added player ready system. Closes #65

This commit is contained in:
oy 2012-02-15 01:39:24 +01:00
parent 24bda2faa0
commit aec468a3c4
16 changed files with 250 additions and 57 deletions

View file

@ -1,9 +1,9 @@
from datatypes import *
Emotes = ["NORMAL", "PAIN", "HAPPY", "SURPRISE", "ANGRY", "BLINK"]
PlayerFlags = ["PLAYING", "IN_MENU", "CHATTING", "SCOREBOARD"]
PlayerFlags = ["PLAYING", "IN_MENU", "CHATTING", "SCOREBOARD", "READY"]
GameFlags = ["TEAMS", "FLAGS"]
GameStateFlags = ["GAMEOVER", "SUDDENDEATH", "PAUSED"]
GameStateFlags = ["WARMUP", "SUDDENDEATH", "GAMEOVER", "PAUSED"]
Emoticons = ["OOP", "EXCLAMATION", "HEARTS", "DROP", "DOTDOT", "MUSIC", "SORRY", "GHOST", "SUSHI", "SPLATTEE", "DEVILTEE", "ZOMG", "ZZZ", "WTF", "EYES", "QUESTION"]
@ -106,7 +106,7 @@ Objects = [
NetIntRange("m_GameFlags", 0, 256),
NetIntRange("m_GameStateFlags", 0, 256),
NetTick("m_RoundStartTick"),
NetIntRange("m_WarmupTimer", 0, 'max_int'),
NetIntRange("m_GameStateTimer", 0, 'max_int'),
NetIntRange("m_ScoreLimit", 0, 'max_int'),
NetIntRange("m_TimeLimit", 0, 'max_int'),
@ -145,7 +145,6 @@ Objects = [
]),
NetObject("Character:CharacterCore", [
NetIntRange("m_PlayerFlags", 0, 256),
NetIntRange("m_Health", 0, 10),
NetIntRange("m_Armor", 0, 10),
NetIntRange("m_AmmoCount", 0, 10),
@ -155,6 +154,7 @@ Objects = [
]),
NetObject("PlayerInfo", [
NetIntRange("m_PlayerFlags", 0, 256),
NetIntRange("m_Local", 0, 1),
NetIntRange("m_ClientID", 0, 'MAX_CLIENTS-1'),
NetIntRange("m_Team", 'TEAM_SPECTATORS', 'TEAM_BLUE'),
@ -324,6 +324,8 @@ Messages = [
NetMessage("Cl_Kill", []),
NetMessage("Cl_ReadyChange", []),
NetMessage("Cl_Emoticon", [
NetIntRange("m_Emoticon", 0, 'NUM_EMOTICONS-1'),
]),

View file

@ -117,6 +117,8 @@ void CBinds::SetDefaults()
Bind(KEY_F3, "vote yes");
Bind(KEY_F4, "vote no");
Bind('r', "ready_change");
}
void CBinds::OnConsoleInit()

