mirror of
https://github.com/alliedmodders/amxmodx.git
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319 lines
7.6 KiB
C++
319 lines
7.6 KiB
C++
/* AMX Mod X
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* Natural Selection Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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/* This file includes game-related stuff, such as message IDs
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* and forwards
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*/
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#ifndef GAMEMANAGER_H
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#define GAMEMANAGER_H
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#include "CString.h"
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class GameManager
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{
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private:
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// Basic game variables
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int m_IsCombat;
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int m_HudText2; // Message IDS
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int m_SetFOV;
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// Forwards
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int m_ChangeclassForward;
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int m_BuiltForward;
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int m_SpawnForward;
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int m_TeamForward;
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int m_RoundStartForward;
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int m_RoundEndForward;
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int m_MapResetForward;
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REAL m_fRoundStartTime; // Time the match should start
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int m_RoundInProgress; // Whether or not there is a match in progress
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edict_t *m_SavedEdict; // saved edict for client_built
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int m_iTitlesMap;
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bool m_SendMapReset;
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public:
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GameManager()
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{
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m_SendMapReset = true;
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m_IsCombat=0;
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m_HudText2=0;
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m_SetFOV=0;
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m_SavedEdict=NULL;
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m_RoundInProgress=0;
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ResetForwards();
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};
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inline void CheckMap(void)
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{
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String MapName;
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MapName.assign(STRING(gpGlobals->mapname));
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MapName.ToLower();
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m_iTitlesMap=0;
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if (strcmp(MapName.c_str(),"ns_bast")==0 ||
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strcmp(MapName.c_str(),"ns_bast_classic")==0 ||
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strcmp(MapName.c_str(),"ns_hera")==0 ||
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strcmp(MapName.c_str(),"ns_nothing")==0 ||
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strcmp(MapName.c_str(),"ns_caged")==0 ||
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strcmp(MapName.c_str(),"ns_tanith")==0 ||
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strcmp(MapName.c_str(),"ns_eclipse")==0 ||
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strcmp(MapName.c_str(),"ns_veil")==0 ||
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strcmp(MapName.c_str(),"ns_nancy")==0)
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{
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m_iTitlesMap=1;
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}
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};
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inline int &TitleMap(void)
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{
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return m_iTitlesMap;
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};
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inline void SetCombat(int value)
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{
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m_IsCombat=value;
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};
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inline int &IsCombat(void)
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{
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return m_IsCombat;
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};
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inline void UpdateHudText2(void)
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{
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if (!m_HudText2)
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{
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GetMessageIDs();
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}
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};
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inline void UpdateSetFOV(void)
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{
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if (!m_SetFOV)
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{
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GetMessageIDs();
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}
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};
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inline int &GetHudText2(void)
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{
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return m_HudText2;
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};
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inline int &GetSetFOV(void)
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{
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return m_SetFOV;
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};
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inline void GetMessageIDs(void)
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{
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m_HudText2=GET_USER_MSG_ID(&Plugin_info,"HudText2",NULL);
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m_SetFOV=GET_USER_MSG_ID(&Plugin_info,"SetFOV",NULL);
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};
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inline void EvaluateCombat(void)
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{
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const char *Map=STRING(gpGlobals->mapname);
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// if map starts with co_ it is combat
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// otherwise it is classic gameplay
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if ((Map[0]=='c' || Map[0]=='C') &&
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(Map[1]=='o' || Map[1]=='O') &&
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(Map[2]=='_'))
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{
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SetCombat(1);
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return;
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}
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SetCombat(0);
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};
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inline void ResetForwards(void)
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{
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m_ChangeclassForward=-1;
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m_BuiltForward=-1;
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m_SpawnForward=-1;
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m_TeamForward=-1;
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m_RoundStartForward=-1;
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m_RoundEndForward=-1;
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m_MapResetForward=-1;
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};
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inline void RegisterForwards(void)
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{
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ResetForwards();
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m_SpawnForward = MF_RegisterForward("client_spawn",ET_IGNORE,FP_CELL/*id*/,FP_DONE);
