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added player ready system. Closes #65
This commit is contained in:
parent
24bda2faa0
commit
aec468a3c4
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@ -1,9 +1,9 @@
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from datatypes import *
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Emotes = ["NORMAL", "PAIN", "HAPPY", "SURPRISE", "ANGRY", "BLINK"]
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PlayerFlags = ["PLAYING", "IN_MENU", "CHATTING", "SCOREBOARD"]
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PlayerFlags = ["PLAYING", "IN_MENU", "CHATTING", "SCOREBOARD", "READY"]
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GameFlags = ["TEAMS", "FLAGS"]
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GameStateFlags = ["GAMEOVER", "SUDDENDEATH", "PAUSED"]
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GameStateFlags = ["WARMUP", "SUDDENDEATH", "GAMEOVER", "PAUSED"]
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Emoticons = ["OOP", "EXCLAMATION", "HEARTS", "DROP", "DOTDOT", "MUSIC", "SORRY", "GHOST", "SUSHI", "SPLATTEE", "DEVILTEE", "ZOMG", "ZZZ", "WTF", "EYES", "QUESTION"]
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@ -106,7 +106,7 @@ Objects = [
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NetIntRange("m_GameFlags", 0, 256),
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NetIntRange("m_GameStateFlags", 0, 256),
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NetTick("m_RoundStartTick"),
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NetIntRange("m_WarmupTimer", 0, 'max_int'),
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NetIntRange("m_GameStateTimer", 0, 'max_int'),
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NetIntRange("m_ScoreLimit", 0, 'max_int'),
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NetIntRange("m_TimeLimit", 0, 'max_int'),
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@ -145,7 +145,6 @@ Objects = [
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]),
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NetObject("Character:CharacterCore", [
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NetIntRange("m_PlayerFlags", 0, 256),
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NetIntRange("m_Health", 0, 10),
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NetIntRange("m_Armor", 0, 10),
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NetIntRange("m_AmmoCount", 0, 10),
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@ -155,6 +154,7 @@ Objects = [
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]),
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NetObject("PlayerInfo", [
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NetIntRange("m_PlayerFlags", 0, 256),
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NetIntRange("m_Local", 0, 1),
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NetIntRange("m_ClientID", 0, 'MAX_CLIENTS-1'),
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NetIntRange("m_Team", 'TEAM_SPECTATORS', 'TEAM_BLUE'),
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@ -324,6 +324,8 @@ Messages = [
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NetMessage("Cl_Kill", []),
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NetMessage("Cl_ReadyChange", []),
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NetMessage("Cl_Emoticon", [
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NetIntRange("m_Emoticon", 0, 'NUM_EMOTICONS-1'),
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]),
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@ -117,6 +117,8 @@ void CBinds::SetDefaults()
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Bind(KEY_F3, "vote yes");
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Bind(KEY_F4, "vote no");
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Bind('r', "ready_change");
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}
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void CBinds::OnConsoleInit()
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@ -35,7 +35,7 @@ void CHud::RenderGameTimer()
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{
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char Buf[32];
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int Time = 0;
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if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && !m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer)
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if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_WARMUP))
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{
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Time = m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit*60 - ((Client()->GameTick()-m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick)/Client()->GameTickSpeed());
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@ -49,7 +49,7 @@ void CHud::RenderGameTimer()
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float FontSize = 10.0f;
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float w = TextRender()->TextWidth(0, FontSize, Buf, -1);
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// last 60 sec red, last 10 sec blink
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if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && Time <= 60 && !m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer)
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if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && Time <= 60 && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_WARMUP))
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{
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float Alpha = Time <= 10 && (2*time_get()/time_freq()) % 2 ? 0.5f : 1.0f;
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TextRender()->TextColor(1.0f, 0.25f, 0.25f, Alpha);
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@ -59,15 +59,44 @@ void CHud::RenderGameTimer()
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}
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}
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void CHud::RenderPauseNotification()
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void CHud::RenderPauseTimer()
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{
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if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED &&
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!(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
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{
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char aBuf[256];
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const char *pText = Localize("Game paused");
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float FontSize = 20.0f;
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float w = TextRender()->TextWidth(0, FontSize,pText, -1);
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TextRender()->Text(0, 150.0f*Graphics()->ScreenAspect()+-w/2.0f, 50.0f, FontSize, pText, -1);
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float w = TextRender()->TextWidth(0, FontSize, pText, -1);
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TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 50, FontSize, pText, -1);
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FontSize = 16.0f;
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if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer == -1)
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{
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int NotReadyCount = 0;
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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if(m_pClient->m_Snap.m_paPlayerInfos[i] && m_pClient->m_Snap.m_paPlayerInfos[i]->m_Team != TEAM_SPECTATORS &&
