ddnet/src/game/server/gs_game.cpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <string.h>
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#include <engine/e_config.h>
#include <engine/e_server_interface.h>
#include <game/g_mapitems.hpp>
#include "gs_common.hpp"
GAMECONTROLLER::GAMECONTROLLER()
: ENTITY(NETOBJTYPE_GAME)
{
// select gametype
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if(strcmp(config.sv_gametype, "ctf") == 0)
{
gametype = GAMETYPE_CTF;
dbg_msg("game", "-- Capture The Flag --");
}
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else if(strcmp(config.sv_gametype, "tdm") == 0)
{
gametype = GAMETYPE_TDM;
dbg_msg("game", "-- Team Death Match --");
}
else
{
gametype = GAMETYPE_DM;
dbg_msg("game", "-- Death Match --");
}
//
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do_warmup(config.sv_warmup);
game_over_tick = -1;
sudden_death = 0;
round_start_tick = server_tick();
round_count = 0;
is_teamplay = false;
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teamscore[0] = 0;
teamscore[1] = 0;
}
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// UGLY!!!!
extern vec2 spawn_points[3][64];
extern int num_spawn_points[3];
bool GAMECONTROLLER::on_entity(int index, vec2 pos)
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{
int type = -1;
int subtype = 0;
if(index == ENTITY_SPAWN)
spawn_points[0][num_spawn_points[0]++] = pos;
else if(index == ENTITY_SPAWN_RED)
spawn_points[1][num_spawn_points[1]++] = pos;
else if(index == ENTITY_SPAWN_BLUE)
spawn_points[2][num_spawn_points[2]++] = pos;
else if(index == ENTITY_ARMOR_1)
type = POWERUP_ARMOR;
else if(index == ENTITY_HEALTH_1)
type = POWERUP_HEALTH;
else if(index == ENTITY_WEAPON_SHOTGUN)
{
type = POWERUP_WEAPON;
subtype = WEAPON_SHOTGUN;
}
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else if(index == ENTITY_WEAPON_GRENADE)
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{
type = POWERUP_WEAPON;
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subtype = WEAPON_GRENADE;
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}
else if(index == ENTITY_WEAPON_RIFLE)
{
type = POWERUP_WEAPON;
subtype = WEAPON_RIFLE;
}
else if(index == ENTITY_POWERUP_NINJA && config.sv_powerups)
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{
type = POWERUP_NINJA;
subtype = WEAPON_NINJA;
}
if(type != -1)
{
PICKUP *pickup = new PICKUP(type, subtype);
pickup->pos = pos;
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return true;
}
return false;
}
void GAMECONTROLLER::endround()
{
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if(warmup) // game can't end when we are running warmup
return;
world->paused = true;
game_over_tick = server_tick();
sudden_death = 0;
}
void GAMECONTROLLER::resetgame()
{
world->reset_requested = true;
}
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static bool is_separator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
void GAMECONTROLLER::startround()
{
resetgame();
round_start_tick = server_tick();
sudden_death = 0;
game_over_tick = -1;
world->paused = false;
teamscore[0] = 0;
teamscore[1] = 0;
round_count++;
}
void GAMECONTROLLER::cyclemap()
{
if(!strlen(config.sv_maprotation))
return;
if(round_count < config.sv_rounds_per_map-1)
return;
// handle maprotation
const char *map_rotation = config.sv_maprotation;
const char *current_map = config.sv_map;
int current_map_len = strlen(current_map);
const char *next_map = map_rotation;
while(*next_map)
{
int wordlen = 0;
while(next_map[wordlen] && !is_separator(next_map[wordlen]))
wordlen++;
if(wordlen == current_map_len && strncmp(next_map, current_map, current_map_len) == 0)
{
// map found
next_map += current_map_len;
while(*next_map && is_separator(*next_map))
next_map++;
break;
}
next_map++;
}
// restart rotation
if(next_map[0] == 0)
next_map = map_rotation;
// cut out the next map
char buf[512];
for(int i = 0; i < 512; i++)
{
buf[i] = next_map[i];
if(is_separator(next_map[i]) || next_map[i] == 0)
{
buf[i] = 0;
break;
}
}
// skip spaces
int i = 0;
while(is_separator(buf[i]))
i++;
dbg_msg("game", "rotating map to %s", &buf[i]);
str_copy(config.sv_map, &buf[i], sizeof(config.sv_map));
}
void GAMECONTROLLER::post_reset()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i].client_id != -1)
players[i].respawn();
}
}
void GAMECONTROLLER::on_player_info_change(class PLAYER *p)
{
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const int team_colors[2] = {65387, 10223467};
if(is_teamplay)
{
if(p->team >= 0 || p->team <= 1)
{
p->use_custom_color = 1;
p->color_body = team_colors[p->team];
p->color_feet = team_colors[p->team];
}
}
}
int GAMECONTROLLER::on_player_death(class PLAYER *victim, class PLAYER *killer, int weapon)
{
// do scoreing
if(!killer)
return 0;
if(killer == victim)
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victim->score--; // suicide
