halflife-thewastes-sdk/dlls/game_lastmanstanding.cpp

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/***
*
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
*
* This product contains software technology from Valve Software, LLC,
* Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* The Wastes Project. All other use, distribution, or modification is prohibited
* without written permission from The Wastes Project.
*
***/
//
// lastmanstanding_gamerules.cpp
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "shake.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
#include "game.h"
#include "items.h"
#include "voice_gamemgr.h"
#include "thewastes.h"
extern int gmsgScoreInfo;
extern int gmsgLmsStart;
extern void respawn(entvars_t *pev, BOOL fCopyCorpse);
extern DLL_GLOBAL BOOL g_fGameOver;
#define RESTART_TIME_LONG 10.0f
#define RESTART_TIME_SHORT 5.0f
#define DELAY_TIME 5.0f
enum lms_state_e {
RS_CHECKING,
RS_BEGIN_MATCH,
RS_MATCH_IN_PROGRESS,
RS_END_MATCH,
};
CWastesLMS::CWastesLMS() : CHalfLifeMultiplay()
{
m_bRoundInProgress = FALSE;
m_iRoundState = RS_CHECKING;
m_flNextStateCheck = gpGlobals->time + 30.0f;
m_flRoundDelay = 0.0f;
// Validate cvars
if( CVAR_GET_FLOAT( "mp_lives" ) < 1.0f )
CVAR_SET_FLOAT( "mp_lives", 1.0f );
}
void CWastesLMS::Think()
{
CHalfLifeMultiplay::Think();
if( g_fGameOver )
return;
switch( m_iRoundState )
{
case RS_CHECKING:
break;
case RS_BEGIN_MATCH:
break;
case RS_MATCH_IN_PROGRESS:
break;
case RS_END_MATCH:
break;
}
/* // Round Delay Timer
if(m_flRoundDelay && gpGlobals->time >= m_flRoundDelay)
m_flRoundDelay = 0.0f;
// Round is over; do not run code if game is doing a restart round check
// Do not run if no round is in progress.
#if 0
if(m_bRoundInProgress && m_flRoundTimeLimit && !m_flNextStateCheck && gpGlobals->time >= m_flRoundTimeLimit)
{
UTIL_SayText("ROUND IS OVER O NO",UTIL_FindEntityByClassname(NULL,"player"));
m_flRoundTimeLimit = 0.0;
StartRound();
}
#endif
// Game Timer, check it
if(m_flNextStateCheck && gpGlobals->time >= m_flNextStateCheck)
{
m_flNextStateCheck = gpGlobals->time + RESTART_TIME_SHORT;
// Round in progress
if(m_bRoundInProgress)
{
int iPlayersLeft = GetActivePlayers();
// Should round be over?
if(iPlayersLeft < 2)
{
// Go through active players list, find the one left alive.
if(iPlayersLeft)
{
for(int i = 1;i <= gpGlobals->maxClients;i++)
{
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);
if(pPlayer != NULL && pPlayer->IsAlive())
{
pPlayer->pev->frags += pPlayer->m_iTempFrags;
pPlayer->m_iTempFrags = 0;
MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
WRITE_BYTE( ENTINDEX(pPlayer->edict()) );
WRITE_SHORT( pPlayer->pev->frags );
WRITE_SHORT( pPlayer->m_iDeaths );
WRITE_SHORT( 0 );
WRITE_SHORT( GetTeamIndex( pPlayer->m_szTeamName ) + 1 );
MESSAGE_END();
break;
}
}
UTIL_SayTextAll("ROUND OVER, HERE IS YOUR MONEY KTHX",UTIL_FindEntityByClassname(NULL,"player"));
}
else
UTIL_SayTextAll("NO ONE ALIVE WTS",UTIL_FindEntityByClassname(NULL,"observer"));
StartRound();
}
}
else if( GetActivePlayers() > 1 )
StartRound();
}
CHalfLifeMultiplay::Think();*/
}
BOOL CWastesLMS::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
{
if(gpGlobals->time >= m_flRoundDelay && m_bRoundInProgress)
return CHalfLifeMultiplay::FPlayerCanTakeDamage(pPlayer,pAttacker);
return FALSE;
}
void CWastesLMS::PlayerSpawn(CBasePlayer *pPlayer)
{
if(!ShouldSpectate())
{
CHalfLifeMultiplay::PlayerSpawn(pPlayer);
}
else
{
pPlayer->pev->health = 0;
pPlayer->StartObserver(pPlayer->pev->origin,Vector(0,0,0));
}
}
void CWastesLMS::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
{
if(m_bRoundInProgress)
{
CHalfLifeMultiplay::PlayerKilled(pVictim,pKiller,pInflictor);
}
}
BOOL CWastesLMS::ShouldSpectate()
{
if(m_bRoundInProgress)
return TRUE;
return FALSE;
}
void CWastesLMS::EndMultiplayerGame()
{
// Quit
m_bRoundInProgress = FALSE;
m_iRoundState = RS_CHECKING;
m_flNextStateCheck = 0.0;
CHalfLifeMultiplay::EndMultiplayerGame();
}
int CWastesLMS::GetActivePlayers()
{
int iRet = 0;
for(int i = 1;i <= gpGlobals->maxClients;i++)
{
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);
if(pPlayer == NULL )
continue;
if(pPlayer->IsAlive())
iRet++;
}
// char szText[1024];
// sprintf( szText, "Active Players: %i", iRet );
// UTIL_SayTextAll( szText, UTIL_FindEntityByClassname( NULL, "player" ) );
return iRet;
}
void CWastesLMS::StartRound()
{
int lives = (int)CVAR_GET_FLOAT( "mp_lives" );
ClearLevel();
for( int i = 1;i <= gpGlobals->maxClients;i++ )
{
CBaseEntity *pEnt = UTIL_PlayerByIndex( i );
if( pEnt == NULL )
continue;
if( pEnt->IsPlayer() )
{
CBasePlayer *pPlayer = (CBasePlayer*)pEnt;
pPlayer->m_iLivesLeft = lives;
}
}
#if 0
m_bRoundInProgress = FALSE;
ClearLevel();
// Go through each player, let them respawn,
// And start the round! :D
for(int i = 1;i <= gpGlobals->maxClients;i++)
{
CBasePlayer *pEnt = (CBasePlayer*)UTIL_PlayerByIndex(i);
if(pEnt == NULL || !pEnt->IsPlayer() || !pEnt->pev->netname)
continue;
pEnt->RemoveAllItems();
respawn(pEnt->pev,FALSE);
}
m_flRoundDelay = gpGlobals->time + DELAY_TIME; // 3 seconds after round starts we can start inflicting pain on our enemies
m_bRoundInProgress = TRUE;
MESSAGE_BEGIN( MSG_ALL, gmsgLmsStart );
WRITE_COORD( DELAY_TIME );
MESSAGE_END();
#endif
}