ef2gamesource/dlls/game/mp_modeBase.cpp

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/mp_modeBase.cpp $
// $Revision:: 91 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// Description:
//
#include "_pch_cpp.h"
#include "mp_manager.hpp"
#include "mp_modeBase.hpp"
#include "equipment.h"
#include "powerups.h"
#include "weaputils.h"
// Setup constants
const float MultiplayerModeBase::_defaultStartinghealth = 100.0f;
const int MultiplayerModeBase::_defaultPointsPerKill = 1;
const int MultiplayerModeBase::_defaultPointsPerTakenAwayForSuicide = 1;
const float MultiplayerModeBase::_spectatorMoveSpeedModifier = 1.5f;
MultiplayerPlayerGameData::MultiplayerPlayerGameData()
{
init();
}
void MultiplayerPlayerGameData::init( void )
{
_numDeaths = 0;
_numKills = 0;
_points = 0;
_entnum = 0;
_playing = false;
_nextHitSoundTime = 0.0f;
_currentTeam = NULL;
_lastKilledByPlayer = -1;
_lastKillerOfPlayer = -1;
_lastKilledByPlayerMOD = MOD_NONE;
_lastKillerOfPlayerMOD = MOD_NONE;
_lastPlace = -1;
_lastTied = false;
}
void MultiplayerPlayerGameData::reset( void )
{
_numDeaths = 0;
_numKills = 0;
_points = 0;
_lastKilledByPlayer = -1;
_lastKillerOfPlayer = -1;
_lastKilledByPlayerMOD = MOD_NONE;
_lastKillerOfPlayerMOD = MOD_NONE;
_nextHitSoundTime = 0.0f;
_lastPlace = -1;
_lastTied = false;
}
CLASS_DECLARATION( Class, MultiplayerModeBase, NULL )
{
{ NULL, NULL }
};
//================================================================
// Name: MultiplayerModeBase
// Class: MultiplayerModeBase
//
// Description: Constructor
//
// Parameters: const str& -- name of the arena
//
// Returns: None
//
//================================================================
MultiplayerModeBase::MultiplayerModeBase()
{
_maxPlayers = 20;
_startingHealth = (unsigned int) _defaultStartinghealth;
_fightInProgress = false;
_activePlayers = 0;
_spawncounter = 0;
_pointLimit = 0;
_timeLimit = 0.0f;
_playerGameData = NULL;
_spectatorIconIndex = gi.imageindex( "sysimg/icons/mp/spectator" );
_warmUpTextIndex = G_FindConfigstringIndex( "$$WarmUp$$", CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true ) + CS_GENERAL_STRINGS;;
_waitingForMinPlayersTextIndex = G_FindConfigstringIndex( "$$WaitMinPlayers$$", CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true ) + CS_GENERAL_STRINGS;;
_playingTextIndex = G_FindConfigstringIndex( "$$Playing$$", CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true ) + CS_GENERAL_STRINGS;;
_gameStarted = false;
_lastTimeRemaining = 0;
_lastHighestPoints = 0;
}
//================================================================
// Name: ~MultiplayerModeBase
// Class: MultiplayerModeBase
//
// Description: Destructor
//
// Parameters: None
//
// Returns: None
//
//================================================================
MultiplayerModeBase::~MultiplayerModeBase()
{
int idx = 0 ;
// Free up all of the ammos
for (idx = 1; idx <= _ammoList.NumObjects(); idx++)
{
SimpleAmmoType* ammo = _ammoList.ObjectAt(idx);
delete ammo;
ammo = NULL;
}
// Free up all of the player data
delete [] _playerGameData;
_playerGameData = NULL;
}
void MultiplayerModeBase::init( int maxPlayers )
{
_maxPlayers = maxPlayers;
_playerGameData = new MultiplayerPlayerGameData[ _maxPlayers ];
multiplayerManager.cacheMultiplayerFiles( "mp_general" );
}
void MultiplayerModeBase::initItems( void )
{
// Setup spawn points
getSpawnpoints();
resetSpawnpoints();
// Setup the start time
_matchStartTime = multiplayerManager.getTime();
_gameStartTime = multiplayerManager.getTime();
_played5MinWarning = false;
_played2MinWarning = false;
_played1MinWarning = false;
}
int MultiplayerModeBase::findPlayer( const Player *player )
{
int i;
for ( i = 0 ; i < _maxPlayers ; i++ )
{
if ( _playerGameData[ i ]._playing && _playerGameData[ i ]._entnum == player->entnum )
return i;
}
return -1;
}
int MultiplayerModeBase::getPoints( Player *player )
{
int index;
index = findPlayer( player );
if ( index >= 0 )
{
return _playerGameData[ index ]._points;
}
return 0;
}
int MultiplayerModeBase::getKills( Player *player )
{
int index;
index = findPlayer( player );
if ( index >= 0 )
{
return _playerGameData[ index ]._numKills;
}
return 0;
}
int MultiplayerModeBase::getDeaths( Player *player )
{
int index;
index = findPlayer( player );
if ( index >= 0 )
{
return _playerGameData[ index ]._numDeaths;
}
return 0;
}
Team* MultiplayerModeBase::getPlayersTeam( const Player *player )
{
int index;
index = findPlayer( player );
if ( index >= 0 )
{
return _playerGameData[ index ]._currentTeam;
}
return NULL;
}
void MultiplayerModeBase::update( float frameTime )
{
if ( !_gameStarted )
{
if ( shouldStartMatch() )
{
multiplayerManager.startMatch();
}
}
// Tell players if timelimit is nearing
if ( getTimeLimit() > 0.0f )
{
float timeLimit;
float timeRemaining;
float fiveMinutes = 5 * 60;
float twoMinutes = 2 * 60;
float oneMinute = 1 * 60;
timeLimit = getTimeLimit();
timeRemaining = getTimeLimit() - ( multiplayerManager.getTime() - _gameStartTime );
if ( ( timeLimit > fiveMinutes ) && ( timeRemaining < fiveMinutes ) && ( !_played5MinWarning ) )
{
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_5mins.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
_played5MinWarning = true;
}
else if ( ( timeLimit > twoMinutes ) && ( timeRemaining < twoMinutes ) && ( !_played2MinWarning ) )
{
