlayerGotWeapon - player has grabbed a weapon that was
// sitting in the world
//=========================================================
void CHalfLifeRules::PlayerGotWeapon(CBasePlayer* pPlayer, CBasePlayerItem* pWeapon)
{
}
//=========================================================
// FlWeaponRespawnTime - what is the time in the future
// at which this weapon may spawn?
//=========================================================
float CHalfLifeRules::FlWeaponRespawnTime(CBasePlayerItem* pWeapon)
{
return -1;
}
//=========================================================
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
// now, otherwise it returns the time at which it can try
// to spawn again.
//=========================================================
float CHalfLifeRules::FlWeaponTryRespawn(CBasePlayerItem* pWeapon)
{
return 0;
}
//=========================================================
// VecWeaponRespawnSpot - where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHalfLifeRules::VecWeaponRespawnSpot(CBasePlayerItem* pWeapon)
{
return pWeapon->pev->origin;
}
//=========================================================
// WeaponShouldRespawn - any conditions inhibiting the
// respawning of this weapon?
//=========================================================
int CHalfLifeRules::WeaponShouldRespawn(CBasePlayerItem* pWeapon)
{
return GR_WEAPON_RESPAWN_NO;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::CanHaveItem(CBasePlayer* pPlayer, CItem* pItem)
{
return true;
}
//=========================================================
//=========================================================
void CHalfLifeRules::PlayerGotItem(CBasePlayer* pPlayer, CItem* pItem)
{
}
//=========================================================
//=========================================================
int CHalfLifeRules::ItemShouldRespawn(CItem* pItem)
{
return GR_ITEM_RESPAWN_NO;
}
//=========================================================
// At what time in the future may this Item respawn?
//=========================================================
float CHalfLifeRules::FlItemRespawnTime(CItem* pItem)
{
return -1;
}
//=========================================================
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CHalfLifeRules::VecItemRespawnSpot(CItem* pItem)
{
return pItem->pev->origin;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::IsAllowedToSpawn(CBaseEntity* pEntity)
{
return true;
}
//=========================================================
//=========================================================
void CHalfLifeRules::PlayerGotAmmo(CBasePlayer* pPlayer, char* szName, int iCount)
{
}
//=========================================================
//=========================================================
int CHalfLifeRules::AmmoShouldRespawn(CBasePlayerAmmo* pAmmo)
{
return GR_AMMO_RESPAWN_NO;
}
//=========================================================
//=========================================================
float CHalfLifeRules::FlAmmoRespawnTime(CBasePlayerAmmo* pAmmo)
{
return -1;
}
//=========================================================
//=========================================================
Vector CHalfLifeRules::VecAmmoRespawnSpot(CBasePlayerAmmo* pAmmo)
{
return pAmmo->pev->origin;
}
//=========================================================
//=========================================================
float CHalfLifeRules::FlHealthChargerRechargeTime()
{
return 0; // don't recharge
}
//=========================================================
//=========================================================
int CHalfLifeRules::DeadPlayerWeapons(CBasePlayer* pPlayer)
{
return GR_PLR_DROP_GUN_NO;
}
//=========================================================
//=========================================================
int CHalfLifeRules::DeadPlayerAmmo(CBasePlayer* pPlayer)
{
return GR_PLR_DROP_AMMO_NO;
}
//=========================================================
//=========================================================
int CHalfLifeRules::PlayerRelationship(CBaseEntity* pPlayer, CBaseEntity* pTarget)
{
// why would a single player in half life need this?
return GR_NOTTEAMMATE;
}
//=========================================================
//=========================================================
bool CHalfLifeRules::FAllowMonsters()
{
return true;
}