Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* 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
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// monhunt_gamerules.cpp
//
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
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#if !NO_VOICEGAMEMGR
#include "voice_gamemgr.h"
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#endif
#include "monhunt_gamerules.h"
#include "game.h"
//#include "mp3.h"
extern DLL_GLOBAL BOOL g_fGameOver;
extern int gmsgScoreInfo;
extern int gmsgPlayMP3; //AJH - Killars MP3player
extern int gmsgDeathMsg;
extern cvar_t timeleft, fragsleft;
extern cvar_t mp_chattime;
void CMonsterplay::Think( void )
{
// longest the intermission can last, in seconds
#define MAX_INTERMISSION_TIME 120
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#if !NO_VOICEGAMEMGR
CVoiceGameMgr g_VoiceGameMgr;
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#endif
float g_flIntermissionStartTime = 0;
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#if !NO_VOICEGAMEMGR
g_VoiceGameMgr.Update(gpGlobals->frametime);
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#endif
///// Check game rules /////
static int last_frags;
static int last_time;
int frags_remaining = 0;
int time_remaining = 0;
int ltime = 0; //Check to see if the times have changed
if ( g_fGameOver ) // someone else quit the game already
{
// bounds check
int time = (int)CVAR_GET_FLOAT( "mp_chattime" );
if ( time < 1 )
CVAR_SET_STRING( "mp_chattime", "1" );
else if ( time > MAX_INTERMISSION_TIME )
CVAR_SET_STRING( "mp_chattime", UTIL_dtos1( MAX_INTERMISSION_TIME ) );
m_flIntermissionEndTime = g_flIntermissionStartTime + mp_chattime.value;
// check to see if we should change levels now
if ( m_flIntermissionEndTime < gpGlobals->time )
{
if ( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over
|| ( ( g_flIntermissionStartTime + MAX_INTERMISSION_TIME ) < gpGlobals->time) )
ChangeLevel(); // intermission is over
}
return;
}
float flTimeLimit = timelimit.value * 60;
float flFragLimit = fraglimit.value;
time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
{
GoToIntermission();
return;
}
if ( flFragLimit )
{
int bestfrags = 9999;
int remain;
// check if any player is over the frag limit
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->pev->frags >= flFragLimit )
{
GoToIntermission();
return;
}
if ( pPlayer )
{
remain = flFragLimit - pPlayer->pev->frags;
if ( remain < bestfrags )
{
bestfrags = remain;
}
}
}
frags_remaining = bestfrags;
}
// Updates when frags change
if ( frags_remaining != last_frags )
{
g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
}
// Updates once per second
if ( timeleft.value != last_time )
{
g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
}
last_frags = frags_remaining;
last_time = time_remaining;
//fMonHuntNextSpawn = gpGlobals->time + 6;
/*if (bMonsterCheck < 1)
{
CBaseEntity *pMonsterCheck;
pMonsterCheck = UTIL_FindEntityByClassname(NULL, "monstermaker");
if ( !FNullEnt( pMonsterCheck->edict() ))
bMonsterMakers = true;
fMonHuntNextSpawn = gpGlobals->time + 6;
UTIL_SayTextAllHS( "MONSTER CHECKED" );
bMonsterCheck = 1;
}*/
//If there is no Monster Makers.
//if (/*!bMonsterMakers && (*/gpGlobals->time > fMonHuntNextSpawn/*)*/)
/*{
CBaseEntity *pMonsterSpawner;
pMonsterSpawner = UTIL_FindEntityByClassname(NULL, "info_player_deathmatch");
CBaseEntity *pMonster = CBaseEntity::Create("monster_barney", pMonsterSpawner->pev->origin, pMonsterSpawner->pev->angles);
UTIL_SayTextAllHS( "CALLED" );
fMonHuntNextSpawn = gpGlobals->time + 6; //TODO: CVAR SET FUCK
}*/
//if ( RANDOM_LONG(0,10) > 9)
//{
// CBaseEntity *pMonsterSpawner;
// for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
// pMonsterSpawner = UTIL_FindEntityByClassname(NULL, "info_player_deathmatch");
// CBaseEntity *pMonster = CBaseEntity::Create("monster_barney", pMonsterSpawner->pev->origin, pMonsterSpawner->pev->angles);
// UTIL_SayTextAllHS( "CALLED" );
// fMonHuntNextSpawn = gpGlobals->time + 6; //TODO: CVAR SET FUCK
//}
}
CMonsterplay :: CMonsterplay()
{
//Genuflect
}
BOOL CMonsterplay::IsMonster()
{
return TRUE;
}
void CMonsterplay::PlayerSpawn( CBasePlayer *pPlayer )
{
BOOL addDefault;
CBaseEntity *pWeaponEntity = NULL;
pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
addDefault = TRUE;
//entvars_t *pev = &pEntity->v;
// CBasePlayer *pPlayer;
edict_t *pClient = g_engfuncs.pfnPEntityOfEntIndex( 1 );
while( ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ) ) )
{
pWeaponEntity->Touch( pPlayer );
addDefault = FALSE;
}
if ( addDefault )
{
pPlayer->GiveNamedItem( "weapon_fotn" );