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!(m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_READY))
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++NotReadyCount;
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}
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if(NotReadyCount == 1)
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str_format(aBuf, sizeof(aBuf), Localize("%d player not ready"), NotReadyCount);
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else if(NotReadyCount > 1)
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str_format(aBuf, sizeof(aBuf), Localize("%d players not ready"), NotReadyCount);
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else
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return;
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}
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else
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{
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int Seconds = m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer/SERVER_TICK_SPEED;
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if(Seconds < 5)
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str_format(aBuf, sizeof(aBuf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer*10/SERVER_TICK_SPEED)%10);
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else
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str_format(aBuf, sizeof(aBuf), "%d", Seconds);
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}
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w = TextRender()->TextWidth(0, FontSize, aBuf, -1);
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TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, aBuf, -1);
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}
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}
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@ -240,20 +269,40 @@ void CHud::RenderScoreHud()
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void CHud::RenderWarmupTimer()
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{
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// render warmup timer
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if(m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer)
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if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_WARMUP)
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{
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char Buf[256];
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char aBuf[256];
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float FontSize = 20.0f;
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float w = TextRender()->TextWidth(0, FontSize, Localize("Warmup"), -1);
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TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 50, FontSize, Localize("Warmup"), -1);
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int Seconds = m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer/SERVER_TICK_SPEED;
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if(Seconds < 5)
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str_format(Buf, sizeof(Buf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer*10/SERVER_TICK_SPEED)%10);
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FontSize = 16.0f;
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if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer == -1)
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{
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int NotReadyCount = 0;
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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if(m_pClient->m_Snap.m_paPlayerInfos[i] && m_pClient->m_Snap.m_paPlayerInfos[i]->m_Team != TEAM_SPECTATORS &&
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!(m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_READY))
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++NotReadyCount;
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}
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if(NotReadyCount == 1)
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str_format(aBuf, sizeof(aBuf), Localize("%d player not ready"), NotReadyCount);
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else if(NotReadyCount > 1)
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str_format(aBuf, sizeof(aBuf), Localize("%d players not ready"), NotReadyCount);
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else
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return;
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}
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else
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str_format(Buf, sizeof(Buf), "%d", Seconds);
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w = TextRender()->TextWidth(0, FontSize, Buf, -1);
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TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, Buf, -1);
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{
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int Seconds = m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer/SERVER_TICK_SPEED;
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if(Seconds < 5)
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str_format(aBuf, sizeof(aBuf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer*10/SERVER_TICK_SPEED)%10);
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else
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str_format(aBuf, sizeof(aBuf), "%d", Seconds);
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}
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w = TextRender()->TextWidth(0, FontSize, aBuf, -1);
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TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, aBuf, -1);
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}
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}
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@ -462,7 +511,7 @@ void CHud::OnRender()
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}
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RenderGameTimer();
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RenderPauseNotification();
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RenderPauseTimer();
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RenderSuddenDeath();
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RenderScoreHud();
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RenderWarmupTimer();
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@ -17,7 +17,7 @@ class CHud : public CComponent
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void RenderVoting();
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void RenderHealthAndAmmo(const CNetObj_Character *pCharacter);
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void RenderGameTimer();
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void RenderPauseNotification();
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void RenderPauseTimer();
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void RenderSuddenDeath();
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void RenderScoreHud();
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void RenderSpectatorHud();
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@ -450,13 +450,15 @@ static CKeyInfo gs_aKeys[] =
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{ "Screenshot", "screenshot", 0 },
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{ "Scoreboard", "+scoreboard", 0 },
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{ "Respawn", "kill", 0 },
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{ "Ready", "ready_change", 0 },
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};
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/* This is for scripts/update_localization.py to work, don't remove!
