cstrike/src/server/buy.qc

177 lines
4.5 KiB
Plaintext

/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
CSEv_BuyWeapon_f(float fWeapon)
{
CSGameRules rules = (CSGameRules)g_grMode;
int iWeapon;
player pl = (player)self;
iWeapon = (int)fWeapon;
if (rules.BuyingPossible(pl) == FALSE) {
return;
}
if (pl.team == TEAM_T) {
if (iWeapon == WEAPON_M4A1) { return; }
if (iWeapon == WEAPON_AUG) { return; }
if (iWeapon == WEAPON_SG550) { return; }
if (iWeapon == WEAPON_FIVESEVEN) { return; }
if (iWeapon == WEAPON_TMP) { return; }
} else if (pl.team == TEAM_CT) {
if (iWeapon == WEAPON_AK47) { return; }
if (iWeapon == WEAPON_SG552) { return; }
if (iWeapon == WEAPON_G3SG1) { return; }
if (iWeapon == WEAPON_ELITES) { return; }
if (iWeapon == WEAPON_MAC10) { return; }
}
if (Weapons_IsPresent(pl, iWeapon))
return;
if ((pl.money - g_cstrikeWeaponPrice[iWeapon]) >= 0) {
/* let's check if we've got a limit */
int maxit;
maxit = rules.MaxItemPerSlot(g_weapons[iWeapon].slot);
if (maxit > 0) {
int wantslot = g_weapons[iWeapon].slot;
int c = 0;
for (int i = 0; i < g_weapons.length; i++) {
if (pl.g_items & g_weapons[i].id && g_weapons[i].slot == wantslot) {
c++;
/* we're over the slot limit. */
if (c >= maxit) {
pl.activeweapon = i;
Weapon_DropCurrentWeapon(pl);
}
}
}
}
Weapons_AddItem(pl, iWeapon, -1);
Money_AddMoney(pl, -g_cstrikeWeaponPrice[iWeapon]);
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
if (autocvar_fcs_fillweapons) {
if (g_weapons[iWeapon].slot == 0)
Ammo_BuyPrimary(pl, TRUE);
else if (g_weapons[iWeapon].slot == 1)
Ammo_BuySecondary(pl, TRUE);
}
} else {
//centerprint(pl, "You have insufficient funds!");
}
}
void
CSEv_BuyEquipment_f(float fUtil)
{
CSGameRules rules = (CSGameRules)g_grMode;
int iUtil;
player pl = (player)self;
iUtil = (int)fUtil;
if (rules.BuyingPossible(pl) == FALSE) {
return;
}
if (pl.team == TEAM_T) {
if (iUtil == 5) { return; }
}
if ((pl.money - g_cstrikeUtilPrice[iUtil]) >= 0) {
switch (iUtil) {
case 0:
if (pl.armor >= 100)
return;
pl.armor = 100;
Sound_Play(pl, CHAN_ITEM, "buy.kevlar");
break;
case 1:
/* if we already have a helmet, buy just armor */
if (pl.g_items & ITEM_HELMET && pl.armor >= 0) {
CSEv_BuyEquipment_f(0);
return;
} else if (!(pl.g_items & ITEM_HELMET) && pl.armor >= 100) { /* only need helmet, so add it */
pl.g_items |= ITEM_HELMET;
Money_AddMoney(pl, -350);
Sound_Play(pl, CHAN_ITEM, "buy.kevlar");
return;
}
pl.armor = 100;
pl.g_items |= ITEM_HELMET;
Sound_Play(pl, CHAN_ITEM, "buy.kevlar");
break;
case 2:
if (Weapons_IsPresent(pl, WEAPON_FLASHBANG)) {
if (pl.ammo_fbgrenade >= AMMO_MAX_FLASHBANG)
return;
else
pl.ammo_fbgrenade++;
} else
Weapons_AddItem(pl, WEAPON_FLASHBANG, -1);
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
break;
case 3:
if (Weapons_IsPresent(pl, WEAPON_HEGRENADE)) {
if (pl.ammo_hegrenade >= AMMO_MAX_HENADE)
return;
else
pl.ammo_hegrenade++;
} else
Weapons_AddItem(pl, WEAPON_HEGRENADE, -1);
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
break;
case 4:
if (Weapons_IsPresent(pl, WEAPON_SMOKEGRENADE)) {
if (pl.ammo_smokegrenade >= AMMO_MAX_SMOKE)
return;
else
pl.ammo_smokegrenade++;
} else
Weapons_AddItem(pl, WEAPON_SMOKEGRENADE, -1);
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
break;
case 5:
if (pl.g_items & ITEM_DEFUSAL)
return;
pl.g_items |= ITEM_DEFUSAL;
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
break;
case 6:
if (pl.g_items & ITEM_NIGHTVISION)
return;
pl.g_items |= ITEM_NIGHTVISION;
Sound_Play(pl, CHAN_ITEM, "buy.weapon");
break;
}
Money_AddMoney(pl, -g_cstrikeUtilPrice[iUtil]);
} else {
centerprint(pl, "You have insufficient funds!");
}
}