amxmodx/dlls/dod2/dodx/CMisc.h

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/*
* DoDX
* 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.
*
*/
#ifndef CMISC_H
#define CMISC_H
#include "CRank.h"
#define DODMAX_CUSTOMWPNS 5 // custom weapons
#define DODMAX_WEAPONS 42 + DODMAX_CUSTOMWPNS
#ifndef __linux__
#define LINUXOFFSET 0
#else
#define LINUXOFFSET 5
#endif
#define DOD_VERSION "0.1"
#define MAX_TRACE 6
struct traceVault {
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char szName[16];
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int iId;
int iAction;
float fDel;
};
#define ACT_NADE_NONE 0
#define ACT_NADE_SHOT 1<<0
#define ACT_NADE_PUT 1<<1
#define ACT_NADE_THROW 1<<2
// *****************************************************
// class CPlayer
// *****************************************************
class CPlayer {
private:
char ip[32];
public:
edict_t* pEdict;
int index;
int aiming;
int current;
int wpnModel;
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float savedScore;
int lastScore;
int sendScore;
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bool ingame;
bool bot;
float clearStats;
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float clearRound;
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struct PlayerWeapon : public Stats {
char* name;
int ammo;
int clip;
};
PlayerWeapon weapons[DODMAX_WEAPONS];
PlayerWeapon attackers[33];
PlayerWeapon victims[33];
Stats weaponsLife[DODMAX_WEAPONS]; // DEC-Weapon (Life) stats
Stats weaponsRnd[DODMAX_WEAPONS]; // DEC-Weapon (Round) stats
Stats life;
Stats round;
RankSystem::RankStats* rank;
void Init( int pi, edict_t* pe );
void Connect(const char* name,const char* ip );
void PutInServer();
void Disconnect();
void saveKill(CPlayer* pVictim, int weapon, int hs, int tk);
void saveHit(CPlayer* pVictim, int weapon, int damage, int aiming);
void saveShot(int weapon);
void updateScore(int weapon, int score);
void restartStats(bool all = true);
void killPlayer();
inline bool IsBot(){
const char* auth= (*g_engfuncs.pfnGetPlayerAuthId)(pEdict);
return ( auth && !strcmp( auth , "BOT" ) );
}
inline bool IsAlive(){
return ((pEdict->v.deadflag==DEAD_NO)&&(pEdict->v.health>0));
}
};
// *****************************************************
// class Grenades
// *****************************************************
class Grenades
{
struct Obj
{
CPlayer* player;
edict_t* grenade;
float time;
int type;
Obj* next;
} *head;
public:
Grenades() { head = 0; }
~Grenades() { clear(); }
void put( edict_t* grenade, float time, int type, CPlayer* player );
bool find( edict_t* enemy, CPlayer** p, int& type );
void clear();
};
// *****************************************************
// class CMapInfo
// *****************************************************
class CMapInfo
{
public:
edict_t* pEdict;
bool initialized;
int detect_axis_paras;
int detect_allies_paras;
int detect_allies_country;
void Init();
};
#ifdef FORWARD_OLD_SYSTEM
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// *****************************************************
// class Forward
// *****************************************************
class Forward
{
struct AmxCall {
AMX *amx;
int iFunctionIdx;
AmxCall* next;
AmxCall( AMX *a , int i, AmxCall* n ): amx(a), iFunctionIdx(i), next(n) {}
} *head;
public:
Forward() { head = 0; }
~Forward() { clear(); }
void clear();
void put( AMX *a , int i );
void exec(int p1,int p2,int p3,int p4,int p5,int p6);
void exec(int p1,int p2,int p3,int p4,int p5);
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void exec(int p1,int p2,int p3);
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void exec(int p1,int p2);
};
#endif
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#endif // CMISC_H