ddnet/src/game/server/gamecontroller.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/shared/config.h>
#include <game/mapitems.h>
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#include <game/generated/protocol.h>
#include "entities/character.h"
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#include "entities/pickup.h"
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#include "gamecontext.h"
#include "gamecontroller.h"
#include "gamemodes/DDRace.h"
#include "player.h"
#include "entities/door.h"
#include "entities/dragger.h"
#include "entities/gun.h"
#include "entities/light.h"
#include "entities/plasma.h"
#include "entities/projectile.h"
#include <game/layers.h>
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IGameController::IGameController(class CGameContext *pGameServer)
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{
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m_pGameServer = pGameServer;
m_pConfig = m_pGameServer->Config();
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m_pServer = m_pGameServer->Server();
m_pGameType = "unknown";
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//
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DoWarmup(g_Config.m_SvWarmup);
m_GameOverTick = -1;
m_SuddenDeath = 0;
m_RoundStartTick = Server()->Tick();
m_RoundCount = 0;
m_GameFlags = 0;
m_aMapWish[0] = 0;
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m_UnbalancedTick = -1;
m_ForceBalanced = false;
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m_aNumSpawnPoints[0] = 0;
m_aNumSpawnPoints[1] = 0;
m_aNumSpawnPoints[2] = 0;
m_CurrentRecord = 0;
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}
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IGameController::~IGameController()
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{
}
void IGameController::DoActivityCheck()
{
if(g_Config.m_SvInactiveKickTime == 0)
return;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
#ifdef CONF_DEBUG
if(g_Config.m_DbgDummies)
{
if(i >= MAX_CLIENTS - g_Config.m_DbgDummies)
break;
}
#endif
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && Server()->GetAuthedState(i) == AUTHED_NO)
{
if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick + g_Config.m_SvInactiveKickTime * Server()->TickSpeed() * 60)
{
switch(g_Config.m_SvInactiveKick)
{
case 0:
{
// move player to spectator
DoTeamChange(GameServer()->m_apPlayers[i], TEAM_SPECTATORS);
}
break;
case 1:
{
// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
int Spectators = 0;
for(auto &pPlayer : GameServer()->m_apPlayers)
if(pPlayer && pPlayer->GetTeam() == TEAM_SPECTATORS)
++Spectators;
if(Spectators >= g_Config.m_SvSpectatorSlots)
Server()->Kick(i, "Kicked for inactivity");
else
DoTeamChange(GameServer()->m_apPlayers[i], TEAM_SPECTATORS);
}
break;
case 2:
{
// kick the player
Server()->Kick(i, "Kicked for inactivity");
}
}
}
}
}
}
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float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos)
{
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float Score = 0.0f;
CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
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for(; pC; pC = (CCharacter *)pC->TypeNext())
{
// team mates are not as dangerous as enemies
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float Scoremod = 1.0f;
if(pEval->m_FriendlyTeam != -1 && pC->GetPlayer()->GetTeam() == pEval->m_FriendlyTeam)
Scoremod = 0.5f;
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float d = distance(Pos, pC->m_Pos);
Score += Scoremod * (d == 0 ? 1000000000.0f : 1.0f / d);
}
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return Score;
}
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void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int Type)
{
// get spawn point
for(int i = 0; i < m_aNumSpawnPoints[Type]; i++)
{
// check if the position is occupado
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CCharacter *aEnts[MAX_CLIENTS];
int Num = GameServer()->m_World.FindEntities(m_aaSpawnPoints[Type][i], 64, (CEntity **)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
vec2 Positions[5] = {vec2(0.0f, 0.0f), vec2(-32.0f, 0.0f), vec2(0.0f, -32.0f), vec2(32.0f, 0.0f), vec2(0.0f, 32.0f)}; // start, left, up, right, down
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int Result = -1;
for(int Index = 0; Index < 5 && Result == -1; ++Index)
{
Result = Index;
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if(!GameServer()->m_World.m_Core.m_Tuning[0].m_PlayerCollision)
