amxmodx/dlls/dod2/dodx/CMisc.cpp

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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.
*
*/
#include "amxxmodule.h"
#include "CMisc.h"
#include "dodx.h"
// *****************************************************
// 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;
if ( (*a)->time > lastTime ){ // we need this because of catched grenades
(*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;
}
}
// *****************************************************
// class CPlayer
// *****************************************************
void CPlayer::Disconnect(){
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ingame = false;
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savedScore = 0;
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();
const char* unique;
const char* name = STRING(pEdict->v.netname);
switch((int)dodstats_rank->value) {
case 1:
if ( (unique = GETPLAYERAUTHID(pEdict)) == 0 )
unique = name; // failed to get authid
break;
case 2:
unique = ip;
break;
default:
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 ){
memset(weapons,0,sizeof(weapons));
memset(&round,0,sizeof(round));
memset(weaponsRnd,0,sizeof(weaponsRnd));
}
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 )
{
pEdict = pe;
index = pi;
current = 0;
clearStats = 0.0f;
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ingame = false;
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savedScore = 0;
}
void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk){
if ( ignoreBots(pEdict,pVictim->pEdict) )
return;
if ( pVictim->index == index ){ // killed self
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++;
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
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;
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
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){
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){
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(){
pEdict->v.dmg_inflictor = NULL;
pEdict->v.health = 0;
pEdict->v.deadflag = DEAD_RESPAWNABLE;
pEdict->v.weaponmodel = 0;
pEdict->v.weapons = 0;
}
// *****************************************************
// class CMapInfo
// *****************************************************
void CMapInfo::Init(){
pEdict = 0;
initialized = false;
/* default values from dod.fgd */
detect_axis_paras = 0;
detect_allies_paras = 0;
detect_allies_country = 0;
}
// *****************************************************
// class Forward
// *****************************************************
void Forward::put( AMX *a , int i ){
head = new AmxCall( a, i , head );
}
void Forward::clear(){
while ( head ) {
AmxCall* a = head->next;
delete head;
head = a;
}
}
void Forward::exec(int p1,int p2,int p3,int p4,int p5,int p6){
AmxCall* a = head;
while ( a ){
MF_AmxExec(a->amx, NULL, a->iFunctionIdx, 6,p1, p2, p3, p4, p5, p6);
a = a->next;
}
}
void Forward::exec(int p1,int p2,int p3,int p4,int p5){
AmxCall* a = head;
while ( a ){
MF_AmxExec(a->amx, NULL, a->iFunctionIdx, 5,p1, p2, p3, p4, p5);
a = a->next;
}
}
void Forward::exec(int p1,int p2){
AmxCall* a = head;
while ( a ){
MF_AmxExec(a->amx, NULL, a->iFunctionIdx, 2,p1, p2);
a = a->next;
}
}