2010-11-20 10:37:14 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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2010-05-29 07:25:38 +00:00
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#include <engine/shared/config.h>
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#include <game/mapitems.h>
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2008-08-14 18:42:47 +00:00
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2010-05-29 07:25:38 +00:00
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#include <game/generated/protocol.h>
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2007-10-05 00:05:21 +00:00
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2011-01-29 00:59:50 +00:00
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#include "entities/pickup.h"
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2010-05-29 07:25:38 +00:00
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#include "gamecontext.h"
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2020-09-26 19:41:58 +00:00
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#include "gamecontroller.h"
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2008-08-14 18:25:44 +00:00
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2020-09-26 19:41:58 +00:00
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#include "entities/door.h"
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2010-08-21 17:32:42 +00:00
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#include "entities/dragger.h"
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2010-08-20 20:40:12 +00:00
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#include "entities/gun.h"
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2020-09-26 19:41:58 +00:00
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#include "entities/light.h"
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2010-08-20 20:40:12 +00:00
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#include "entities/plasma.h"
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2020-09-26 19:41:58 +00:00
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#include "entities/projectile.h"
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2010-07-29 05:21:18 +00:00
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#include <game/layers.h>
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2010-05-29 07:25:38 +00:00
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IGameController::IGameController(class CGameContext *pGameServer)
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2008-08-27 20:04:07 +00:00
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{
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2010-05-29 07:25:38 +00:00
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m_pGameServer = pGameServer;
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m_pServer = m_pGameServer->Server();
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m_pGameType = "unknown";
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2011-04-13 18:37:12 +00:00
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2008-08-27 20:04:07 +00:00
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//
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2010-05-29 07:25:38 +00:00
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DoWarmup(g_Config.m_SvWarmup);
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m_GameOverTick = -1;
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m_SuddenDeath = 0;
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m_RoundStartTick = Server()->Tick();
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m_RoundCount = 0;
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m_GameFlags = 0;
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m_aMapWish[0] = 0;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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m_UnbalancedTick = -1;
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m_ForceBalanced = false;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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m_aNumSpawnPoints[0] = 0;
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m_aNumSpawnPoints[1] = 0;
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m_aNumSpawnPoints[2] = 0;
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2010-08-28 20:53:42 +00:00
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2011-04-09 06:41:31 +00:00
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m_CurrentRecord = 0;
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2008-08-27 20:04:07 +00:00
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}
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2010-05-29 07:25:38 +00:00
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IGameController::~IGameController()
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2008-10-02 14:44:35 +00:00
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{
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}
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2010-05-29 07:25:38 +00:00
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float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos)
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2008-08-27 15:48:50 +00:00
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{
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2010-05-29 07:25:38 +00:00
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float Score = 0.0f;
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2011-01-19 17:27:50 +00:00
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CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
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2010-05-29 07:25:38 +00:00