View file

@ -35,7 +35,7 @@ void CHud::RenderGameTimer()
{
char Buf[32];
int Time = 0;
if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && !m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer)
if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_WARMUP))
{
Time = m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit*60 - ((Client()->GameTick()-m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick)/Client()->GameTickSpeed());
@ -49,7 +49,7 @@ void CHud::RenderGameTimer()
float FontSize = 10.0f;
float w = TextRender()->TextWidth(0, FontSize, Buf, -1);
// last 60 sec red, last 10 sec blink
if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && Time <= 60 && !m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer)
if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && Time <= 60 && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_WARMUP))
{
float Alpha = Time <= 10 && (2*time_get()/time_freq()) % 2 ? 0.5f : 1.0f;
TextRender()->TextColor(1.0f, 0.25f, 0.25f, Alpha);
@ -59,15 +59,44 @@ void CHud::RenderGameTimer()
}
}
void CHud::RenderPauseNotification()
void CHud::RenderPauseTimer()
{
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED &&
!(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
char aBuf[256];
const char *pText = Localize("Game paused");
float FontSize = 20.0f;
float w = TextRender()->TextWidth(0, FontSize,pText, -1);
TextRender()->Text(0, 150.0f*Graphics()->ScreenAspect()+-w/2.0f, 50.0f, FontSize, pText, -1);
float w = TextRender()->TextWidth(0, FontSize, pText, -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 50, FontSize, pText, -1);
FontSize = 16.0f;
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer == -1)
{
int NotReadyCount = 0;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(m_pClient->m_Snap.m_paPlayerInfos[i] && m_pClient->m_Snap.m_paPlayerInfos[i]->m_Team != TEAM_SPECTATORS &&
!(m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_READY))
++NotReadyCount;
}
if(NotReadyCount == 1)
str_format(aBuf, sizeof(aBuf), Localize("%d player not ready"), NotReadyCount);
else if(NotReadyCount > 1)
str_format(aBuf, sizeof(aBuf), Localize("%d players not ready"), NotReadyCount);
else
return;
}
else
{
int Seconds = m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer/SERVER_TICK_SPEED;
if(Seconds < 5)
str_format(aBuf, sizeof(aBuf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer*10/SERVER_TICK_SPEED)%10);
else
str_format(aBuf, sizeof(aBuf), "%d", Seconds);
}
w = TextRender()->TextWidth(0, FontSize, aBuf, -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, aBuf, -1);
}
}
@ -240,20 +269,40 @@ void CHud::RenderScoreHud()
void CHud::RenderWarmupTimer()
{
// render warmup timer
if(m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer)
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_WARMUP)
{
char Buf[256];
char aBuf[256];
float FontSize = 20.0f;
float w = TextRender()->TextWidth(0, FontSize, Localize("Warmup"), -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 50, FontSize, Localize("Warmup"), -1);
int Seconds = m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer/SERVER_TICK_SPEED;
if(Seconds < 5)
str_format(Buf, sizeof(Buf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer*10/SERVER_TICK_SPEED)%10);
FontSize = 16.0f;
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer == -1)
{
int NotReadyCount = 0;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(m_pClient->m_Snap.m_paPlayerInfos[i] && m_pClient->m_Snap.m_paPlayerInfos[i]->m_Team != TEAM_SPECTATORS &&
!(m_pClient->m_Snap.m_paPlayerInfos[i]->m_PlayerFlags&PLAYERFLAG_READY))
++NotReadyCount;
}
if(NotReadyCount == 1)
str_format(aBuf, sizeof(aBuf), Localize("%d player not ready"), NotReadyCount);
else if(NotReadyCount > 1)
str_format(aBuf, sizeof(aBuf), Localize("%d players not ready"), NotReadyCount);
else
return;
}
else
str_format(Buf, sizeof(Buf), "%d", Seconds);
w = TextRender()->TextWidth(0, FontSize, Buf, -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, Buf, -1);
{
int Seconds = m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer/SERVER_TICK_SPEED;
if(Seconds < 5)
str_format(aBuf, sizeof(aBuf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameInfoObj->m_GameStateTimer*10/SERVER_TICK_SPEED)%10);
else
str_format(aBuf, sizeof(aBuf), "%d", Seconds);
}
w = TextRender()->TextWidth(0, FontSize, aBuf, -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, aBuf, -1);
}
}
@ -462,7 +511,7 @@ void CHud::OnRender()
}
RenderGameTimer();
RenderPauseNotification();
RenderPauseTimer();
RenderSuddenDeath();
RenderScoreHud();
RenderWarmupTimer();

View file

@ -17,7 +17,7 @@ class CHud : public CComponent
void RenderVoting();
void RenderHealthAndAmmo(const CNetObj_Character *pCharacter);
void RenderGameTimer();
void RenderPauseNotification();
void RenderPauseTimer();
void RenderSuddenDeath();
void RenderScoreHud();
void RenderSpectatorHud();

View file

@ -450,13 +450,15 @@ static CKeyInfo gs_aKeys[] =
{ "Screenshot", "screenshot", 0 },
{ "Scoreboard", "+scoreboard", 0 },
{ "Respawn", "kill", 0 },
{ "Ready", "ready_change", 0 },
};
/* This is for scripts/update_localization.py to work, don't remove!
Localize("Move left");Localize("Move right");Localize("Jump");Localize("Fire");Localize("Hook");Localize("Hammer");
Localize("Pistol");Localize("Shotgun");Localize("Grenade");Localize("Rifle");Localize("Next weapon");Localize("Prev. weapon");
Localize("Vote yes");Localize("Vote no");Localize("Chat");Localize("Team chat");Localize("Show chat");Localize("Emoticon");
Localize("Spectator mode");Localize("Spectate next");Localize("Spectate previous");Localize("Console");Localize("Remote console");Localize("Screenshot");Localize("Scoreboard");Localize("Respawn");
Localize("Spectator mode");Localize("Spectate next");Localize("Spectate previous");Localize("Console");Localize("Remote console");
Localize("Screenshot");Localize("Scoreboard");Localize("Respawn");Localize("Ready");
*/
const int g_KeyCount = sizeof(gs_aKeys) / sizeof(CKeyInfo);

View file

@ -485,7 +485,7 @@ void CPlayers::RenderPlayer(
RenderInfo.m_ColorFeet.a = 1.0f;
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);
if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
if(pInfo.m_PlayerFlags&PLAYERFLAG_CHATTING)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
Graphics()->QuadsBegin();