else
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{
if(is_teamplay && victim->team == killer->team)
killer->score--; // teamkill
else
killer->score++; // normal kill
}
return 0;
}
void GAMECONTROLLER::do_warmup(int seconds)
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{
warmup = seconds*server_tickspeed();
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}
bool GAMECONTROLLER::is_friendly_fire(int cid1, int cid2)
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{
if(cid1 == cid2)
return false;
if(is_teamplay)
{
if(players[cid1].team == players[cid2].team)
return true;
}
return false;
}
void GAMECONTROLLER::tick()
{
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// do warmup
if(warmup)
{
warmup--;
if(!warmup)
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startround();
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}
if(game_over_tick != -1)
{
// game over.. wait for restart
if(server_tick() > game_over_tick+server_tickspeed()*10)
{
cyclemap();
startround();
}
}
// update browse info
int prog = -1;
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if(config.sv_timelimit > 0)
prog = max(prog, (server_tick()-round_start_tick) * 100 / (config.sv_timelimit*server_tickspeed()*60));
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if(config.sv_scorelimit)
{
if(is_teamplay)
{
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prog = max(prog, (teamscore[0]*100)/config.sv_scorelimit);
prog = max(prog, (teamscore[1]*100)/config.sv_scorelimit);
}
else
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i].client_id != -1)
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prog = max(prog, (players[i].score*100)/config.sv_scorelimit);
}
}
}
if(warmup)
prog = -1;
server_setbrowseinfo(gametype, prog);
}
void GAMECONTROLLER::snap(int snapping_client)
{
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NETOBJ_GAME *game = (NETOBJ_GAME *)snap_new_item(NETOBJTYPE_GAME, 0, sizeof(NETOBJ_GAME));
game->paused = world->paused;
game->game_over = game_over_tick==-1?0:1;
game->sudden_death = sudden_death;
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game->score_limit = config.sv_scorelimit;
game->time_limit = config.sv_timelimit;
game->round_start_tick = round_start_tick;
game->gametype = gametype;
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game->warmup = warmup;
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game->teamscore_red = teamscore[0];
game->teamscore_blue = teamscore[1];
}
int GAMECONTROLLER::get_auto_team(int notthisid)
{
int numplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i].client_id != -1 && players[i].client_id != notthisid)
{
if(players[i].team == 0 || players[i].team == 1)
numplayers[players[i].team]++;
}
}
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int team = 0;
if(is_teamplay)
team = numplayers[0] > numplayers[1] ? 1 : 0;
if(can_join_team(team, notthisid))
return team;
return -1;
}
bool GAMECONTROLLER::can_join_team(int team, int notthisid)
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{
(void)team;
int numplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i].client_id != -1 && players[i].client_id != notthisid)
{
if(players[i].team >= 0 || players[i].team == 1)
numplayers[players[i].team]++;
}
}
return (numplayers[0] + numplayers[1]) < config.sv_max_clients-config.sv_spectator_slots;
}
void GAMECONTROLLER::do_player_score_wincheck()
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{
if(game_over_tick == -1 && !warmup)
{
// gather some stats
int topscore = 0;
int topscore_count = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i].client_id != -1)
{
if(players[i].score > topscore)
{
topscore = players[i].score;
topscore_count = 1;
}
else if(players[i].score == topscore)
topscore_count++;
}
}
// check score win condition
if((config.sv_scorelimit > 0 && topscore >= config.sv_scorelimit) ||
(config.sv_timelimit > 0 && (server_tick()-round_start_tick) >= config.sv_timelimit*server_tickspeed()*60))
{
if(topscore_count == 1)
endround();
else
sudden_death = 1;
}
}
}
void GAMECONTROLLER::do_team_score_wincheck()
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{
if(game_over_tick == -1 && !warmup)
{
// check score win condition
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if((config.sv_scorelimit > 0 && (teamscore[0] >= config.sv_scorelimit || teamscore[1] >= config.sv_scorelimit)) ||
(config.sv_timelimit > 0 && (server_tick()-round_start_tick) >= config.sv_timelimit*server_tickspeed()*60))
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{
if(teamscore[0] != teamscore[1])
endround();
else
sudden_death = 1;
}
}
}
int GAMECONTROLLER::clampteam(int team)
{
if(team < 0) // spectator
return -1;
if(is_teamplay)
return team&1;
return 0;
}
GAMECONTROLLER *gamecontroller = 0;