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m_TeamForward = MF_RegisterForward("client_changeteam",ET_IGNORE,FP_CELL/*id*/,FP_CELL/*new team*/,FP_CELL/*old team*/,FP_DONE);
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m_ChangeclassForward = MF_RegisterForward("client_changeclass", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL, FP_DONE);
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m_RoundStartForward = MF_RegisterForward("round_start", ET_IGNORE, FP_DONE);
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m_RoundEndForward = MF_RegisterForward("round_end", ET_IGNORE, FP_FLOAT, FP_DONE);
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m_MapResetForward = MF_RegisterForward("map_reset", ET_IGNORE, FP_CELL, FP_DONE);
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};
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inline void StartFrame(void)
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{
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if (gpGlobals->time >= m_fRoundStartTime)
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{
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g_pFunctionTable->pfnStartFrame=NULL;
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RoundStart();
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}
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};
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/**
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* This is called from MessageHandler's Countdown
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* hook. It passes the only byte sent (time)
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*/
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inline void HandleCountdown(int &Time)
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{
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// Begin hooking start frame
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g_pFunctionTable->pfnStartFrame=::StartFrame;
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// set time of round start
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m_fRoundStartTime=gpGlobals->time + Time;
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m_SendMapReset = true;
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};
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/**
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* This is called from MessageHandler's GameStatus
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* hook. It passes the first byte sent.
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* 2 = Round End
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*/
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inline void HandleGameStatus(int &FirstByte)
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{
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switch (FirstByte)
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{
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case 0:
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if (m_SendMapReset)
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{
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MF_ExecuteForward(m_MapResetForward, 0);
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}
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m_SendMapReset = false;
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break;
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case 1:
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MF_ExecuteForward(m_MapResetForward, 1);
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break;
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case 2:
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RoundEnd();
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break;
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}
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};
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inline void RoundStart()
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{
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m_RoundInProgress=1;
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MF_ExecuteForward(m_RoundStartForward);
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};
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inline void RoundEnd()
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{
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m_RoundInProgress=0;
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MF_ExecuteForward(m_RoundEndForward,gpGlobals->time - m_fRoundStartTime);
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};
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inline int &RoundInProgress()
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{
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return m_RoundInProgress;
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};
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// no need to check -1 forwards in these
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// amxmodx checks it anyway
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inline void ExecuteClientBuilt(int &PlayerID, int StructureID, int &StructureType, int &Impulse)
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{
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MF_ExecuteForward(m_BuiltForward,PlayerID, StructureID, StructureType, Impulse);
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};
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inline void ExecuteClientSpawn(int &PlayerID)
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{
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MF_ExecuteForward(m_SpawnForward,PlayerID);
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};
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inline void ExecuteClientChangeTeam(int &PlayerID, int &NewTeam, int &OldTeam)
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{
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MF_ExecuteForward(m_TeamForward,PlayerID,OldTeam,NewTeam);
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};
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inline void ExecuteClientChangeClass(int &PlayerID, int &NewClass, int &OldClass)
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{
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MF_ExecuteForward(m_ChangeclassForward,PlayerID,NewClass,OldClass);
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};
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inline void ExecuteRoundStart(void)
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{
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MF_ExecuteForward(m_RoundStartForward);
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};
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inline void ExecuteRoundEnd(void)
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{
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MF_ExecuteForward(m_RoundEndForward);
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};
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/**
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* The next few functions tell the module what metamod hooks
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* i need. This tries to run-time optimize out what we
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* do not need.
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*/
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void HookPreThink(void);
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void HookPostThink_Post(void);
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void HookPreThink_Post(void);
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void HookUpdateClientData(void);
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void HookLogs(void); // AlertMessage AND CreateNamedEntity
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inline void CheckAllHooks(void)
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{
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HookPreThink();
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HookPostThink_Post();
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HookPreThink_Post();
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HookUpdateClientData();
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HookLogs();
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};
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inline void SetTemporaryEdict(edict_t *Edict)
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{
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m_SavedEdict=Edict;
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};
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inline edict_t *GetTemporaryEdict(void)
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{
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return m_SavedEdict;
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};
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};
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extern GameManager GameMan;
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#endif // GAMEMANAGER_H
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