amxmodx/dlls/dod/dodx/CMisc.cpp

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/*
* DoDx
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* Copyright (c) 2004 Lukasz Wlasinski
*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "amxxmodule.h"
#include "CMisc.h"
#include "dodx.h"
// *****************************************************
// class CPlayer
// *****************************************************
void CPlayer::Disconnect()
{
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ingame = false;
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bot = false;
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savedScore = 0;
olddeadflag = 0;
oldteam = 0;
oldclass = 0;
oldprone = 0;
oldstamina = 0.0f;
// Model Stuff
sModel.is_model_set = false;
sModel.body_num = 0;
// Object stuff
object.pEdict = NULL;
object.type = 0;
object.carrying = false;
object.do_forward = false;
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if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused
return;
rank->updatePosition( &life );
}
void CPlayer::PutInServer(){
ingame = true;
if ( ignoreBots(pEdict) )
return;
restartStats();
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const char* unique;
const char* name = STRING(pEdict->v.netname);
switch((int)dodstats_rank->value) {
case 1:
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if ( (unique = GETPLAYERAUTHID(pEdict)) == 0 )
unique = name; // failed to get authid
break;
case 2:
unique = ip;
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break;
default:
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unique = name;
}
if ( ( rank = g_rank.findEntryInRank( unique , name ) ) == 0 )
ingame = false;
}
void CPlayer::Connect(const char* nn,const char* ippp ){
bot = IsBot();
strcpy(ip,ippp);
}
void CPlayer::restartStats(bool all)
{
if ( all )
{
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memset(weapons,0,sizeof(weapons));
memset(&round,0,sizeof(round));
memset(weaponsRnd,0,sizeof(weaponsRnd));
}
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memset(weaponsLife,0,sizeof(weaponsLife)); //DEC-Weapon (Round) stats
memset(attackers,0,sizeof(attackers));
memset(victims,0,sizeof(victims));
memset(&life,0,sizeof(life));
}
void CPlayer::Init( int pi, edict_t* pe )
{
aiming = 0;
wpnModel = 0;
wpnscount = 0;
lastScore = 0;
sendScore = 0;
clearRound = 0.0f;
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pEdict = pe;
index = pi;
current = 0;
clearStats = 0.0f;
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ingame = false;
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bot = false;
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savedScore = 0;
olddeadflag = 0;
oldteam = 0;
oldclass = 0;
oldprone = 0;
oldstamina = 0.0f;
do_scoped = false;
is_scoped = false;
// Model Stuff
sModel.is_model_set = false;
sModel.body_num = 0;
// Object stuff
object.pEdict = NULL;
object.type = 0;
object.carrying = false;
object.do_forward = false;
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}
void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk){
if ( ignoreBots(pEdict,pVictim->pEdict) )
return;
if ( pVictim->index == index )
{ // killed self
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pVictim->weapons[0].deaths++;
pVictim->life.deaths++;
pVictim->round.deaths++;
pVictim->weaponsLife[0].deaths++; // DEC-Weapon (life) stats
pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats
return;
}
int vw = get_weaponid(pVictim);
pVictim->attackers[index].name = (char*)weaponData[wweapon].name;
pVictim->attackers[index].kills++;
pVictim->attackers[index].hs += hhs;
pVictim->attackers[index].tks += ttk;
pVictim->attackers[0].kills++;
pVictim->attackers[0].hs += hhs;
pVictim->attackers[0].tks += ttk;
pVictim->weapons[vw].deaths++;
pVictim->weapons[0].deaths++;
pVictim->life.deaths++;
pVictim->round.deaths++;
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pVictim->weaponsLife[vw].deaths++; // DEC-Weapon (life) stats
pVictim->weaponsLife[0].deaths++; // DEC-Weapon (life) stats
pVictim->weaponsRnd[vw].deaths++; // DEC-Weapon (round) stats
pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats
