/* OpenCS Project Copyright (C) 2015 Marco "eukara" Hladik 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. */ enum { BUY_BOTH, BUY_CT, BUY_T, BUY_NEITHER }; // Checks if it is possible for players to buy anything float Rules_BuyingPossible( void ) { if ( fGameState == GAME_ACTIVE ) { if ( ( ( cvar( "mp_roundtime" ) * 60 ) - fGameTime ) > cvar( "mp_buytime" ) ) { centerprint( self, sprintf( "%d seconds have passed...\nYou can't buy anything now!", cvar( "mp_buytime" ) ) ); self.fAttackFinished = time + 1.0; return FALSE; } } if ( self.team == TEAM_VIP ) { centerprint( self, "You are the VIP...\nYou can't buy anything!\n" ); self.fAttackFinished = time + 1.0; return FALSE; } if ( iBuyRestriction == BUY_NEITHER ) { centerprint( self, "Sorry, you aren't meant\nto be buying anything.\n" ); self.fAttackFinished = time + 1.0; return FALSE; } if ( iBuyRestriction != BUY_BOTH ) { if ( iBuyRestriction == BUY_CT && self.team == TEAM_T ) { centerprint( self, "Terrorists aren't allowed to\nbuy anything on this map!\n" ); self.fAttackFinished = time + 1.0; return FALSE; } else if ( iBuyRestriction == BUY_T && self.team == TEAM_CT ) { centerprint( self, "CTs aren't allowed to buy\nanything on this map!\n" ); self.fAttackFinished = time + 1.0; return FALSE; } } return TRUE; } // Loop through all players and respawn them void Rules_Restart( void ) { iHostagesRescued = 0; entity eFind = findchain( classname, "player" ); entity eOld = self; while ( eFind ) { self = eFind; if ( self.health > 0 ) { Spawn_RespawnClient( self.team ); } else { Spawn_CreateClient( self.fCharModel ); } Money_GiveTeamReward(); eFind = eFind.chain; } self = eOld; // Select a random Terrorist for the bomb thing if ( iBombZones > 0 ) { int iRandomT = ceil( random() * iAlivePlayers_T ); int iPickT = 0; eFind = findchain( classname, "player" ); while ( eFind ) { if ( eFind.classname == "player" && eFind.team == TEAM_T ) { iPickT++; if ( iPickT == iRandomT ) { eOld = self; self = eFind; Weapon_AddItem( WEAPON_C4BOMB ); self = eOld; } } eFind = eFind.chain; } } // If there is a VIP, select a random CT to be it if ( iVIPZones > 0 ) { int iRandomCT = ceil( random() * iAlivePlayers_CT ); int iPickCT = 0; eFind = findchain( classname, "player" ); while ( eFind ) { if ( eFind.classname == "player" && eFind.team == TEAM_CT ) { iPickCT++; if ( iPickCT == iRandomCT ) { eOld = self; self = eFind; self.team = TEAM_VIP; Spawn_RespawnClient( self.team ); self = eOld; } } eFind = eFind.chain; } } // Respawn all the entities eFind = findchainfloat( fRespawns , TRUE ); eOld = self; while ( eFind ) { self = eFind; Entities_Respawn(); eFind = eFind.chain; } self = eOld; Timer_Begin( cvar( "mp_freezetime" ), GAME_FREEZE ); Money_ResetTeamReward(); } // This can happen whenever an objective is complete or time is up void Rules_RoundOver( int iTeamWon, int iMoneyReward ) { if ( fGameState != GAME_ACTIVE ) { return; } if ( iTeamWon == TEAM_T ) { Radio_BroadcastMessage( RADIO_TERWIN ); iWon_T++; } else if ( iTeamWon == TEAM_CT ) { Radio_BroadcastMessage( RADIO_CTWIN ); iWon_CT++; } else { Radio_BroadcastMessage( RADIO_ROUNDDRAW ); } Money_QueTeamReward( iTeamWon, iMoneyReward ); Timer_Begin( 5, GAME_END); // Round is over, 5 seconds til a new round starts } // Whenever mp_roundtime was being counted down to 0 void Rules_TimeOver( void ) { if ( iVIPZones > 0 ) { Rules_RoundOver( TEAM_T, 3250 ); } else if ( iBombZones > 0 ) { Rules_RoundOver( TEAM_CT, 3250 ); } else if ( iHostagesMax > 0 ) { // TODO: Broadcast_Print: Hostages have not been rescued! Rules_RoundOver( TEAM_T, 3250 ); } else { Rules_RoundOver( 0, 0 ); } } /* ================= SPAWN: info_map_parameters Let's map authors decide who can buy stuff and who CAN'T. Also allows people to set the bomb placing radius incase you want to use info_bomb_target. ================= */ .float buying; void info_map_parameters( void ) { if ( !self.buying ) { self.buying = BUY_BOTH; } else { iBuyRestriction = self.buying; } }