pPlayer->GiveNamedItem( "weapon_9mmhandgun" );
pPlayer->GiveNamedItem( "ammo_9mmclip" );
pPlayer->GiveNamedItem( "weapon_shotgun" );
pPlayer->GiveNamedItem( "ammo_buckshot" );
pPlayer->GiveNamedItem( "weapon_9mmAR" );
pPlayer->GiveNamedItem( "ammo_9mmAR" );
pPlayer->GiveNamedItem( "ammo_ARgrenades" );
pPlayer->GiveNamedItem( "weapon_handgrenade" );
pPlayer->GiveNamedItem( "weapon_tripmine" );
pPlayer->GiveNamedItem( "weapon_rpg" );
pPlayer->GiveNamedItem( "ammo_rpgclip" );
pPlayer->GiveNamedItem( "weapon_satchel" );
pPlayer->GiveNamedItem( "weapon_snark" );
pPlayer->GiveNamedItem( "weapon_soda" );
pPlayer->GiveNamedItem( "weapon_dosh" );
pPlayer->GiveNamedItem( "weapon_beamkatana" );
pPlayer->GiveNamedItem( "weapon_ak47" );
pPlayer->GiveNamedItem( "weapon_bow" );
pPlayer->GiveNamedItem( "weapon_jason" );
pPlayer->GiveNamedItem( "weapon_jihad" );
pPlayer->GiveNamedItem( "weapon_jackal" );
pPlayer->GiveNamedItem( "weapon_nstar" );
pPlayer->GiveNamedItem( "weapon_mw2" );
pPlayer->GiveNamedItem( "weapon_zapper" );
pPlayer->GiveNamedItem( "weapon_goldengun" );
pPlayer->GiveNamedItem( "weapon_boombox" );
pPlayer->GiveNamedItem( "weapon_scientist" );
pPlayer->GiveNamedItem( "weapon_modman" );
}
}
void CMonsterplay::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
{
CBaseEntity *pKira = CBaseEntity::Instance(pKiller);
if (pKira->Classify() != CLASS_PLAYER && pKira->pev->flags & FL_MONSTER)
{
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
WRITE_BYTE( -1 ); // the killer
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
WRITE_STRING( PrepareMonsterName( STRING(pKiller->classname) ) ); // what they were killed by (should this be a string?)
MESSAGE_END();
pVictim->m_iDeaths += 1;
// update the scores
// killed scores
MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
WRITE_BYTE( ENTINDEX(pVictim->edict()) );
WRITE_SHORT( pVictim->pev->frags );
WRITE_SHORT( pVictim->m_iDeaths );
WRITE_SHORT( 0 );
WRITE_SHORT( GetTeamIndex( pVictim->m_szTeamName ) + 1 );
WRITE_SHORT( pVictim->m_fHSDev );
MESSAGE_END();
}
else
return CHalfLifeMultiplay::PlayerKilled(pVictim, pKiller, pInflictor);
}
int CMonsterplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() )
return GR_NOTTEAMMATE;
// monster hunt has only teammates
return GR_TEAMMATE;
}
BOOL CMonsterplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
{
if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE )
{
// my teammate hit me.
if ( (friendlyfire.value == 0) && (pAttacker != pPlayer) )
{
// friendly fire is off, and this hit came from someone other than myself, then don't get hurt
return FALSE;
}
}
return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker );
}
BOOL CMonsterplay::FAllowMonsters( void )
{
return TRUE;
}
int CMonsterplay::iKillforMonster(const char *classname)
{
if ( !strcmp( classname, "Gay Glenn" ) )
return 1;
else if ( !strcmp( classname, "Barney" ) )
return 2;
else if ( !strcmp( classname, "X-Mas Tree" ) )
return 5;
else if ( !strcmp( classname, "Scientist" ) )
return 1;
else if ( !strcmp( classname, "Sinistar" ) )
return 3;
else if ( !strcmp( classname, "Chris-Chan" ) )
return 0;
else if ( !strcmp( classname, "Zombie" ) )
return 2;
else if ( !strcmp( classname, "snark" ) )
return 0;
else
return 1;
}
//What for? To strip "monster_" and give it a proper name.
const char *CMonsterplay::PrepareMonsterName( const char *monster_name )
{
// Hack to fix name change
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const char *gayglenn = "Gay Glenn";
const char *barney = "Barney";
const char *scientist = "Scientist";
const char *xmast = "X-Mas Tree";
const char *sinistar = "Sinistar";
const char *cwc = "Chris-Chan";
const char *zombie = "Zombie";
const char *controller = "Alien Controller";
const char *bullsquid = "Bull Squid";
const char *grinman = "Grinman";
monster_name += 8;
// replace the code names with the 'real' names
if ( !strcmp( monster_name, "gay" ) )
monster_name = gayglenn;
else if ( !strcmp( monster_name, "barney" ) )
monster_name = barney;
else if ( !strcmp( monster_name, "xmast" ) )
monster_name = xmast;
else if ( !strcmp( monster_name, "scientist" ) )
monster_name = scientist;
else if ( !strcmp( monster_name, "sinistar" ) )
monster_name = sinistar;
else if ( !strcmp( monster_name, "chrischan" ) )
monster_name = cwc;
else if ( !strcmp( monster_name, "zombie" ) )
monster_name = zombie;
else if ( !strcmp( monster_name, "alien_controller") )
monster_name = controller;
else if ( !strcmp( monster_name, "bullsquid") )
monster_name = bullsquid;
else if ( !strcmp( monster_name, "grinman") )
monster_name = grinman;
return monster_name;
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}