amxmodx/modules/tfcx/CMisc.cpp

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
// Copyright (C) 2004 Lukasz Wlasinski.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// TFCX Module
//
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#include "amxxmodule.h"
#include "CMisc.h"
#include "tfcx.h"
// *****************************************************
// class Grenades
// *****************************************************
void Grenades::put( edict_t* grenade, float time, int type, CPlayer* player )
{
Obj* a = new Obj;
if ( a == 0 ) return;
a->player = player;
a->grenade = grenade;
a->time = gpGlobals->time + time;
a->type = type;
a->prev = 0;
a->next = head;
if ( head ) head->prev = a;
head = a;
}
bool Grenades::find( edict_t* enemy, CPlayer** p, int* type )
{
bool found = false;
Obj* a = head;
while ( a ){
if ( a->time > gpGlobals->time ) {
if ( a->grenade == enemy && !found ) {
found = true;
*p = a->player;
*type = a->type;
}
}
else {
Obj* next = a->next;
if (a->prev) a->prev->next = next;
else head = next;
if (next) next->prev = a->prev;
delete a;
a = next;
continue;
}
a = a->next;
}
return found;
}
void Grenades::clear()
{
while(head){
Obj* a = head->next;
delete head;
head = a;
}
}
// *****************************************************
// class CPlayer
// *****************************************************
void CPlayer::Disconnect(){
ingame = false;
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bot = 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 );
rank = 0;
}
void CPlayer::PutInServer(){
ingame = true;
if ((int)tfcstats_rankbots->value == 0 && IsBot()) // ignoreBots() can't be used as bot's flags are not set yet.
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return;
restartStats();
const char* name = STRING(pEdict->v.netname);
const char* unique = name;
bool isip = false;
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switch((int)tfcstats_rank->value) {
case 1:
if ( (unique = GETPLAYERAUTHID(pEdict)) == 0 )
unique = name; // failed to get authid
break;
case 2:
unique = ip;
isip = true;
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}
rank = g_rank.findEntryInRank( unique , name , isip);
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}
void CPlayer::Connect(const char* address ){
bot = IsBot();
strcpy(ip,address);
// Strip the port from the ip
for (size_t i = 0; i < sizeof(ip); i++)
{
if (ip[i] == ':')
{
ip[i] = '\0';
break;
}
}
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rank = 0;
clearStats = 0.0f;
}
void CPlayer::restartStats(bool all)
{
if ( all ) memset(weapons,0,sizeof(weapons));
memset(weaponsRnd,0,sizeof(weaponsRnd)); //DEC-Weapon (Round) stats
memset(attackers,0,sizeof(attackers));
memset(victims,0,sizeof(victims));
life = {};
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}
void CPlayer::Init( int pi, edict_t* pe )
{
pEdict = pe;
index = pi;
current = 0;
clearStats = 0.0f;
rank = 0;
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ingame = false;
bot = false;
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}
void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk)
{
if (!isModuleActive())
return;
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if ( ignoreBots(pEdict,pVictim->pEdict) )
return;
//PRINT_CONSOLE("Death! Killer:%d Victim:%d weapon:%d hs:%d tk:%d\n",index,pVictim->index,wweapon,hhs,ttk);
if ( pVictim->index == index ){ // killed self
pVictim->weapons[0].deaths++;
pVictim->life.deaths++;
pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats
return;
}
pVictim->attackers[index].name = 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[pVictim->current].deaths++;
pVictim->weapons[0].deaths++;
pVictim->life.deaths++;
pVictim->weaponsRnd[pVictim->current].deaths++; // DEC-Weapon (round) stats
pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats
int vi = pVictim->index;
victims[vi].name = 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;
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
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;
}
void CPlayer::saveHit(CPlayer* pVictim, int wweapon, int ddamage, int bbody)
{
if (!isModuleActive())
return;
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if ( ignoreBots(pEdict,pVictim->pEdict) )
return;
if ( ignoreDamage )
return;
//PRINT_CONSOLE("Hit! Attacker:%d Victim:%d weapon:%d damage:%d body:%d\n",index,pVictim->index,wweapon,ddamage,bbody);
if ( index == pVictim->index ) 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]++;
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]++;
}
void CPlayer::saveShot(int weapon)
{
if (!isModuleActive())
return;
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//PRINT_CONSOLE("Shot! Weapon:%d\n",weapon);
if ( ignoreBots(pEdict) )
return;
if ( ignoreDamage )
return;
victims[0].shots++;
weapons[weapon].shots++;
weapons[0].shots++;
life.shots++;
weaponsRnd[weapon].shots++; // DEC-Weapon (round) stats
weaponsRnd[0].shots++; // DEC-Weapon (round) stats
}
void CPlayer::killPlayer(){
pEdict->v.dmg_inflictor = NULL;
pEdict->v.health = 0;
pEdict->v.deadflag = DEAD_RESPAWNABLE;
pEdict->v.weaponmodel = 0;
pEdict->v.weapons = 0;
}