517 lines
18 KiB
C++
517 lines
18 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "singleplay_gamerules.h"
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#ifdef CLIENT_DLL
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#else
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#include "globalstate.h"
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#include "player.h"
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#include "basecombatweapon.h"
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#include "gamerules.h"
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#include "game.h"
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#include "items.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifndef CLIENT_DLL
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// This allows us to test regenerative health systems on the fly
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void RegenerationForceOnChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
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{
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ConVarRef var( pConVar );
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if ( !GlobalEntity_IsInTable( "player_regenerates_health" ) )
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GlobalEntity_Add( MAKE_STRING("player_regenerates_health"), gpGlobals->mapname, ( var.GetBool() ) ? ( GLOBAL_ON ) : ( GLOBAL_OFF ) );
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else
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GlobalEntity_SetState( MAKE_STRING("player_regenerates_health"), ( var.GetBool() ) ? ( GLOBAL_ON ) : ( GLOBAL_OFF ) );
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}
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ConVar sv_regeneration_force_on( "sv_regeneration_force_on", "0", FCVAR_CHEAT, "Cheat to test regenerative health systems", RegenerationForceOnChangeCallback );
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#endif
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//=========================================================
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//=========================================================
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bool CSingleplayRules::IsMultiplayer( void )
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{
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return false;
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}
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// Needed during the conversion, but once DMG_* types have been fixed, this isn't used anymore.
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CSingleplayRules::Damage_GetTimeBased( void )
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{
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int iDamage = ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN );
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return iDamage;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CSingleplayRules::Damage_GetShouldGibCorpse( void )
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{
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int iDamage = ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB );
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return iDamage;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CSingleplayRules::Damage_GetShowOnHud( void )
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{
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int iDamage = ( DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK );
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return iDamage;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CSingleplayRules::Damage_GetNoPhysicsForce( void )
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{
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int iTimeBasedDamage = Damage_GetTimeBased();
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int iDamage = ( DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | iTimeBasedDamage | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE );
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return iDamage;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CSingleplayRules::Damage_GetShouldNotBleed( void )
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{
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int iDamage = ( DMG_POISON | DMG_ACID );
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return iDamage;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iDmgType -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSingleplayRules::Damage_IsTimeBased( int iDmgType )
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{
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// Damage types that are time-based.
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return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) != 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iDmgType -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSingleplayRules::Damage_ShouldGibCorpse( int iDmgType )
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{
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// Damage types that gib the corpse.
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return ( ( iDmgType & ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB ) ) != 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iDmgType -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSingleplayRules::Damage_ShowOnHUD( int iDmgType )
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{
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// Damage types that have client HUD art.
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return ( ( iDmgType & ( DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK ) ) != 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iDmgType -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSingleplayRules::Damage_NoPhysicsForce( int iDmgType )
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{
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// Damage types that don't have to supply a physics force & position.
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int iTimeBasedDamage = Damage_GetTimeBased();
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return ( ( iDmgType & ( DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | iTimeBasedDamage | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE ) ) != 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : iDmgType -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSingleplayRules::Damage_ShouldNotBleed( int iDmgType )
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{
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// Damage types that don't make the player bleed.
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return ( ( iDmgType & ( DMG_POISON | DMG_ACID ) ) != 0 );
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}
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#ifdef CLIENT_DLL
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#else
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extern CGameRules *g_pGameRules;
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extern bool g_fGameOver;
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//=========================================================
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//=========================================================
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CSingleplayRules::CSingleplayRules( void )
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{
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}
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//=========================================================
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//=========================================================
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void CSingleplayRules::Think ( void )
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{
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BaseClass::Think();
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}
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//=========================================================
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//=========================================================
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bool CSingleplayRules::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 CSingleplayRules::IsCoOp( void )
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine whether the player should switch to the weapon passed in
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSingleplayRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
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{
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//Must have ammo
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if ( ( pWeapon->HasAnyAmmo() == false ) && ( pPlayer->GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) <= 0 ) )
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return false;
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//Always take a loaded gun if we have nothing else
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if ( pPlayer->GetActiveWeapon() == NULL )
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return true;
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// The given weapon must allow autoswitching to it from another weapon.
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if ( !pWeapon->AllowsAutoSwitchTo() )
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return false;
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// The active weapon must allow autoswitching from it.
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if ( !pPlayer->GetActiveWeapon()->AllowsAutoSwitchFrom() )
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return false;
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//Don't switch if our current gun doesn't want to be holstered
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if ( pPlayer->GetActiveWeapon()->CanHolster() == false )
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return false;
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//Only switch if the weapon is better than what we're using
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if ( ( pWeapon != pPlayer->GetActiveWeapon() ) && ( pWeapon->GetWeight() <= pPlayer->GetActiveWeapon()->GetWeight() ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find the next best weapon to use and return it.
