source-sdk-2013-mapbase/sp/src/game/shared/ammodef.cpp

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2013-12-03 07:31:46 +04:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ammodef.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Return a pointer to the Ammo at the Index passed in
//-----------------------------------------------------------------------------
Ammo_t *CAmmoDef::GetAmmoOfIndex(int nAmmoIndex)
{
if ( nAmmoIndex >= m_nAmmoIndex )
return NULL;
return &m_AmmoType[ nAmmoIndex ];
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
const char* CAmmoDef::Name(int nAmmoIndex)
{
if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
return NULL;
return m_AmmoType[nAmmoIndex].pName;
}
#endif
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//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::Index(const char *psz)
{
int i;
if (!psz)
return -1;
for (i = 1; i < m_nAmmoIndex; i++)
{
if (stricmp( psz, m_AmmoType[i].pName ) == 0)
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::PlrDamage(int nAmmoIndex)
{
if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
return 0;
if ( m_AmmoType[nAmmoIndex].pPlrDmg == USE_CVAR )
{
if ( m_AmmoType[nAmmoIndex].pPlrDmgCVar )
{
return m_AmmoType[nAmmoIndex].pPlrDmgCVar->GetFloat();
}
return 0;
}
else
{
return m_AmmoType[nAmmoIndex].pPlrDmg;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::NPCDamage(int nAmmoIndex)
{
if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
return 0;
if ( m_AmmoType[nAmmoIndex].pNPCDmg == USE_CVAR )
{
if ( m_AmmoType[nAmmoIndex].pNPCDmgCVar )
{
return m_AmmoType[nAmmoIndex].pNPCDmgCVar->GetFloat();
}
return 0;
}
else
{
return m_AmmoType[nAmmoIndex].pNPCDmg;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::MaxCarry(int nAmmoIndex)
{
if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
return 0;
if ( m_AmmoType[nAmmoIndex].pMaxCarry == USE_CVAR )
{
if ( m_AmmoType[nAmmoIndex].pMaxCarryCVar )
return m_AmmoType[nAmmoIndex].pMaxCarryCVar->GetFloat();
return 0;
}
else
{
return m_AmmoType[nAmmoIndex].pMaxCarry;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::DamageType(int nAmmoIndex)
{
if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
return 0;
return m_AmmoType[nAmmoIndex].nDamageType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CAmmoDef::Flags(int nAmmoIndex)
{
if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
return 0;
return m_AmmoType[nAmmoIndex].nFlags;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::MinSplashSize(int nAmmoIndex)
{
if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
return 4;
return m_AmmoType[nAmmoIndex].nMinSplashSize;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::MaxSplashSize(int nAmmoIndex)
{
if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
return 8;
return m_AmmoType[nAmmoIndex].nMaxSplashSize;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
int CAmmoDef::TracerType(int nAmmoIndex)
{
if (nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex)
return 0;
return m_AmmoType[nAmmoIndex].eTracerType;
}
float CAmmoDef::DamageForce(int nAmmoIndex)
{
if ( nAmmoIndex < 1 || nAmmoIndex >= m_nAmmoIndex )
return 0;
return m_AmmoType[nAmmoIndex].physicsForceImpulse;
}
//-----------------------------------------------------------------------------
// Purpose: Create an Ammo type with the name, decal, and tracer.
// Does not increment m_nAmmoIndex because the functions below do so and
// are the only entry point.
//-----------------------------------------------------------------------------
bool CAmmoDef::AddAmmoType(char const* name, int damageType, int tracerType, int nFlags, int minSplashSize, int maxSplashSize )
{
if (m_nAmmoIndex == MAX_AMMO_TYPES)
return false;
int len = strlen(name);
m_AmmoType[m_nAmmoIndex].pName = new char[len+1];
Q_strncpy(m_AmmoType[m_nAmmoIndex].pName, name,len+1);
m_AmmoType[m_nAmmoIndex].nDamageType = damageType;
m_AmmoType[m_nAmmoIndex].eTracerType = tracerType;
m_AmmoType[m_nAmmoIndex].nMinSplashSize = minSplashSize;
m_AmmoType[m_nAmmoIndex].nMaxSplashSize = maxSplashSize;
m_AmmoType[m_nAmmoIndex].nFlags = nFlags;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Add an ammo type with it's damage & carrying capability specified via cvars
//-----------------------------------------------------------------------------
void CAmmoDef::AddAmmoType(char const* name, int damageType, int tracerType,
char const* plr_cvar, char const* npc_cvar, char const* carry_cvar,
float physicsForceImpulse, int nFlags, int minSplashSize, int maxSplashSize)
{
if ( AddAmmoType( name, damageType, tracerType, nFlags, minSplashSize, maxSplashSize ) == false )
return;
if (plr_cvar)
{
m_AmmoType[m_nAmmoIndex].pPlrDmgCVar = cvar->FindVar(plr_cvar);
if (!m_AmmoType[m_nAmmoIndex].pPlrDmgCVar)
{
Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",name,plr_cvar);
}
m_AmmoType[m_nAmmoIndex].pPlrDmg = USE_CVAR;
