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344 lines
9.6 KiB
344 lines
9.6 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ammodef.h"
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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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//-----------------------------------------------------------------------------
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// Purpose: Return a pointer to the Ammo at the Index passed in
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//-----------------------------------------------------------------------------
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Ammo_t *CAmmoDef::GetAmmoOfIndex(int nAmmoIndex)
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{
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if ( nAmmoIndex >= m_nAmmoIndex )
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return NULL;
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return &m_AmmoType[ nAmmoIndex ];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::Index(const char *psz)
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{
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int i;
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if (!psz)
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return -1;
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for (i = 1; i < m_nAmmoIndex; i++)
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{
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if (stricmp( psz, m_AmmoType[i].pName ) == 0)
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return i;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::PlrDamage(int nAmmoIndex)
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{
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if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
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return 0;
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if ( m_AmmoType[nAmmoIndex].pPlrDmg == USE_CVAR )
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{
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if ( m_AmmoType[nAmmoIndex].pPlrDmgCVar )
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{
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return m_AmmoType[nAmmoIndex].pPlrDmgCVar->GetFloat();
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}
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return 0;
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}
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else
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{
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return m_AmmoType[nAmmoIndex].pPlrDmg;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::NPCDamage(int nAmmoIndex)
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{
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if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
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return 0;
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if ( m_AmmoType[nAmmoIndex].pNPCDmg == USE_CVAR )
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{
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if ( m_AmmoType[nAmmoIndex].pNPCDmgCVar )
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{
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return m_AmmoType[nAmmoIndex].pNPCDmgCVar->GetFloat();
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}
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return 0;
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}
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else
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{
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return m_AmmoType[nAmmoIndex].pNPCDmg;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::MaxCarry(int nAmmoIndex, const CBaseCombatCharacter *owner)
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{
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if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
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return 0;
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if ( m_AmmoType[nAmmoIndex].pMaxCarry == USE_CVAR )
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{
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if ( m_AmmoType[nAmmoIndex].pMaxCarryCVar )
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return m_AmmoType[nAmmoIndex].pMaxCarryCVar->GetInt();
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return 0;
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}
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else
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{
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return m_AmmoType[nAmmoIndex].pMaxCarry;
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}
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}
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bool CAmmoDef::CanCarryInfiniteAmmo(int nAmmoIndex)
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{
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if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
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return false;
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int maxCarry = m_AmmoType[nAmmoIndex].pMaxCarry;
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if ( maxCarry == USE_CVAR )
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{
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if ( m_AmmoType[nAmmoIndex].pMaxCarryCVar )
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{
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maxCarry = m_AmmoType[nAmmoIndex].pMaxCarryCVar->GetInt();
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}
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}
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return maxCarry == INFINITE_AMMO ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::DamageType(int nAmmoIndex)
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{
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if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
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return 0;
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return m_AmmoType[nAmmoIndex].nDamageType;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CAmmoDef::Flags(int nAmmoIndex)
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{
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if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
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return 0;
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return m_AmmoType[nAmmoIndex].nFlags;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::MinSplashSize(int nAmmoIndex)
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{
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if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
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return 4;
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return m_AmmoType[nAmmoIndex].nMinSplashSize;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::MaxSplashSize(int nAmmoIndex)
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{
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if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
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return 8;
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return m_AmmoType[nAmmoIndex].nMaxSplashSize;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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int CAmmoDef::TracerType(int nAmmoIndex)
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{
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if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
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return 0;
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return m_AmmoType[nAmmoIndex].eTracerType;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Figure out the damage force for a certian ammo type.
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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float CAmmoDef::DamageForce(int nAmmoIndex)
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{
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const float DEFAULT_IMPULSE = 1.0f;
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if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
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return DEFAULT_IMPULSE;
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if ( m_AmmoType[nAmmoIndex].pPhysicsForceImpulse == USE_CVAR )
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{
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if ( m_AmmoType[nAmmoIndex].pPhysicsForceImpulseCVar )
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return m_AmmoType[nAmmoIndex].pPhysicsForceImpulseCVar->GetFloat();
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return DEFAULT_IMPULSE;
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}
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else
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{
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return (float)m_AmmoType[nAmmoIndex].pPhysicsForceImpulse;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create an Ammo type with the name, decal, and tracer.
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// Does not increment m_nAmmoIndex because the functions below do so and
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// are the only entry point.
