Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
#include "skill.h"
#include "game.h"
#include "items.h"
extern DLL_GLOBAL CGameRules *g_pGameRules;
extern DLL_GLOBAL BOOL g_fGameOver;
extern int gmsgDeathMsg; // client dll messages
extern int gmsgScoreInfo;
extern int gmsgMOTD;
#define ITEM_RESPAWN_TIME 30
#define WEAPON_RESPAWN_TIME 20
#define AMMO_RESPAWN_TIME 20
//*********************************************************
// Rules for Cold Ice Rocket Arena
//*********************************************************
CRocketArena :: CRocketArena()
{
RefreshSkillData();
m_flIntermissionEndTime = 0;
if ( IS_DEDICATED_SERVER() )
{
// dedicated server
char *servercfgfile = (char *)CVAR_GET_STRING( "servercfgfile" );
if ( servercfgfile && servercfgfile[0] )
{
char szCommand[256];
ALERT( at_console, "Executing dedicated server config file\n" );
sprintf( szCommand, "exec %s\n", servercfgfile );
SERVER_COMMAND( szCommand );
}
}
else
{
// listen server
char *lservercfgfile = (char *)CVAR_GET_STRING( "lservercfgfile" );
if ( lservercfgfile && lservercfgfile[0] )
{
char szCommand[256];
ALERT( at_console, "Executing listen server config file\n" );
sprintf( szCommand, "exec %s\n", lservercfgfile );
SERVER_COMMAND( szCommand );
}
}
}
//=========================================================
//=========================================================
void CRocketArena::RefreshSkillData( void )
{
CGameRules::RefreshSkillData();
// suitcharger
gSkillData.suitchargerCapacity = 30;
// Rocket
gSkillData.plrDmgRocket = 145;
}
// longest the intermission can last, in seconds
#define MAX_INTERMISSION_TIME 120
//=========================================================
//=========================================================
void CRocketArena :: Think ( void )
{
///// Check game rules /////
if ( g_fGameOver ) // someone else quit the game already
{
if ( m_flIntermissionEndTime < gpGlobals->time )
{
if ( m_iEndIntermissionButtonHit // check that someone has pressed a key, or the max intermission time is over
|| ((m_flIntermissionEndTime + MAX_INTERMISSION_TIME) < gpGlobals->time) )
ChangeLevel(); // intermission is over
}
return;
}
float flTimeLimit = timelimit.value * 60;
float flFragLimit = fraglimit.value;
if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
{
GoToIntermission();
return;
}
if ( flFragLimit )
{
// 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;
}
}
}
}
//=========================================================
//=========================================================
BOOL CRocketArena::IsMultiplayer( void )
{
return TRUE;
}
//=========================================================
//=========================================================
BOOL CRocketArena::IsDeathmatch( void )
{
return TRUE;
}
//=========================================================
//=========================================================
BOOL CRocketArena::IsRocketArena( void )
{
return TRUE;
}
//=========================================================
//=========================================================
BOOL CRocketArena::IsCoOp( void )
{
return gpGlobals->coop;
}
//=========================================================
//=========================================================
BOOL CRocketArena::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
{
if ( !pWeapon->CanDeploy() )
{
// that weapon can't deploy anyway.
return FALSE;
}
if ( !pPlayer->m_pActiveItem )
{
// player doesn't have an active item!
return TRUE;
}
if ( !pPlayer->m_pActiveItem->CanHolster() )
{
// can't put away the active item.
return FALSE;
}
if ( pWeapon->iWeight() > pPlayer->m_pActiveItem->iWeight() )
{
return TRUE;
}
return FALSE;
}
BOOL CRocketArena :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
{
CBasePlayerItem *pCheck;
CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category.
int iBestWeight;
int i;
iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
pBest = NULL;
if ( !pCurrentWeapon->CanHolster() )
{
// can't put this gun away right now, so can't switch.
return FALSE;
}
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
pCheck = pPlayer->m_rgpPlayerItems[ i ];
while ( pCheck )
{
if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
{
// this weapon is from the same category.
if ( pCheck->CanDeploy() )
{
if ( pPlayer->SwitchWeapon( pCheck ) )
{
return TRUE;
}
}
}
else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
{
//ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) );
// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
// that the player was using. This will end up leaving the player with his heaviest-weighted
// weapon.
if ( pCheck->CanDeploy() )
{
// if this weapon is useable, flag it as the best
iBestWeight = pCheck->iWeight();
pBest = pCheck;
}
}
pCheck = pCheck->m_pNext;
}
}
// if we make it here, we've checked all the weapons and found no useable
// weapon in the same catagory as the current weapon.
// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
// at least get the crowbar, but ya never know.
if ( !pBest )
{
return FALSE;
}
pPlayer->SwitchWeapon( pBest );
return TRUE;
}
//=========================================================
//=========================================================
BOOL CRocketArena :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
{
return TRUE;
}
extern int gmsgSayText;
extern int gmsgGameMode;
void CRocketArena :: UpdateGameMode( CBasePlayer *pPlayer )
{
MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
WRITE_BYTE( 0 ); // game mode none
MESSAGE_END();
}
void CRocketArena :: InitHUD( CBasePlayer *pl )
{
// notify other clients of player joining the game
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s has joined the game\n",
( pl->pev->netname && STRING(pl->pev->netname)[0] != 0 ) ? STRING(pl->pev->netname) : "unconnected" ) );
UTIL_LogPrintf( "\"%s<%i>\" has entered the game\n", STRING( pl->pev->netname ), GETPLAYERUSERID( pl->edict() ) );
UpdateGameMode( pl );
// sending just one score makes the hud scoreboard active; otherwise
// it is just disabled for single play
MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() );
WRITE_BYTE( ENTINDEX(pl->edict()) );
WRITE_SHORT( 0 );
WRITE_SHORT( 0 );
MESSAGE_END();
SendMOTDToClient( pl->edict() );
// loop through all active players and send their score info to the new client
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
// FIXME: Probably don't need to cast this just to read m_iDeaths
CBasePlayer *plr = (CBasePlayer *)UTIL_PlayerByIndex( i );
if ( plr )
{
MESSAGE_BEGIN( MSG_ONE, gmsgScoreInfo, NULL, pl->edict() );
WRITE_BYTE( i ); // client number
WRITE_SHORT( plr->pev->frags );
WRITE_SHORT( plr->m_iDeaths );
MESSAGE_END();
}
}
if ( g_fGameOver )
{
MESSAGE_BEGIN( MSG_ONE, SVC_INTERMISSION, NULL, pl->edict() );
MESSAGE_END();
}
pl->StartSpectator();
pl->m_nMenu = Menu_Spec;
ShowMenu(pl, 0x3, 0, 0," Welcome to Cold Ice Beta1 2x\n\nCold-Ice Rocket Arena Mode\n\n1. Join Game\n2. Observe Game");
}
//=========================================================
//=========================================================
void CRocketArena :: ClientDisconnected( edict_t *pClient )
{
if ( pClient )
{
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
if ( pPlayer )
{
FireTargets( "game_playerleave", pPlayer, pPlayer, USE_TOGGLE, 0 );
UTIL_LogPrintf( "\"%s<%i>\" left from Rocket Arena\n", STRING( pPlayer->pev->netname ), GETPLAYERUSERID( pPlayer->edict() ) );
pPlayer->RemoveAllItems( TRUE );// destroy all of the players weapons and items
}
}
}
//=========================================================
//=========================================================
float CRocketArena :: FlPlayerFallDamage( CBasePlayer *pPlayer )
{
int iFallDamage = (int)CVAR_GET_FLOAT("mp_falldamage");
switch ( iFallDamage )
{
case 1://progressive
pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
break;
default:
case 0:// fixed
return 10;
break;
}
}
//=========================================================
//=========================================================
BOOL CRocketArena::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
{
return TRUE;
}
//=========================================================
//=========================================================
void CRocketArena :: PlayerThink( CBasePlayer *pPlayer )
{
if ( g_fGameOver )
{
// check for button presses
if ( pPlayer->m_afButtonPressed & ( IN_DUCK | IN_ATTACK | IN_ATTACK2 | IN_USE | IN_JUMP ) )
m_iEndIntermissionButtonHit = TRUE;
// clear attack/use commands from player
pPlayer->m_afButtonPressed = 0;
pPlayer->pev->button = 0;
pPlayer->m_afButtonReleased = 0;
}
}
//=========================================================
//=========================================================
BOOL CRocketArena :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
{
if ( FStrEq( pcmd, "menuselect" ) )
{
int slot = atoi( CMD_ARGV(1) );
//=============================================================
//=============================================================
switch(pPlayer->m_nMenu)
{
case Menu_Spec:
if(slot == 1)
pPlayer->StopSpectator();
else if (slot == 2)
{
pPlayer->StartSpectator();