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Localize("Move left");Localize("Move right");Localize("Jump");Localize("Fire");Localize("Hook");Localize("Hammer");
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Localize("Pistol");Localize("Shotgun");Localize("Grenade");Localize("Rifle");Localize("Next weapon");Localize("Prev. weapon");
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Localize("Vote yes");Localize("Vote no");Localize("Chat");Localize("Team chat");Localize("Show chat");Localize("Emoticon");
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Localize("Spectator mode");Localize("Spectate next");Localize("Spectate previous");Localize("Console");Localize("Remote console");Localize("Screenshot");Localize("Scoreboard");Localize("Respawn");
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Localize("Spectator mode");Localize("Spectate next");Localize("Spectate previous");Localize("Console");Localize("Remote console");
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Localize("Screenshot");Localize("Scoreboard");Localize("Respawn");Localize("Ready");
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*/
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const int g_KeyCount = sizeof(gs_aKeys) / sizeof(CKeyInfo);
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@ -485,7 +485,7 @@ void CPlayers::RenderPlayer(
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RenderInfo.m_ColorFeet.a = 1.0f;
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RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);
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if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
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if(pInfo.m_PlayerFlags&PLAYERFLAG_CHATTING)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
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Graphics()->QuadsBegin();
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@ -262,9 +262,13 @@ void CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const ch
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RenderTools()->RenderTee(CAnimState::GetIdle(), &TeeInfo, EMOTE_NORMAL, vec2(1.0f, 0.0f), vec2(TeeOffset+TeeLength/2, y+LineHeight/2));
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// name
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// todo: improve visual player ready state
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if(!(pInfo->m_PlayerFlags&PLAYERFLAG_READY))
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TextRender()->TextColor(1.0f, 0.5f, 0.5f, 1.0f);
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TextRender()->SetCursor(&Cursor, NameOffset, y+Spacing, FontSize, TEXTFLAG_RENDER|TEXTFLAG_STOP_AT_END);
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Cursor.m_LineWidth = NameLength;
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TextRender()->TextEx(&Cursor, m_pClient->m_aClients[pInfo->m_ClientID].m_aName, -1);
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TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
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// clan
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tw = TextRender()->TextWidth(0, FontSize, m_pClient->m_aClients[pInfo->m_ClientID].m_aClan, -1);
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@ -382,8 +386,8 @@ bool CScoreboard::Active()
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if(m_pClient->m_Snap.m_pLocalInfo && m_pClient->m_Snap.m_pLocalInfo->m_Team != TEAM_SPECTATORS)
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{
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// we are not a spectator, check if we are dead
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if(!m_pClient->m_Snap.m_pLocalCharacter)
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// we are not a spectator, check if we are dead and the game isn't paused
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if(!m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
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return true;
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}
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@ -177,6 +177,7 @@ void CGameClient::OnConsoleInit()
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// add the some console commands
