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