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_2mins.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
_played2MinWarning = true;
}
else if ( ( timeLimit > oneMinute ) && ( timeRemaining < oneMinute ) && ( !_played1MinWarning ) )
{
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_1mins.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
_played1MinWarning = true;
}
}
// Tell players if pointlimit is nearing
if ( ( getPointLimit() > 0 ) && ( !isEndOfMatch() ) )
{
int pointLimit;
int pointsRemaining;
int highestPoints;
int lastPointsRemaining;
highestPoints = getHighestPoints();
if ( highestPoints > _lastHighestPoints )
{
pointLimit = getPointLimit();
pointsRemaining = pointLimit - highestPoints;
lastPointsRemaining = pointLimit - _lastHighestPoints;
if ( ( pointLimit > 1 ) && ( pointsRemaining <= 1 ) && ( lastPointsRemaining > 1 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_1pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 2 ) && ( pointsRemaining <= 2 ) && ( lastPointsRemaining > 2 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_2pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 3 ) && ( pointsRemaining <= 3 ) && ( lastPointsRemaining > 3 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_3pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 4 ) && ( pointsRemaining <= 4 ) && ( lastPointsRemaining > 4 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_4pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 5 ) && ( pointsRemaining <= 5 ) && ( lastPointsRemaining > 5 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_5pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 10 ) && ( pointsRemaining <= 10 ) && ( lastPointsRemaining > 10 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_10pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 25 ) && ( pointsRemaining <= 25 ) && ( lastPointsRemaining > 25 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_25pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 100 ) && ( pointsRemaining <= 100 ) && ( lastPointsRemaining > 100 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_100pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
else if ( ( pointLimit > 500 ) && ( pointsRemaining <= 500 ) && ( lastPointsRemaining > 500 ) )
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_500pointsleft.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
}
_lastHighestPoints = highestPoints;
}
}
//================================================================
// Name: isEndOfMatch
// Class: MultiplayerModeBase
//
// Description: Checks to see if the end of match conditions have been
// met. Only condition in the base class is a single
// player exceeding the frag limit (if set).
//
// Parameters: None
//
// Returns: bool -- true if the match should now end
//
//================================================================
bool MultiplayerModeBase::isEndOfMatch( void )
{
int i;
// See if we have a gone over the point limit
if ( getPointLimit() > 0 )
{
for ( i = 0 ; i < _maxPlayers ; i++ )
{
if ( _playerGameData[ i ]._playing )
{
if ( _playerGameData[ i ]._points >= getPointLimit() )
return true;
}
}
}
// See if we have a gone over the time limit
if ( ( getTimeLimit() > 0.0f ) && ( multiplayerManager.getTime() - _gameStartTime > getTimeLimit() ) )
return true;
return false;
}
void MultiplayerModeBase::playerKilled( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath )
{
bool goodKill;
if ( attackingPlayer && ( killedPlayer != attackingPlayer ) )
goodKill = true;
else
goodKill = false;
handleKill( killedPlayer, attackingPlayer, inflictor, meansOfDeath, goodKill );
}
void MultiplayerModeBase::handleKill( Player *killedPlayer, Player *attackingPlayer, Entity *inflictor, int meansOfDeath, bool goodKill )
{
// Record the death
_playerGameData[ killedPlayer->entnum ]._numDeaths++;
_playerGameData[ killedPlayer->entnum ]._lastKillerOfPlayerMOD = meansOfDeath;
// Modify the points and kills
if ( goodKill )
{
// Player killed someone, so increment kills and points
_playerGameData[ attackingPlayer->entnum ]._numKills++;
addPoints( attackingPlayer->entnum, multiplayerManager.getPointsForKill( killedPlayer, attackingPlayer,
inflictor, meansOfDeath, _defaultPointsPerKill ) );
//_playerGameData[ attackingPlayer->entnum ]._points += multiplayerManager.getPointsForKill( killedPlayer,
// attackingPlayer, inflictor, meansOfDeath, _defaultPointsPerKill );
_playerGameData[ killedPlayer->entnum ]._lastKillerOfPlayer = attackingPlayer->entnum;
}
else
{
// Player killed himself or a teammate, so decrement kills and points
if ( attackingPlayer )
{
//_playerGameData[ attackingPlayer->entnum ]._numKills--;
addPoints( attackingPlayer->entnum, -_defaultPointsPerTakenAwayForSuicide );
//_playerGameData[ attackingPlayer->entnum ]._points -= _defaultPointsPerTakenAwayForSuicide;
}
else
{
//_playerGameData[ killedPlayer->entnum ]._numKills--;
addPoints( killedPlayer->entnum, -_defaultPointsPerTakenAwayForSuicide );
//_playerGameData[ killedPlayer->entnum ]._points -= _defaultPointsPerTakenAwayForSuicide;
}
_playerGameData[ killedPlayer->entnum ]._lastKillerOfPlayer = killedPlayer->entnum;
}
// Print out an obituary
obituary( killedPlayer, attackingPlayer, meansOfDeath );
// Save off some important info
if ( attackingPlayer )
{
_playerGameData[ attackingPlayer->entnum ]._lastKilledByPlayer = killedPlayer->entnum;