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int vi = pVictim->index;
victims[vi].name = (char*)weaponData[wweapon].name;
victims[vi].deaths++;
victims[vi].hs += hhs;
victims[vi].tks += ttk;
victims[0].deaths++;
victims[0].hs += hhs;
victims[0].tks += ttk;
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weaponsLife[wweapon].kills++; // DEC-Weapon (life) stats
weaponsLife[wweapon].hs += hhs; // DEC-Weapon (life) stats
weaponsLife[wweapon].tks += ttk; // DEC-Weapon (life) stats
weaponsLife[0].kills++; // DEC-Weapon (life) stats
weaponsLife[0].hs += hhs; // DEC-Weapon (life) stats
weaponsLife[0].tks += ttk; // DEC-Weapon (life) stats
weaponsRnd[wweapon].kills++; // DEC-Weapon (round) stats
weaponsRnd[wweapon].hs += hhs; // DEC-Weapon (round) stats
weaponsRnd[wweapon].tks += ttk; // DEC-Weapon (round) stats
weaponsRnd[0].kills++; // DEC-Weapon (round) stats
weaponsRnd[0].hs += hhs; // DEC-Weapon (round) stats
weaponsRnd[0].tks += ttk; // DEC-Weapon (round) stats
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weapons[wweapon].kills++;
weapons[wweapon].hs += hhs;
weapons[wweapon].tks += ttk;
weapons[0].kills++;
weapons[0].hs += hhs;
weapons[0].tks += ttk;
life.kills++;
life.hs += hhs;
life.tks += ttk;
round.kills++;
round.hs += hhs;
round.tks += ttk;
}
void CPlayer::saveHit(CPlayer* pVictim, int wweapon, int ddamage, int bbody){
if ( ignoreBots(pEdict,pVictim->pEdict) )
return;
pVictim->attackers[index].hits++;
pVictim->attackers[index].damage += ddamage;
pVictim->attackers[index].bodyHits[bbody]++;
pVictim->attackers[0].hits++;
pVictim->attackers[0].damage += ddamage;
pVictim->attackers[0].bodyHits[bbody]++;
int vi = pVictim->index;
victims[vi].hits++;
victims[vi].damage += ddamage;
victims[vi].bodyHits[bbody]++;
victims[0].hits++;
victims[0].damage += ddamage;
victims[0].bodyHits[bbody]++;
weaponsLife[wweapon].hits++; // DEC-Weapon (life) stats
weaponsLife[wweapon].damage += ddamage; // DEC-Weapon (life) stats
weaponsLife[wweapon].bodyHits[bbody]++; // DEC-Weapon (life) stats
weaponsLife[0].hits++; // DEC-Weapon (life) stats
weaponsLife[0].damage += ddamage; // DEC-Weapon (life) stats
weaponsLife[0].bodyHits[bbody]++; // DEC-Weapon (life) stats
weaponsRnd[wweapon].hits++; // DEC-Weapon (round) stats
weaponsRnd[wweapon].damage += ddamage; // DEC-Weapon (round) stats
weaponsRnd[wweapon].bodyHits[bbody]++; // DEC-Weapon (round) stats
weaponsRnd[0].hits++; // DEC-Weapon (round) stats
weaponsRnd[0].damage += ddamage; // DEC-Weapon (round) stats
weaponsRnd[0].bodyHits[bbody]++; // DEC-Weapon (round) stats
weapons[wweapon].hits++;
weapons[wweapon].damage += ddamage;
weapons[wweapon].bodyHits[bbody]++;
weapons[0].hits++;
weapons[0].damage += ddamage;
weapons[0].bodyHits[bbody]++;
life.hits++;
life.damage += ddamage;
life.bodyHits[bbody]++;
round.hits++;
round.damage += ddamage;
round.bodyHits[bbody]++;
}
void CPlayer::saveShot(int weapon)
{
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if ( ignoreBots(pEdict) )
return;
victims[0].shots++;
weapons[weapon].shots++;
weapons[0].shots++;
life.shots++;
round.shots++;
weaponsLife[weapon].shots++; // DEC-Weapon (life) stats
weaponsLife[0].shots++; // DEC-Weapon (life) stats
weaponsRnd[weapon].shots++; // DEC-Weapon (round) stats
weaponsRnd[0].shots++; // DEC-Weapon (round) stats
}
void CPlayer::updateScore(int weapon, int score)
{
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if ( ignoreBots(pEdict) )
return;
life.points += score;
round.points += score;
weaponsLife[weapon].points += score;
weaponsLife[0].points += score;
weaponsRnd[weapon].points += score;
weaponsRnd[0].points += score;
weapons[weapon].points += score;
weapons[0].points += score;
}
void CPlayer::killPlayer()
{
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pEdict->v.dmg_inflictor = NULL;
pEdict->v.health = 0;
pEdict->v.deadflag = DEAD_RESPAWNABLE;
pEdict->v.weaponmodel = 0;
pEdict->v.weapons = 0;
}
void CPlayer::initModel(char* model)
{
strcpy(sModel.modelclass, (const char*)model);
sModel.is_model_set = true;
}
void CPlayer::clearModel()
{
sModel.is_model_set = false;
}
bool CPlayer::setModel()
{
if(!ingame || ignoreBots(pEdict))
return false;
if(sModel.is_model_set)
{