break;
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for(int c = 0; c < Num; ++c)
if(GameServer()->Collision()->CheckPoint(m_aaSpawnPoints[Type][i] + Positions[Index]) ||
distance(aEnts[c]->m_Pos, m_aaSpawnPoints[Type][i] + Positions[Index]) <= aEnts[c]->GetProximityRadius())
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{
Result = -1;
break;
}
}
if(Result == -1)
continue; // try next spawn point
vec2 P = m_aaSpawnPoints[Type][i] + Positions[Result];
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float S = EvaluateSpawnPos(pEval, P);
if(!pEval->m_Got || pEval->m_Score > S)
{
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pEval->m_Got = true;
pEval->m_Score = S;
pEval->m_Pos = P;
}
}
}
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bool IGameController::CanSpawn(int Team, vec2 *pOutPos)
{
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CSpawnEval Eval;
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// spectators can't spawn
if(Team == TEAM_SPECTATORS)
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return false;
EvaluateSpawnType(&Eval, 0);
EvaluateSpawnType(&Eval, 1);
EvaluateSpawnType(&Eval, 2);
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*pOutPos = Eval.m_Pos;
return Eval.m_Got;
}
bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number)
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{
if(Index < 0)
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return false;
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int Type = -1;
int SubType = 0;
int x, y;
x = (Pos.x - 16.0f) / 32.0f;
y = (Pos.y - 16.0f) / 32.0f;
int sides[8];
sides[0] = GameServer()->Collision()->Entity(x, y + 1, Layer);
sides[1] = GameServer()->Collision()->Entity(x + 1, y + 1, Layer);
sides[2] = GameServer()->Collision()->Entity(x + 1, y, Layer);
sides[3] = GameServer()->Collision()->Entity(x + 1, y - 1, Layer);
sides[4] = GameServer()->Collision()->Entity(x, y - 1, Layer);
sides[5] = GameServer()->Collision()->Entity(x - 1, y - 1, Layer);
sides[6] = GameServer()->Collision()->Entity(x - 1, y, Layer);
sides[7] = GameServer()->Collision()->Entity(x - 1, y + 1, Layer);
if(Index >= ENTITY_SPAWN && Index <= ENTITY_SPAWN_BLUE)
{
int Type = Index - ENTITY_SPAWN;
m_aaSpawnPoints[Type][m_aNumSpawnPoints[Type]] = Pos;
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m_aNumSpawnPoints[Type] = minimum(m_aNumSpawnPoints[Type] + 1, (int)(sizeof(m_aaSpawnPoints[0]) / sizeof(m_aaSpawnPoints[0][0])));
}
else if(Index == ENTITY_DOOR)
{
for(int i = 0; i < 8; i++)
{
if(sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG)
{
new CDoor(
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&GameServer()->m_World, //GameWorld
Pos, //Pos
pi / 4 * i, //Rotation
32 * 3 + 32 * (sides[i] - ENTITY_LASER_SHORT) * 3, //Length
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Number //Number
);
}
}
}
else if(Index == ENTITY_CRAZY_SHOTGUN_EX)
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{
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int Dir;
if(!Flags)
Dir = 0;
else if(Flags == ROTATION_90)
Dir = 1;
else if(Flags == ROTATION_180)
Dir = 2;
else
Dir = 3;
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float Deg = Dir * (pi / 2);
CProjectile *bullet = new CProjectile(
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&GameServer()->m_World,
WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
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vec2(sin(Deg), cos(Deg)), //Dir
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-2, //Span
true, //Freeze
true, //Explosive
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0, //Force
(g_Config.m_SvShotgunBulletSound) ? SOUND_GRENADE_EXPLODE : -1, //SoundImpact
Layer,
Number);
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bullet->SetBouncing(2 - (Dir % 2));
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}
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else if(Index == ENTITY_CRAZY_SHOTGUN)
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{
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int Dir;
if(!Flags)
Dir = 0;
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else if(Flags == (TILEFLAG_ROTATE))
Dir = 1;
else if(Flags == (TILEFLAG_VFLIP | TILEFLAG_HFLIP))
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Dir = 2;
else
Dir = 3;
float Deg = Dir * (pi / 2);
CProjectile *bullet = new CProjectile(
&GameServer()->m_World,
