nuclide/Source/Server/Spawn.c
Marco Hladik 30e2e5b76a Added armoury_entity ( fixes #7 )
Added weapon dropping ( and cmd 'drop', fixes #8 )
Tweaked the buy and team menus layout wise
Implemented Auto-Assign function in the GUI menu
Fixed a logic bug with Weapon_GiveAmmo
2017-01-12 00:31:19 +01:00

312 lines
6.8 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 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.
*/
entity eLastTSpawn;
entity eLastCTSpawn;
/*
=================
Spawn_FindSpawnPoint
Recursive function that gets the next spawnpoint
=================
*/
entity Spawn_FindSpawnPoint( float fTeam ) {
entity eSpot, eLastSpawn;
entity eThing;
int iCount;
string sClassname;
if ( fTeam == TEAM_T ) {
sClassname = "info_player_deathmatch";
eSpot = eLastSpawn = eLastTSpawn;
} else if ( fTeam == TEAM_CT ) {
sClassname = "info_player_start";
eSpot = eLastSpawn = eLastCTSpawn;
} else if ( fTeam == TEAM_VIP ) {
return find( world, classname, "info_vip_start" );
}
while ( 1 ) {
eSpot = find(eSpot, classname, sClassname);
if (eSpot != world) {
if (eSpot == eLastSpawn)
return eLastSpawn;
iCount = 0;
eThing = findradius(eSpot.origin, 32);
while(eThing) {
if (eThing.classname == "player")
iCount++;
eThing = eThing.chain;
}
if (iCount == 0) {
eLastSpawn = eSpot;
return eSpot;
}
}
}
return eSpot;
}
/*
=================
Spawn_ObserverCam
Look for the next spawnpoint
=================
*/
void Spawn_ObserverCam( void ) {
// Go find a camera if we aren't dead
entity eCamera = find ( world, classname, "trigger_camera" );
if ( eCamera ) {
self.origin = eCamera.origin;
if ( eCamera.target ) {
entity eTarget = find( world, targetname, eCamera.target );
if ( eTarget ) {
self.angles = vectoangles( eTarget.origin - eCamera.origin );
self.angles_x *= -1;
}
}
} else {
// Can't find a camera? Just do this lazy thing, CS seems to do the same
eCamera = find ( world, classname, "info_player_start" );
}
self.fixangle = TRUE;
}
/*
=================
Spawn_RespawnClient
Called whenever a player just needs his basic properties to be reset
=================
*/
void Spawn_RespawnClient( float fTeam ) {
entity eSpawn;
forceinfokey( self, "*spectator", "0" ); // Make sure we are known as a spectator
eSpawn = Spawn_FindSpawnPoint( self.team );
self.classname = "player";
self.health = self.max_health = 100;
forceinfokey( self, "*dead", "0" );
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.flags = FL_CLIENT;
self.vPain = Player_Pain;
self.vDeath = Player_Death;
self.iBleeds = TRUE;
self.origin = eSpawn.origin;
self.angles = eSpawn.angles;
self.fixangle = TRUE;
// Get the player-model from Defs.h's list
if ( self.team != TEAM_VIP ) {
setmodel( self, sCSPlayers[ self.fCharModel ] );
} else {
setmodel( self, "models/player/vip/vip.mdl" );
}
setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
self.view_ofs = VEC_PLAYER_VIEWPOS;
self.velocity = '0 0 0';
self.frame = 1; // Idle frame
self.fBombProgress = 0;
}
/*
=================
Spawn_CreateClient
Called whenever a player becomes a completely new type of player
=================
*/
void Spawn_CreateClient( float fCharModel ) {
// What team are we on - 0= Spectator, < 5 Terrorists, CT rest
if( fCharModel == 0 ) {
PutClientInServer();
Spawn_ObserverCam();
return;
} else if( fCharModel < 5 ) {
forceinfokey( self, "*team", "0" );
self.team = TEAM_T;
iAlivePlayers_T++;
Weapon_AddItem( WEAPON_KNIFE );
Weapon_AddItem( WEAPON_GLOCK18 );
Weapon_GiveAmmo( WEAPON_GLOCK18, 40 );
Weapon_Draw( WEAPON_GLOCK18 );
} else {
self.team = TEAM_CT;
iAlivePlayers_CT++;
Weapon_AddItem( WEAPON_KNIFE );
Weapon_AddItem( WEAPON_USP45 );
Weapon_GiveAmmo( WEAPON_USP45, 24 );
Weapon_Draw( WEAPON_USP45 );
}
if( self.iInGame == FALSE ) {
self.iInGame = TRUE;
}
forceinfokey( self, "*team", ftos( self.team ) );
Spawn_RespawnClient( self.team );
self.fAttackFinished = time + 1;
}
/*
=================
Spawn_MakeSpectator
Called on connect and whenever a player dies
=================
*/
void Spawn_MakeSpectator( void ) {
self.classname = "spectator";
self.health = 0;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_NOCLIP;
self.flags = FL_CLIENT;
self.weapon = 0;
self.model = 0;
setsize (self, '-16 -16 -16', '16 16 16');
self.view_ofs = self.velocity = '0 0 0';
forceinfokey( self, "*spectator", "1" ); // Make sure we are known as a spectator
// Clear all the ammo stuff
for ( int i = 0; i < CS_WEAPON_COUNT; i++ ) {
self.(wptTable[ i ].iMagfld) = 0;
self.(wptTable[ i ].iCaliberfld) = 0;
}
// Clear the inventory
self.fSlotMelee = self.fSlotPrimary = self.fSlotSecondary = self.fSlotGrenade = 0;
}
/*
=================
CSEv_GamePlayerSpawn_f
Event Handling, called by the Client codebase via 'sendevent'
=================
*/
void CSEv_GamePlayerSpawn_f( float fChar ) {
if ( self.team == TEAM_VIP ) {
centerprint( self, "You are the VIP!\nYou cannot switch roles now.\n" );
self.fAttackFinished = time + 1.0;
return;
}
// Hey, we are alive and are trying to switch teams, so subtract us from the Alive_Team counter.
if ( self.health > 0 ) {
if ( self.team == TEAM_T ) {
iAlivePlayers_T--;
} else if ( self.team == TEAM_CT ) {
iAlivePlayers_CT--;
}
}
self.fSlotMelee = 0;
self.fSlotPrimary = 0;
self.fSlotSecondary = 0;
self.fSlotGrenade = 0;
// Spawn the players immediately when its in the freeze state
switch ( fGameState ) {
case GAME_FREEZE:
self.fCharModel = fChar;
Spawn_CreateClient( fChar );
break;
default:
if( fChar == 0 ) {
PutClientInServer();
return;
} else if( fChar < 5 ) {
self.team = TEAM_T;
} else {
self.team = TEAM_CT;
}
Spawn_MakeSpectator();
self.classname = "player";
self.fCharModel = fChar;
self.health = 0;
forceinfokey( self, "*dead", "1" );
forceinfokey( self, "*team", ftos( self.team ) );
break;
}
self.frags = 0;
self.fDeaths = 0;
forceinfokey( self, "*deaths", "0" );
}
/*
=================
info_player_start
Counter-Terrorist Spawnpoints
=================
*/
void info_player_start( void ) {
}
/*
=================
info_player_deathmatch
Terrorist Spawnpoints
=================
*/
void info_player_deathmatch( void ) {
}
/*
=================
info_target
Cameras use this thing
=================
*/
void info_target( void ) {
setorigin( self, self.origin );
}
/*
=================
info_vip_start
=================
*/
void info_vip_start( void ) {
}