Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Veteran Plugin.  () 1 Vote
Re: Veteran Plugin. [message #331766 is a reply to message #300286] Sat, 24 May 2008 07:44 Go to previous messageGo to previous message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma:
General (3 Stars)
I decided to upgrade the veteran system that I posted here to use in cnc_reborn. I changed it so that it rewards players for healing/repairing and disarming.
I also added some little notices for players too, these notices will only be displayed for people using the upgraded client scripts.dll, but for cnc_reborn that's fine.

Here is the changes I made.

struct RepPlayers {
	std::string RepPlayerName;
	int RepPoints;
};

std::vector<RepPlayers> RepInfo;


void RepUpdate(int ID, int number) {

	if (!RepInfo.empty()) {
		for (int i = 0; i < RepInfo.size(); i++) {
			if (RepInfo[i].RepPlayerName == Get_Player_Name_By_ID(ID)) {
				int cvp, now;
				cvp = RepInfo[i].RepPoints;
				now = number + cvp;
				RepInfo[i].RepPoints = now;

				if (cvp < 200 && now >= 200) {
	VetUpdate(ID, 1, Commands->Get_Points(Get_GameObj(ID)));
	Display_Int_Player(Get_GameObj(ID),1,"Bonus repairing veteran points gained: 1");
	RepInfo[i].RepPoints = 0;
	now = 0;
	cvp = 0;
                }

				break;
			}
		}
	}
}


int RepCheckPoints(int ID) {
	if (!RepInfo.empty()) {
		for (int i = 0; i < RepInfo.size(); i++) {
			if (RepInfo[i].RepPlayerName == Get_Player_Name_By_ID(ID)) {
				int Points;
				Points = RepInfo[i].RepPoints;
				return Points;
			}
		}
	}
	return 0;
}


bool RepCheck(int ID) {
	if (!RepInfo.empty()) {
		for (int i = 0; i < RepInfo.size(); i++) {
			if (RepInfo[i].RepPlayerName == Get_Player_Name_By_ID(ID)) {
				return true;
			}
		}
	}
	return false;
}


void RepAddPlayer(int ID) {
	if (RepCheck(ID) == false) {
		RepPlayers temp;
		temp.RepPlayerName = Get_Player_Name_By_ID(ID);
		temp.RepPoints = 0;
		RepInfo.push_back(temp);
	}
}


void RepClearPlayers() {
	RepInfo.erase(RepInfo.begin(), RepInfo.end());
	int Players = The_Game()->MaxPlayers;
	for (int i = 1; i <= Players; i++) {
		if (Get_GameObj(i)) {
			RepAddPlayer(i);
		}
	}
}


Then on the ::Damaged events for the vehicles, players and buildings I did the following:

void MDB_SSGM_Vehicle::Damaged(GameObject *obj, GameObject *damager, float damage) {
			if(damage < 0){
	if (Commands->Is_A_Star(damager) && Commands->Get_Player_Type(damager) == Commands->Get_Player_Type(obj)){
	RepUpdate(Get_Player_ID(damager), ((damage - damage) - damage)/2);
				}
	}
	if (damage > 0.0f) {
		LastDamage = damage;
	}
}


void MDB_SSGM_Player::Damaged(GameObject *obj, GameObject *damager, float damage) {
		if(damage < 0){
	if (Commands->Is_A_Star(damager) && Commands->Get_Player_Type(damager) == Commands->Get_Player_Type(obj)){
	RepUpdate(Get_Player_ID(damager), ((damage - damage) - damage));
				}
	}

	if ((IsSecondWind == true) && (Commands->Get_Health(obj) <= 25) && (Commands->Get_Health(obj) > 0)) {
		IsSecondWind = false;
		Commands->Set_Health(obj,Commands->Get_Max_Health(obj));
		Commands->Set_Shield_Strength(obj,Commands->Get_Max_Shield_Strength(obj));
	}
}