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WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
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vec2(sin(Deg), cos(Deg)), //Dir
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-2, //Span
true, //Freeze
false, //Explosive
0,
SOUND_GRENADE_EXPLODE,
Layer,
Number);
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bullet->SetBouncing(2 - (Dir % 2));
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}
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;
}
else if(Index == ENTITY_WEAPON_GRENADE)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_GRENADE;
}
else if(Index == ENTITY_WEAPON_LASER)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_LASER;
}
else if(Index == ENTITY_POWERUP_NINJA)
{
Type = POWERUP_NINJA;
SubType = WEAPON_NINJA;
}
else if(Index >= ENTITY_LASER_FAST_CCW && Index <= ENTITY_LASER_FAST_CW)
{
int sides2[8];
sides2[0] = GameServer()->Collision()->Entity(x, y + 2, Layer);
sides2[1] = GameServer()->Collision()->Entity(x + 2, y + 2, Layer);
sides2[2] = GameServer()->Collision()->Entity(x + 2, y, Layer);
sides2[3] = GameServer()->Collision()->Entity(x + 2, y - 2, Layer);
sides2[4] = GameServer()->Collision()->Entity(x, y - 2, Layer);
sides2[5] = GameServer()->Collision()->Entity(x - 2, y - 2, Layer);
sides2[6] = GameServer()->Collision()->Entity(x - 2, y, Layer);
sides2[7] = GameServer()->Collision()->Entity(x - 2, y + 2, Layer);
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float AngularSpeed = 0.0f;
int Ind = Index - ENTITY_LASER_STOP;
int M;
if(Ind < 0)
{
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Ind = -Ind;
M = 1;
}
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else if(Ind == 0)
M = 0;
else
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M = -1;
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if(Ind == 0)
AngularSpeed = 0.0f;
else if(Ind == 1)
AngularSpeed = pi / 360;
else if(Ind == 2)
AngularSpeed = pi / 180;
else if(Ind == 3)
AngularSpeed = pi / 90;
AngularSpeed *= M;
for(int i = 0; i < 8; i++)
{
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if(sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG)
{
CLight *Lgt = new CLight(&GameServer()->m_World, Pos, pi / 4 * i, 32 * 3 + 32 * (sides[i] - ENTITY_LASER_SHORT) * 3, Layer, Number);
Lgt->m_AngularSpeed = AngularSpeed;
if(sides2[i] >= ENTITY_LASER_C_SLOW && sides2[i] <= ENTITY_LASER_C_FAST)
{
Lgt->m_Speed = 1 + (sides2[i] - ENTITY_LASER_C_SLOW) * 2;
Lgt->m_CurveLength = Lgt->m_Length;
}
else if(sides2[i] >= ENTITY_LASER_O_SLOW && sides2[i] <= ENTITY_LASER_O_FAST)
{
Lgt->m_Speed = 1 + (sides2[i] - ENTITY_LASER_O_SLOW) * 2;
Lgt->m_CurveLength = 0;
}
else
Lgt->m_CurveLength = Lgt->m_Length;
}
}
}
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else if(Index >= ENTITY_DRAGGER_WEAK && Index <= ENTITY_DRAGGER_STRONG)
{
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CDraggerTeam(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK + 1, false, Layer, Number);
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}
else if(Index >= ENTITY_DRAGGER_WEAK_NW && Index <= ENTITY_DRAGGER_STRONG_NW)
{
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CDraggerTeam(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK_NW + 1, true, Layer, Number);
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}
else if(Index == ENTITY_PLASMAE)
{
new CGun(&GameServer()->m_World, Pos, false, true, Layer, Number);
}
else if(Index == ENTITY_PLASMAF)
{
new CGun(&GameServer()->m_World, Pos, true, false, Layer, Number);
}
else if(Index == ENTITY_PLASMA)
{
new CGun(&GameServer()->m_World, Pos, true, true, Layer, Number);
}
else if(Index == ENTITY_PLASMAU)
{
new CGun(&GameServer()->m_World, Pos, false, false, Layer, Number);
}
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if(Type != -1)
{
CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType, Layer, Number);
pPickup->m_Pos = Pos;
return true;
}
return false;
}
void IGameController::OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason)
{
bool WasModerator = pPlayer->m_Moderating;
pPlayer->OnDisconnect();
int ClientID = pPlayer->GetCID();
if(Server()->ClientIngame(ClientID))
{
char aBuf[512];
if(pReason && *pReason)
str_format(aBuf, sizeof(aBuf), "'%s' has left the game (%s)", Server()->ClientName(ClientID), pReason);
else
str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(ClientID));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf, -1, CGameContext::CHAT_SIX);