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for(; pC; pC = (CCharacter *)pC->TypeNext())
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2008-08-27 15:48:50 +00:00
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{
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// team mates are not as dangerous as enemies
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2010-05-29 07:25:38 +00:00
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float Scoremod = 1.0f;
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if(pEval->m_FriendlyTeam != -1 && pC->GetPlayer()->GetTeam() == pEval->m_FriendlyTeam)
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Scoremod = 0.5f;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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float d = distance(Pos, pC->m_Pos);
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2020-09-26 19:41:58 +00:00
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Score += Scoremod * (d == 0 ? 1000000000.0f : 1.0f / d);
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2008-08-27 15:48:50 +00:00
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}
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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return Score;
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2008-08-27 15:48:50 +00:00
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}
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2011-02-21 11:35:14 +00:00
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void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int Type)
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2008-08-27 15:48:50 +00:00
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{
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// get spawn point
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2011-04-13 18:37:12 +00:00
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for(int i = 0; i < m_aNumSpawnPoints[Type]; i++)
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2008-08-27 15:48:50 +00:00
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{
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2011-02-10 11:05:55 +00:00
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// check if the position is occupado
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2011-06-14 23:03:14 +00:00
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CCharacter *aEnts[MAX_CLIENTS];
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2020-09-26 19:41:58 +00:00
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int Num = GameServer()->m_World.FindEntities(m_aaSpawnPoints[Type][i], 64, (CEntity **)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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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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2011-06-14 23:03:14 +00:00
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int Result = -1;
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for(int Index = 0; Index < 5 && Result == -1; ++Index)
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{
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Result = Index;
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2014-08-26 21:04:07 +00:00
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if(!GameServer()->m_World.m_Core.m_Tuning[0].m_PlayerCollision)
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break;
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2011-06-14 23:03:14 +00:00
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for(int c = 0; c < Num; ++c)
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2020-09-26 19:41:58 +00:00
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if(GameServer()->Collision()->CheckPoint(m_aaSpawnPoints[Type][i] + Positions[Index]) ||
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distance(aEnts[c]->m_Pos, m_aaSpawnPoints[Type][i] + Positions[Index]) <= aEnts[c]->m_ProximityRadius)
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2011-06-14 23:03:14 +00:00
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{
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Result = -1;
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break;
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}
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}
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if(Result == -1)
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2020-09-26 19:41:58 +00:00
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continue; // try next spawn point
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2011-02-10 11:05:55 +00:00
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2020-09-26 19:41:58 +00:00
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vec2 P = m_aaSpawnPoints[Type][i] + Positions[Result];
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2010-05-29 07:25:38 +00:00
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float S = EvaluateSpawnPos(pEval, P);
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if(!pEval->m_Got || pEval->m_Score > S)
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2008-08-27 15:48:50 +00:00
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{
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2010-05-29 07:25:38 +00:00
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pEval->m_Got = true;
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pEval->m_Score = S;
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pEval->m_Pos = P;
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2008-08-27 15:48:50 +00:00
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}
