Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//++ BulliT
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
#include "aggamerules.h"
#include "agglobal.h"
#include "agarena.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
extern int gmsgCountdown;
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;
}
//Write waiting message
#ifdef AG_NO_CLIENT_DLL
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 = "";
}
AgSay(NULL,"Waiting for players to get ready!\n",&m_fNextSay,2,0.4,0.5);
#else
MESSAGE_BEGIN( MSG_ALL, gmsgCountdown);
WRITE_BYTE( 50 );
WRITE_BYTE( 1 );
WRITE_STRING( m_sWinner.c_str() );
WRITE_STRING( "" );
MESSAGE_END();
#endif
}
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);
g_pGameRules->m_ScoreCache.UpdateScore(GetPlayer1());
g_pGameRules->m_ScoreCache.UpdateScore(GetPlayer2());
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;
#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
}
else
{
//Write countdown message.
#ifdef AG_NO_CLIENT_DLL
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
MESSAGE_BEGIN( MSG_ALL, gmsgCountdown);
WRITE_BYTE( (int)(m_fMatchStart - gpGlobals->time) );
WRITE_BYTE( 1 );
WRITE_STRING( GetPlayer1()->GetName() );
WRITE_STRING( GetPlayer2()->GetName() );
MESSAGE_END();
#endif
}
}
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(false);
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(false);
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);
//m_lstWaitList.remove(pPlayer->entindex());
}
}
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(false);
}
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