str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", ClientID, Server()->ClientName(ClientID));
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf);
if(!GameServer()->PlayerModerating() && WasModerator)
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Server kick/spec votes are no longer actively moderated.");
}
CGameControllerDDRace *Controller = (CGameControllerDDRace *)GameServer()->m_pController;
if(g_Config.m_SvTeam != 3)
Controller->m_Teams.SetForceCharacterTeam(ClientID, TEAM_FLOCK);
}
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void IGameController::EndRound()
{
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if(m_Warmup) // game can't end when we are running warmup
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return;
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GameServer()->m_World.m_Paused = true;
m_GameOverTick = Server()->Tick();
m_SuddenDeath = 0;
}
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void IGameController::ResetGame()
{
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GameServer()->m_World.m_ResetRequested = true;
}
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const char *IGameController::GetTeamName(int Team)
{
if(Team == 0)
return "game";
return "spectators";
}
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//static bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
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void IGameController::StartRound()
{
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ResetGame();
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m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_GameOverTick = -1;
GameServer()->m_World.m_Paused = false;
m_ForceBalanced = false;
Server()->DemoRecorder_HandleAutoStart();
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags & GAMEFLAG_TEAMS);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
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void IGameController::ChangeMap(const char *pToMap)
{
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str_copy(g_Config.m_SvMap, pToMap, sizeof(g_Config.m_SvMap));
}
void IGameController::OnReset()
{
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for(auto &pPlayer : GameServer()->m_apPlayers)
if(pPlayer)
pPlayer->Respawn();
}
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int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
{
return 0;
}
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void IGameController::OnCharacterSpawn(class CCharacter *pChr)
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{
// default health
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pChr->IncreaseHealth(10);
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// give default weapons
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pChr->GiveWeapon(WEAPON_HAMMER);
pChr->GiveWeapon(WEAPON_GUN);
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}
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void IGameController::DoWarmup(int Seconds)
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{
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if(Seconds < 0)
m_Warmup = 0;
else
m_Warmup = Seconds * Server()->TickSpeed();
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}
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bool IGameController::IsForceBalanced()
{
return false;
}
bool IGameController::CanBeMovedOnBalance(int ClientID)
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{
return true;
}
void IGameController::Tick()
{
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// do warmup
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if(m_Warmup)
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{
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m_Warmup--;
if(!m_Warmup)
StartRound();
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}
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if(m_GameOverTick != -1)
{
// game over.. wait for restart
if(Server()->Tick() > m_GameOverTick + Server()->TickSpeed() * 10)
{
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StartRound();
m_RoundCount++;
}
}
DoActivityCheck();
}
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void IGameController::Snap(int SnappingClient)
{
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CNetObj_GameInfo *pGameInfoObj = (CNetObj_GameInfo *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFO, 0, sizeof(CNetObj_GameInfo));
if(!pGameInfoObj)
return;