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Console()->Register("team", "i", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
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Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself");
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Console()->Register("ready_change", "", CFGFLAG_CLIENT, ConReadyChange, this, "Change ready state");
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// register server dummy commands for tab completion
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Console()->Register("tune", "si", CFGFLAG_SERVER, 0, 0, "Tune variable to value");
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@ -1114,12 +1115,18 @@ void CGameClient::SendInfo(bool Start)
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}
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}
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void CGameClient::SendKill(int ClientID)
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void CGameClient::SendKill()
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{
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CNetMsg_Cl_Kill Msg;
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Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
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}
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void CGameClient::SendReadyChange()
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{
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CNetMsg_Cl_ReadyChange Msg;
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Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
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}
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void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
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{
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((CGameClient*)pUserData)->SendSwitchTeam(pResult->GetInteger(0));
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@ -1127,7 +1134,12 @@ void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
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void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
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{
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((CGameClient*)pUserData)->SendKill(-1);
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((CGameClient*)pUserData)->SendKill();
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}
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void CGameClient::ConReadyChange(IConsole::IResult *pResult, void *pUserData)
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{
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((CGameClient*)pUserData)->SendReadyChange();
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}
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void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
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@ -60,6 +60,7 @@ class CGameClient : public IGameClient
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static void ConTeam(IConsole::IResult *pResult, void *pUserData);
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static void ConKill(IConsole::IResult *pResult, void *pUserData);
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static void ConReadyChange(IConsole::IResult *pResult, void *pUserData);
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static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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@ -221,7 +222,8 @@ public:
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// TODO: move these
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void SendSwitchTeam(int Team);
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void SendInfo(bool Start);
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void SendKill(int ClientID);
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void SendKill();
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void SendReadyChange();
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// pointers to all systems
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class CGameConsole *m_pGameConsole;
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@ -861,6 +861,4 @@ void CCharacter::Snap(int SnappingClient)
