amxmodx/dlls/dod2/dodfun/CMisc.cpp
2005-05-31 13:56:15 +00:00

153 lines
4.2 KiB
C++
Executable File

/*
* dodfun
* 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 "dodfun.h"
// *****************************************************
// class CPlayer
// *****************************************************
void CPlayer::Disconnect(){
ingame = staminaSet = fuseSet = bot = false;
}
void CPlayer::PutInServer(){
ingame = true;
}
void CPlayer::Connect(){
bot = IsBot();
}
void CPlayer::Init( int pi, edict_t* pe )
{
pEdict = pe;
index = pi;
current = 0;
ingame = staminaSet = fuseSet = bot = false;
}
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;
}
void CPlayer::setTeamName( char *szName ){
for (int i=0;i<16;i++){
*( (char*)pEdict->pvPrivateData + STEAM_PDOFFSET_TEAMNAME + i ) = szName[i];
}
}
void CPlayer::getTeamName(char * szName ){
for (int i=0;i<16;i++){
szName[i] = *( (char*)pEdict->pvPrivateData + STEAM_PDOFFSET_TEAMNAME + i );
}
}
void CObjective::SetKeyValue( int index, char *keyname, char *value ){
KeyValueData pkvd;
pkvd.szClassName = (char *)STRING(obj[index].pEdict->v.classname);
pkvd.szKeyName = keyname; // type
pkvd.szValue = value;
pkvd.fHandled = false;
MDLL_KeyValue(obj[index].pEdict, &pkvd);
}
void CObjective::InitObj(int dest , edict_t* ed ){
MESSAGE_BEGIN( dest, gmsgInitObj,0,ed );
WRITE_BYTE( count );
for ( int i=0; i<count; i++ ){
WRITE_SHORT(ENTINDEX(obj[i].pEdict));
WRITE_BYTE( obj[i].index );
WRITE_BYTE( obj[i].owner );
WRITE_BYTE( obj[i].visible );
WRITE_BYTE( obj[i].icon_neutral );
WRITE_BYTE( obj[i].icon_allies );
WRITE_BYTE( obj[i].icon_axis );
WRITE_COORD( obj[i].origin_x );
WRITE_COORD( obj[i].origin_y );
}
MESSAGE_END();
}
void CObjective::SetObj(int index){
MESSAGE_BEGIN(MSG_ALL,gmsgSetObj);
WRITE_BYTE(obj[index].index);
WRITE_BYTE(obj[index].owner);
WRITE_BYTE(0);
MESSAGE_END();
}
void CObjective::UpdateOwner(int index, int team){
obj[index].owner = team;
GET_CP_PD(obj[index].pEdict).owner = team;
switch ( team ){
case 0:
obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_neutral );
obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_neutral;
break;
case 1:
obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_allies );
obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_allies;
break;
case 2:
obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_axis );
obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_axis;
break;
}
mObjects.SetObj(index);
}
void CObjective::Sort(){
objinfo_t temp;
for (int j=0;j<count-1;j++ ){
for (int i=0;i<count-1;i++ ){
if ( obj[i].index > obj[i+1].index ){
temp = obj[i+1];
obj[i+1] = obj[i];
obj[i] = temp;
}
}
}
}