Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "singleplay_gamerules.h"
#ifdef CLIENT_DLL
#else
#include "globalstate.h"
#include "player.h"
#include "basecombatweapon.h"
#include "gamerules.h"
#include "game.h"
#include "items.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef CLIENT_DLL
// This allows us to test regenerative health systems on the fly
void RegenerationForceOnChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
{
ConVarRef var( pConVar );
if ( !GlobalEntity_IsInTable( "player_regenerates_health" ) )
GlobalEntity_Add( MAKE_STRING("player_regenerates_health"), gpGlobals->mapname, ( var.GetBool() ) ? ( GLOBAL_ON ) : ( GLOBAL_OFF ) );
else
GlobalEntity_SetState( MAKE_STRING("player_regenerates_health"), ( var.GetBool() ) ? ( GLOBAL_ON ) : ( GLOBAL_OFF ) );
}
ConVar sv_regeneration_force_on( "sv_regeneration_force_on", "0", FCVAR_CHEAT, "Cheat to test regenerative health systems", RegenerationForceOnChangeCallback );
#endif
//=========================================================
//=========================================================
bool CSingleplayRules::IsMultiplayer( void )
{
return false;
}
// Needed during the conversion, but once DMG_* types have been fixed, this isn't used anymore.
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSingleplayRules::Damage_GetTimeBased( void )
{
int iDamage = ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN );
return iDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSingleplayRules::Damage_GetShouldGibCorpse( void )
{
int iDamage = ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB );
return iDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSingleplayRules::Damage_GetShowOnHud( void )
{
int iDamage = ( DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK );
return iDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSingleplayRules::Damage_GetNoPhysicsForce( void )
{
int iTimeBasedDamage = Damage_GetTimeBased();
int iDamage = ( DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | iTimeBasedDamage | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE );
return iDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CSingleplayRules::Damage_GetShouldNotBleed( void )
{
int iDamage = ( DMG_POISON | DMG_ACID );
return iDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iDmgType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSingleplayRules::Damage_IsTimeBased( int iDmgType )
{
// Damage types that are time-based.
return ( ( iDmgType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) != 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iDmgType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSingleplayRules::Damage_ShouldGibCorpse( int iDmgType )
{
// Damage types that gib the corpse.
return ( ( iDmgType & ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB ) ) != 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iDmgType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSingleplayRules::Damage_ShowOnHUD( int iDmgType )
{
// Damage types that have client HUD art.
return ( ( iDmgType & ( DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK ) ) != 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iDmgType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSingleplayRules::Damage_NoPhysicsForce( int iDmgType )
{
// Damage types that don't have to supply a physics force & position.
int iTimeBasedDamage = Damage_GetTimeBased();
return ( ( iDmgType & ( DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | iTimeBasedDamage | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE ) ) != 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iDmgType -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSingleplayRules::Damage_ShouldNotBleed( int iDmgType )
{
// Damage types that don't make the player bleed.
return ( ( iDmgType & ( DMG_POISON | DMG_ACID ) ) != 0 );
}
#ifdef CLIENT_DLL
#else
extern CGameRules *g_pGameRules;
extern bool g_fGameOver;
//=========================================================
//=========================================================
CSingleplayRules::CSingleplayRules( void )
{
}
//=========================================================
//=========================================================
void CSingleplayRules::Think ( void )
{
BaseClass::Think();
}
//=========================================================
//=========================================================
bool CSingleplayRules::IsDeathmatch ( void )
{
return false;
}
//=========================================================
//=========================================================
bool CSingleplayRules::IsCoOp( void )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Determine whether the player should switch to the weapon passed in
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSingleplayRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBaseCombatWeapon *pWeapon )
{
//Must have ammo
if ( ( pWeapon->HasAnyAmmo() == false ) && ( pWeapon->GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 ) )
return false;
//Always take a loaded gun if we have nothing else
if ( pPlayer->GetActiveWeapon() == NULL )
return true;
// The given weapon must allow autoswitching to it from another weapon.
if ( !pWeapon->AllowsAutoSwitchTo() )
return false;
// The active weapon must allow autoswitching from it.
if ( !pPlayer->GetActiveWeapon()->AllowsAutoSwitchFrom() )
return false;
//Don't switch if our current gun doesn't want to be holstered
if ( pPlayer->GetActiveWeapon()->CanHolster() == false )
return false;
//Only switch if the weapon is better than what we're using
if ( ( pWeapon != pPlayer->GetActiveWeapon() ) && ( pWeapon->GetWeight() <= pPlayer->GetActiveWeapon()->GetWeight() ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Find the next best weapon to use and return it.
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CSingleplayRules::GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
{
if ( pCurrentWeapon && !pCurrentWeapon->AllowsAutoSwitchFrom() )
return NULL;
CBaseCombatWeapon *pBestWeapon = NULL;
CBaseCombatWeapon *pWeapon;
int nBestWeight = -1;
//Search for the best weapon to use next based on its weight
for ( int i = 0; i < pPlayer->WeaponCount(); i++ )
{
pWeapon = pPlayer->GetWeapon(i);
if ( pWeapon == NULL )
continue;
#ifdef PORTAL2
if ( pWeapon == pCurrentWeapon )
continue;
#endif // PORTAL2
// If we have an active weapon and this weapon doesn't allow autoswitching away
// from another weapon, skip it.
if ( pCurrentWeapon && !pWeapon->AllowsAutoSwitchTo() )
continue;
// Must be eligible for switching to.
if (!pPlayer->Weapon_CanSwitchTo(pWeapon))
continue;
// Must be of higher quality.