}
if (npc_cvar)
{
m_AmmoType[m_nAmmoIndex].pNPCDmgCVar = cvar->FindVar(npc_cvar);
if (!m_AmmoType[m_nAmmoIndex].pNPCDmgCVar)
{
Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",name,npc_cvar);
}
m_AmmoType[m_nAmmoIndex].pNPCDmg = USE_CVAR;
}
if (carry_cvar)
{
m_AmmoType[m_nAmmoIndex].pMaxCarryCVar= cvar->FindVar(carry_cvar);
if (!m_AmmoType[m_nAmmoIndex].pMaxCarryCVar)
{
Msg("ERROR: Ammo (%s) found no CVar named (%s)\n",name,carry_cvar);
}
m_AmmoType[m_nAmmoIndex].pMaxCarry = USE_CVAR;
}
m_AmmoType[m_nAmmoIndex].physicsForceImpulse = physicsForceImpulse;
m_nAmmoIndex++;
}
//-----------------------------------------------------------------------------
// Purpose: Add an ammo type with it's damage & carrying capability specified via integers
//-----------------------------------------------------------------------------
void CAmmoDef::AddAmmoType(char const* name, int damageType, int tracerType,
int plr_dmg, int npc_dmg, int carry, float physicsForceImpulse,
int nFlags, int minSplashSize, int maxSplashSize )
{
if ( AddAmmoType( name, damageType, tracerType, nFlags, minSplashSize, maxSplashSize ) == false )
return;
m_AmmoType[m_nAmmoIndex].pPlrDmg = plr_dmg;
m_AmmoType[m_nAmmoIndex].pNPCDmg = npc_dmg;
m_AmmoType[m_nAmmoIndex].pMaxCarry = carry;
m_AmmoType[m_nAmmoIndex].physicsForceImpulse = physicsForceImpulse;
m_nAmmoIndex++;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CAmmoDef::CAmmoDef(void)
{
// Start with an index of 1. Client assumes 0 is an invalid ammo type
m_nAmmoIndex = 1;
memset( m_AmmoType, 0, sizeof( m_AmmoType ) );
}
CAmmoDef::~CAmmoDef( void )
{
for ( int i = 1; i < MAX_AMMO_TYPES; i++ )
{
delete[] m_AmmoType[ i ].pName;
}
}
#ifdef MAPBASE_VSCRIPT
BEGIN_SCRIPTDESC_ROOT( CAmmoDef, SCRIPT_SINGLETON "The ammo type definition manager." )
DEFINE_SCRIPTFUNC( Name, "Gets the name of the specified ammo type index." )
DEFINE_SCRIPTFUNC( Index, "Gets the index of the specified ammo type name." )
DEFINE_SCRIPTFUNC( PlrDamage, "Gets the damage players deal for the specified ammo type." )
DEFINE_SCRIPTFUNC( NPCDamage, "Gets the damage NPCs deal for the specified ammo type." )
DEFINE_SCRIPTFUNC( MaxCarry, "Gets the maximum amount of this ammo type which players should be able to carry." )
DEFINE_SCRIPTFUNC( DamageType, "Gets the type of damage this ammo type deals." )
DEFINE_SCRIPTFUNC( TracerType, "Gets the type of tracer this ammo type uses." )
DEFINE_SCRIPTFUNC( DamageForce, "Gets the amount of force this ammo type deals." )
DEFINE_SCRIPTFUNC( MinSplashSize, "Gets the minimum size of water splashes caused by impacts from this ammo type." )
DEFINE_SCRIPTFUNC( MaxSplashSize, "Gets the maximum size of water splashes caused by impacts from this ammo type." )
DEFINE_SCRIPTFUNC( Flags, "Gets the flags this ammo type uses." )
Mapbase v6.1 - Added postprocess_controller entity from later versions of Source - Added env_dof_controller entity from later versions of Source - Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK - Fixed auto-breaking game_text/choreo text not null terminating - Fixed console groups showing up at the wrong developer levels - Added more mesages to console groups, including a new "NPC AI" console group - Fixed typos and added elaboration in various cvars, console messages, etc. - Fixed npc_metropolice not using frag grenades correctly when allowed to use them - Fixed npc_metropolice not registering stitching squad slots in AI - Fixed SetModel input late precache warning - Fixed env_global_light angles resetting upon loading a save - Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak - Allowed VScript functions which return null strings to actually return null instead of empty strings - Added VScript member variable documentation - Fixed VScript documentation lines sometimes mixing together - Fixed VScript singletons having a ! at the beginning of descriptions - Added Color struct to VScript and allowed color-related inputs to use it - Added more VScript functions for weapons, ammo, ragdolling, and response contexts - Added GameRules singleton for VScript - Exposed AI interaction system to VScript - Recovered some lost documentation from older revisions of the Mapbase wiki - Added a way to get the current game's load type in VScript - Fixed Precache/SpawnEntityFromTable not accounting for a few important field types - Added VScript functions for getting a player's eye vectors - Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing - Changed the way metrocops deploy their manhacks so they could use their manhack death response properly - Fixed "Use Server" keyvalue on game_convar_mod not working - Adjusted CAI_Expresser in VScript
2020-12-17 06:38:23 +03:00
DEFINE_SCRIPTFUNC( GetNumAmmoTypes, "Gets the number of ammo types which currently exist." )
END_SCRIPTDESC();
#endif
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