ShowMenu (pPlayer, 0x1, 0, 0, "Currently In Spectator Mode:\n\nHit Key 1 to exit and join the game. " );
}
break;
//=============================================================
//=============================================================
}
return TRUE;
}
//=============================================================
//=============================================================
if (FStrEq(pcmd, "rune_status" ))
{
if ( pPlayer->m_iPlayerRune == RUNE_SPEED )
ShowMenu (pPlayer, 0x1, 5, 0, "You Have Rune: Speed" );
else if ( pPlayer->m_iPlayerRune == RUNE_RESIST )
ShowMenu (pPlayer, 0x1, 5, 0, "You Have Rune: Resist" );
else if ( pPlayer->m_iPlayerRune == RUNE_STRENGTH )
ShowMenu (pPlayer, 0x1, 5, 0, "You Have Rune: Strength" );
else if ( pPlayer->m_iPlayerRune == RUNE_HEALTH )
ShowMenu (pPlayer, 0x1, 5, 0, "You Have Rune: Regeneration" );
else if ( pPlayer->m_iPlayerRune == RUNE_ROCKETARENA )
ShowMenu (pPlayer, 0x1, 5, 0, "You Have Rune: Rocket Arena Special" );
else
ShowMenu (pPlayer, 0x1, 5, 0, "You Have No Runes." );
return TRUE;
}
//=============================================================
//=============================================================
else if ( FStrEq( pcmd, "stopobserv" ) )
{
pPlayer->StopSpectator();
return TRUE;
}
//=============================================================
//=============================================================
return FALSE;
}
//=========================================================
//=========================================================
void CRocketArena :: PlayerSpawn( CBasePlayer *pPlayer )
{
BOOL addDefault;
CBaseEntity *pWeaponEntity = NULL;
pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
addDefault = TRUE;
while ( pWeaponEntity = UTIL_FindEntityByClassname( pWeaponEntity, "game_player_equip" ))
{
pWeaponEntity->Touch( pPlayer );
addDefault = FALSE;
}
if ( addDefault )
{
pPlayer->GiveNamedItem( "weapon_rocketl" );
pPlayer->GiveNamedItem( "ammo_helirockets" );
}
}
//=========================================================
//=========================================================
BOOL CRocketArena :: FPlayerCanRespawn( CBasePlayer *pPlayer )
{
return pPlayer->m_fWantRespawn;
}
//=========================================================
//=========================================================
float CRocketArena :: FlPlayerSpawnTime( CBasePlayer *pPlayer )
{
return gpGlobals->time;//now!
}
BOOL CRocketArena :: AllowAutoTargetCrosshair( void )
{
return ( CVAR_GET_FLOAT( "mp_autocrosshair" ) != 0 );
}
//=========================================================
// IPointsForKill - how many points awarded to anyone
// that kills this player?
//=========================================================
int CRocketArena :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
{
return 1;
}
//=========================================================
// PlayerKilled - someone/something killed this player
//=========================================================
void CRocketArena :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
{
DeathNotice( pVictim, pKiller, pInflictor );
pVictim->m_iDeaths += 1;
FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 );
CBasePlayer *peKiller = NULL;
CBaseEntity *ktmp = CBaseEntity::Instance( pKiller );
if ( ktmp && (ktmp->Classify() == CLASS_PLAYER) )
peKiller = (CBasePlayer*)ktmp;
if ( pVictim->pev == pKiller )
{ // killed self
pKiller->frags -= 1;
}
else if ( ktmp && ktmp->IsPlayer() )
{
// if a player dies in a deathmatch game and the killer is a client, award the killer some points
pKiller->frags += IPointsForKill( peKiller, pVictim );
FireTargets( "game_playerkill", ktmp, ktmp, USE_TOGGLE, 0 );
}
else
{ // killed by the world
pKiller->frags -= 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 );
MESSAGE_END();
// killers score, if it's a player
CBaseEntity *ep = CBaseEntity::Instance( pKiller );
if ( ep && ep->Classify() == CLASS_PLAYER )
{
CBasePlayer *PK = (CBasePlayer*)ep;
MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
WRITE_BYTE( ENTINDEX(PK->edict()) );
WRITE_SHORT( PK->pev->frags );
WRITE_SHORT( PK->m_iDeaths );
MESSAGE_END();
// let the killer paint another decal as soon as he'd like.