_playerGameData[ attackingPlayer->entnum ]._lastKilledByPlayerMOD = meansOfDeath;
}
}
void MultiplayerModeBase::addPoints( int entnum, int points )
{
_playerGameData[ entnum ]._points += points;
}
void MultiplayerModeBase::obituary( Player *killedPlayer, Player *attackingPlayer, int meansOfDeath )
{
const char *s1=NULL, *s2=NULL;
str printString;
bool suicide;
bool printSomething;
int i;
char color;
bool sameTeam;
// Client killed himself
suicide = false;
printSomething = false;
sameTeam = false;
if ( attackingPlayer && ( killedPlayer != attackingPlayer ) )
{
Team *killedPlayersTeam;
Team *attackingPlayersTeam;
killedPlayersTeam = multiplayerManager.getPlayersTeam( killedPlayer );
attackingPlayersTeam = multiplayerManager.getPlayersTeam( attackingPlayer );
if ( killedPlayersTeam && attackingPlayersTeam && ( killedPlayersTeam == attackingPlayersTeam ) )
{
sameTeam = true;
}
}
if ( killedPlayer == attackingPlayer || !attackingPlayer )
{
suicide = true;
printSomething = true;
switch( meansOfDeath )
{
case MOD_SUICIDE:
s1 = "$$MOD_SUICIDE$$";
break;
case MOD_DROWN:
s1 = "$$MOD_DROWN$$";
break;
case MOD_LAVA:
s1 = "$$MOD_LAVA$$";
break;
case MOD_SLIME:
s1 = "$$MOD_SLIME$$";
break;
case MOD_FALLING:
s1 = "$$MOD_FALLING$$";
break;
default:
s1 = "$$MOD_SUICIDE$$";
break;
}
}
// Killed by another player
if ( attackingPlayer && attackingPlayer->isClient() && ( killedPlayer != attackingPlayer ) )
{
printSomething = true;
switch( meansOfDeath )
{
case MOD_CRUSH:
case MOD_CRUSH_EVERY_FRAME:
s1 = "$$MOD_CRUSH$$";
break;
case MOD_TELEFRAG:
s1 = "$$MOD_TELEFRAG$$";
break;
case MOD_EXPLODEWALL:
case MOD_EXPLOSION:
case MOD_POO_EXPLOSION:
s1 = "$$MOD_EXPLOSION$$";
break;
case MOD_ELECTRICWATER:
case MOD_ELECTRIC:
case MOD_CIRCLEOFPROTECTION:
s1 = "$$MOD_ELECTRIC$$";
break;
case MOD_IMPACT:
case MOD_THROWNOBJECT:
s1 = "$$MOD_IMPACT$$";
s2 = "$$MOD_IMPACT2$$";
break;
case MOD_BEAM:
s1 = "$$MOD_BEAM$$";
break;
case MOD_ROCKET:
s1 = "$$MOD_ROCKET$$";
s2 = "$$MOD_ROCKET2$$";
break;
case MOD_GAS_BLOCKABLE:
case MOD_GAS:
s1 = "$$MOD_GAS$$";
break;
case MOD_ACID:
s1 = "$$MOD_ACID$$";
break;
case MOD_SWORD:
s1 = "$$MOD_SWORD$$";
break;
case MOD_PLASMA:
case MOD_PLASMABEAM:
case MOD_PLASMASHOTGUN:
s1 = "$$MOD_ASSULT_RIFLE$$";
break;
case MOD_RADIATION:
s1 = "$$MOD_PLASMA$$";
break;
case MOD_STING:
case MOD_STING2:
s1 = "$$MOD_STING$$";
break;
case MOD_BULLET:
case MOD_FAST_BULLET:
s1 = "$$MOD_BULLET$$";
break;
case MOD_VEHICLE:
s1 = "$$MOD_VEHICLE$$";
break;
case MOD_FIRE:
case MOD_FIRE_BLOCKABLE:
case MOD_ON_FIRE:
s1 = "$$MOD_FIRE$$";
break;
case MOD_LIFEDRAIN:
s1 = "$$MOD_LIFEDRAIN$$";
break;
case MOD_FLASHBANG:
s1 = "$$MOD_FLASHBANG$$";
break;
case MOD_AXE:
s1 = "$$MOD_AXE$$";
s2 = "$$MOD_AXE2$$";
break;
case MOD_CHAINSWORD:
s1 = "$$MOD_CHAINSWORD$$";
break;
case MOD_FIRESWORD:
s1 = "$$MOD_FIRESWORD$$";
break;
case MOD_ELECTRICSWORD:
s1 = "$$MOD_ELECTRICSWORD$$";
s2 = "$$MOD_ELECTRICSWORD2$$";
break;
case MOD_LIGHTSWORD:
s1 = "$$MOD_LIGHTSWORD$$";
s2 = "$$MOD_LIGHTSWORD2$$";
break;
case MOD_IMPALE:
s1 = "$$MOD_IMPALE$$";
break;
case MOD_UPPERCUT:
s1 = "$$MOD_UPPERCUT$$";
break;
case MOD_POISON:
s1 = "$$MOD_POISON$$";
break;
case MOD_PHASER:
s1 = "$$MOD_PHASER$$";
break;
case MOD_COMP_RIFLE:
s1 = "$$MOD_COMP_RIFLE$$";
break;
//case MOD_ASSULT_RIFLE:
//case MOD_IMOD:
// s1 = "$$MOD_IMOD$$";
// break;
case MOD_VAPORIZE:
case MOD_VAPORIZE_COMP:
case MOD_VAPORIZE_DISRUPTOR:
case MOD_VAPORIZE_PHOTON:
s1 = "$$MOD_VAPORIZE$$";
break;
default:
s1 = "$$MOD_DEFAULT$$";
break;
}
}
if ( printSomething )
{
Player *currentPlayer;
// Print to the dedicated console
if ( dedicated->integer )
{
if ( suicide )
{
printString = va( "%s %s", killedPlayer->client->pers.netname, s1 );
}
else if ( s2 )
{
printString = va( "%s %s %s %s", killedPlayer->client->pers.netname, s1, attackingPlayer->client->pers.netname, s2 );
}
else
{
printString = va( "%s %s %s", killedPlayer->client->pers.netname, s1, attackingPlayer->client->pers.netname );
}
if ( sameTeam )
{
printString += " ($$SameTeam$$)";
}
printString += "\n";
gi.Printf( printString.c_str() );
}
// Print to all of the players
for ( i = 0 ; i < _maxPlayers ; i++ )
{
currentPlayer = multiplayerManager.getPlayer( i );
if ( !currentPlayer )
continue;
// Figure out which color to use
if ( killedPlayer && killedPlayer->entnum == i )
color = COLOR_RED;
else if ( attackingPlayer && attackingPlayer->entnum == i )
color = COLOR_GREEN;
else
color = COLOR_NONE;
// Build the death string
if ( suicide )
{
printString = va( "%s ^%c%s^8", killedPlayer->client->pers.netname, color, s1 );
}
else if ( s2 )
{
printString = va( "%s ^%c%s^8 %s ^%c%s^8", killedPlayer->client->pers.netname, color, s1, attackingPlayer->client->pers.netname, color, s2 );
}
else
{
printString = va( "%s ^%c%s^8 %s", killedPlayer->client->pers.netname, color, s1, attackingPlayer->client->pers.netname );
}
if ( sameTeam )
{
printString += " (^";
printString += COLOR_RED;
printString += "$$SameTeam$$^8)";
}
printString += "\n";
// Print out the death string
if ( gi.GetNumFreeReliableServerCommands( currentPlayer->edict - g_entities ) > 32 )
{
multiplayerManager.HUDPrint( currentPlayer->entnum, printString.c_str() );
}
//multiplayerManager.HUDPrintAllClients( printString.c_str() );
}
}
}
bool MultiplayerModeBase::needToAddPlayer( Player *player )
