/* * 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(){ ingame = false; bot = false; 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; ingame = false; bot = false; 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; } #ifdef FORWARD_OLD_SYSTEM // ***************************************************** // 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,int p3){ AmxCall* a = head; while ( a ){ MF_AmxExec(a->amx, NULL, a->iFunctionIdx, 3,p1, p2, p3); 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; } } #endif