PK->m_flNextDecalTime = gpGlobals->time;
}
}
//=========================================================
// Deathnotice.
//=========================================================
void CRocketArena::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor )
{
// Work out what killed the player, and send a message to all clients about it
CBaseEntity *Killer = CBaseEntity::Instance( pKiller );
const char *killer_weapon_name = "world"; // by default, the player is killed by the world
int killer_index = 0;
if ( pKiller->flags & FL_CLIENT )
{
killer_index = ENTINDEX(ENT(pKiller));
if ( pevInflictor )
{
if ( pevInflictor == pKiller )
{
// If the inflictor is the killer, then it must be their current weapon doing the damage
CBasePlayer *pPlayer = (CBasePlayer*)CBaseEntity::Instance( pKiller );
if ( pPlayer->m_pActiveItem )
{
killer_weapon_name = pPlayer->m_pActiveItem->pszName();
}
}
else
{
killer_weapon_name = STRING( pevInflictor->classname ); // it's just that easy
}
}
}
else
{
killer_weapon_name = STRING( pevInflictor->classname );
}
// strip the monster_* or weapon_* from the inflictor's classname
if ( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )
killer_weapon_name += 7;
else if ( strncmp( killer_weapon_name, "monster_", 8 ) == 0 )
killer_weapon_name += 8;
else if ( strncmp( killer_weapon_name, "func_", 5 ) == 0 )
killer_weapon_name += 5;
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
WRITE_BYTE( killer_index ); // the killer
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
WRITE_STRING( killer_weapon_name ); // what they were killed by (should this be a string?)
MESSAGE_END();
if ( pVictim->pev == pKiller )
{ // killed self
UTIL_LogPrintf( "\"%s<%i>\" killed self with %s\n", STRING( pVictim->pev->netname ), GETPLAYERUSERID( pVictim->edict() ), killer_weapon_name );
}
else if ( pKiller->flags & FL_CLIENT )
{
UTIL_LogPrintf( "\"%s<%i>\" killed \"%s<%i>\" with %s\n", STRING( pKiller->netname ),
GETPLAYERUSERID( ENT(pKiller) ),
STRING( pVictim->pev->netname ),
GETPLAYERUSERID( pVictim->edict() ),
killer_weapon_name );
}
else
{ // killed by the world
UTIL_LogPrintf( "\"%s<%i>\" killed by world with %s\n", STRING( pVictim->pev->netname ), GETPLAYERUSERID( pVictim->edict() ), killer_weapon_name );
}
return;
}
//=========================================================
// PlayerGotWeapon - player has grabbed a weapon that was
// sitting in the world
//=========================================================
void CRocketArena :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
{
}
//=========================================================
// FlWeaponRespawnTime - what is the time in the future
// at which this weapon may spawn?
//=========================================================
float CRocketArena :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon )
{
return FALSE;
}
// when we are within this close to running out of entities, items
// marked with the ITEM_FLAG_LIMITINWORLD will delay their respawn
#define ENTITY_INTOLERANCE 100
//=========================================================
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
// now, otherwise it returns the time at which it can try
// to spawn again.
//=========================================================
float CRocketArena :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon )
{
if ( pWeapon && pWeapon->m_iId )
{
return 0;
}
return 0;
}
//=========================================================
// VecWeaponRespawnSpot - where should this weapon spawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CRocketArena :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon )
{
return pWeapon->pev->origin;
}
//=========================================================
// WeaponShouldRespawn - any conditions inhibiting the
// respawning of this weapon?
