ddnet/src/game/server/gamecontroller.cpp

612 lines
16 KiB
C++
Raw Normal View History

2010-11-20 10:37:14 +00:00
/* (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. */
2010-05-29 07:25:38 +00:00
#include <engine/shared/config.h>
#include <game/mapitems.h>
2010-05-29 07:25:38 +00:00
#include <game/generated/protocol.h>
2011-01-29 00:59:50 +00:00
#include "entities/pickup.h"
2010-05-29 07:25:38 +00:00
#include "gamecontroller.h"
#include "gamecontext.h"
#include "entities/light.h"
#include "entities/dragger.h"
#include "entities/gun.h"
#include "entities/projectile.h"
#include "entities/plasma.h"
#include "entities/door.h"
#include <game/layers.h>
2008-08-27 20:04:07 +00:00
2010-05-29 07:25:38 +00:00
IGameController::IGameController(class CGameContext *pGameServer)
2008-08-27 20:04:07 +00:00
{
2010-05-29 07:25:38 +00:00
m_pGameServer = pGameServer;
m_pServer = m_pGameServer->Server();
m_pGameType = "unknown";
2008-08-27 20:04:07 +00:00
//
2010-05-29 07:25:38 +00:00
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;
2010-05-29 07:25:38 +00:00
m_UnbalancedTick = -1;
m_ForceBalanced = false;
2010-05-29 07:25:38 +00:00
m_aNumSpawnPoints[0] = 0;
m_aNumSpawnPoints[1] = 0;
m_aNumSpawnPoints[2] = 0;
m_CurrentRecord = 0;
2008-08-27 20:04:07 +00:00
}
2010-05-29 07:25:38 +00:00
IGameController::~IGameController()
2008-10-02 14:44:35 +00:00
{
}
2010-05-29 07:25:38 +00:00
float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos)
{
2010-05-29 07:25:38 +00:00
float Score = 0.0f;
CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
2010-05-29 07:25:38 +00:00
for(; pC; pC = (CCharacter *)pC->TypeNext())
{
// team mates are not as dangerous as enemies
2010-05-29 07:25:38 +00:00
float Scoremod = 1.0f;
if(pEval->m_FriendlyTeam != -1 && pC->GetPlayer()->GetTeam() == pEval->m_FriendlyTeam)
Scoremod = 0.5f;
2010-05-29 07:25:38 +00:00
float d = distance(Pos, pC->m_Pos);
Score += Scoremod * (d == 0 ? 1000000000.0f : 1.0f/d);
}
2010-05-29 07:25:38 +00:00
return Score;
}
2011-02-21 11:35:14 +00:00
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
2011-06-14 23:03:14 +00:00
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
int Result = -1;
for(int Index = 0; Index < 5 && Result == -1; ++Index)
{
Result = Index;
2014-08-26 21:04:07 +00:00
if(!GameServer()->m_World.m_Core.m_Tuning[0].m_PlayerCollision)
break;
2011-06-14 23:03:14 +00:00
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]->m_ProximityRadius)
{
Result = -1;
break;
}
}
if(Result == -1)
continue; // try next spawn point
2011-06-14 23:03:14 +00:00
vec2 P = m_aaSpawnPoints[Type][i]+Positions[Result];
2010-05-29 07:25:38 +00:00
float S = EvaluateSpawnPos(pEval, P);
if(!pEval->m_Got || pEval->m_Score > S)
{
2010-05-29 07:25:38 +00:00
pEval->m_Got = true;
pEval->m_Score = S;
pEval->m_Pos = P;
}
}
}
2011-02-14 07:43:44 +00:00
bool IGameController::CanSpawn(int Team, vec2 *pOutPos)
{
2010-05-29 07:25:38 +00:00
CSpawnEval Eval;
2008-11-21 14:18:55 +00:00
// spectators can't spawn
if(Team == TEAM_SPECTATORS)
2008-11-21 14:18:55 +00:00
return false;
EvaluateSpawnType(&Eval, 0);
EvaluateSpawnType(&Eval, 1);
EvaluateSpawnType(&Eval, 2);
2011-02-21 11:35:14 +00:00
2010-05-29 07:25:38 +00:00
*pOutPos = Eval.m_Pos;
return Eval.m_Got;
}
bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number)
2008-01-13 11:43:43 +00:00
{
2011-04-11 22:27:52 +00:00
if (Index < 0)
return false;
2010-05-29 07:25:38 +00:00