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//-----------------------------------------------------------------------------
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CBaseCombatWeapon *CSingleplayRules::GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
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{
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if ( pCurrentWeapon && !pCurrentWeapon->AllowsAutoSwitchFrom() )
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return NULL;
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CBaseCombatWeapon *pBestWeapon = NULL;
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CBaseCombatWeapon *pWeapon;
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int nBestWeight = -1;
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//Search for the best weapon to use next based on its weight
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for ( int i = 0; i < pPlayer->WeaponCount(); i++ )
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{
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pWeapon = pPlayer->GetWeapon(i);
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if ( pWeapon == NULL )
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continue;
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// If we have an active weapon and this weapon doesn't allow autoswitching away
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// from another weapon, skip it.
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if ( pCurrentWeapon && !pWeapon->AllowsAutoSwitchTo() )
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continue;
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// Must be eligible for switching to.
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if (!pPlayer->Weapon_CanSwitchTo(pWeapon))
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continue;
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// Must be of higher quality.
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if ( pWeapon->GetWeight() <= nBestWeight )
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continue;
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// We must have primary ammo
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if ( pWeapon->UsesClipsForAmmo1() && pWeapon->Clip1() <= 0 && !pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() ) )
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continue;
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// This is a better candidate than what we had.
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nBestWeight = pWeapon->GetWeight();
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pBestWeapon = pWeapon;
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}
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return pBestWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSingleplayRules::SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
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{
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CBaseCombatWeapon *pWeapon = GetNextBestWeapon( pPlayer, pCurrentWeapon );
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if ( pWeapon != NULL )
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return pPlayer->Weapon_Switch( pWeapon );
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return false;
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}
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//=========================================================
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//=========================================================
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bool CSingleplayRules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
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{
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return true;
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}
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void CSingleplayRules::InitHUD( CBasePlayer *pl )
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{
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}
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//=========================================================
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//=========================================================
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void CSingleplayRules::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 CSingleplayRules::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_Local.m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
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return pPlayer->m_Local.m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
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}
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//=========================================================
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//=========================================================
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bool CSingleplayRules::AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info )
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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 CSingleplayRules::PlayerSpawn( CBasePlayer *pPlayer )
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{
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// Player no longer gets all weapons to start.
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// He has to pick them up now. Use impulse 101
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// to give him all weapons
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}
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//=========================================================
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//=========================================================
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bool CSingleplayRules::AllowAutoTargetCrosshair( void )
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{
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return ( IsSkillLevel(SKILL_EASY) );
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}
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//=========================================================
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//=========================================================
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int CSingleplayRules::GetAutoAimMode()
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{
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return sk_autoaim_mode.GetInt();
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}
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//=========================================================
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//=========================================================
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bool CSingleplayRules::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 CSingleplayRules::FlPlayerSpawnTime( CBasePlayer *pPlayer )
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{
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return gpGlobals->curtime;//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 CSingleplayRules::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 CSingleplayRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
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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 CSingleplayRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
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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 CSingleplayRules::FlWeaponRespawnTime( CBaseCombatWeapon *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 CSingleplayRules::FlWeaponTryRespawn( CBaseCombatWeapon *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 CSingleplayRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
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{
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return pWeapon->GetAbsOrigin();
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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 CSingleplayRules::WeaponShouldRespawn( CBaseCombatWeapon *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 CSingleplayRules::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 CSingleplayRules::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 CSingleplayRules::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 CSingleplayRules::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 CSingleplayRules::VecItemRespawnSpot( CItem *pItem )
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{
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return pItem->GetAbsOrigin();
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}
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//=========================================================
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// What angles should this item use to respawn?
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//=========================================================
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QAngle CSingleplayRules::VecItemRespawnAngles( CItem *pItem )
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{
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return pItem->GetAbsAngles();
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}
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//=========================================================
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//=========================================================
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bool CSingleplayRules::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 CSingleplayRules::PlayerGotAmmo( CBaseCombatCharacter *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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float CSingleplayRules::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 CSingleplayRules::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 CSingleplayRules::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 CSingleplayRules::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 CSingleplayRules::PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker )
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{
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return ( PlayerRelationship( pListener, pSpeaker ) == GR_TEAMMATE );
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}
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//=========================================================
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//=========================================================
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bool CSingleplayRules::FAllowNPCs( void )
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{
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return true;
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}
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#endif
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