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if(250 - ((Server()->Tick() - m_LastAction)%(250)) < 5)
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pCharacter->m_Emote = EMOTE_BLINK;
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}
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pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
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}
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@ -523,8 +523,7 @@ void CGameContext::OnTick()
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// Server hooks
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void CGameContext::OnClientDirectInput(int ClientID, void *pInput)
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{
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if(!m_World.m_Paused)
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m_apPlayers[ClientID]->OnDirectInput((CNetObj_PlayerInput *)pInput);
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m_apPlayers[ClientID]->OnDirectInput((CNetObj_PlayerInput *)pInput);
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}
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void CGameContext::OnClientPredictedInput(int ClientID, void *pInput)
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@ -843,7 +842,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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}
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else if (MsgID == NETMSGTYPE_CL_STARTINFO)
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{
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if(pPlayer->m_IsReady)
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if(pPlayer->m_IsReadyToEnter)
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return;
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CNetMsg_Cl_StartInfo *pMsg = (CNetMsg_Cl_StartInfo *)pRawMsg;
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@ -935,7 +934,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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SendTuningParams(ClientID);
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// client is ready to enter
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pPlayer->m_IsReady = true;
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pPlayer->m_IsReadyToEnter = true;
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CNetMsg_Sv_ReadyToEnter m;
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Server()->SendPackMsg(&m, MSGFLAG_VITAL|MSGFLAG_FLUSH, ClientID);
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}
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@ -984,6 +983,14 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
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pPlayer->m_LastKill = Server()->Tick();
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pPlayer->KillCharacter(WEAPON_SELF);
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}
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else if (MsgID == NETMSGTYPE_CL_READYCHANGE && g_Config.m_SvPlayerReadyMode && !m_pController->IsGameOver())
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{
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if(pPlayer->m_LastReadyChange && pPlayer->m_LastReadyChange+Server()->TickSpeed()*1 > Server()->Tick())
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return;
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pPlayer->m_LastReadyChange = Server()->Tick();
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pPlayer->m_IsReadyToPlay ^= 1;
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}
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}
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void CGameContext::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
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@ -1029,10 +1036,10 @@ void CGameContext::ConPause(IConsole::IResult *pResult, void *pUserData)
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(pSelf->m_pController->IsGameOver())
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return;
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pSelf->m_World.m_Paused ^= 1;
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||||
if(pResult->NumArguments())
|
||||
pSelf->m_pController->DoPause(clamp(pResult->GetInteger(0), -1, 1000));