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);
2010-05-29 07:25:38 +00:00
if(Index == ENTITY_SPAWN)
m_aaSpawnPoints[0][m_aNumSpawnPoints[0]++] = Pos;
else if(Index == ENTITY_SPAWN_RED)
m_aaSpawnPoints[1][m_aNumSpawnPoints[1]++] = Pos;
else if(Index == ENTITY_SPAWN_BLUE)
m_aaSpawnPoints[2][m_aNumSpawnPoints[2]++] = Pos;
else if(Index == ENTITY_DOOR)
{
2011-01-29 00:59:50 +00:00
for(int i = 0; i < 8;i++)
{
if (sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG)
{
new CDoor
(
2011-01-29 00:59:50 +00:00
&GameServer()->m_World, //GameWorld
Pos, //Pos
pi / 4 * i, //Rotation
32 * 3 + 32 *(sides[i] - ENTITY_LASER_SHORT) * 3, //Length
Number //Number
);
}
}
}
else if(Index == ENTITY_CRAZY_SHOTGUN_EX)
2010-08-14 10:46:54 +00:00
{
2010-11-01 01:51:17 +00:00
int Dir;
if(!Flags)
Dir = 0;
else if(Flags == ROTATION_90)
Dir = 1;
else if(Flags == ROTATION_180)
Dir = 2;
else
Dir = 3;
2011-01-29 00:59:50 +00:00
float Deg = Dir * (pi / 2);
2010-11-01 01:51:17 +00:00
CProjectile *bullet = new CProjectile
(
&GameServer()->m_World,
WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
2011-01-29 00:59:50 +00:00
vec2(sin(Deg), cos(Deg)), //Dir
2010-11-01 01:51:17 +00:00
-2, //Span
true, //Freeze
true, //Explosive
2011-01-29 00:59:50 +00:00
0, //Force
2010-11-01 01:51:17 +00:00
(g_Config.m_SvShotgunBulletSound)?SOUND_GRENADE_EXPLODE:-1,//SoundImpact
Layer,
Number
2010-11-01 01:51:17 +00:00
);
bullet->SetBouncing(2 - (Dir % 2));
2010-08-14 10:46:54 +00:00
}
2010-11-01 01:51:17 +00:00
else if(Index == ENTITY_CRAZY_SHOTGUN)
2010-08-14 10:46:54 +00:00
{
2010-11-01 01:51:17 +00:00
int Dir;
if(!Flags)
Dir=0;
else if(Flags == (TILEFLAG_ROTATE))
Dir = 1;
else if(Flags == (TILEFLAG_VFLIP|TILEFLAG_HFLIP))
Dir = 2;
else
Dir = 3;
2011-01-29 00:59:50 +00:00
float Deg = Dir * ( pi / 2);
CProjectile *bullet = new CProjectile
(
&GameServer()->m_World,
2010-11-01 01:51:17 +00:00
WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
2011-01-29 00:59:50 +00:00
vec2(sin(Deg), cos(Deg)), //Dir
2010-11-01 01:51:17 +00:00
-2, //Span
true, //Freeze
false, //Explosive
0,
SOUND_GRENADE_EXPLODE,
Layer,
Number
);
2010-11-01 01:51:17 +00:00
bullet->SetBouncing(2 - (Dir % 2));
2010-08-14 10:46:54 +00:00
}
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_RIFLE)
{
Type = POWERUP_WEAPON;
SubType = WEAPON_RIFLE;
}
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];
2011-01-29 00:59:50 +00:00
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);
2019-07-08 21:08:42 +00:00
float AngularSpeed = 0.0f;
int Ind=Index-ENTITY_LASER_STOP;
int M;
2011-01-29 00:59:50 +00:00
if( Ind < 0)
{
2011-01-29 00:59:50 +00:00
Ind = -Ind;
M = 1;
}
2011-01-29 00:59:50 +00:00
else if(Ind == 0)
M = 0;
else
2011-01-29 00:59:50 +00:00
M = -1;
2011-01-29 00:59:50 +00:00
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++)
{
2011-01-29 00:59:50 +00:00
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;
}
}
}
2011-01-29 00:59:50 +00:00
else if(Index >= ENTITY_DRAGGER_WEAK && Index <= ENTITY_DRAGGER_STRONG)
{
2013-08-06 03:14:53 +00:00
CDraggerTeam(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK + 1, false, Layer, Number);
2011-01-29 00:59:50 +00:00
}
else if(Index >= ENTITY_DRAGGER_WEAK_NW && Index <= ENTITY_DRAGGER_STRONG_NW)
{
2013-08-06 03:14:53 +00:00
CDraggerTeam(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK_NW + 1, true, Layer, Number);
2011-01-29 00:59:50 +00:00
}
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);
}
