nuclide/src/server/skill.qc

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/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* 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.
*/
/*
=================
Skill_Init
Usually just parses a config file. Make sure readcmd() is used here because
localcmd() does not parse files instantly - so monsters/weapons may be
initialized before the skill variables are read!
This will almost always result in them using default values, or (worst case) 0.
=================
*/
void
Skill_Init(void)
{
/* sometimes we have extra overrides that the original does not
provide. so we execute our mod-specific config here */
readcmd(sprintf("exec skill_%s.cfg\n", cvar_string("game")));
readcmd(sprintf("exec maps/%s_skl.cfg\n", mapname));
}
/*
=================
Skill_GetValue
Return a skill variable's value or return a defaultvalue if it's undefined.
=================
*/
float
Skill_GetValue(string variable, float defaultvalue)
{
float skill = cvar("skill");
float val = fabs(cvar(sprintf("sk_%s%d", variable, skill)));
return (val == 0) ? defaultvalue : val;
}
/* input string is potentially a skill variable */
float
Skill_GetDefValue(string variable)
{
if (substring(variable, 0, 6) == "skill:") {
return Skill_GetValue(substring(variable, 6, -1), 0);
}
return stof(variable);
}