|
||||
else
|
||||
pSelf->m_pController->DoPause(pSelf->m_pController->IsPaused() ? 0 : -1);
|
||||
}
|
||||
|
||||
void CGameContext::ConChangeMap(IConsole::IResult *pResult, void *pUserData)
|
||||
|
@ -1045,7 +1052,7 @@ void CGameContext::ConRestart(IConsole::IResult *pResult, void *pUserData)
|
|||
{
|
||||
CGameContext *pSelf = (CGameContext *)pUserData;
|
||||
if(pResult->NumArguments())
|
||||
pSelf->m_pController->DoWarmup(pResult->GetInteger(0));
|
||||
pSelf->m_pController->DoWarmup(clamp(pResult->GetInteger(0), -1, 1000));
|
||||
else
|
||||
pSelf->m_pController->StartRound();
|
||||
}
|
||||
|
@ -1408,7 +1415,7 @@ void CGameContext::OnConsoleInit()
|
|||
Console()->Register("tune_reset", "", CFGFLAG_SERVER, ConTuneReset, this, "Reset tuning");
|
||||
Console()->Register("tune_dump", "", CFGFLAG_SERVER, ConTuneDump, this, "Dump tuning");
|
||||
|
||||
Console()->Register("pause", "", CFGFLAG_SERVER, ConPause, this, "Pause/unpause game");
|
||||
Console()->Register("pause", "?i", CFGFLAG_SERVER|CFGFLAG_STORE, ConPause, this, "Pause/unpause game");
|
||||
Console()->Register("change_map", "?r", CFGFLAG_SERVER|CFGFLAG_STORE, ConChangeMap, this, "Change map");
|
||||
Console()->Register("restart", "?i", CFGFLAG_SERVER|CFGFLAG_STORE, ConRestart, this, "Restart in x seconds (0 = abort)");
|
||||
Console()->Register("broadcast", "r", CFGFLAG_SERVER, ConBroadcast, this, "Broadcast message");
|
||||
|
@ -1516,7 +1523,7 @@ void CGameContext::OnPostSnap()
|
|||
|
||||
bool CGameContext::IsClientReady(int ClientID)
|
||||
{
|
||||
return m_apPlayers[ClientID] && m_apPlayers[ClientID]->m_IsReady ? true : false;
|
||||
return m_apPlayers[ClientID] && m_apPlayers[ClientID]->m_IsReadyToEnter ? true : false;
|
||||
}
|
||||
|
||||
bool CGameContext::IsClientPlayer(int ClientID)
|
||||
|
|
|
@ -21,6 +21,7 @@ IGameController::IGameController(CGameContext *pGameServer)
|
|||
|
||||
// game
|
||||
m_GameOverTick = -1;
|
||||
m_Paused = 0;
|
||||
m_RoundCount = 0;
|
||||
m_RoundStartTick = Server()->Tick();
|
||||
m_SuddenDeath = 0;
|
||||
|
@ -83,6 +84,26 @@ void IGameController::DoActivityCheck()
|
|||
}
|
||||
}
|
||||
|
||||
bool IGameController::GetPlayersReadyState()
|
||||
{
|
||||
for(int i = 0; i < MAX_CLIENTS; ++i)
|
||||
{
|
||||
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && !GameServer()->m_apPlayers[i]->m_IsReadyToPlay)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void IGameController::SetPlayersReadyState(bool ReadyState)
|
||||
{
|
||||
for(int i = 0; i < MAX_CLIENTS; ++i)
|
||||
{
|
||||
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
|
||||
GameServer()->m_apPlayers[i]->m_IsReadyToPlay = ReadyState;
|
||||
}
|
||||
}
|
||||
|
||||
// balancing
|
||||
bool IGameController::CanBeMovedOnBalance(int ClientID) const
|
||||
{
|
||||
|
@ -316,18 +337,55 @@ void IGameController::OnReset()
|
|||
GameServer()->m_apPlayers[i]->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
|
||||
GameServer()->m_apPlayers[i]->m_Score = 0;
|
||||
GameServer()->m_apPlayers[i]->m_ScoreStartTick = Server()->Tick();
|
||||
GameServer()->m_apPlayers[i]->m_IsReadyToPlay = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// game
|
||||
void IGameController::DoPause(int Seconds)
|
||||
{
|
||||
if(IsGameOver() || IsWarmup())
|
||||
return;
|
||||
|
||||
if(Seconds != 0)
|
||||
{
|
||||
if(Seconds < 0)
|
||||
{
|
||||
m_Paused = -1;
|
||||
SetPlayersReadyState(false);
|
||||
}
|
||||
else
|
||||
m_Paused = Seconds*Server()->TickSpeed();
|
||||
|
||||
GameServer()->m_World.m_Paused = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Paused = 0;
|
||||
SetPlayersReadyState(true);
|
||||
GameServer()->m_World.m_Paused = false;
|
||||
}
|
||||
}
|
||||
|
||||
void IGameController::DoWarmup(int Seconds)
|
||||
{
|
||||
if(Seconds < 0)
|
||||
m_Warmup = 0;
|
||||
if(IsGameOver() || IsPaused())
|
||||
return;
|
||||
|
||||
if(Seconds < 0 && g_Config.m_SvPlayerReadyMode)
|
||||
{
|
||||
m_Warmup = -1;
|
||||
SetPlayersReadyState(false);
|
||||
}
|
||||
else if(Seconds > 0)
|
||||
m_Warmup = Seconds*Server()->TickSpeed();
|
||||
else
|
||||
m_Warmup = Seconds*Server()->TickSpeed();
|
||||
}
|
||||
{
|
||||
m_Warmup = 0;
|
||||
SetPlayersReadyState(true);
|
||||
}
|
||||
}
|
||||
|
||||
void IGameController::DoWincheck()
|
||||
{
|
||||
|
@ -376,7 +434,7 @@ void IGameController::DoWincheck()
|
|||
|