{
MultiplayerPlayerGameData *playerGameData;
playerGameData = &_playerGameData[ player->entnum ];
if ( playerGameData->_playing )
return false;
return true;
}
//================================================================
// Name: AddPlayer
// Class: MultiplayerModeBase
//
// Description: Adds the specified player to the list of players
//
// Parameters: Player* -- player to add
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::AddPlayer( Player *player )
{
MultiplayerPlayerGameData *playerGameData;
// Make sure player is not already added
if ( !needToAddPlayer( player ) )
return;
// Setup the player's data
playerGameData = &_playerGameData[ player->entnum ];
playerGameData->reset();
playerGameData->_entnum = player->entnum;
playerGameData->_playing = true;
playerGameData->_startTime = multiplayerManager.getTime();
// Setup the correct ui on the client
setupMultiplayerUI( player );
}
bool MultiplayerModeBase::canJoinTeam( Player *player, const str &teamName )
{
if ( teamName == "normal" && multiplayerManager.isPlayerSpectator( player ) )
return true;
//else if ( teamName == "spectator" && !multiplayerManager.isPlayerSpectator( player ) )
else if ( teamName == "spectator" )
return true;
else
return false;
}
void MultiplayerModeBase::joinTeam( Player *player, const str &teamName )
{
if ( teamName == "normal" )
{
multiplayerManager.setTeamHud( player, "" );
RemovePlayer( player );
AddPlayer( player );
}
else if ( teamName == "spectator" )
{
multiplayerManager.makePlayerSpectator( player, SPECTATOR_TYPE_FOLLOW, true );
//multiplayerManager.setTeamHud( player, "mp_teamspec" );
}
}
void MultiplayerModeBase::setupMultiplayerUI( Player *player )
{
gi.SendServerCommand( player->entnum, "stufftext \"ui_removehuds all\"\n" );
gi.SendServerCommand( player->entnum, "stufftext \"ui_addhud mp_console\"\n" );
if(mp_timelimit->integer)
{
gi.SendServerCommand( player->entnum, "stufftext \"globalwidgetcommand dmTimer enable\"\n");
}
else
{
gi.SendServerCommand( player->entnum, "stufftext \"globalwidgetcommand dmTimer disable\"\n");
}
//gi.SendServerCommand( player->entnum, "stufftext \"ui_addhud mp_dmhud\"\n" );
}
//================================================================
// Name: RemovePlayer
// Class: MultiplayerModeBase
//
// Description: Removes a player from this arena.
//
// Parameters: Player* -- player to remove
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::RemovePlayer( Player *player )
{
_playerGameData[ player->entnum ]._playing = false;
}
float MultiplayerModeBase::playerDamaged( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath )
{
return damage;
}
void MultiplayerModeBase::playerTookDamage( Player *damagedPlayer, Player *attackingPlayer, float damage, int meansOfDeath )
{
if ( attackingPlayer && ( attackingPlayer != damagedPlayer ) )
{
// Play the hurt someone sound
if ( multiplayerManager.getTime() >= _playerGameData[ attackingPlayer->entnum ]._nextHitSoundTime && damagedPlayer->health > 0.0f )
{
multiplayerManager.instantPlayerSound( attackingPlayer->entnum, "snd_mp_hurtsomeone", CHAN_COMBAT4 );
_playerGameData[ attackingPlayer->entnum ]._nextHitSoundTime = level.time + 0.25;
}
}
}
void MultiplayerModeBase::readMultiplayerConfig( const char *configName )
{
Script buffer;
const char *token;
// Make sure thee file exists
if ( !gi.FS_Exists( configName ) )
return;
// Load the file
buffer.LoadFile( configName );
// Parse the file
while ( buffer.TokenAvailable( true ) )
{
token = buffer.GetToken( true );
// Parse the current token (this should be parsed by all child classes also)
if ( !parseConfigToken( token, &buffer ) )
{
gi.DPrintf( "Token %s from %s not handled by anyone\n", token, configName );
}
}
}
bool MultiplayerModeBase::parseConfigToken( const char *key, Script *buffer )
{
const char *token;
if ( stricmp( key, "giveWeapon" ) == 0 )
{
if ( buffer->TokenAvailable( false ) )
{
token = buffer->GetToken( false );
AddStartingWeapon( token );
return true;
}
}
else if ( stricmp( key, "startingWeapon" ) == 0 )
{
if ( buffer->TokenAvailable( false ) )
{
token = buffer->GetToken( false );
SetStartingWeapon( token );
return true;
}
}
return false;
}
int MultiplayerModeBase::getIcon( Player *player, int statNum, int value )
{
/* if ( statNum == STAT_MP_TEAMHUD_ICON && multiplayerManager.isPlayerSpectator( player ) )
return _spectatorIconIndex;
else */
return value;
}
bool MultiplayerModeBase::shouldStartMatch( void )
{
int timeRemaining;
int numPlayers;
int i;
if ( _gameStarted )
return false;
if ( isEndOfMatch() )
return false;
// Print time remaining (if changed)
timeRemaining = (int)(_matchStartTime + mp_warmUpTime->value - multiplayerManager.getTime() + 1.0f);
if ( ( timeRemaining > 0 ) && ( timeRemaining < 6 ) && ( timeRemaining != _lastTimeRemaining ) )
{
_lastTimeRemaining = timeRemaining;
multiplayerManager.centerPrintAllClients( va( "%d", _lastTimeRemaining ), CENTERPRINT_IMPORTANCE_NORMAL );
switch( timeRemaining )
{
case 1 :
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_1.mp3", CHAN_AUTO, DEFAULT_VOL,
DEFAULT_MIN_DIST, NULL, 0.5f );
break;
case 2 :
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_2.mp3", CHAN_AUTO, DEFAULT_VOL,
DEFAULT_MIN_DIST, NULL, 0.5f );
break;
case 3 :
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_3.mp3", CHAN_AUTO, DEFAULT_VOL,
DEFAULT_MIN_DIST, NULL, 0.5f );
