Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//++ BulliT
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "game.h"
#include "agglobal.h"
#include "player.h"
#include "gamerules.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
extern int gmsgCountdown;
extern int gmsgCheatCheck;
AgMatch::AgMatch()
{
m_fMatchStart = 0.0;
m_fNextSay = 0.0;
m_fNextHLTV = 0.0;
CVAR_SET_FLOAT("sv_ag_match_running",0);
CVAR_SET_FLOAT("ag_spectalk",1);
CVAR_SET_FLOAT("sv_ag_show_gibs",1);
}
AgMatch::~AgMatch()
{
}
void AgMatch::Think()
{
if (m_fMatchStart > 0 )
{
if (m_fMatchStart < gpGlobals->time)
{
//Start it
MatchStart();
}
else
{
//Countdown
if (m_fNextSay < gpGlobals->time)
{
#ifdef AG_NO_CLIENT_DLL
//Play countdown beeb
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
if (pPlayerLoop && !pPlayerLoop->IsSpectator())
AgPlayCountdown(pPlayerLoop,(int)(m_fMatchStart - gpGlobals->time));
}
char szMatchStart[16];
sprintf(szMatchStart,"%d",(int)(m_fMatchStart - gpGlobals->time));
AgSay(NULL,szMatchStart,&m_fNextSay,1,0.5,0.45);
#else
//Play countdown beeb
MESSAGE_BEGIN( MSG_BROADCAST, gmsgCountdown);
WRITE_BYTE( (int)(m_fMatchStart - gpGlobals->time) );
WRITE_BYTE( 1 );
WRITE_STRING( "" );
WRITE_STRING( "" );
MESSAGE_END();
m_fNextSay = gpGlobals->time + 1.0;
#endif
}
}
}
/*
else if (g_bPaused)
{
AgSay(NULL,"Game is paused!\n",&m_fNextSay,5,0.4);
}
*/
else if (0 == timelimit.value && 0 == fraglimit.value)
{
//Stop the match since it could go on forever.
Abort();
}
if (m_fNextHLTV < gpGlobals->time)
{
//Send again in one minute.
m_fNextHLTV = gpGlobals->time + 60.0;
//Spectator scoreboards
g_pGameRules->HLTV_ResendScoreBoard();
}
}
void AgMatch::Start(const AgString& sSpawn)
{
if (m_fMatchStart > 0 || 0 == timelimit.value && 0 == fraglimit.value)
return;
//Count players
int iPlayers = 0;
int i = 0;
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
if (pPlayerLoop && !pPlayerLoop->IsSpectator())
iPlayers++;
}
if (iPlayers < (int)ag_start_minplayers.value)
{
UTIL_ClientPrintAll(HUD_PRINTCENTER, UTIL_VarArgs("You need %d players to start a game on this server.",(int)ag_start_minplayers.value));
return;
}
//Set match flag. (All entered after matchstart will go into specmode and they cant respawn.)
CVAR_SET_FLOAT("sv_ag_match_running",1);
CVAR_SET_FLOAT("ag_spectalk",0);
CVAR_SET_FLOAT("sv_ag_show_gibs",0);
//Set match start time.
m_fMatchStart = gpGlobals->time + 10.0;
m_sSpawnFlag = sSpawn;
//Pause the game
g_bPaused = true;
}
void AgMatch::MatchStart()
{
m_fMatchStart = -1;
//Reset score cache.
g_pGameRules->m_ScoreCache.Reset();
//Reset available timeouts.
g_pGameRules->m_Timeout.Reset();
//Reset map.
AgResetMap();
//Reset CTF score
g_pGameRules->m_CTF.ResetScore();
//++ muphicks
if (DOM == AgGametype())
g_pGameRules->m_DOM.ResetControlPoints();
//-- muphicks
//Loop through all active players, reset Score and respawn.
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
if (pPlayerLoop)
{
if (pPlayerLoop->IsSpectator())
{
//Regular spectators aint spawned when match is restarted.
pPlayerLoop->ResetScore(); //Reset the score.
if (strstr(m_sSpawnFlag.c_str(),"nolock"))
pPlayerLoop->SetIngame(true);
else
pPlayerLoop->SetIngame(false); //Player is not allowed to enter the game if he dropped.
pPlayerLoop->SetDisplayGamemode(2); //Show settings.
g_pGameRules->m_ScoreCache.UpdateScore(pPlayerLoop);
continue;
}
else
{
if (strstr(m_sSpawnFlag.c_str(),"full"))
pPlayerLoop->SetSpawnFull(true);
else
pPlayerLoop->SetSpawnFull(false);
pPlayerLoop->SetIngame(true); //Player is allowed to enter the game if he dropped.
pPlayerLoop->ResetScore(); //Reset the score.
pPlayerLoop->RespawnMatch(); //Now spawn the sucker :-)
pPlayerLoop->SetDisplayGamemode(2); //Show settings.
g_pGameRules->m_ScoreCache.UpdateScore(pPlayerLoop);
}
}
}
#ifndef AG_NO_CLIENT_DLL
//Stop countdown
MESSAGE_BEGIN( MSG_ALL, gmsgCountdown);
WRITE_BYTE( -1 );
WRITE_BYTE( 0 );
WRITE_STRING( "" );
WRITE_STRING( "" );
MESSAGE_END();
#endif
//Reset spawn full variable.
m_sSpawnFlag = "";
//Remove pause.
g_bPaused = false;
//Reset timer.
g_pGameRules->m_Timer.Reset();
//Score log
g_pGameRules->m_ScoreLog.Start();
//Spectator scoreboards
g_pGameRules->HLTV_ResendScoreBoard();
}
void AgMatch::Abort()
{
//Turn off match
CVAR_SET_FLOAT("sv_ag_match_running",0);
CVAR_SET_FLOAT("sv_ag_show_gibs",1);
CVAR_SET_FLOAT("ag_spectalk",1);
m_fMatchStart = -1;
//Score log off
g_pGameRules->m_ScoreLog.End();
//Remove pause.
g_bPaused = false;
//Loop through all active players.
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
if (pPlayerLoop)
{
if (pPlayerLoop->IsSpectator())
{
//Regular spectators aint spawned when match is restarted.
pPlayerLoop->ResetScore(); //Reset the score.
pPlayerLoop->SetIngame(true);
pPlayerLoop->Spectate_Stop(true);
}
pPlayerLoop->SetDisplayGamemode(2); //Show settings.
}
}
}
void AgMatch::Allow(CBasePlayer* pPlayer)
{
ASSERT(NULL != pPlayer);
if (!pPlayer)
return;
ASSERT(NULL != pPlayer->pev);
if (!pPlayer->pev)
return;
pPlayer->SetIngame(true);
g_pGameRules->m_ScoreCache.UpdateScore(pPlayer);
if (pPlayer->IsSpectator())
{
pPlayer->Spectate_Stop(true);
}
AgString sText;
sText = UTIL_VarArgs("\"%s\" is now allowed to enter the game",pPlayer->GetName());
AgSay(NULL,sText);
AgConsole(sText);
}
//-- Martin Webrant