||||
void IGameController::EndRound()
|
||||
{
|
||||
if(m_Warmup) // game can't end when we are running warmup
|
||||
if(IsWarmup() || IsPaused()) // game can't end when we are running warmup or pause
|
||||
return;
|
||||
|
||||
GameServer()->m_World.m_Paused = true;
|
||||
|
@ -394,10 +452,13 @@ void IGameController::StartRound()
|
|||
ResetGame();
|
||||
|
||||
m_GameOverTick = -1;
|
||||
m_Paused = 0;
|
||||
m_RoundStartTick = Server()->Tick();
|
||||
m_SuddenDeath = 0;
|
||||
m_aTeamscore[TEAM_RED] = 0;
|
||||
m_aTeamscore[TEAM_BLUE] = 0;
|
||||
m_Warmup = 0;
|
||||
SetPlayersReadyState(true);
|
||||
|
||||
if(m_UnbalancedTick == TBALANCE_CHECK)
|
||||
CheckTeamBalance();
|
||||
|
@ -420,15 +481,25 @@ void IGameController::Snap(int SnappingClient)
|
|||
return;
|
||||
|
||||
pGameInfoObj->m_GameFlags = m_GameFlags;
|
||||
|
||||
pGameInfoObj->m_GameStateFlags = 0;
|
||||
if(m_GameOverTick != -1)
|
||||
pGameInfoObj->m_GameStateTimer = 0;
|
||||
if(IsGameOver())
|
||||
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER;
|
||||
if(m_SuddenDeath)
|
||||
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH;
|
||||
if(GameServer()->m_World.m_Paused)
|
||||
if(IsWarmup())
|
||||
{
|
||||
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_WARMUP;
|
||||
pGameInfoObj->m_GameStateTimer = m_Warmup;
|
||||
}
|
||||
if(IsPaused())
|
||||
{
|
||||
pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED;
|
||||
pGameInfoObj->m_GameStateTimer |= m_Paused;
|
||||
}
|
||||
|
||||
pGameInfoObj->m_RoundStartTick = m_RoundStartTick;
|
||||
pGameInfoObj->m_WarmupTimer = m_Warmup;
|
||||
|
||||
pGameInfoObj->m_ScoreLimit = g_Config.m_SvScorelimit;
|
||||
pGameInfoObj->m_TimeLimit = g_Config.m_SvTimelimit;
|
||||
|
@ -440,14 +511,18 @@ void IGameController::Snap(int SnappingClient)
|
|||
void IGameController::Tick()
|
||||
{
|
||||
// do warmup
|
||||
if(m_Warmup)
|
||||
if(IsWarmup())
|
||||
{
|
||||
m_Warmup--;
|
||||
if(!m_Warmup)
|
||||
if(m_Warmup > 0)
|
||||
--m_Warmup;
|
||||
else if(!g_Config.m_SvPlayerReadyMode || GetPlayersReadyState())
|
||||
m_Warmup = 0;
|
||||
|
||||
if(!IsWarmup())
|
||||
StartRound();
|
||||
}
|
||||
|
||||
if(m_GameOverTick != -1)
|
||||
if(IsGameOver())
|
||||
{
|
||||
// game over.. wait for restart
|
||||
if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
|
||||
|
@ -458,9 +533,23 @@ void IGameController::Tick()
|
|||
}
|
||||
}
|
||||
|
||||
// game is Paused
|
||||
if(GameServer()->m_World.m_Paused)
|
||||
++m_RoundStartTick;
|
||||
// check if the game needs to be paused
|
||||
if(!IsPaused() && g_Config.m_SvPlayerReadyMode && !GetPlayersReadyState())
|
||||
DoPause(-1);
|
||||
|
||||
// do pause
|
||||
if(IsPaused())
|
||||
{
|
||||
if(m_Paused > 0)
|
||||
--m_Paused;
|
||||
else if(g_Config.m_SvPlayerReadyMode && GetPlayersReadyState())
|
||||
m_Paused = 0;
|
||||
|
||||
if(!IsPaused())
|
||||
DoPause(0);
|
||||
else
|
||||
++m_RoundStartTick;
|
||||
}
|
||||
|
||||
// do team-balancing
|
||||
if(IsTeamplay())
|
||||
|
@ -475,7 +564,7 @@ void IGameController::Tick()
|
|||
DoActivityCheck();
|
||||
|
||||
// win check
|
||||
if(m_GameOverTick == -1 && !m_Warmup && !GameServer()->m_World.m_ResetRequested)
|
||||
if(!IsGameOver() && !IsWarmup() && !IsPaused() && !GameServer()->m_World.m_ResetRequested)
|
||||
DoWincheck();
|
||||
}
|
||||
|
||||
|
@ -497,6 +586,11 @@ bool IGameController::IsFriendlyFire(int ClientID1, int ClientID2) const
|
|||
return false;
|
||||
}
|
||||
|
||||
bool IGameController::IsPlayerReadyMode() const
|
||||
{
|
||||
return g_Config.m_SvPlayerReadyMode != 0 && (m_Warmup == -1 || m_Paused == -1);
|
||||
}
|
||||
|
||||
const char *IGameController::GetTeamName(int Team) const
|
||||
{
|
||||
if(IsTeamplay())
|
||||
|
@ -753,6 +847,7 @@ void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg)
|
|||
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
|
||||
|
||||
m_UnbalancedTick = TBALANCE_CHECK;
|
||||
pPlayer->m_IsReadyToPlay = IsWarmup() || IsPaused() ? false : true;
|
||||
OnPlayerInfoChange(pPlayer);
|
||||
}
|
||||
|
||||
|
|
|
@ -19,6 +19,8 @@ class IGameController
|
|||
|
||||
// activity
|
||||
void DoActivityCheck();
|
||||
bool GetPlayersReadyState();
|
||||
void SetPlayersReadyState(bool ReadyState);
|
||||
|
||||
// balancing
|
||||
enum
|
||||
|
@ -70,6 +72,7 @@ protected:
|
|||
|
||||
// game
|
||||
int m_GameOverTick;