break;
case 4 :
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_4.mp3", CHAN_AUTO, DEFAULT_VOL,
DEFAULT_MIN_DIST, NULL, 0.5f );
break;
case 5 :
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_5.mp3", CHAN_AUTO, DEFAULT_VOL,
DEFAULT_MIN_DIST, NULL, 0.5f );
break;
}
}
// Make sure we have done our warm up already
if ( multiplayerManager.getTime() < _matchStartTime + mp_warmUpTime->value )
return false;
// Make sure we have enough players
numPlayers = 0;
for ( i = 0 ; i < _maxPlayers ; i++ )
{
if ( _playerGameData[ i ]._playing )
{
numPlayers++;
}
}
if ( numPlayers < mp_minPlayers->integer )
return false;
return true;
}
int MultiplayerModeBase::getStat( Player *player, int statNum, int value )
{
if ( statNum == STAT_MP_STATE )
{
int numPlayers;
int i;
Player *player;
if ( _gameStarted )
{
if ( !value )
return _playingTextIndex;
else
return value;
}
if ( multiplayerManager.getTime() < _matchStartTime + mp_warmUpTime->value )
return _warmUpTextIndex;
// Make sure we have enough players
numPlayers = 0;
for ( i = 0 ; i < _maxPlayers ; i++ )
{
player = multiplayerManager.getPlayer( i );
if ( player && !multiplayerManager.isPlayerSpectatorByChoice( player ) )
{
numPlayers++;
}
}
if ( numPlayers < mp_minPlayers->integer )
return _waitingForMinPlayersTextIndex;
}
return value;
}
void MultiplayerModeBase::startMatch( void )
{
int i;
Player *player;
_gameStarted = true;
multiplayerManager.allowFighting( true );
// Make everyone not a spectator and spawn them into the world
for ( i = 0 ; i < _maxPlayers ; i++ )
{
player = getPlayer( i );
if ( player && ( ( player->edict->svflags & SVF_BOT ) || !multiplayerManager.isPlayerSpectatorByChoice( player ) ) )
{
multiplayerManager.playerEnterArena( player->entnum, player->health );
respawnPlayer( player );
multiplayerManager.playerSpawned( player );
}
}
// Tell everyone the match started
multiplayerManager.centerPrintAllClients( "$$MatchStarted$$", CENTERPRINT_IMPORTANCE_HIGH );
multiplayerManager.broadcastSound( "localization/sound/dialog/dm/comp_mats.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, NULL, 1.5f );
}
void MultiplayerModeBase::restartMatch( void )
{
_gameStarted = false;
_matchStartTime = multiplayerManager.getTime();
_lastTimeRemaining = 0;
}
void MultiplayerModeBase::endMatch( void )
{
int i;
Player *player;
_gameStarted = false;
// Make everyone a spectator
for ( i = 0 ; i < _maxPlayers ; i++ )
{
if ( _playerGameData[ i ]._playing )
{
player = getPlayer( i );
if ( player )
{
multiplayerManager.makePlayerSpectator( player );
}
}
}
}
bool MultiplayerModeBase::inMatch( void )
{
return _gameStarted;
}
Player *MultiplayerModeBase::getPlayer( int entnum )
{
// Make sure everything is ok
if ( ( entnum < 0 ) || ( entnum >= _maxPlayers ) )
return NULL;
if ( !g_entities[ entnum ].inuse || !g_entities[ entnum ].entity )
return NULL;
if ( !g_entities[ entnum ].entity->isSubclassOf( Player ) )
return NULL;
// Return the referenced player
return (Player *)g_entities[ entnum ].entity;
}
//================================================================
// Name: score
// Class: MultiplayerModeBase
//
// Description: Sends the current score to the specified player.
//
// Parameters: Player* -- player to send score to.
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::score( const Player *player )
{
char string[1400];
char entry[1024];
int i;
int tempStringlength;
int count = 0;
int stringlength = 0;
Player *currentPlayer;
int spectator;
assert( player );
if ( !player )
{
warning( "MultiplayerModeBase::score", "Null Player specified.\n" );
return;
}
string[0] = 0;
entry[0] = 0;
// This for loop builds a string containing all the players scores.
for ( i = 0 ; i < _maxPlayers ; i++ )
{
currentPlayer = multiplayerManager.getPlayer( i );
if ( !currentPlayer )
continue;
if ( multiplayerManager.isPlayerSpectator( currentPlayer ) && multiplayerManager.isPlayerSpectatorByChoice( currentPlayer ) )
spectator = true;
else
spectator = false;
Com_sprintf( entry, sizeof( entry ), "%i %i %i %i %i %i %i %d %d %d %d %d %d ",
multiplayerManager.getClientNum( _playerGameData[ i ]._entnum ),
_playerGameData[ i ]._points,
_playerGameData[ i ]._numKills,
_playerGameData[ i ]._numDeaths,
spectator,
//0 /*pl->GetMatchesWon() */,
//0 /*pl->GetMatchesLost()*/,
(int)(multiplayerManager.getTime() - _playerGameData[ i ]._startTime ),
multiplayerManager.getClientPing( _playerGameData[ i ]._entnum ),
multiplayerManager.getScoreIcon( currentPlayer, SCOREICON1 ),
multiplayerManager.getScoreIcon( currentPlayer, SCOREICON2 ),
multiplayerManager.getScoreIcon( currentPlayer, SCOREICON3 ),
multiplayerManager.getScoreIcon( currentPlayer, SCOREICON4 ),
multiplayerManager.getScoreIcon( currentPlayer, SCOREICON5 ),
multiplayerManager.getScoreIcon( currentPlayer, SCOREICON6 ) );
tempStringlength = strlen( entry );
// Make sure the string is not too big (take into account other stuff that gets prepended below also)
if ( stringlength + tempStringlength > 1000 )
break;
strcpy( string + stringlength, entry );
stringlength += tempStringlength;
count++;
}
gi.SendServerCommand( player->edict-g_entities, "scores 0 %i %s", count, string );
}
//================================================================
// Name: playerDead
// Class: MultiplayerModeBase
//
// Description: Do appropriate thing when player has been killed.