//=========================================================
int CRocketArena :: WeaponShouldRespawn( CBasePlayerItem *pWeapon )
{
return GR_WEAPON_RESPAWN_NO;
}
//=========================================================
// CanHaveWeapon - returns FALSE if the player is not allowed
// to pick up this weapon
//=========================================================
BOOL CRocketArena::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pItem )
{
if ( CVAR_GET_FLOAT("mp_weaponstay") > 0 )
{
if ( pItem->iFlags() & ITEM_FLAG_LIMITINWORLD )
return CGameRules::CanHavePlayerItem( pPlayer, pItem );
// check if the player already has this weapon
for ( int i = 0 ; i < MAX_ITEM_TYPES ; i++ )
{
CBasePlayerItem *it = pPlayer->m_rgpPlayerItems[i];
while ( it != NULL )
{
if ( it->m_iId == pItem->m_iId )
{
return FALSE;
}
it = it->m_pNext;
}
}
}
return CGameRules::CanHavePlayerItem( pPlayer, pItem );
}
//=========================================================
//=========================================================
BOOL CRocketArena::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
{
return TRUE;
}
//=========================================================
//=========================================================
void CRocketArena::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
{
}
//=========================================================
//=========================================================
int CRocketArena::ItemShouldRespawn( CItem *pItem )
{
return GR_ITEM_RESPAWN_NO;
}
//=========================================================
// At what time in the future may this Item respawn?
//=========================================================
float CRocketArena::FlItemRespawnTime( CItem *pItem )
{
return gpGlobals->time + ITEM_RESPAWN_TIME;
}
//=========================================================
// Where should this item respawn?
// Some game variations may choose to randomize spawn locations
//=========================================================
Vector CRocketArena::VecItemRespawnSpot( CItem *pItem )
{
return pItem->pev->origin;
}
//=========================================================
//=========================================================
void CRocketArena::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount )
{
}
//=========================================================
//=========================================================
BOOL CRocketArena::IsAllowedToSpawn( CBaseEntity *pEntity )
{
// if ( pEntity->pev->flags & FL_MONSTER )
// return FALSE;
return TRUE;
}
//=========================================================
//=========================================================
int CRocketArena::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo )
{
return GR_AMMO_RESPAWN_NO;
}
//=========================================================
//=========================================================
float CRocketArena::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo )
{
return gpGlobals->time + AMMO_RESPAWN_TIME;
}
//=========================================================
//=========================================================
Vector CRocketArena::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo )
{
return pAmmo->pev->origin;
}
//=========================================================
//=========================================================
float CRocketArena::FlHealthChargerRechargeTime( void )
{
return 60;
}
float CRocketArena::FlHEVChargerRechargeTime( void )
{
return 30;
}
//=========================================================
//=========================================================
int CRocketArena::DeadPlayerWeapons( CBasePlayer *pPlayer )
{
return GR_PLR_DROP_GUN_ACTIVE;
}
//=========================================================
//=========================================================
int CRocketArena::DeadPlayerAmmo( CBasePlayer *pPlayer )
{
return GR_PLR_DROP_AMMO_ACTIVE;
}
edict_t *CRocketArena::GetPlayerSpawnSpot( CBasePlayer *pPlayer )
{
edict_t *pentSpawnSpot = CGameRules::GetPlayerSpawnSpot( pPlayer );
if ( IsMultiplayer() && pentSpawnSpot->v.target )
{
FireTargets( STRING(pentSpawnSpot->v.target), pPlayer, pPlayer, USE_TOGGLE, 0 );
}
return pentSpawnSpot;
}
//=========================================================
//=========================================================
int CRocketArena::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
// half life deathmatch has only enemies
return GR_NOTTEAMMATE;
}
//=========================================================
//=========================================================
BOOL CRocketArena :: PlayFootstepSounds( CBasePlayer *pl, float fvol )
{
if ( CVAR_GET_FLOAT( "mp_footsteps" ) == 0 )
return FALSE;
if ( pl->IsOnLadder() || pl->pev->velocity.Length2D() > 220 )
return TRUE; // only make step sounds in multiplayer if the player is moving fast enough
return FALSE;
}
//=========================================================
//========================================================
BOOL CRocketArena :: FAllowFlashlight( void )
{
return CVAR_GET_FLOAT( "mp_flashlight" ) != 0;
}
//=========================================================
//=========================================================
BOOL CRocketArena :: FAllowMonsters( void )
{
return ( CVAR_GET_FLOAT( "mp_allowmonsters" ) != 0 );
}
//=========================================================
//======== CRocketArena private functions ===========
#define INTERMISSION_TIME 6
void CRocketArena :: GoToIntermission( void )
{
if ( g_fGameOver )
return; // intermission has already been triggered, so ignore.