|
||||
int m_Paused;
|
||||
int m_RoundCount;
|
||||
int m_RoundStartTick;
|
||||
int m_SuddenDeath;
|
||||
|
@ -128,6 +131,7 @@ public:
|
|||
void OnReset();
|
||||
|
||||
// game
|
||||
void DoPause(int Seconds);
|
||||
void DoWarmup(int Seconds);
|
||||
|
||||
void StartRound();
|
||||
|
@ -139,7 +143,10 @@ public:
|
|||
// info
|
||||
bool IsFriendlyFire(int ClientID1, int ClientID2) const;
|
||||
bool IsGameOver() const { return m_GameOverTick != -1; }
|
||||
bool IsPaused() const { return m_Paused != 0; }
|
||||
bool IsPlayerReadyMode() const;
|
||||
bool IsTeamplay() const { return m_GameFlags&GAMEFLAG_TEAMS; }
|
||||
bool IsWarmup() const { return m_Warmup != 0; }
|
||||
|
||||
const char *GetGameType() const { return m_pGameType; }
|
||||
const char *GetTeamName(int Team) const;
|
||||
|
|
|
@ -24,6 +24,7 @@ CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, bool Dummy)
|
|||
m_LastActionTick = Server()->Tick();
|
||||
m_TeamChangeTick = Server()->Tick();
|
||||
m_Dummy = Dummy;
|
||||
m_IsReadyToPlay = GameServer()->m_pController->IsWarmup() || GameServer()->m_pController->IsPaused() ? false : true;
|
||||
}
|
||||
|
||||
CPlayer::~CPlayer()
|
||||
|
@ -131,6 +132,9 @@ void CPlayer::Snap(int SnappingClient)
|
|||
if(!pPlayerInfo)
|
||||
return;
|
||||
|
||||
pPlayerInfo->m_PlayerFlags = m_PlayerFlags&PLAYERFLAG_CHATTING;
|
||||
if(!GameServer()->m_pController->IsPlayerReadyMode() || m_IsReadyToPlay)
|
||||
pPlayerInfo->m_PlayerFlags |= PLAYERFLAG_READY;
|
||||
pPlayerInfo->m_Latency = SnappingClient == -1 ? m_Latency.m_Min : GameServer()->m_apPlayers[SnappingClient]->m_aActLatency[m_ClientID];
|
||||
pPlayerInfo->m_Local = 0;
|
||||
pPlayerInfo->m_ClientID = m_ClientID;
|
||||
|
@ -169,6 +173,12 @@ void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput)
|
|||
|
||||
void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
|
||||
{
|
||||
if(GameServer()->m_World.m_Paused)
|
||||
{
|
||||
m_PlayerFlags = NewInput->m_PlayerFlags;
|
||||
return;
|
||||
}
|
||||
|
||||
if(NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
|
||||
{
|
||||
// skip the input if chat is active
|
||||
|
|
|
@ -55,7 +55,8 @@ public:
|
|||
// used for spectator mode
|
||||
int m_SpectatorID;
|
||||
|
||||
bool m_IsReady;
|
||||
bool m_IsReadyToEnter;
|
||||
bool m_IsReadyToPlay;
|
||||
|
||||
//
|
||||
int m_Vote;
|
||||
|
@ -69,6 +70,7 @@ public:
|
|||
int m_LastChangeInfo;
|
||||
int m_LastEmote;
|
||||
int m_LastKill;
|
||||
int m_LastReadyChange;
|
||||
|
||||
// TODO: clean this up
|
||||
struct
|
||||
|
|
|
@ -56,7 +56,7 @@ MACRO_CONFIG_INT(UiColorAlpha, ui_color_alpha, 228, 0, 255, CFGFLAG_CLIENT|CFGFL
|
|||
MACRO_CONFIG_INT(GfxNoclip, gfx_noclip, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Disable clipping")
|
||||
|
||||
// server
|
||||
MACRO_CONFIG_INT(SvWarmup, sv_warmup, 0, 0, 0, CFGFLAG_SERVER, "Number of seconds to do warmup before round starts")
|
||||
MACRO_CONFIG_INT(SvWarmup, sv_warmup, 0, -1, 1000, CFGFLAG_SERVER, "Number of seconds to do warmup before round starts (0 disables, -1 all players ready)")
|
||||
MACRO_CONFIG_STR(SvMotd, sv_motd, 900, "", CFGFLAG_SERVER, "Message of the day to display for the clients")
|
||||
MACRO_CONFIG_INT(SvTeamdamage, sv_teamdamage, 0, 0, 1, CFGFLAG_SERVER, "Team damage")
|
||||
MACRO_CONFIG_STR(SvMaprotation, sv_maprotation, 768, "", CFGFLAG_SERVER, "Maps to rotate between")
|
||||
|
@ -67,6 +67,7 @@ MACRO_CONFIG_INT(SvScorelimit, sv_scorelimit, 20, 0, 1000, CFGFLAG_SERVER, "Scor
|
|||
MACRO_CONFIG_INT(SvTimelimit, sv_timelimit, 0, 0, 1000, CFGFLAG_SERVER, "Time limit in minutes (0 disables)")
|
||||
MACRO_CONFIG_STR(SvGametype, sv_gametype, 32, "dm", CFGFLAG_SERVER, "Game type (dm, tdm, ctf)")
|
||||
MACRO_CONFIG_INT(SvTournamentMode, sv_tournament_mode, 0, 0, 1, CFGFLAG_SERVER, "Tournament mode. When enabled, players joins the server as spectator")
|
||||
MACRO_CONFIG_INT(SvPlayerReadyMode, sv_player_ready_mode, 0, 0, 1, CFGFLAG_SERVER, "When enabled, players can pause/unpause the game and start the game on warmup via their ready state")
|
||||
MACRO_CONFIG_INT(SvSpamprotection, sv_spamprotection, 1, 0, 1, CFGFLAG_SERVER, "Spam protection")
|
||||
|
||||
MACRO_CONFIG_INT(SvRespawnDelayTDM, sv_respawn_delay_tdm, 3, 0, 10, CFGFLAG_SERVER, "Time needed to respawn after death in tdm gametype")
|
||||
|
|
Loading…
Reference in a new issue