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}
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}
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2011-02-14 07:43:44 +00:00
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bool IGameController::CanSpawn(int Team, vec2 *pOutPos)
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2008-08-27 15:48:50 +00:00
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{
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2010-05-29 07:25:38 +00:00
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CSpawnEval Eval;
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2011-04-13 18:37:12 +00:00
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2008-11-21 14:18:55 +00:00
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// spectators can't spawn
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2011-02-10 11:05:55 +00:00
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if(Team == TEAM_SPECTATORS)
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2008-11-21 14:18:55 +00:00
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return false;
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2011-04-13 18:37:12 +00:00
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2019-04-24 20:36:47 +00:00
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EvaluateSpawnType(&Eval, 0);
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EvaluateSpawnType(&Eval, 1);
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EvaluateSpawnType(&Eval, 2);
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2011-02-21 11:35:14 +00:00
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2010-05-29 07:25:38 +00:00
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*pOutPos = Eval.m_Pos;
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return Eval.m_Got;
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2007-10-05 00:05:21 +00:00
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}
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2010-11-13 13:22:19 +00:00
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bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number)
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2008-01-13 11:43:43 +00:00
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{
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2020-09-26 19:41:58 +00:00
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if(Index < 0)
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2011-04-11 22:27:52 +00:00
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return false;
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2010-05-29 07:25:38 +00:00
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int Type = -1;
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int SubType = 0;
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2011-04-13 18:37:12 +00:00
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2020-09-26 19:41:58 +00:00
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int x, y;
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x = (Pos.x - 16.0f) / 32.0f;
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y = (Pos.y - 16.0f) / 32.0f;
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2010-08-12 11:01:57 +00:00
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int sides[8];
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2020-09-26 19:41:58 +00:00
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sides[0] = GameServer()->Collision()->Entity(x, y + 1, Layer);
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sides[1] = GameServer()->Collision()->Entity(x + 1, y + 1, Layer);
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sides[2] = GameServer()->Collision()->Entity(x + 1, y, Layer);
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sides[3] = GameServer()->Collision()->Entity(x + 1, y - 1, Layer);
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sides[4] = GameServer()->Collision()->Entity(x, y - 1, Layer);
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sides[5] = GameServer()->Collision()->Entity(x - 1, y - 1, Layer);
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sides[6] = GameServer()->Collision()->Entity(x - 1, y, Layer);
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sides[7] = GameServer()->Collision()->Entity(x - 1, y + 1, Layer);
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2010-11-13 13:22:19 +00:00
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2010-05-29 07:25:38 +00:00
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if(Index == ENTITY_SPAWN)
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m_aaSpawnPoints[0][m_aNumSpawnPoints[0]++] = Pos;
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else if(Index == ENTITY_SPAWN_RED)
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m_aaSpawnPoints[1][m_aNumSpawnPoints[1]++] = Pos;
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else if(Index == ENTITY_SPAWN_BLUE)
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m_aaSpawnPoints[2][m_aNumSpawnPoints[2]++] = Pos;
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2011-04-09 06:41:31 +00:00
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2010-11-13 13:22:19 +00:00
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else if(Index == ENTITY_DOOR)
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{
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2020-09-26 19:41:58 +00:00
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for(int i = 0; i < 8; i++)
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2010-11-13 13:22:19 +00:00
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{
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2020-09-26 19:41:58 +00:00