if ( pWeapon->GetWeight() <= nBestWeight )
continue;
// We must have primary ammo
if ( pWeapon->UsesClipsForAmmo1() && pWeapon->Clip1() <= 0 && !pWeapon->GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) )
continue;
// This is a better candidate than what we had.
nBestWeight = pWeapon->GetWeight();
pBestWeapon = pWeapon;
}
return pBestWeapon;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSingleplayRules::SwitchToNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon )
{
CBaseCombatWeapon *pWeapon = GetNextBestWeapon( pPlayer, pCurrentWeapon );
if ( pWeapon != NULL )
return pPlayer->Weapon_Switch( pWeapon );
return false;
}
//=========================================================
//=========================================================
bool CSingleplayRules::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
{
return true;
}
void CSingleplayRules::InitHUD( CBasePlayer *pl )
{
}
//=========================================================
//=========================================================
void CSingleplayRules::ClientDisconnected( edict_t *pClient )
{
}
//=========================================================
//=========================================================
float CSingleplayRules::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
return (pPlayer->m_Local.m_flFallVelocity - PLAYER_MAX_SAFE_FALL_SPEED) * DAMAGE_FOR_FALL_SPEED;
}
//=========================================================
//=========================================================
bool CSingleplayRules::AllowDamage( CBaseEntity *pVictim, const CTakeDamageInfo &info )
{
return true;
}
//=========================================================
//=========================================================
void CSingleplayRules::PlayerSpawn( CBasePlayer *pPlayer )
{
// Player no longer gets all weapons to start.
// He has to pick them up now. Use impulse 101
// to give him all weapons
}
//=========================================================
//=========================================================
bool CSingleplayRules::AllowAutoTargetCrosshair( void )
{
return ( IsSkillLevel(SKILL_EASY) );
}
//=========================================================
//=========================================================
int CSingleplayRules::GetAutoAimMode()
{
return sk_autoaim_mode.GetInt();
}
//=========================================================
//=========================================================
bool CSingleplayRules::FPlayerCanRespawn( CBasePlayer *pPlayer )
{
return true;
}
//=========================================================
//=========================================================
float CSingleplayRules::FlPlayerSpawnTime( CBasePlayer *pPlayer )
{
return gpGlobals->curtime;//now!
}
//=========================================================
// IPointsForKill - how many points awarded to anyone
// that kills this player?
//=========================================================
int CSingleplayRules::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
{
return 1;
}
//=========================================================
// PlayerKilled - someone/something killed this player
//=========================================================
void CSingleplayRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
}
//=========================================================
// Deathnotice
//=========================================================
void CSingleplayRules::DeathNotice( CBasePlayer *pVictim, const CTakeDamageInfo &info )
{
}
//=========================================================
// FlWeaponRespawnTime - what is the time in the future
// at which this weapon may spawn?
//=========================================================
float CSingleplayRules::FlWeaponRespawnTime( CBaseCombatWeapon *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 CSingleplayRules::FlWeaponTryRespawn( CBaseCombatWeapon *pWeapon )
{
return 0;
}
//=========================================================
// VecWeaponRespawnSpot - where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CSingleplayRules::VecWeaponRespawnSpot( CBaseCombatWeapon *pWeapon )
{
return pWeapon->GetAbsOrigin();
}
//=========================================================
// WeaponShouldRespawn - any conditions inhibiting the
// respawning of this weapon?
//=========================================================
int CSingleplayRules::WeaponShouldRespawn( CBaseCombatWeapon *pWeapon )
{
return GR_WEAPON_RESPAWN_NO;
}
//=========================================================
//=========================================================
bool CSingleplayRules::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
{
return true;
}
//=========================================================
//=========================================================
void CSingleplayRules::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
{
}
//=========================================================
//=========================================================
int CSingleplayRules::ItemShouldRespawn( CItem *pItem )
{
return GR_ITEM_RESPAWN_NO;
}
//=========================================================
// At what time in the future may this Item respawn?
//=========================================================
float CSingleplayRules::FlItemRespawnTime( CItem *pItem )
{
return -1;
}
//=========================================================
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CSingleplayRules::VecItemRespawnSpot( CItem *pItem )
{
return pItem->GetAbsOrigin();
}
//=========================================================
// What angles should this item use to respawn?
//=========================================================
QAngle CSingleplayRules::VecItemRespawnAngles( CItem *pItem )
{
return pItem->GetAbsAngles();
}
//=========================================================
//=========================================================
bool CSingleplayRules::IsAllowedToSpawn( CBaseEntity *pEntity )
{
return true;
}
//=========================================================
//=========================================================
void CSingleplayRules::PlayerGotAmmo( CBaseCombatCharacter *pPlayer, char *szName, int iCount )
{
}
//=========================================================
//=========================================================
float CSingleplayRules::FlHealthChargerRechargeTime( void )
{
return 0;// don't recharge
}
//=========================================================
//=========================================================
int CSingleplayRules::DeadPlayerWeapons( CBasePlayer *pPlayer )
{
return GR_PLR_DROP_GUN_NO;
}
//=========================================================
//=========================================================
int CSingleplayRules::DeadPlayerAmmo( CBasePlayer *pPlayer )
{
return GR_PLR_DROP_AMMO_NO;
}
//=========================================================
//=========================================================
int CSingleplayRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
// why would a single player in half life need this?
return GR_NOTTEAMMATE;
}
//=========================================================
//=========================================================
bool CSingleplayRules::PlayerCanHearChat( CBasePlayer *pListener, CBasePlayer *pSpeaker, bool bTeamOnly )
{
return !bTeamOnly || PlayerRelationship( pListener, pSpeaker ) == GR_TEAMMATE;
}
//=========================================================
//=========================================================
bool CSingleplayRules::FAllowNPCs( void )
{
return true;
}
#endif