2015-07-09 00:08:14 +00:00
if(Type != -1)
{
CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType, Layer, Number);
pPickup->m_Pos = Pos;
return true;
}
return false;
}
2010-05-29 07:25:38 +00:00
void IGameController::EndRound()
{
2010-05-29 07:25:38 +00:00
if(m_Warmup) // game can't end when we are running warmup
2007-10-06 17:36:24 +00:00
return;
2010-05-29 07:25:38 +00:00
GameServer()->m_World.m_Paused = true;
m_GameOverTick = Server()->Tick();
m_SuddenDeath = 0;
}
2010-05-29 07:25:38 +00:00
void IGameController::ResetGame()
{
2010-05-29 07:25:38 +00:00
GameServer()->m_World.m_ResetRequested = true;
}
2010-05-29 07:25:38 +00:00
const char *IGameController::GetTeamName(int Team)
{
if(Team == 0)
return "game";
return "spectators";
}
2011-02-05 01:33:53 +00:00
//static bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
2010-05-29 07:25:38 +00:00
void IGameController::StartRound()
{
2010-05-29 07:25:38 +00:00
ResetGame();
2010-05-29 07:25:38 +00:00
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);
}
2010-05-29 07:25:38 +00:00
void IGameController::ChangeMap(const char *pToMap)
{
2016-05-04 16:43:54 +00:00
str_copy(g_Config.m_SvMap, pToMap, sizeof(g_Config.m_SvMap));
}
2010-05-29 07:25:38 +00:00
void IGameController::PostReset()
{
for(int i = 0; i < MAX_CLIENTS; i++)
2010-05-29 07:25:38 +00:00
if(GameServer()->m_apPlayers[i])
GameServer()->m_apPlayers[i]->Respawn();
}
2010-05-29 07:25:38 +00:00
int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
{
return 0;
}
2010-05-29 07:25:38 +00:00
void IGameController::OnCharacterSpawn(class CCharacter *pChr)
2008-08-27 20:04:07 +00:00
{
// default health
2010-05-29 07:25:38 +00:00
pChr->IncreaseHealth(10);
2008-08-27 20:04:07 +00:00
// give default weapons
2016-10-08 17:42:42 +00:00
pChr->GiveWeapon(WEAPON_HAMMER);
pChr->GiveWeapon(WEAPON_GUN);
2008-08-27 20:04:07 +00:00
}
2010-05-29 07:25:38 +00:00
void IGameController::DoWarmup(int Seconds)
2007-10-06 17:36:24 +00:00
{
2010-05-29 07:25:38 +00:00
if(Seconds < 0)
m_Warmup = 0;
else
m_Warmup = Seconds*Server()->TickSpeed();
2007-10-06 17:36:24 +00:00
}
2010-05-29 07:25:38 +00:00
bool IGameController::IsForceBalanced()
{
return false;
}
bool IGameController::CanBeMovedOnBalance(int ClientID)
2010-05-29 07:25:38 +00:00
{
return true;
}
void IGameController::Tick()
{
2007-10-06 17:36:24 +00:00
// do warmup
2010-05-29 07:25:38 +00:00
if(m_Warmup)
2007-10-06 17:36:24 +00:00
{
2010-05-29 07:25:38 +00:00
m_Warmup--;
if(!m_Warmup)
StartRound();
2007-10-06 17:36:24 +00:00
}
2010-05-29 07:25:38 +00:00
if(m_GameOverTick != -1)
{
// game over.. wait for restart
2010-05-29 07:25:38 +00:00
if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
{
2010-05-29 07:25:38 +00:00
StartRound();
m_RoundCount++;
}
}
// check for inactive players
if(g_Config.m_SvInactiveKickTime > 0)
{
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
2011-01-03 11:50:38 +00:00
GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
}
break;
case 1:
{
// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
int Spectators = 0;
for(int j = 0; j < MAX_CLIENTS; ++j)
2011-01-03 11:50:38 +00:00
if(GameServer()->m_apPlayers[j] && GameServer()->m_apPlayers[j]->GetTeam() == TEAM_SPECTATORS)
++Spectators;
if(Spectators >= g_Config.m_SvSpectatorSlots)
2010-11-16 23:44:04 +00:00
Server()->Kick(i, "Kicked for inactivity");
else
2011-01-03 11:50:38 +00:00
GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
}
break;
case 2:
{
