//++ BulliT #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "agglobal.h" #include "agarena.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// AgArena::AgArena() { m_fMatchStart = 0.0; m_fNextCountdown = 0.0; m_fNextSay = 0.0; m_Player1 = NULL; m_Player2 = NULL; m_Status = Waiting; } AgArena::~AgArena() { } void AgArena::Think() { if (!g_pGameRules) return; if (Playing == m_Status) { CBasePlayer* pPlayer1 = GetPlayer1(); CBasePlayer* pPlayer2 = GetPlayer2(); if (!pPlayer1 || ( pPlayer1 && !pPlayer1->IsAlive() ) || !pPlayer2 || ( pPlayer2 && !pPlayer2->IsAlive() ) ) { m_Status = PlayerDied; m_fNextCountdown = gpGlobals->time + 3.0; //Let the effect of him dying play for 3 seconds if (pPlayer1) pPlayer1->SetIngame(false); //Cant respawn if (pPlayer2) pPlayer2->SetIngame(false); //Cant respawn } } else { //We only update status once every second. if (m_fNextCountdown > gpGlobals->time) return; m_fNextCountdown = gpGlobals->time + 1.0; //Handle the status if (Waiting == m_Status) { //Get new arena players. if (!GetPlayer1()) { //Get one from top of list. if (0 != m_lstWaitList.size()) { m_Player1 = AgPlayerByIndex(m_lstWaitList.front()); m_lstWaitList.pop_front(); } } if (!GetPlayer2()) { //Get one from top of list. if (0 != m_lstWaitList.size()) { m_Player2 = AgPlayerByIndex(m_lstWaitList.front()); m_lstWaitList.pop_front(); } } if (GetPlayer1() && GetPlayer2()) { m_Status = Countdown; m_fMatchStart = gpGlobals->time + 5.0; m_fNextCountdown = gpGlobals->time + 2.0; } //Print winner if (0 != m_sWinner.size()) { AgString s; s = "Last match won by " + m_sWinner; AgSay(NULL,s.c_str(),NULL,10,0.4,0.1,2); m_sWinner = ""; } //Write waiting message AgSay(NULL,"Waiting for players to get ready!\n",&m_fNextSay,2,0.4,0.5); } else if (Countdown == m_Status) { if (!GetPlayer1() || !GetPlayer2()) { m_Status = Waiting; //Someone left in middle of countdown. Go back to waiting. return; } if (m_fMatchStart < gpGlobals->time) { //Clear out the map AgResetMap(); GetPlayer1()->SetIngame(true); GetPlayer2()->SetIngame(true); m_Status = Spawning; m_sWinner = ""; //Time to start playing. if (GetPlayer1()->IsSpectator()) { GetPlayer1()->Spectate_Stop(); } else GetPlayer1()->RespawnMatch(); if (GetPlayer2()->IsSpectator()) { GetPlayer2()->Spectate_Stop(); } else GetPlayer2()->RespawnMatch(); m_Status = Playing; } else { //Write countdown message. char szMatchStart[128]; sprintf(szMatchStart,"Match %s vs %s in %d seconds!\n",GetPlayer1()->GetName(),GetPlayer2()->GetName(),(int)(m_fMatchStart - gpGlobals->time)); AgSay(NULL,szMatchStart,&m_fNextSay,1,0.3,0.5); } } else if (PlayerDied == m_Status) { CBasePlayer* pPlayer1 = GetPlayer1(); CBasePlayer* pPlayer2 = GetPlayer2(); m_Status = Waiting; m_sWinner = ""; if (pPlayer1 && !pPlayer1->IsAlive()) { if(!pPlayer1->IsSpectator()) { pPlayer1->Spectate_Start(); pPlayer1->Spectate_Follow(m_Player2,OBS_IN_EYE); } m_lstWaitList.push_back(pPlayer1->entindex()); pPlayer1->SetIngame(false); m_Player1 = NULL; if (pPlayer2) { pPlayer2->SetIngame(false); if (pPlayer2->IsAlive()) m_sWinner = pPlayer2->GetName(); } } if (pPlayer2 && !pPlayer2->IsAlive()) { if(!pPlayer2->IsSpectator()) { pPlayer2->Spectate_Start(); pPlayer2->Spectate_Follow(m_Player1,OBS_IN_EYE); } m_lstWaitList.push_back(pPlayer2->entindex()); pPlayer2->SetIngame(false); m_Player2 = NULL; if (pPlayer1) { pPlayer1->SetIngame(false); if (pPlayer1->IsAlive()) m_sWinner = pPlayer1->GetName(); } } //Stop sounds. for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); if (pPlayerLoop) { CLIENT_COMMAND(pPlayerLoop->edict(),"stopsound\n"); } } } } } void AgArena::Add(CBasePlayer* pPlayer) { if (GetPlayer1() == pPlayer || GetPlayer2() == pPlayer) return; if (0 == m_lstWaitList.size()) { m_lstWaitList.push_back(pPlayer->entindex()); } else { AgWaitList::iterator itrWaitlist = find(m_lstWaitList.begin(),m_lstWaitList.end(),pPlayer->entindex()); if (itrWaitlist == m_lstWaitList.end()) m_lstWaitList.push_back(pPlayer->entindex()); } } void AgArena::Remove(CBasePlayer* pPlayer) { if (GetPlayer1() == pPlayer) { m_Player1 = NULL; } else if (GetPlayer2() == pPlayer) { m_Player2 = NULL; } else if (0 != m_lstWaitList.size()) { AgWaitList::iterator itrWaitlist = find(m_lstWaitList.begin(),m_lstWaitList.end(),pPlayer->entindex()); if (itrWaitlist == m_lstWaitList.end()) m_lstWaitList.erase(itrWaitlist); } } void AgArena::Ready(CBasePlayer* pPlayer) { ASSERT(NULL != pPlayer); if (!pPlayer) return; ASSERT(NULL != pPlayer->pev); if (!pPlayer->pev) return; if (Countdown != m_Status) { Add(pPlayer); ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Changed mode to READY.\n"); } else { ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Can not change ready state at this point.\n"); } } void AgArena::NotReady(CBasePlayer* pPlayer) { ASSERT(NULL != pPlayer); if (!pPlayer) return; ASSERT(NULL != pPlayer->pev); if (!pPlayer->pev) return; if (Countdown != m_Status) { pPlayer->SetIngame(false); if(!pPlayer->IsSpectator()) { pPlayer->Spectate_Start(); } Remove(pPlayer); ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Changed mode to NOT READY.\n"); } else { ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Can not change ready state at this point.\n"); } } void AgArena::ClientConnected(CBasePlayer* pPlayer) { ASSERT(NULL != pPlayer); if (!pPlayer) return; ASSERT(NULL != pPlayer->pev); if (!pPlayer->pev) return; //Set status pPlayer->SetIngame(false); if (!pPlayer->IsProxy()) Add(pPlayer); } void AgArena::ClientDisconnected(CBasePlayer* pPlayer) { ASSERT(NULL != pPlayer); if (!pPlayer) return; ASSERT(NULL != pPlayer->pev); if (!pPlayer->pev) return; //Set status pPlayer->SetIngame(false); //Just blank if active in arena. //This will put the status into waiting mode within a second. if (!pPlayer->IsProxy()) Remove(pPlayer); } //-- Martin Webrant