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if(sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG)
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2010-11-13 13:22:19 +00:00
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{
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2020-09-26 19:41:58 +00:00
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new CDoor(
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2011-01-29 00:59:50 +00:00
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&GameServer()->m_World, //GameWorld
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Pos, //Pos
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pi / 4 * i, //Rotation
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2020-09-26 19:41:58 +00:00
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32 * 3 + 32 * (sides[i] - ENTITY_LASER_SHORT) * 3, //Length
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2011-01-29 00:59:50 +00:00
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Number //Number
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2010-11-13 13:22:19 +00:00
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);
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}
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}
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}
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else if(Index == ENTITY_CRAZY_SHOTGUN_EX)
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2010-08-14 10:46:54 +00:00
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{
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2010-11-01 01:51:17 +00:00
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int Dir;
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if(!Flags)
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Dir = 0;
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else if(Flags == ROTATION_90)
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Dir = 1;
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else if(Flags == ROTATION_180)
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Dir = 2;
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else
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Dir = 3;
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2011-01-29 00:59:50 +00:00
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float Deg = Dir * (pi / 2);
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2020-09-26 19:41:58 +00:00
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CProjectile *bullet = new CProjectile(
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2010-11-01 01:51:17 +00:00
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&GameServer()->m_World,
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WEAPON_SHOTGUN, //Type
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-1, //Owner
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Pos, //Pos
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2011-01-29 00:59:50 +00:00
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vec2(sin(Deg), cos(Deg)), //Dir
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2010-11-01 01:51:17 +00:00
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-2, //Span
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true, //Freeze
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true, //Explosive
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2011-01-29 00:59:50 +00:00
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0, //Force
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2020-09-26 19:41:58 +00:00
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(g_Config.m_SvShotgunBulletSound) ? SOUND_GRENADE_EXPLODE : -1, //SoundImpact
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2010-11-13 13:22:19 +00:00
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Layer,
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2020-09-26 19:41:58 +00:00
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Number);
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2010-11-01 01:51:17 +00:00
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bullet->SetBouncing(2 - (Dir % 2));
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2010-08-14 10:46:54 +00:00
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}
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2010-11-01 01:51:17 +00:00
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else if(Index == ENTITY_CRAZY_SHOTGUN)
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2010-08-14 10:46:54 +00:00
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{
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2010-11-01 01:51:17 +00:00
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int Dir;
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if(!Flags)
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2020-09-26 19:41:58 +00:00
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Dir = 0;
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2010-11-01 01:51:17 +00:00
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else if(Flags == (TILEFLAG_ROTATE))
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Dir = 1;
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2020-09-26 19:41:58 +00:00
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else if(Flags == (TILEFLAG_VFLIP | TILEFLAG_HFLIP))
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2010-11-01 01:51:17 +00:00
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Dir = 2;
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else
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Dir = 3;
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2020-09-26 19:41:58 +00:00
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float Deg = Dir * (pi / 2);