// kick the player
Server()->Kick(i, "Kicked for inactivity");
}
}
}
}
}
}
}
2010-05-29 07:25:38 +00:00
void IGameController::Snap(int SnappingClient)
{
2011-03-04 16:08:10 +00:00
CNetObj_GameInfo *pGameInfoObj = (CNetObj_GameInfo *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFO, 0, sizeof(CNetObj_GameInfo));
if(!pGameInfoObj)
return;
2011-03-04 16:08:10 +00:00
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;
2011-03-04 16:08:10 +00:00
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
2011-12-29 12:17:34 +00:00
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->m_ClientVersion >= VERSION_DDNET_GAMETICK)
{
2017-04-08 22:20:41 +00:00
if((pPlayer->GetTeam() == -1 || pPlayer->IsPaused())
&& pPlayer->m_SpectatorID != SPEC_FREEVIEW
&& (pPlayer2 = GameServer()->m_apPlayers[pPlayer->m_SpectatorID]))
{
2017-01-04 13:14:10 +00:00
if((pChr = pPlayer2->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED)
{
pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime;
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME;
}
}
2017-01-04 13:14:10 +00:00
else if((pChr = pPlayer->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED)
{
2017-01-04 13:14:10 +00:00
pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime;
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME;
}
}
2019-05-21 08:11:02 +00:00
CNetObj_GameInfoEx *pGameInfoEx = (CNetObj_GameInfoEx *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFOEX, 0, sizeof(CNetObj_GameInfoEx));
2019-05-21 08:11:02 +00:00
if(!pGameInfoEx)
return;
pGameInfoEx->m_Flags = 0
| GAMEINFOFLAG_TIMESCORE
| GAMEINFOFLAG_GAMETYPE_RACE
| GAMEINFOFLAG_GAMETYPE_DDRACE
| GAMEINFOFLAG_GAMETYPE_DDNET
| GAMEINFOFLAG_UNLIMITED_AMMO
| GAMEINFOFLAG_DDRACE_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
2019-07-19 08:21:32 +00:00
| GAMEINFOFLAG_ENTITIES_RACE
| GAMEINFOFLAG_RACE;
pGameInfoEx->m_Version = GAMEINFO_CURVERSION;
}
int IGameController::GetAutoTeam(int NotThisID)
{
2018-02-04 15:00:47 +00:00
// this will force the auto balancer to work overtime as well
#ifdef CONF_DEBUG
2010-05-29 07:25:38 +00:00
if(g_Config.m_DbgStress)
return 0;
#endif
2010-05-29 07:25:38 +00:00
int aNumplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
{
2011-01-03 11:50:38 +00:00
if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
2010-05-29 07:25:38 +00:00
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
2010-05-29 07:25:38 +00:00
int Team = 0;
if(CanJoinTeam(Team, NotThisID))
2010-05-29 07:25:38 +00:00
return Team;
2008-03-23 14:59:58 +00:00
return -1;
}
bool IGameController::CanJoinTeam(int Team, int NotThisID)
2008-03-23 14:59:58 +00:00
{
if(Team == TEAM_SPECTATORS || (GameServer()->m_apPlayers[NotThisID] && GameServer()->m_apPlayers[NotThisID]->GetTeam() != TEAM_SPECTATORS))
2010-05-29 07:25:38 +00:00
return true;
int aNumplayers[2] = {0,0};
2008-03-23 14:59:58 +00:00
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i] && i != NotThisID)
2008-03-23 14:59:58 +00:00
{
2011-01-03 11:50:38 +00:00
if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE)
2010-05-29 07:25:38 +00:00
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
2008-03-23 14:59:58 +00:00
}
}
2011-12-04 15:51:33 +00:00
return (aNumplayers[0] + aNumplayers[1]) < Server()->MaxClients()-g_Config.m_SvSpectatorSlots;
}
2010-05-29 07:25:38 +00:00
int IGameController::ClampTeam(int Team)
{
2011-01-03 11:50:38 +00:00
if(Team < 0)
return TEAM_SPECTATORS;
return 0;
}