ENTITY_SET_KEYVALUE(pEdict, "model", sModel.modelclass);
pEdict->v.body = sModel.body_num;
return true;
}
return false;
}
void CPlayer::setBody(int bn)
{
if(!ingame || ignoreBots(pEdict))
return;
sModel.body_num = bn;
return;
}
/*
iuser3 = 0 standing up
iuser3 = 1 going prone or mg tearing down
iuser3 = 2 setting up mg while laying down
*/
void CPlayer::PreThink()
{
if(!ingame || ignoreBots(pEdict))
return;
// Died in the normal way
if(olddeadflag != 0 && pEdict->v.deadflag == 0 && iFSpawnForward != -1)
MF_ExecuteForward(iFSpawnForward, index);
if(oldteam != pEdict->v.team && iFTeamForward != -1)
MF_ExecuteForward(iFTeamForward, index, pEdict->v.team, oldteam);
if(oldclass != pEdict->v.playerclass && iFClassForward != -1)
MF_ExecuteForward(iFClassForward, index, pEdict->v.playerclass, oldclass);
if(oldprone != pEdict->v.iuser3 && oldprone != 2 && pEdict->v.iuser3 != 2 && iFProneForward != -1)
MF_ExecuteForward(iFProneForward, index, pEdict->v.iuser3);
if(oldstamina > pEdict->v.fuser4 && iFStaminaForward != -1)
MF_ExecuteForward(iFStaminaForward, index, ((int)pEdict->v.fuser4));
if(wpns_bitfield != pEdict->v.weapons)
WeaponsCheck(pEdict->v.weapons & ~(1<<31));
// Set the old variables for
oldprone = pEdict->v.iuser3;
olddeadflag = pEdict->v.deadflag;
oldteam = pEdict->v.team;
oldclass = pEdict->v.playerclass;
oldstamina = pEdict->v.fuser4;
wpns_bitfield = pEdict->v.weapons & ~(1<<31);
}
void CPlayer::Scoping(int value)
{
// Everyone gets a 0 then another call for 90, so I need to figure out
// what weapon they have before I can then check if they are scoped or not
do_scoped = false;
switch(value)
{
// This is when the scope is dropped from the eye
case 0:
// Is this an initial call
if(mPlayer->current == 0)
return;
// SKar Spring SFG42 SEnfield
if((mPlayer->current == 6 || mPlayer->current == 9 || mPlayer->current == 32 || mPlayer->current == 35) && is_scoped)
{
is_scoped = false;
do_scoped = true;
}
break;
// This is when the scope is put up to the eye
case 20:
// SKar Spring SFG42 SEnfield
if((mPlayer->current == 6 || mPlayer->current == 9 || mPlayer->current == 32 || mPlayer->current == 35) && !is_scoped)
{
is_scoped = true;
do_scoped = true;
}
break;
// This means the scope has been initialized
case 90:
is_scoped = false;
return;
};
}
void CPlayer::ScopingCheck()
{
if(do_scoped)
MF_ExecuteForward(iFScopeForward, index, (int)is_scoped);
}
void CPlayer::WeaponsCheck(int weapons)
{
if(wpns_bitfield == 0)
return;
else if(pEdict->v.weapons == 0)
return;
int old;
int cur;
for(int i = 1; i < MAX_WEAPONS; ++i)
{
// Check to see we are not talking about a grenade and we have changed
if(i != 13 && i != 14 && i != 15 && i != 16 && i != 36)
{
old = wpns_bitfield&(1<<i);
cur = weapons&(1<<i);
if(old != cur)
MF_ExecuteForward(iFWpnPickupForward, index, i, ((weapons&(1<<i)) ? 1 : 0));
}
}
}
// *****************************************************
// class Grenades
// *****************************************************
void Grenades::put(edict_t* grenade, float time, int type, CPlayer* player )
{
Obj* a = new Obj;
a->player = player;
a->grenade = grenade;
a->time = gpGlobals->time + time;
a->type = type;
a->next = head;
head = a;
}
bool Grenades::find( edict_t* enemy, CPlayer** p, int& type )
{
bool found = false;
float lastTime = 0.0;
Obj** a = &head;
while(*a)
{
if((*a)->time > gpGlobals->time)
{
if((*a)->grenade == enemy)
{
found = true;
// we need this because of catched grenades
if((*a)->time > lastTime)
{
(*p) = (*a)->player; // two people can have the same nade in our list
type = (*a)->type;
lastTime = (*a)->time;
}
}
}
else
{
Obj* next = (*a)->next;
delete *a;
*a = next;
continue;
}
a = &(*a)->next;
}
return found;
}
void Grenades::clear()
{
while(head)
{
Obj* a = head->next;
delete head;
head = a;
}
}
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// *****************************************************
// class CMapInfo
// *****************************************************
void CMapInfo::Init()
{
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pEdict = 0;
initialized = false;
/* default values from dod.fgd */
detect_axis_paras = 0;
detect_allies_paras = 0;
detect_allies_country = 0;
}