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CProjectile *bullet = new CProjectile(
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2010-11-13 13:22:19 +00:00
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&GameServer()->m_World,
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2010-11-01 01:51:17 +00:00
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WEAPON_SHOTGUN, //Type
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-1, //Owner
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Pos, //Pos
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2011-01-29 00:59:50 +00:00
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vec2(sin(Deg), cos(Deg)), //Dir
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2010-11-01 01:51:17 +00:00
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-2, //Span
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true, //Freeze
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false, //Explosive
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0,
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SOUND_GRENADE_EXPLODE,
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2010-11-13 13:22:19 +00:00
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Layer,
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2020-09-26 19:41:58 +00:00
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Number);
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2010-11-01 01:51:17 +00:00
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bullet->SetBouncing(2 - (Dir % 2));
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2010-08-14 10:46:54 +00:00
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}
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2010-08-20 20:40:12 +00:00
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2010-07-29 05:21:18 +00:00
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if(Index == ENTITY_ARMOR_1)
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Type = POWERUP_ARMOR;
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else if(Index == ENTITY_HEALTH_1)
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Type = POWERUP_HEALTH;
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else if(Index == ENTITY_WEAPON_SHOTGUN)
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{
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Type = POWERUP_WEAPON;
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SubType = WEAPON_SHOTGUN;
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}
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else if(Index == ENTITY_WEAPON_GRENADE)
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{
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Type = POWERUP_WEAPON;
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SubType = WEAPON_GRENADE;
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}
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2019-11-22 14:37:18 +00:00
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else if(Index == ENTITY_WEAPON_LASER)
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2010-07-29 05:21:18 +00:00
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{
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Type = POWERUP_WEAPON;
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2019-11-22 14:37:18 +00:00
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SubType = WEAPON_LASER;
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2010-07-29 05:21:18 +00:00
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}
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else if(Index == ENTITY_POWERUP_NINJA)
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{
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Type = POWERUP_NINJA;
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SubType = WEAPON_NINJA;
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}
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2019-04-08 17:39:55 +00:00
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else if(Index >= ENTITY_LASER_FAST_CCW && Index <= ENTITY_LASER_FAST_CW)
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2010-11-13 13:22:19 +00:00
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{
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2010-08-12 11:01:57 +00:00
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int sides2[8];
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2020-09-26 19:41:58 +00:00
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sides2[0] = GameServer()->Collision()->Entity(x, y + 2, Layer);
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sides2[1] = GameServer()->Collision()->Entity(x + 2, y + 2, Layer);
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sides2[2] = GameServer()->Collision()->Entity(x + 2, y, Layer);
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sides2[3] = GameServer()->Collision()->Entity(x + 2, y - 2, Layer);
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sides2[4] = GameServer()->Collision()->Entity(x, y - 2, Layer);
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sides2[5] = GameServer()->Collision()->Entity(x - 2, y - 2, Layer);
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sides2[6] = GameServer()->Collision()->Entity(x - 2, y, Layer);
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sides2[7] = GameServer()->Collision()->Entity(x - 2, y + 2, Layer);
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2010-08-20 20:40:12 +00:00
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|
|
2019-07-08 21:08:42 +00:00
|
|
|
float AngularSpeed = 0.0f;
|
2020-09-26 19:41:58 +00:00
|
|
|
int Ind = Index - ENTITY_LASER_STOP;
|
2010-10-07 13:28:29 +00:00
|
|
|