// Base class puts up a dead body and hides the player
// model.
//
// Parameters: Player* -- player that was killed.
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::playerDead( Player *player )
{
assert(player);
if (!player)
{
warning("MultiplayerModeBase::playerDead", "NULL Player\n");
return ;
}
player->ProcessEvent( EV_Player_DeadBody );
player->hideModel();
}
//================================================================
// Name: SetStartingWeapon
// Class: MultiplayerModeBase
//
// Description: Sets the name of the weapon the players start with out
//
// Parameters: const str& -- weaponName
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::SetStartingWeapon( const str &weaponName )
{
_startingWeaponName = weaponName;
}
//================================================================
// Name: AddStartingWeapon
// Class: MultiplayerModeBase
//
// Description: Adds the specified weapon to the list of weapons
// the player starts with. The string must be a .tik
// file.
//
// Parameters: const str& -- viewmodel name (eg. viewmodel_peacemaker.tik);
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::AddStartingWeapon( const str& weaponViewmodel )
{
_weaponList.AddObject(weaponViewmodel);
}
//================================================================
// Name: ActivatePlayer
// Class: MultiplayerModeBase
//
// Description: Activates the specified player. Activation includes
// loading skin and giving appropriate weapons and ammo.
//
// Parameters: Player* -- player to be activated
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::ActivatePlayer( Player* player )
{
assert( player );
if ( !player )
{
warning("MultiplayerModeBase::ActivatePlayer", "NULL Player\n");
return ;
}
// Make the player enter the game
if ( !_gameStarted )
{
multiplayerManager.makePlayerSpectator( player );
return;
}
multiplayerManager.playerEnterArena( player->entnum, _startingHealth );
multiplayerManager.changePlayerModel( player, player->client->pers.mp_playermodel );
_giveInitialConditions( player );
// Make player invunerable for a little bit
if ( mp_respawnInvincibilityTime->value > 0.0f )
{
Powerup *powerup;
Event *event;
powerup = Powerup::CreatePowerup( "ProtectionTemp", "models/item/powerup_protection.tik", player );
if ( powerup )
{
powerup->CancelEventsOfType( EV_ProcessInitCommands );
powerup->ProcessInitCommands( powerup->edict->s.modelindex );
event = new Event( EV_Item_SetAmount );
event->AddFloat( mp_respawnInvincibilityTime->value );
powerup->ProcessEvent( event );
player->setPowerup( powerup );
}
}
multiplayerManager.allowFighting( true );
player->takedamage = DAMAGE_YES;
multiplayerManager.playerSpawned( player );
}
//================================================================
// Name: BeginMatch
// Class: MultiplayerModeBase
//
// Description: Begins the match. Resets the spawn points and calls
// _beginMatch so subclasses can do their special thing.
//
// Parameters: None
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::BeginMatch( void )
{
_fightInProgress = true ;
resetSpawnpoints();
_beginMatch();
}
//================================================================
// Name: EndMatch
// Class: MultiplayerModeBase
//
// Description: Ends the match. Resets the spawn points and calls
// _endMatch so subclasses can do their special thing.
//
// Parameters: None
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::EndMatch( void )
{
_fightInProgress = false ;
resetSpawnpoints();
_endMatch();
}
//================================================================
// Name: resetSpawnpoints
// Class: MultiplayerModeBase
//
// Description: Resets the spawnpoints in the arena. This list
// of spawnpoints is doled out as people enter the arena.
//
// Parameters: None
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::resetSpawnpoints( void )
{
// This builds a list of all the spawnpoints in the arena, which will be
// removed as each one is used at start
_unusedSpawnpointList.ClearObjectList();
for( int idx = 1; idx <= _spawnpointList.NumObjects(); idx++ )
{
_unusedSpawnpointList.AddObject( _spawnpointList.ObjectAt( idx ) );
}
}
void MultiplayerModeBase::getSpawnpoints( void )
{
PlayerDeathmatchStart *deathmatchStart;
deathmatchStart = ( PlayerDeathmatchStart * )G_FindClass( NULL, "info_player_deathmatch" );
while ( deathmatchStart )
{
_spawnpointList.AddObject( deathmatchStart );
deathmatchStart = ( PlayerDeathmatchStart * )G_FindClass( deathmatchStart, "info_player_deathmatch" );
}
}
//----------------------------------------------------------------
// P R O T E C T E D M E T H O D S
//----------------------------------------------------------------
//================================================================
// Name: _beginMatch
// Class: MultiplayerModeBase
//
// Description: Begins the match. All players in the arena have
// BeginFight() called on them to enable fighting.
//
// Parameters: None
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::_beginMatch()
{
for(int idx=1; idx <= _playerList.NumObjects(); idx++ )
{
Player *player = _playerList.ObjectAt( idx );
assert( player );
if ( !player )
{
continue;
}
multiplayerManager.allowFighting( true );
}
}
//================================================================
// Name: _endMatch
// Class: MultiplayerModeBase
//
// Description: Ends the match. All players in the arena have
// EndFight() called on them to disable fighting.