MESSAGE_BEGIN(MSG_ALL, SVC_INTERMISSION);
MESSAGE_END();
m_flIntermissionEndTime = gpGlobals->time + INTERMISSION_TIME;
g_fGameOver = TRUE;
m_iEndIntermissionButtonHit = FALSE;
}
void CRocketArena :: ChangeLevel( void )
{
char szNextMap[32];
char szFirstMapInList[32];
strcpy( szFirstMapInList, "hldm1" ); // the absolute default level is hldm1
// find the map to change to
char *mapcfile = (char*)CVAR_GET_STRING( "mapcyclefile" );
ASSERT( mapcfile != NULL );
strcpy( szNextMap, STRING(gpGlobals->mapname) );
strcpy( szFirstMapInList, STRING(gpGlobals->mapname) );
int length;
char *pFileList;
char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( mapcfile, &length );
if ( pFileList && length )
{
// the first map name in the file becomes the default
sscanf( pFileList, " %32s", szNextMap );
if ( IS_MAP_VALID( szNextMap ) )
strcpy( szFirstMapInList, szNextMap );
// keep pulling mapnames out of the list until the current mapname
// if the current mapname isn't found, load the first map in the list
BOOL next_map_is_it = FALSE;
while ( 1 )
{
while ( *pFileList && isspace( *pFileList ) ) pFileList++; // skip over any whitespace
if ( !(*pFileList) )
break;
char cBuf[32];
int ret = sscanf( pFileList, " %32s", cBuf );
// Check the map name is valid
if ( ret != 1 || *cBuf < 13 )
break;
if ( next_map_is_it )
{
// check that it is a valid map file
if ( IS_MAP_VALID( cBuf ) )
{
strcpy( szNextMap, cBuf );
break;
}
}
if ( FStrEq( cBuf, STRING(gpGlobals->mapname) ) )
{ // we've found our map; next map is the one to change to
next_map_is_it = TRUE;
}
pFileList += strlen( cBuf );
}
FREE_FILE( aFileList );
}
if ( !IS_MAP_VALID(szNextMap) )
strcpy( szNextMap, szFirstMapInList );
g_fGameOver = TRUE;
ALERT( at_console, "CHANGE LEVEL: %s\n", szNextMap );
CHANGE_LEVEL( szNextMap, NULL );
}
#define MAX_MOTD_CHUNK 60
#define MAX_MOTD_LENGTH (MAX_MOTD_CHUNK * 4)
void CRocketArena :: SendMOTDToClient( edict_t *client )
{
// read from the MOTD.txt file
int length, char_count = 0;
char *pFileList;
char *aFileList = pFileList = (char*)LOAD_FILE_FOR_ME( "rocket_arena_motd.txt", &length );
// Send the message of the day
// read it chunk-by-chunk, and send it in parts
while ( pFileList && *pFileList && char_count < MAX_MOTD_LENGTH )
{
char chunk[MAX_MOTD_CHUNK+1];
if ( strlen( pFileList ) < MAX_MOTD_CHUNK )
{
strcpy( chunk, pFileList );
}
else
{
strncpy( chunk, pFileList, MAX_MOTD_CHUNK );
chunk[MAX_MOTD_CHUNK] = 0; // strncpy doesn't always append the null terminator
}
char_count += strlen( chunk );
if ( char_count < MAX_MOTD_LENGTH )
pFileList = aFileList + char_count;
else
*pFileList = 0;
MESSAGE_BEGIN( MSG_ONE, gmsgMOTD, NULL, client );
WRITE_BYTE( *pFileList ? FALSE : TRUE ); // FALSE means there is still more message to come
WRITE_STRING( chunk );
MESSAGE_END();
}
FREE_FILE( aFileList );
}