int M;
|
2020-09-26 19:41:58 +00:00
|
|
|
if(Ind < 0)
|
2010-10-07 13:28:29 +00:00
|
|
|
{
|
2011-01-29 00:59:50 +00:00
|
|
|
Ind = -Ind;
|
|
|
|
M = 1;
|
2010-10-07 13:28:29 +00:00
|
|
|
}
|
2011-01-29 00:59:50 +00:00
|
|
|
else if(Ind == 0)
|
|
|
|
M = 0;
|
2010-10-07 13:28:29 +00:00
|
|
|
else
|
2011-01-29 00:59:50 +00:00
|
|
|
M = -1;
|
2010-10-07 13:28:29 +00:00
|
|
|
|
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;
|
2010-10-07 13:28:29 +00:00
|
|
|
|
2020-09-26 19:41:58 +00:00
|
|
|
for(int i = 0; i < 8; i++)
|
2010-08-20 20:40:12 +00:00
|
|
|
{
|
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;
|
|
|
|
}
|
2010-08-20 20:40:12 +00:00
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
2010-07-29 05:21:18 +00:00
|
|
|
if(Type != -1)
|
|
|
|
{
|
2010-11-13 13:22:19 +00:00
|
|
|
CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType, Layer, Number);
|
2010-07-29 05:21:18 +00:00
|
|
|
pPickup->m_Pos = Pos;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void IGameController::EndRound()
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
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;
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
GameServer()->m_World.m_Paused = true;
|
|
|
|
m_GameOverTick = Server()->Tick();
|
|
|
|
m_SuddenDeath = 0;
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void IGameController::ResetGame()
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
GameServer()->m_World.m_ResetRequested = true;
|
2008-07-06 11:21:21 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
const char *IGameController::GetTeamName(int Team)
|
2019-04-24 20:36:47 +00:00
|
|
|
{
|
2011-01-04 20:30:15 +00:00
|
|
|
if(Team == 0)
|
|
|
|
return "game";
|
2008-07-06 11:21:21 +00:00
|
|
|
return "spectators";
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
|
2011-02-05 01:33:53 +00:00
|
|
|
//static bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
|
2007-10-05 00:05:21 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void IGameController::StartRound()
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
ResetGame();
|
2011-04-13 18:37:12 +00:00
|
|
|
|
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;
|
2011-07-22 21:17:16 +00:00
|
|
|
Server()->DemoRecorder_HandleAutoStart();
|
2010-08-17 22:06:00 +00:00
|
|
|
char aBuf[256];
|
2020-09-26 19:41:58 +00:00
|
|
|
str_format(aBuf, sizeof(aBuf), "start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags & GAMEFLAG_TEAMS);
|
2010-08-17 22:06:00 +00:00
|
|
|
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void IGameController::ChangeMap(const char *pToMap)
|
2008-10-22 14:31:46 +00:00
|
|
|
{
|
2016-05-04 16:43:54 +00:00
|
|
|
str_copy(g_Config.m_SvMap, pToMap, sizeof(g_Config.m_SvMap));
|
2008-10-22 14:31:46 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void IGameController::PostReset()
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
2020-10-26 13:11:11 +00:00
|
|
|
for(auto &m_apPlayer : GameServer()->m_apPlayers)
|
|
|
|
if(m_apPlayer)
|
|
|
|
m_apPlayer->Respawn();
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon)
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
2007-11-18 23:29:34 +00:00
|
|
|
return 0;
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void IGameController::OnCharacterSpawn(class CCharacter *pChr)
|
2008-08-27 20:04:07 +00:00
|
|
|
{
|
2008-08-27 20:17:04 +00:00
|
|
|
// default health
|
2010-05-29 07:25:38 +00:00
|
|
|
pChr->IncreaseHealth(10);
|
2011-04-13 18:37:12 +00:00
|
|
|
|
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
|
2020-09-26 19:41:58 +00:00
|
|
|
m_Warmup = Seconds * Server()->TickSpeed();
|
2007-10-06 17:36:24 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
bool IGameController::IsForceBalanced()
|
2008-09-07 08:57:59 +00:00
|
|
|
{
|
2019-04-24 20:36:47 +00:00
|
|
|
return false;
|
2008-09-07 08:57:59 +00:00
|
|
|
}
|
|
|
|
|
2011-02-12 10:40:36 +00:00
|
|
|
bool IGameController::CanBeMovedOnBalance(int ClientID)
|
2010-05-29 07:25:38 +00:00
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void IGameController::Tick()
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
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
|
|
|
}
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
if(m_GameOverTick != -1)
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
|
|
|
// game over.. wait for restart
|
2020-09-26 19:41:58 +00:00
|
|
|
if(Server()->Tick() > m_GameOverTick + Server()->TickSpeed() * 10)
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
StartRound();
|
|
|
|
m_RoundCount++;
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
}
|
2010-10-09 17:14:42 +00:00
|
|
|
// check for inactive players
|
|
|
|
if(g_Config.m_SvInactiveKickTime > 0)
|
|
|
|
{
|
|
|
|
for(int i = 0; i < MAX_CLIENTS; ++i)
|
|
|
|
{
|
2020-09-26 19:41:58 +00:00
|
|
|
#ifdef CONF_DEBUG
|
2012-01-08 14:26:37 +00:00
|
|
|
if(g_Config.m_DbgDummies)
|
|
|
|
{
|
2020-09-26 19:41:58 +00:00
|
|
|
if(i >= MAX_CLIENTS - g_Config.m_DbgDummies)
|
2012-01-08 14:26:37 +00:00
|
|
|
break;
|
|
|
|
}
|
2020-09-26 19:41:58 +00:00
|
|
|
#endif
|
2019-03-02 10:50:33 +00:00
|
|
|
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && Server()->GetAuthedState(i) == AUTHED_NO)
|
2010-10-09 17:14:42 +00:00
|
|
|
{
|
2020-09-26 19:41:58 +00:00
|
|
|
if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick + g_Config.m_SvInactiveKickTime * Server()->TickSpeed() * 60)
|
2010-10-09 17:14:42 +00:00
|
|
|
{
|
|
|
|
switch(g_Config.m_SvInactiveKick)
|
|
|
|
{
|
|
|
|
case 0:
|
2020-09-26 19:41:58 +00:00
|
|
|
{
|
|
|
|
// move player to spectator
|
|
|
|
GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
|
|
|
|
}
|
|
|
|
break;
|
2010-10-09 17:14:42 +00:00
|
|
|
case 1:
|
2020-09-26 19:41:58 +00:00
|
|
|
{
|
|
|
|
// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
|
|
|
|
int Spectators = 0;
|
2020-10-26 13:11:11 +00:00
|
|
|
for(auto &m_apPlayer : GameServer()->m_apPlayers)
|
|
|
|
if(m_apPlayer && m_apPlayer->GetTeam() == TEAM_SPECTATORS)
|
2020-09-26 19:41:58 +00:00
|
|
|
++Spectators;
|
|
|
|
if(Spectators >= g_Config.m_SvSpectatorSlots)
|
2010-10-09 17:14:42 +00:00
|
|
|
Server()->Kick(i, "Kicked for inactivity");
|
2020-09-26 19:41:58 +00:00
|
|
|
else
|
|
|
|
GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
{
|
|
|
|
// kick the player
|
|
|
|
Server()->Kick(i, "Kicked for inactivity");
|
|
|
|
}
|
2010-10-09 17:14:42 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void IGameController::Snap(int SnappingClient)
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
2011-03-04 16:08:10 +00:00
|
|
|
CNetObj_GameInfo *pGameInfoObj = (CNetObj_GameInfo *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFO, 0, sizeof(CNetObj_GameInfo));
|
|
|
|
if(!pGameInfoObj)
|
2010-12-16 02:29:08 +00:00
|
|
|
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;
|
|
|
|
|
2019-04-24 20:36:47 +00:00
|
|
|
pGameInfoObj->m_RoundNum = 0;
|
2020-09-26 19:41:58 +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;
|
2014-09-26 01:20:47 +00:00
|
|
|
CPlayer *pPlayer = SnappingClient > -1 ? GameServer()->m_apPlayers[SnappingClient] : 0;
|
2014-08-22 11:29:39 +00:00
|
|
|
CPlayer *pPlayer2;
|
|
|
|
|
2020-05-22 15:58:41 +00:00
|
|
|
if(pPlayer && (pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER || pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && pPlayer->GetClientVersion() >= VERSION_DDNET_GAMETICK)
|
2014-08-22 11:29:39 +00:00
|
|
|
{
|
2020-09-26 19:41:58 +00:00
|
|
|
if((pPlayer->GetTeam() == -1 || pPlayer->IsPaused()) && pPlayer->m_SpectatorID != SPEC_FREEVIEW && (pPlayer2 = GameServer()->m_apPlayers[pPlayer->m_SpectatorID]))
|
2014-08-22 11:29:39 +00:00
|
|
|
{
|
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;
|
|
|
|
}
|
2014-08-22 11:29:39 +00:00
|
|
|
}
|
2017-01-04 13:14:10 +00:00
|
|
|
else if((pChr = pPlayer->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED)
|
2014-08-22 11:29:39 +00:00
|
|
|
{
|
2017-01-04 13:14:10 +00:00
|
|
|
pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime;
|
|
|
|
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME;
|
2014-08-22 11:29:39 +00:00
|
|
|
}
|
|
|
|
}
|
2019-05-21 08:11:02 +00:00
|
|
|
|
2019-06-03 19:52:14 +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;
|
|
|
|
|
2020-09-24 09:38:27 +00:00
|
|
|
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;
|
2019-06-03 19:52:14 +00:00
|
|
|
pGameInfoEx->m_Version = GAMEINFO_CURVERSION;
|
2020-03-29 02:36:38 +00:00
|
|
|
|
|
|
|
if(Server()->IsSixup(SnappingClient))
|
|
|
|
{
|
2020-06-12 19:22:54 +00:00
|
|
|
protocol7::CNetObj_GameData *pGameData = static_cast<protocol7::CNetObj_GameData *>(Server()->SnapNewItem(-protocol7::NETOBJTYPE_GAMEDATA, 0, sizeof(protocol7::CNetObj_GameData)));
|
2020-03-29 02:36:38 +00:00
|
|
|
if(!pGameData)
|
|
|
|
return;
|
|
|
|
|
2020-06-12 19:22:54 +00:00
|
|
|
pGameData->m_GameStartTick = m_RoundStartTick;
|
|
|
|
pGameData->m_GameStateFlags = 0;
|
2020-06-16 15:54:01 +00:00
|
|
|
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;
|
|
|
|
|
2020-06-12 19:22:54 +00:00
|
|
|
pGameData->m_GameStateEndTick = 0;
|
2020-06-16 15:54:01 +00:00
|
|
|
|
|
|
|
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);
|
2020-06-20 14:30:58 +00:00
|
|
|
pRaceData->m_Precision = 0;
|
2020-06-16 15:54:01 +00:00
|
|
|
pRaceData->m_RaceFlags = protocol7::RACEFLAG_HIDE_KILLMSG | protocol7::RACEFLAG_KEEP_WANTED_WEAPON;
|
2020-03-29 02:36:38 +00:00
|
|
|
}
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
|
2011-02-12 10:40:36 +00:00
|
|
|
int IGameController::GetAutoTeam(int NotThisID)
|
2007-10-05 00:05:21 +00:00
|
|
|
{
|
2018-02-04 15:00:47 +00:00
|
|
|
// this will force the auto balancer to work overtime as well
|
2017-06-02 18:45:09 +00:00
|
|
|
#ifdef CONF_DEBUG
|
2010-05-29 07:25:38 +00:00
|
|
|
if(g_Config.m_DbgStress)
|
2008-12-19 08:26:58 +00:00
|
|
|
return 0;
|
2017-06-02 18:45:09 +00:00
|
|
|
#endif
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2020-09-26 19:41:58 +00:00
|
|
|
int aNumplayers[2] = {0, 0};
|
2007-10-05 00:05:21 +00:00
|
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
|
|
{
|
2011-02-12 10:40:36 +00:00
|
|
|
if(GameServer()->m_apPlayers[i] && i != NotThisID)
|
2007-10-05 00:05:21 +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()]++;
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
int Team = 0;
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2011-02-12 10:40:36 +00:00
|
|
|
if(CanJoinTeam(Team, NotThisID))
|
2010-05-29 07:25:38 +00:00
|
|
|
return Team;
|
2008-03-23 14:59:58 +00:00
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2011-02-12 10:40:36 +00:00
|
|
|
bool IGameController::CanJoinTeam(int Team, int NotThisID)
|
2008-03-23 14:59:58 +00:00
|
|
|
{
|
2011-02-12 10:40:36 +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;
|
|
|
|
|
2020-09-26 19:41:58 +00:00
|
|
|
int aNumplayers[2] = {0, 0};
|
2008-03-23 14:59:58 +00:00
|
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
|
|
{
|
2011-02-12 10:40:36 +00:00
|
|
|
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
|
|
|
}
|
|
|
|
}
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2020-09-26 19:41:58 +00:00
|
|
|
return (aNumplayers[0] + aNumplayers[1]) < Server()->MaxClients() - g_Config.m_SvSpectatorSlots;
|
2007-10-05 00:05:21 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
int IGameController::ClampTeam(int Team)
|
2007-12-18 23:21:57 +00:00
|
|
|
{
|
2011-01-03 11:50:38 +00:00
|
|
|
if(Team < 0)
|
|
|
|
return TEAM_SPECTATORS;
|
|
|
|
return 0;
|
2010-08-20 20:40:12 +00:00
|
|
|
}
|