191 lines
4.5 KiB
C++
Executable File
191 lines
4.5 KiB
C++
Executable File
/*
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* DoDX
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* Copyright (c) 2004 Lukasz Wlasinski
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef CMISC_H
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#define CMISC_H
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#include "CRank.h"
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#define DODMAX_CUSTOMWPNS 5 // custom weapons
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#define DODMAX_WEAPONS 42 + DODMAX_CUSTOMWPNS
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#ifndef __linux__
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#define LINUXOFFSET 0
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#else
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#define LINUXOFFSET 5
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#endif
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#define DOD_VERSION "0.1"
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#define MAX_TRACE 6
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struct traceVault {
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char szName[16];
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int iId;
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int iAction;
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float fDel;
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};
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#define ACT_NADE_NONE 0
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#define ACT_NADE_SHOT 1<<0
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#define ACT_NADE_PUT 1<<1
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#define ACT_NADE_THROW 1<<2
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// *****************************************************
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// class CPlayer
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// *****************************************************
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class CPlayer {
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private:
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char ip[32];
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public:
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edict_t* pEdict;
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int index;
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int aiming;
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int current;
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int wpnModel;
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float savedScore;
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int lastScore;
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int sendScore;
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bool ingame;
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bool bot;
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float clearStats;
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float clearRound;
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struct PlayerWeapon : public Stats {
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char* name;
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int ammo;
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int clip;
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};
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PlayerWeapon weapons[DODMAX_WEAPONS];
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PlayerWeapon attackers[33];
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PlayerWeapon victims[33];
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Stats weaponsLife[DODMAX_WEAPONS]; // DEC-Weapon (Life) stats
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Stats weaponsRnd[DODMAX_WEAPONS]; // DEC-Weapon (Round) stats
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Stats life;
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Stats round;
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RankSystem::RankStats* rank;
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void Init( int pi, edict_t* pe );
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void Connect(const char* name,const char* ip );
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void PutInServer();
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void Disconnect();
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void saveKill(CPlayer* pVictim, int weapon, int hs, int tk);
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void saveHit(CPlayer* pVictim, int weapon, int damage, int aiming);
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void saveShot(int weapon);
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void updateScore(int weapon, int score);
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void restartStats(bool all = true);
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void killPlayer();
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inline bool IsBot(){
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const char* auth= (*g_engfuncs.pfnGetPlayerAuthId)(pEdict);
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return ( auth && !strcmp( auth , "BOT" ) );
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}
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inline bool IsAlive(){
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return ((pEdict->v.deadflag==DEAD_NO)&&(pEdict->v.health>0));
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}
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};
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// *****************************************************
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// class Grenades
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// *****************************************************
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class Grenades
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{
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struct Obj
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{
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CPlayer* player;
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edict_t* grenade;
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float time;
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int type;
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Obj* next;
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} *head;
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public:
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Grenades() { head = 0; }
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~Grenades() { clear(); }
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void put( edict_t* grenade, float time, int type, CPlayer* player );
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bool find( edict_t* enemy, CPlayer** p, int& type );
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void clear();
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};
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// *****************************************************
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// class CMapInfo
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// *****************************************************
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class CMapInfo
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{
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public:
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edict_t* pEdict;
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bool initialized;
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int detect_axis_paras;
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int detect_allies_paras;
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int detect_allies_country;
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void Init();
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};
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#ifdef FORWARD_OLD_SYSTEM
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// *****************************************************
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// class Forward
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// *****************************************************
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class Forward
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{
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struct AmxCall {
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AMX *amx;
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int iFunctionIdx;
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AmxCall* next;
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AmxCall( AMX *a , int i, AmxCall* n ): amx(a), iFunctionIdx(i), next(n) {}
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} *head;
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public:
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Forward() { head = 0; }
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~Forward() { clear(); }
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void clear();
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void put( AMX *a , int i );
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void exec(int p1,int p2,int p3,int p4,int p5,int p6);
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void exec(int p1,int p2,int p3,int p4,int p5);
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void exec(int p1,int p2,int p3);
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void exec(int p1,int p2);
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};
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#endif
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#endif // CMISC_H
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