View file

@ -262,9 +262,13 @@ void CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const ch
RenderTools()->RenderTee(CAnimState::GetIdle(), &TeeInfo, EMOTE_NORMAL, vec2(1.0f, 0.0f), vec2(TeeOffset+TeeLength/2, y+LineHeight/2));
// name
// todo: improve visual player ready state
if(!(pInfo->m_PlayerFlags&PLAYERFLAG_READY))
TextRender()->TextColor(1.0f, 0.5f, 0.5f, 1.0f);
TextRender()->SetCursor(&Cursor, NameOffset, y+Spacing, FontSize, TEXTFLAG_RENDER|TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = NameLength;
TextRender()->TextEx(&Cursor, m_pClient->m_aClients[pInfo->m_ClientID].m_aName, -1);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
// clan
tw = TextRender()->TextWidth(0, FontSize, m_pClient->m_aClients[pInfo->m_ClientID].m_aClan, -1);
@ -382,8 +386,8 @@ bool CScoreboard::Active()
if(m_pClient->m_Snap.m_pLocalInfo && m_pClient->m_Snap.m_pLocalInfo->m_Team != TEAM_SPECTATORS)
{
// we are not a spectator, check if we are dead
if(!m_pClient->m_Snap.m_pLocalCharacter)
// we are not a spectator, check if we are dead and the game isn't paused
if(!m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
return true;
}

View file

@ -177,6 +177,7 @@ void CGameClient::OnConsoleInit()
// add the some console commands
Console()->Register("team", "i", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself");
Console()->Register("ready_change", "", CFGFLAG_CLIENT, ConReadyChange, this, "Change ready state");
// register server dummy commands for tab completion
Console()->Register("tune", "si", CFGFLAG_SERVER, 0, 0, "Tune variable to value");
@ -1114,12 +1115,18 @@ void CGameClient::SendInfo(bool Start)
}
}
void CGameClient::SendKill(int ClientID)
void CGameClient::SendKill()
{
CNetMsg_Cl_Kill Msg;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
void CGameClient::SendReadyChange()
{
CNetMsg_Cl_ReadyChange Msg;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
{
((CGameClient*)pUserData)->SendSwitchTeam(pResult->GetInteger(0));
@ -1127,7 +1134,12 @@ void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
{
((CGameClient*)pUserData)->SendKill(-1);
((CGameClient*)pUserData)->SendKill();
}
void CGameClient::ConReadyChange(IConsole::IResult *pResult, void *pUserData)
{
((CGameClient*)pUserData)->SendReadyChange();
}
void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)

View file

@ -60,6 +60,7 @@ class CGameClient : public IGameClient
static void ConTeam(IConsole::IResult *pResult, void *pUserData);
static void ConKill(IConsole::IResult *pResult, void *pUserData);
static void ConReadyChange(IConsole::IResult *pResult, void *pUserData);
static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
@ -221,7 +222,8 @@ public:
// TODO: move these
void SendSwitchTeam(int Team);
void SendInfo(bool Start);
void SendKill(int ClientID);
void SendKill();
void SendReadyChange();
// pointers to all systems
class CGameConsole *m_pGameConsole;

View file

@ -861,6 +861,4 @@ void CCharacter::Snap(int SnappingClient)
if(250 - ((Server()->Tick() - m_LastAction)%(250)) < 5)
pCharacter->m_Emote = EMOTE_BLINK;
}
pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
}

View file

@ -523,8 +523,7 @@ void CGameContext::OnTick()
// Server hooks
void CGameContext::OnClientDirectInput(int ClientID, void *pInput)
{
if(!m_World.m_Paused)
m_apPlayers[ClientID]->OnDirectInput((CNetObj_PlayerInput *)pInput);
m_apPlayers[ClientID]->OnDirectInput((CNetObj_PlayerInput *)pInput);
}
void CGameContext::OnClientPredictedInput(int ClientID, void *pInput)
@ -843,7 +842,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
}
else if (MsgID == NETMSGTYPE_CL_STARTINFO)
{
if(pPlayer->m_IsReady)
if(pPlayer->m_IsReadyToEnter)
return;
CNetMsg_Cl_StartInfo *pMsg = (CNetMsg_Cl_StartInfo *)pRawMsg;
@ -935,7 +934,7 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
SendTuningParams(ClientID);
// client is ready to enter
pPlayer->m_IsReady = true;
pPlayer->m_IsReadyToEnter = true;
CNetMsg_Sv_ReadyToEnter m;
Server()->SendPackMsg(&m, MSGFLAG_VITAL|MSGFLAG_FLUSH, ClientID);
}
@ -984,6 +983,14 @@ void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
pPlayer->m_LastKill = Server()->Tick();
pPlayer->KillCharacter(WEAPON_SELF);
}
else if (MsgID == NETMSGTYPE_CL_READYCHANGE && g_Config.m_SvPlayerReadyMode && !m_pController->IsGameOver())
{
if(pPlayer->m_LastReadyChange && pPlayer->m_LastReadyChange+Server()->TickSpeed()*1 > Server()->Tick())
return;
pPlayer->m_LastReadyChange = Server()->Tick();
pPlayer->m_IsReadyToPlay ^= 1;
}
}
void CGameContext::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
@ -1029,10 +1036,10 @@ void CGameContext::ConPause(IConsole::IResult *pResult, void *pUserData)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(pSelf->m_pController->IsGameOver())
return;
pSelf->m_World.m_Paused ^= 1;
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)

View file

@ -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);
}

View file

@ -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;

View file

@ -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

View file

@ -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

View file

@ -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")