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pGameInfoObj->m_GameFlags = m_GameFlags;
pGameInfoObj->m_GameStateFlags = 0;
if(m_GameOverTick != -1)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER;
if(m_SuddenDeath)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH;
if(GameServer()->m_World.m_Paused)
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED;
pGameInfoObj->m_RoundStartTick = m_RoundStartTick;
pGameInfoObj->m_WarmupTimer = m_Warmup;
pGameInfoObj->m_RoundNum = 0;
pGameInfoObj->m_RoundCurrent = m_RoundCount + 1;
Added the following settings to Close #123. sv_time_in_broadcast, 1, 0, 1, CFGFLAG_SERVER, "Whether to display time in broadcast every interval or not by default, later the choice can be changed by players via chat commands" sv_time_in_broadcast_interval, 1, 0, 60, CFGFLAG_SERVER, "How often to update the broadcast time" sv_time_in_gametimer, 0, 0, 1, CFGFLAG_SERVER, "Whether to display time in the round/game timer or not by default, later the choice can be changed by players via chat commands" Added the following Chat commands to give the player the choice over their settings: "saytime", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTime, this, "Privately messages you your current time in this current running race" "saytimeall", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTimeAll, this, "Publicly messages everyone your current time in this current running race" "time", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConTime, this, "Privately shows you your current time in this current running race in the broadcast message" "broadcasttime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetBroadcastTime, this, "Personal Setting of showing time in the broadcast, broadcasttime s, where s = on for on, off for off, toggle for toggle and nothing to show current status" "servergametime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetServerGameTime, this, "Personal Setting of showing time in the round/game timer, servergametime s, where s = on for on off for off, toggle for toggle and nothing to show current status" Fixed Chat Command "eyeemote" and made it a set + toggle instead of just toggle for better bin techneques Moved some vars from CCharacter to CPlayer to keep their status evern after death but not after disconnect. So now players have the choice to see which timer they wanna see if any. Note: These changes are all untested Stay away from this update on your main server until they are tested, i don't even know if they will compile propperly
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CCharacter *pChr;
CPlayer *pPlayer = SnappingClient > -1 ? GameServer()->m_apPlayers[SnappingClient] : 0;
CPlayer *pPlayer2;
if(pPlayer && (pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER || pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && pPlayer->GetClientVersion() >= VERSION_DDNET_GAMETICK)
{
if((pPlayer->GetTeam() == -1 || pPlayer->IsPaused()) && pPlayer->m_SpectatorID != SPEC_FREEVIEW && (pPlayer2 = GameServer()->m_apPlayers[pPlayer->m_SpectatorID]))
{
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if((pChr = pPlayer2->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED)
{
pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime;
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME;
}
}
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else if((pChr = pPlayer->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED)
{
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pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime;
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME;
}
}
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CNetObj_GameInfoEx *pGameInfoEx = (CNetObj_GameInfoEx *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFOEX, 0, sizeof(CNetObj_GameInfoEx));
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if(!pGameInfoEx)
return;
pGameInfoEx->m_Flags =
GAMEINFOFLAG_TIMESCORE |
GAMEINFOFLAG_GAMETYPE_RACE |
GAMEINFOFLAG_GAMETYPE_DDRACE |
GAMEINFOFLAG_GAMETYPE_DDNET |
GAMEINFOFLAG_UNLIMITED_AMMO |
GAMEINFOFLAG_RACE_RECORD_MESSAGE |
GAMEINFOFLAG_ALLOW_EYE_WHEEL |
GAMEINFOFLAG_ALLOW_HOOK_COLL |
GAMEINFOFLAG_ALLOW_ZOOM |
GAMEINFOFLAG_BUG_DDRACE_GHOST |
GAMEINFOFLAG_BUG_DDRACE_INPUT |
GAMEINFOFLAG_PREDICT_DDRACE |
GAMEINFOFLAG_PREDICT_DDRACE_TILES |
GAMEINFOFLAG_ENTITIES_DDNET |
GAMEINFOFLAG_ENTITIES_DDRACE |
GAMEINFOFLAG_ENTITIES_RACE |
GAMEINFOFLAG_RACE;
pGameInfoEx->m_Flags2 = 0;
pGameInfoEx->m_Version = GAMEINFO_CURVERSION;