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//-----------------------------------------------------------------------------
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bool CAmmoDef::AddAmmoType(char const* name, int damageType, int tracerType, int nFlags, int minSplashSize, int maxSplashSize )
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{
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if (m_nAmmoIndex == MAX_AMMO_TYPES)
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return false;
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int len = strlen(name);
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m_AmmoType[m_nAmmoIndex].pName = new char[len+1];
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Q_strncpy(m_AmmoType[m_nAmmoIndex].pName, name,len+1);
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m_AmmoType[m_nAmmoIndex].nDamageType = damageType;
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m_AmmoType[m_nAmmoIndex].eTracerType = tracerType;
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m_AmmoType[m_nAmmoIndex].nMinSplashSize = minSplashSize;
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m_AmmoType[m_nAmmoIndex].nMaxSplashSize = maxSplashSize;
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m_AmmoType[m_nAmmoIndex].nFlags = nFlags;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add an ammo type with it's damage & carrying capability specified via cvars
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//-----------------------------------------------------------------------------
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void CAmmoDef::AddAmmoType(char const* name, int damageType, int tracerType,
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char const* plr_cvar, char const* npc_cvar, char const* carry_cvar,
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char const* impulse_cvar, int nFlags, int minSplashSize, int maxSplashSize)
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{
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if ( AddAmmoType( name, damageType, tracerType, nFlags, minSplashSize, maxSplashSize ) == false )
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return;
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if (plr_cvar)
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{
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m_AmmoType[m_nAmmoIndex].pPlrDmgCVar = cvar->FindVar(plr_cvar);
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if (!m_AmmoType[m_nAmmoIndex].pPlrDmgCVar)
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{
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Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",name,plr_cvar);
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}
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m_AmmoType[m_nAmmoIndex].pPlrDmg = USE_CVAR;
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}
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if (npc_cvar)
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{
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m_AmmoType[m_nAmmoIndex].pNPCDmgCVar = cvar->FindVar(npc_cvar);
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if (!m_AmmoType[m_nAmmoIndex].pNPCDmgCVar)
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{
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Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",name,npc_cvar);
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}
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m_AmmoType[m_nAmmoIndex].pNPCDmg = USE_CVAR;
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}
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if (carry_cvar)
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{
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m_AmmoType[m_nAmmoIndex].pMaxCarryCVar= cvar->FindVar(carry_cvar);
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if (!m_AmmoType[m_nAmmoIndex].pMaxCarryCVar)
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{
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Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",name,carry_cvar);
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}
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m_AmmoType[m_nAmmoIndex].pMaxCarry = USE_CVAR;
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}
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if (impulse_cvar)
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{
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m_AmmoType[m_nAmmoIndex].pPhysicsForceImpulseCVar = cvar->FindVar(impulse_cvar);
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if (!m_AmmoType[m_nAmmoIndex].pPhysicsForceImpulseCVar)
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{
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Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",name,impulse_cvar);
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}
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else
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{
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// By default, use whatever value is in the convar at load time.
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// To enable real-time updating of the ammo impulse values, execute "tweak_ammo_impulse" which will set pPhysicsForceImpulse to USE_CVAR.
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m_AmmoType[m_nAmmoIndex].pPhysicsForceImpulse = m_AmmoType[m_nAmmoIndex].pPhysicsForceImpulseCVar->GetInt();
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}
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}
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m_nAmmoIndex++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add an ammo type with it's damage & carrying capability specified via integers
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//-----------------------------------------------------------------------------
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void CAmmoDef::AddAmmoType(char const* name, int damageType, int tracerType,
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int plr_dmg, int npc_dmg, int carry, int impulse,
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int nFlags, int minSplashSize, int maxSplashSize )
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{
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if ( AddAmmoType( name, damageType, tracerType, nFlags, minSplashSize, maxSplashSize ) == false )
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return;
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m_AmmoType[m_nAmmoIndex].pPlrDmg = plr_dmg;
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m_AmmoType[m_nAmmoIndex].pNPCDmg = npc_dmg;
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m_AmmoType[m_nAmmoIndex].pMaxCarry = carry;
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m_AmmoType[m_nAmmoIndex].pPhysicsForceImpulse = impulse;
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m_nAmmoIndex++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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CAmmoDef::CAmmoDef(void)
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{
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// Start with an index of 1. Client assumes 0 is an invalid ammo type
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m_nAmmoIndex = 1;
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memset( m_AmmoType, 0, sizeof( m_AmmoType ) );
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}
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CAmmoDef::~CAmmoDef( void )
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{
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for ( int i = 1; i < MAX_AMMO_TYPES; i++ )
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{
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delete[] m_AmmoType[ i ].pName;
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}
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}
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