//
// Parameters: None
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::_endMatch()
{
}
void MultiplayerModeBase::declareWinner( void )
{
int i;
Player *player;
int place;
bool tied;
for ( i = 0 ; i < _maxPlayers ; i++ )
{
player = getPlayer( i );
if ( !player )
continue;
place = getPlace( player, &tied );
if ( ( place == 1 ) && tied )
multiplayerManager.playerSound( player->entnum, "localization/sound/dialog/dm/comp_tiedfirst.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, 1.5f );
else if ( place == 1 )
multiplayerManager.playerSound( player->entnum, "localization/sound/dialog/dm/comp_winn.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, 1.5f );
else if ( place == 2 )
multiplayerManager.playerSound( player->entnum, "localization/sound/dialog/dm/comp_second.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, 1.5f );
else if ( place == 3 )
multiplayerManager.playerSound( player->entnum, "localization/sound/dialog/dm/comp_third.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, 1.5f );
else
multiplayerManager.playerSound( player->entnum, "localization/sound/dialog/dm/comp_didnotrank.mp3", CHAN_AUTO, DEFAULT_VOL, DEFAULT_MIN_DIST, 1.5f );
}
}
//================================================================
// Name: _giveInitialConditions
// Class: MultiplayerModeBase
//
// Description: Gives the specified player the weapons and ammo
// designated for this arena.
//
// Parameters: Player* -- player to receive weapons
//
// Returns: None
//
//================================================================
void MultiplayerModeBase::_giveInitialConditions( Player *player )
{
int idx ;
assert( player );
if ( !player )
{
warning( "MultiplayerModeBase::_giveInitialConditions", "NULL player specified.\n" );
return;
}
// Give all the weapons to the player
for ( idx=1; idx <= _weaponList.NumObjects(); idx++ )
{
multiplayerManager.givePlayerItem( player->entnum, _weaponList.ObjectAt( idx ) );
/* Event *ev = new Event( "weapon" );
ev->AddToken( _weaponList.ObjectAt( idx ) );
player->ProcessEvent( ev ); // deletes the created Event */
}
// Give all the ammo to the player
for ( idx=1; idx <= _ammoList.NumObjects(); idx++ )
{
Event *ev = new Event( "ammo" );
ev->AddString( _ammoList.ObjectAt( idx )->type );
ev->AddInteger( _ammoList.ObjectAt( idx )->amount );
player->ProcessEvent( ev ); // deletes the created Event
}
// Start the player with the appropriate weapon
if ( _startingWeaponName.length() )
{
Event *ev = new Event( "use" );
ev->AddString( _startingWeaponName );
player->ProcessEvent( ev ); // deletes the created Event
}
}
int MultiplayerModeBase::getNumSpawnpoints( void )
{
return _spawnpointList.NumObjects();
}
Entity* MultiplayerModeBase::getSpawnpointbyIndex( int index )
{
int numPoints;
// Make sure everything is ok
numPoints = getNumSpawnpoints();
if ( !numPoints )
{
warning( "MultiplayerModeBase::getSpawnpointbyIndex", "No spawnpoints found in arena\n" );
return NULL;
}
if ( ( index < 0 ) || ( index >= numPoints ) )
return NULL;
// Get the spawn point
return _spawnpointList.ObjectAt( index + 1 );
}
Entity* MultiplayerModeBase::getRandomSpawnpoint( bool useCounter )
{
Entity *spot = NULL;
int numPoints = _spawnpointList.NumObjects();
// Make sure everything is ok
if ( !numPoints )
{
warning( "MultiplayerModeBase::GetRandomSpawnpoint", "No spawnpoints found in arena\n" );
return NULL;
}
// Get the selected index (either in order or random)
if ( useCounter )
{
if ( _spawncounter > numPoints )
{
_spawncounter = 1; // reuse spawn points
}
spot = ( Entity * )_spawnpointList.ObjectAt( _spawncounter );
_spawncounter++;
return spot;
}
int selection = ( (int)( G_Random() * numPoints ) );
// Get the spawn point
return getSpawnpointbyIndex( selection );
}
int MultiplayerModeBase::getNumNamedSpawnpoints( const str &spawnpointType )
{
int numPoints;
int numNamedPoints;
int i;
PlayerDeathmatchStart *spawnpoint;
numPoints = _spawnpointList.NumObjects();
if ( !numPoints )
{
warning( "MultiplayerModeBase::getNumNamedSpawnpoint", "No spawnpoints found in map\n" );
return 0;
}
// Find out how many spawnpoints match this type
numNamedPoints = 0;
for ( i = 1 ; i <= numPoints ; i++ )
{
spawnpoint = _spawnpointList.ObjectAt( i );
if ( spawnpoint->_type == spawnpointType )
{
numNamedPoints++;
}
}
return numNamedPoints;
}
Entity* MultiplayerModeBase::getNamedSpawnpointbyIndex( const str &spawnpointType, int index )
{
int i;
int numNamedPoints;
int numPoints;
PlayerDeathmatchStart *spawnpoint;
numNamedPoints = getNumNamedSpawnpoints( spawnpointType );
// Make sure we found at least 1 spawnpoint matching the type
if ( !numNamedPoints || ( index < 0 ) || ( index >= numNamedPoints ) )
return NULL;
numNamedPoints = 0;
// Find the spawn point picked
numPoints = getNumSpawnpoints();
for ( i = 1 ; i <= numPoints ; i++ )
{
spawnpoint = _spawnpointList.ObjectAt( i );
if ( spawnpoint->_type == spawnpointType )
{
if ( numNamedPoints == index )
{
return spawnpoint;
}
numNamedPoints++;
}
}
return NULL;
}
Entity* MultiplayerModeBase::getRandomNamedSpawnpoint( const str &spawnpointType )
{
int numNamedPoints;
int selection;
numNamedPoints = getNumNamedSpawnpoints( spawnpointType );
