amxmodx/amxmodx/emsg.cpp

358 lines
7.3 KiB
C++
Executable File

/* AMX Mod X
*
* by the AMX Mod X Development Team
* originally developed by OLO
*
*
* 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 "amxmodx.h"
#include "CMenu.h"
int gmsgAmmoPickup;
int gmsgAmmoX;
int gmsgBattery;
int gmsgCurWeapon;
int gmsgDamage;
int gmsgDeathMsg;
int gmsgHealth;
int gmsgMOTD;
int gmsgScoreInfo;
int gmsgSendAudio;
int gmsgServerName;
int gmsgShowMenu;
int gmsgTeamInfo;
int gmsgTextMsg;
int gmsgVGUIMenu;
int gmsgWeapPickup;
int gmsgWeaponList;
int gmsgintermission;
int gmsgResetHUD;
int gmsgRoundTime;
TeamIds g_teamsIds;
WeaponsVault g_weaponsData[MAX_WEAPONS];
void Client_VGUIMenu(void* mValue)
{
if (!mPlayer) return;
mPlayer->vgui = true;
switch (mState++)
{
case 0:
mPlayer->menu = -(*(int*)mValue);
mPlayer->newmenu = -1;
break;
case 1:
mPlayer->keys = *(int*)mValue;
}
}
void Client_ShowMenu(void* mValue)
{
if (!mPlayer) return;
mPlayer->vgui = true;
switch (mState++)
{
case 0:
mPlayer->keys = *(int*)mValue;
break;
case 3:
{
mPlayer->menu = g_menucmds.findMenuId((char*)mValue);
mPlayer->newmenu = -1;
break;
}
}
}
extern bool g_bmod_tfc;
void Client_TeamInfo(void* mValue)
{
if (mPlayer && !g_bmod_tfc) return;
static int index;
switch (mState++)
{
case 0:
index = *(int*)mValue;
break;
case 1:
if (index < 1 || index > gpGlobals->maxClients) break;
char* msg = (char*)mValue;
g_players[index].team.assign(msg);
g_teamsIds.registerTeam(msg, -1);
break;
}
}
void Client_TextMsg(void* mValue)
{
if (mPlayer) return;
switch (mState++)
{
case 1:
{
char * msg = (char*)mValue;
if (!msg) break;
if (!strncmp("#Game_C", msg, 7))
{
g_game_timeleft = g_game_restarting = gpGlobals->time + 3;
//g_endround_time = gpGlobals->time;
//g_newround_time = gpGlobals->time + CVAR_GET_FLOAT("mp_freezetime") + 3;
}
else if (!strncmp("#Game_w", msg, 7))
{
g_game_timeleft = -2;
}
else if (!strncmp("#game_clan_s", msg, 12))
{
g_game_timeleft = -3;
}
break;
}
case 2:
{
char * msg = (char*)mValue;
if (!msg) break;
if (g_game_timeleft == -2)
{
g_game_timeleft = g_game_restarting = gpGlobals->time + atoi(msg);
//g_newround_time = g_game_timeleft + CVAR_GET_FLOAT("mp_freezetime");
}
else if (g_game_timeleft == -3)
g_game_restarting = atoi(msg) * 60.0f;
break;
}
case 3:
{
char * msg = (char*)mValue;
if (!msg) break;
if (g_game_timeleft != -3) break;
g_game_restarting += atoi(msg);
g_game_timeleft = g_game_restarting = gpGlobals->time + g_game_restarting;
break;
}
}
}
void Client_WeaponList(void* mValue)
{
static int wpnList = 0;
//static int wpnList2;
static int iSlot;
static const char* wpnName;
switch (mState++)
{
case 0:
wpnName = (char*)mValue;
break;
case 1:
iSlot = *(int*)mValue;
break;
case 7:
int iId = *(int*)mValue;
if ((iId < 0 || iId >= MAX_WEAPONS) || (wpnList & (1<<iId)))
break;
wpnList |= (1<<iId);
g_weaponsData[iId].iId = iId;
g_weaponsData[iId].ammoSlot = iSlot;
