fixed various small bugs. fixed fair spawning system

This commit is contained in:
Magnus Auvinen 2007-12-18 23:21:57 +00:00
parent 3c0615b835
commit ffa923bbeb
6 changed files with 111 additions and 14 deletions

View file

@ -1 +1 @@
@explorer %APPDATA%\Teewars
@start explorer %APPDATA%\Teewars

View file

@ -209,6 +209,10 @@ void server_setbrowseinfo(int game_type, int progression)
{
browseinfo_gametype = game_type;
browseinfo_progression = progression;
if(browseinfo_progression > 100)
browseinfo_progression = 100;
if(browseinfo_progression < -1)
browseinfo_progression = -1;
}
void server_kick(int client_id, const char *reason)

View file

@ -345,7 +345,10 @@ static void ui2_draw_browse_icon(int what, const RECT *r)
gfx_texture_set(data->images[IMAGE_BROWSEICONS].id);
gfx_quads_begin();
select_sprite(SPRITE_BROWSE_PROGRESS1); // default
if(what <= 100)
if(what == -1)
{
}
else if(what <= 100)
{
if(what < 66)
select_sprite(SPRITE_BROWSE_PROGRESS2);
@ -1137,6 +1140,8 @@ static void menu2_render_serverbrowser(RECT main_view)
}
else if(id == COL_PROGRESS)
{
if(item->progression > 100)
item->progression = 100;
ui2_draw_browse_icon(item->progression, &button);
}
else if(id == COL_GAMETYPE)

View file

@ -151,6 +151,7 @@ public:
virtual void snap(int snapping_client);
virtual int getteam(int notthisid);
int clampteam(int team);
};
extern gameobject *gameobj;
@ -285,6 +286,7 @@ public:
bool spawning;
bool dead;
int die_tick;
vec2 die_pos;
// latency calculations
int latency_accum;

View file

@ -209,7 +209,7 @@ void gameobject::tick()
if(warmup)
prog = -1;
server_setbrowseinfo(gametype, prog);
}
@ -262,4 +262,13 @@ void gameobject::do_team_wincheck()
}
}
int gameobject::clampteam(int team)
{
if(team < 0) // spectator
return -1;
if(is_teamplay)
return team&1;
return 0;
}
gameobject *gameobj = 0;

View file

@ -451,6 +451,7 @@ void player::reset()
clear_flag(entity::FLAG_PHYSICS);
spawning = false;
die_tick = 0;
die_pos = vec2(0,0);
damage_taken = 0;
state = STATE_UNKNOWN;
@ -508,6 +509,8 @@ const char *get_team_name(int team)
void player::set_team(int new_team)
{
// clamp the team
new_team = gameobj->clampteam(new_team);
if(team == new_team)
return;
@ -521,19 +524,79 @@ void player::set_team(int new_team)
dbg_msg("game", "cid=%d team=%d", client_id, team);
}
struct spawneval
{
spawneval()
{
got = false;
friendly_team = -1;
die_pos = vec2(0,0);
pos = vec2(100,100);
}
vec2 pos;
bool got;
int friendly_team;
float score;
vec2 die_pos;
};
bool try_spawntype(int t, vec2 *outpos)
static float evaluate_spawn(spawneval *eval, vec2 pos)
{
float score = 0.0f;
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(players[c].client_id == -1)
continue;
// don't count dead people
if(!(players[c].flags&entity::FLAG_PHYSICS))
continue;
// don't count friends
if(eval->friendly_team != -1 && players[c].team == eval->friendly_team)
continue;
float d = distance(pos, players[c].pos);
if(d == 0)
score += 1000000000.0f;
else
score += 1.0f/d;
}
// weight in the die posititon
float d = distance(pos, eval->die_pos);
if(d == 0)
score += 1000000000.0f;
else
score += 1.0f/d;
dbg_msg("", "(%f,%f) = %f", pos.x, pos.y, score);
return score;
}
static void evaluate_spawn_type(spawneval *eval, int t)
{
// get spawn point
int start, num;
map_get_type(t, &start, &num);
if(!num)
return false;
return;
int id = rand()%num;
mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + id, NULL, NULL);
*outpos = vec2((float)sp->x, (float)sp->y);
return true;
for(int i = 0; i < num; i++)
{
mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + i, NULL, NULL);
vec2 p = vec2((float)sp->x, (float)sp->y);
float s = evaluate_spawn(eval, p);
if(!eval->got || eval->score > s)
{
eval->got = true;
eval->score = s;
eval->pos = p;
}
}
}
void player::try_respawn()
@ -541,20 +604,33 @@ void player::try_respawn()
vec2 spawnpos = vec2(100.0f, -60.0f);
// get spawn point
spawneval eval;
eval.die_pos = die_pos;
if(gameobj->gametype == GAMETYPE_CTF)
{
eval.friendly_team = team;
// try first try own team spawn, then normal spawn and then enemy
if(!try_spawntype(MAPRES_SPAWNPOINT_RED+(team&1), &spawnpos))
evaluate_spawn_type(&eval, MAPRES_SPAWNPOINT_RED+(team&1));
if(!eval.got)
{
if(!try_spawntype(MAPRES_SPAWNPOINT, &spawnpos))
try_spawntype(MAPRES_SPAWNPOINT_RED+((team+1)&1), &spawnpos);
evaluate_spawn_type(&eval, MAPRES_SPAWNPOINT);
if(!eval.got)
evaluate_spawn_type(&eval, MAPRES_SPAWNPOINT_RED+((team+1)&1));
}
}
else
{
if(!try_spawntype(MAPRES_SPAWNPOINT, &spawnpos))
try_spawntype(MAPRES_SPAWNPOINT_RED+(rand()&1), &spawnpos);
if(gameobj->gametype == GAMETYPE_TDM)
eval.friendly_team = team;
evaluate_spawn_type(&eval, MAPRES_SPAWNPOINT);
evaluate_spawn_type(&eval, MAPRES_SPAWNPOINT_RED);
evaluate_spawn_type(&eval, MAPRES_SPAWNPOINT_BLUE);
}
spawnpos = eval.pos;
// check if the position is occupado
entity *ents[2] = {0};
@ -1246,6 +1322,7 @@ void player::die(int killer, int weapon)
create_sound(pos, SOUND_PLAYER_DIE);
// set dead state
die_pos = pos;
dead = true;
die_tick = server_tick();
clear_flag(FLAG_PHYSICS);