selection = ( (int)( G_Random() * numNamedPoints ) );
return getNamedSpawnpointbyIndex( spawnpointType, selection );
}
Entity* MultiplayerModeBase::getFarthestNamedSpawnpoint( const Vector &origin, const str &spawnpointType )
{
int i;
int numNamedPoints;
int numPoints;
PlayerDeathmatchStart *spawnpoint;
PlayerDeathmatchStart *farthestSpawnpoint;
float farthestDistance;
Vector dir;
float dist;
farthestSpawnpoint = NULL;
farthestDistance = 0.0f;
numNamedPoints = getNumNamedSpawnpoints( spawnpointType );
// Make sure we found at least 1 spawnpoint matching the type
if ( !numNamedPoints )
return NULL;
// Go through all of the spawn points and find the farthest one from the specified point
numPoints = getNumSpawnpoints();
for ( i = 1 ; i <= numPoints ; i++ )
{
spawnpoint = _spawnpointList.ObjectAt( i );
if ( spawnpoint->_type == spawnpointType )
{
dir = origin - spawnpoint->origin;
dist = dir.length();
if ( !farthestSpawnpoint || ( dist > farthestDistance ) )
{
farthestSpawnpoint = spawnpoint;
farthestDistance = dist;
}
}
}
return farthestSpawnpoint;
}
Entity *MultiplayerModeBase::getSpawnPoint( Player *player )
{
Entity *spawnPoint = NULL;
int randomStartingSpot;
int i;
int spawnPointIndex;
int numSpawnPoints;
bool useAnySpawnPoint;
numSpawnPoints = getNumNamedSpawnpoints( "" );
if ( numSpawnPoints == 0 )
{
useAnySpawnPoint = true;
numSpawnPoints = getNumSpawnpoints();
}
else
{
useAnySpawnPoint = false;
}
randomStartingSpot = ( (int)( G_Random() * numSpawnPoints ) );
for( i = 0 ; i < numSpawnPoints ; i++ )
{
spawnPointIndex = ( randomStartingSpot + i ) % numSpawnPoints;
if ( useAnySpawnPoint )
spawnPoint = getSpawnpointbyIndex( spawnPointIndex );
else
spawnPoint = getNamedSpawnpointbyIndex( "", spawnPointIndex );
if ( spawnPoint )
{
int j;
int num;
int touch[ MAX_GENTITIES ];
gentity_t *hit;
Vector min;
Vector max;
bool badSpot;
min = spawnPoint->origin + player->mins + Vector( 0, 0, 1 );
max = spawnPoint->origin + player->maxs + Vector( 0, 0, 1 );
num = gi.AreaEntities( min, max, touch, MAX_GENTITIES, qfalse );
badSpot = false;
for( j = 0 ; j < num ; j++ )
{
hit = &g_entities[ touch[ j ] ];
if ( !hit->inuse || ( hit->entity == player ) || !hit->entity || ( hit->entity == world ) || ( !hit->entity->edict->solid ) )
{
continue;
}
if ( hit->entity->isSubclassOf( Player ) )
{
Player *hitPlayer;
hitPlayer = (Player *)hit->entity;
badSpot = true;
break;
}
}
if ( !badSpot )
{
break;
}
}
}
return spawnPoint;
}
Player *MultiplayerModeBase::getLastKilledByPlayer( Player *player, int *meansOfDeath )
{
int entnum;
entnum = _playerGameData[ player->entnum ]._lastKilledByPlayer;
if ( entnum < 0 )
return NULL;
if ( meansOfDeath )
*meansOfDeath = _playerGameData[ player->entnum ]._lastKilledByPlayerMOD;
return GetPlayer( entnum );
}
Player *MultiplayerModeBase::getLastKillerOfPlayer( Player *player, int *meansOfDeath )
{
int entnum;
entnum = _playerGameData[ player->entnum ]._lastKillerOfPlayer;
if ( entnum < 0 )
return NULL;
if ( meansOfDeath )
*meansOfDeath = _playerGameData[ player->entnum ]._lastKillerOfPlayerMOD;
return GetPlayer( entnum );
}
void MultiplayerModeBase::applySpeedModifiers( Player *player, int *moveSpeed )
{
if ( multiplayerManager.isPlayerSpectator( player ) )
{
*moveSpeed *= (int)_spectatorMoveSpeedModifier;
}
}
int MultiplayerModeBase::comparePlayerScore( MultiplayerPlayerGameData &player1Data, MultiplayerPlayerGameData &player2Data )
{
// Check points first
if ( player1Data._points > player2Data._points )
return 1;
else if ( player1Data._points < player2Data._points )
return -1;
// Check kills second
if ( player1Data._numKills > player2Data._numKills )
return 1;
else if ( player1Data._numKills < player2Data._numKills )
return -1;
// Check deaths third
if ( player1Data._numDeaths > player2Data._numDeaths )
return -1;
else if ( player1Data._numDeaths < player2Data._numDeaths )
return 1;
// If we get here the player's are tied
return 0;
}
int MultiplayerModeBase::getPlace( Player *player, bool *tied )
{
int place = 1;
bool isTied = false;
int i;
Player *currentPlayer;
int scoreDiff;
for ( i = 0 ; i < _maxPlayers ; i++ )
{
// Get this player and make sure everything is ok
currentPlayer = getPlayer( i );
if ( !currentPlayer || ( currentPlayer == player ) )
continue;
// See how the player compares with the current player
scoreDiff = comparePlayerScore( _playerGameData[ player->entnum ], _playerGameData[ currentPlayer->entnum ] );
if ( scoreDiff < 0 )
{
// The current player has a higher score so we bump the place one higher
place++;
}
else if ( scoreDiff == 0 )
{
// The current player has a same score so they are tied
isTied = true;
}
}
if ( tied )
{
*tied = isTied;
}
return place;
}
int MultiplayerModeBase::getHighestPoints( void )
{
int i;
int highestPoints = -999999999;
for ( i = 0 ; i < _maxPlayers ; i++ )
{
if ( _playerGameData[ i ]._points > highestPoints )
{
highestPoints = _playerGameData[ i ]._points;
}
}
return highestPoints;
}
bool MultiplayerModeBase::shouldKeepNormalItem( Item *item )
{
if ( multiplayerManager.checkFlag( MP_FLAG_NO_POWERUPS ) && item->isSubclassOf( PowerupBase ) )
return false;
return true;
}