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if(Server()->IsSixup(SnappingClient))
{
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protocol7::CNetObj_GameData *pGameData = static_cast<protocol7::CNetObj_GameData *>(Server()->SnapNewItem(-protocol7::NETOBJTYPE_GAMEDATA, 0, sizeof(protocol7::CNetObj_GameData)));
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if(!pGameData)
return;
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pGameData->m_GameStartTick = m_RoundStartTick;
pGameData->m_GameStateFlags = 0;
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if(m_GameOverTick != -1)
pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_GAMEOVER;
if(m_SuddenDeath)
pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_SUDDENDEATH;
if(GameServer()->m_World.m_Paused)
pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_PAUSED;
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pGameData->m_GameStateEndTick = 0;
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protocol7::CNetObj_GameDataRace *pRaceData = static_cast<protocol7::CNetObj_GameDataRace *>(Server()->SnapNewItem(-protocol7::NETOBJTYPE_GAMEDATARACE, 0, sizeof(protocol7::CNetObj_GameDataRace)));
if(!pRaceData)
return;
pRaceData->m_BestTime = round_to_int(m_CurrentRecord * 1000);
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pRaceData->m_Precision = 0;
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pRaceData->m_RaceFlags = protocol7::RACEFLAG_HIDE_KILLMSG | protocol7::RACEFLAG_KEEP_WANTED_WEAPON;
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}
}
int IGameController::GetAutoTeam(int NotThisID)
{
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// this will force the auto balancer to work overtime as well
#ifdef CONF_DEBUG
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if(g_Config.m_DbgStress)
return 0;
#endif
int aNumplayers[2] = {0, 0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
{
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if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
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aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
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int Team = 0;
if(CanJoinTeam(Team, NotThisID))
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return Team;
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return -1;
}
bool IGameController::CanJoinTeam(int Team, int NotThisID)
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{
if(Team == TEAM_SPECTATORS || (GameServer()->m_apPlayers[NotThisID] && GameServer()->m_apPlayers[NotThisID]->GetTeam() != TEAM_SPECTATORS))
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return true;
int aNumplayers[2] = {0, 0};
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for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
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{
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if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
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aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
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}
}
return (aNumplayers[0] + aNumplayers[1]) < Server()->MaxClients() - g_Config.m_SvSpectatorSlots;
}
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int IGameController::ClampTeam(int Team)
{
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if(Team < 0)
return TEAM_SPECTATORS;
return 0;
}
void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg)
{
Team = ClampTeam(Team);
if(Team == pPlayer->GetTeam())
return;
int ClientID = pPlayer->GetCID();
CCharacter *pCharacter = GameServer()->GetPlayerChar(ClientID);
if(Team == TEAM_SPECTATORS)
{
CGameControllerDDRace *pController = (CGameControllerDDRace *)this;
if(g_Config.m_SvTeam != 3 && pCharacter)
{
// Joining spectators should not kill a locked team, but should still
// check if the team finished by you leaving it.
int DDRTeam = pCharacter->Team();
pController->m_Teams.SetForceCharacterTeam(ClientID, TEAM_FLOCK);
pController->m_Teams.CheckTeamFinished(DDRTeam);
}
}
pPlayer->SetTeam(Team);
char aBuf[128];
DoChatMsg = false;
if(DoChatMsg)
{
str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(ClientID), GameServer()->m_pController->GetTeamName(Team));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", ClientID, Server()->ClientName(ClientID), Team);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
// OnPlayerInfoChange(pPlayer);
}