void MDB_SSGM_Building::Damaged(GameObject *obj, GameObject *damager, float damage) {
	if(damage < 0){
if (Commands->Is_A_Star(damager) && Commands->Get_Player_Type(damager) == Get_Object_Type(obj)){
	RepUpdate(Get_Player_ID(damager), ((damage - damage) - damage));
				}
	}



void MDB_SSGM_Beacon::Killed(GameObject *obj, GameObject *shooter) {
		VetUpdate(Get_Player_ID(shooter), 5, Commands->Get_Points(shooter));
	Display_Int_Player(shooter,5,"bonus veteran points gained: 5");
	if (IsDisarmed == false) {
		IsDisarmed = true;
		FDSMessage(StrFormat("%ls disarmed a %s",Get_Wide_Player_Name(shooter),Translate_Preset(obj).c_str()),"_BEACON");
	}
}


void MDB_SSGM_C4::Killed(GameObject *obj, GameObject *shooter) {
			VetUpdate(Get_Player_ID(shooter), 1, Commands->Get_Points(shooter));
	Display_Int_Player(shooter,1,"Bonus veteran points gained: 1");
	if (Settings->LogC4) {
		FDSMessage(StrFormat("%ls %s has been disarmed by %ls (Owner: %ls - Attached to: %s)",Get_Wide_Team_Name(Get_Object_Type(obj)),Translate_Preset(obj).c_str(),Get_Wide_Player_Name(shooter),Get_Wide_Player_Name(Get_C4_Planter(obj)),Translate_Preset(Get_C4_Attached(obj)).c_str()),"_C4");
	}
	WasDisarmed = true;
}


I added the script to players on the join hook, the same as the veteran thing, here:

void Player_Join_Hook(int i,const char *Nick) {
	VetAddPlayer(i);
	RepAddPlayer(i);


And I clear the info on the game over event here:

void GameOver() {
	VetClearPlayers();
RepClearPlayers();
	char ObjectsType[10],ObjectsType2[10],ObjectsFile[20];


I also added those little messages on the normal veteran points gained too, here:

void MDB_SSGM_Vehicle::Killed(GameObject *obj, GameObject *shooter) {
	
	if (Commands->Is_A_Star(shooter)){
VetUpdate(Get_Player_ID(shooter), GetPoints(Commands->Get_Preset_Name(obj)), Commands->Get_Points(shooter));
Display_Int_Player(shooter,GetPoints(Commands->Get_Preset_Name(obj)),"Veteran points gained: %d"),GetPoints(Commands->Get_Preset_Name(obj));


void MDB_SSGM_Player::Killed(GameObject *obj, GameObject *shooter) {

		if (Commands->Is_A_Star(shooter) && Commands->Get_Player_Type(shooter) != Commands->Get_Player_Type(obj))
{
VetUpdate(Get_Player_ID(shooter), GetPoints(Commands->Get_Preset_Name(obj)), Commands->Get_Points(shooter));
Display_Int_Player(shooter,GetPoints(Commands->Get_Preset_Name(obj)),"Veteran points gained: %d"),GetPoints(Commands->Get_Preset_Name(obj));


void MDB_SSGM_Building::Killed(GameObject *obj, GameObject *shooter) {
	if (Commands->Is_A_Star(shooter)){
	VetUpdate(Get_Player_ID(shooter), 25, Commands->Get_Points(shooter));
	Display_Int_Player(shooter,25,"Veteran points gained: 25");
	}



Hope someone finds a use for it.. I may even make it a plug-in if I have time in the next few days, maybe...

Also, my maths seems to be fading away from me...
There must be a better way to turn a negative number into a positive number, rather then "(damage - damage) - damage)".



 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: c++ simple commands
Next Topic: strings
Goto Forum:
  


Current Time: Mon Nov 18 10:10:59 MST 2024

Total time taken to generate the page: 0.02379 seconds