g_weaponsData[iId].fullName.assign(wpnName);
}
}
void Client_CurWeapon(void* mValue)
{
static int iState;
static int iId;
switch (mState++)
{
case 0:
iState = *(int*)mValue;
break;
case 1:
if (!iState) break;
iId = *(int*)mValue;
break;
case 2:
if (!mPlayer) return;
if (!iState || (iId < 1 || iId >= MAX_WEAPONS)) break;
mPlayer->current = iId;
if (*(int*)mValue < mPlayer->weapons[iId].clip && // Only update the lastHit vector if the clip size is decreasing
*(int*)mValue != -1) // But not if it's a melee weapon
{
mPlayer->lastHit = mPlayer->lastTrace;
}
mPlayer->weapons[iId].clip = *(int*)mValue;
}
}
void Client_AmmoX(void* mValue)
{
static int iAmmo;
switch (mState++)
{
case 0:
iAmmo = *(int*)mValue;
break;
case 1:
if (!mPlayer) return;
for (int i = 1; i < MAX_WEAPONS; ++i)
if (iAmmo == g_weaponsData[i].ammoSlot)
mPlayer->weapons[i].ammo = *(int*)mValue;
}
}
void Client_AmmoPickup(void* mValue)
{
static int iSlot;
switch (mState++)
{
case 0:
iSlot = *(int*)mValue;
break;
case 1:
if (!mPlayer) return;
for (int i = 1; i < MAX_WEAPONS; ++i)
if (g_weaponsData[i].ammoSlot==iSlot)
mPlayer->weapons[i].ammo += *(int*)mValue;
}
}
void Client_ScoreInfo(void* mValue)
{
static int index;
static int deaths;
switch (mState++)
{
case 0:
index = *(int*)mValue;
break;
case 2:
deaths = *(int*)mValue;
break;
case 4:
if (index < 1 || index > gpGlobals->maxClients) break;
CPlayer*pPlayer = GET_PLAYER_POINTER_I(index);
pPlayer->deaths = deaths;
pPlayer->teamId = *(int*)mValue;
if (g_teamsIds.isNewTeam())
g_teamsIds.registerTeam(pPlayer->team.c_str(), pPlayer->teamId);
}
}
void Client_DamageEnd(void* mValue)
{
CPlayer* dead = mPlayer;
if (dead && dead->death_killer)
{
g_events.parserInit(CS_DEATHMSG, &gpGlobals->time, mPlayer = 0, mPlayerIndex = 0);
g_events.parseValue(dead->death_killer);
g_events.parseValue(dead->index);
g_events.parseValue(dead->death_headshot);
g_events.parseValue(dead->death_weapon.c_str());
g_events.parseValue(dead->death_tk ? 1 : 0);
g_events.executeEvents();
dead->death_killer = 0;
}
}
void Client_DeathMsg(void* mValue)
{
static CPlayer *killer;
static CPlayer *victim;
static int killer_id;
static int victim_id;
static int hs;
switch (mState++)
{
case 0:
killer_id = *(int*)mValue;
killer = (killer_id > 0 && killer_id < 33) ? GET_PLAYER_POINTER_I(killer_id) : 0;
break;
case 1:
victim_id = *(int*)mValue;
victim = (victim_id > 0 && victim_id < 33) ? GET_PLAYER_POINTER_I(victim_id) : 0;
break;
case 2:
hs = *(int*)mValue;
break;
case 3:
if (!killer || !victim) break;
victim->death_killer = killer_id;
victim->death_weapon.assign((char*)mValue);
victim->death_headshot = hs;
victim->death_tk = (killer->teamId == victim->teamId);
}
}
/*
void Client_SendAudio(void* mValue)
{
}
void Client_SendAudioEnd(void* mValue)
{
}
void Client_RoundTimeEnd(void* mValue)
{
}
void Client_RoundTime(void* mValue)
{
}
void Client_ResetHUD(void* mValue)
{
}
*/