/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include #include "entities/pickup.hpp" #include "gamecontroller.hpp" #include "gamecontext.hpp" GAMECONTROLLER::GAMECONTROLLER() { gametype = "unknown"; // do_warmup(config.sv_warmup); game_over_tick = -1; sudden_death = 0; round_start_tick = server_tick(); round_count = 0; game_flags = 0; teamscore[0] = 0; teamscore[1] = 0; unbalanced_tick = -1; force_balanced = false; num_spawn_points[0] = 0; num_spawn_points[1] = 0; num_spawn_points[2] = 0; } float GAMECONTROLLER::evaluate_spawn_pos(SPAWNEVAL *eval, vec2 pos) { float score = 0.0f; CHARACTER *c = (CHARACTER *)game.world.find_first(NETOBJTYPE_CHARACTER); for(; c; c = (CHARACTER *)c->typenext()) { // team mates are not as dangerous as enemies float scoremod = 1.0f; if(eval->friendly_team != -1 && c->team == eval->friendly_team) scoremod = 0.5f; float d = distance(pos, c->pos); if(d == 0) score += 1000000000.0f; else score += 1.0f/d; } return score; } void GAMECONTROLLER::evaluate_spawn_type(SPAWNEVAL *eval, int t) { // get spawn point for(int i = 0; i < num_spawn_points[t]; i++) { vec2 p = spawn_points[t][i]; float s = evaluate_spawn_pos(eval, p); if(!eval->got || eval->score > s) { eval->got = true; eval->score = s; eval->pos = p; } } } bool GAMECONTROLLER::can_spawn(PLAYER *player, vec2 *out_pos) { SPAWNEVAL eval; if(is_teamplay()) { eval.friendly_team = player->team; // try first try own team spawn, then normal spawn and then enemy evaluate_spawn_type(&eval, 1+(player->team&1)); if(!eval.got) { evaluate_spawn_type(&eval, 0); if(!eval.got) evaluate_spawn_type(&eval, 1+((player->team+1)&1)); } } else { evaluate_spawn_type(&eval, 0); evaluate_spawn_type(&eval, 1); evaluate_spawn_type(&eval, 2); } *out_pos = eval.pos; return eval.got; } bool GAMECONTROLLER::on_entity(int index, vec2 pos) { int type = -1; int subtype = 0; if(index == ENTITY_SPAWN) spawn_points[0][num_spawn_points[0]++] = pos; else if(index == ENTITY_SPAWN_RED) spawn_points[1][num_spawn_points[1]++] = pos; else if(index == ENTITY_SPAWN_BLUE) spawn_points[2][num_spawn_points[2]++] = pos; else if(index == ENTITY_ARMOR_1) type = POWERUP_ARMOR; else if(index == ENTITY_HEALTH_1) type = POWERUP_HEALTH; else if(index == ENTITY_WEAPON_SHOTGUN) { type = POWERUP_WEAPON; subtype = WEAPON_SHOTGUN; } else if(index == ENTITY_WEAPON_GRENADE) { type = POWERUP_WEAPON; subtype = WEAPON_GRENADE; } else if(index == ENTITY_WEAPON_RIFLE) { type = POWERUP_WEAPON; subtype = WEAPON_RIFLE; } else if(index == ENTITY_POWERUP_NINJA && config.sv_powerups) { type = POWERUP_NINJA; subtype = WEAPON_NINJA; } if(type != -1) { PICKUP *pickup = new PICKUP(type, subtype); pickup->pos = pos; return true; } return false; } void GAMECONTROLLER::endround() { if(warmup) // game can't end when we are running warmup return; game.world.paused = true; game_over_tick = server_tick(); sudden_death = 0; } void GAMECONTROLLER::resetgame() { game.world.reset_requested = true; } const char *GAMECONTROLLER::get_team_name(int team) { if(is_teamplay()) { if(team == 0) return "red team"; else if(team == 1) return "blue team"; } else { if(team == 0) return "game"; } return "spectators"; } static bool is_separator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; } void GAMECONTROLLER::startround() { resetgame(); round_start_tick = server_tick(); sudden_death = 0; game_over_tick = -1; game.world.paused = false; teamscore[0] = 0; teamscore[1] = 0; unbalanced_tick = -1; force_balanced = false; round_count++; } void GAMECONTROLLER::cyclemap() { if(!strlen(config.sv_maprotation)) return; if(round_count < config.sv_rounds_per_map-1) return; // handle maprotation const char *map_rotation = config.sv_maprotation; const char *current_map = config.sv_map; int current_map_len = strlen(current_map); const char *next_map = map_rotation; while(*next_map) { int wordlen = 0; while(next_map[wordlen] && !is_separator(next_map[wordlen])) wordlen++; if(wordlen == current_map_len && strncmp(next_map, current_map, current_map_len) == 0) { // map found next_map += current_map_len; while(*next_map && is_separator(*next_map)) next_map++; break; } next_map++; } // restart rotation if(next_map[0] == 0) next_map = map_rotation; // cut out the next map char buf[512]; for(int i = 0; i < 512; i++) { buf[i] = next_map[i]; if(is_separator(next_map[i]) || next_map[i] == 0) { buf[i] = 0; break; } } // skip spaces int i = 0; while(is_separator(buf[i])) i++; dbg_msg("game", "rotating map to %s", &buf[i]); str_copy(config.sv_map, &buf[i], sizeof(config.sv_map)); } void GAMECONTROLLER::post_reset() { for(int i = 0; i < MAX_CLIENTS; i++) { if(game.players[i].client_id != -1) game.players[i].respawn(); } } void GAMECONTROLLER::on_player_info_change(class PLAYER *p) { const int team_colors[2] = {65387, 10223467}; if(is_teamplay()) { if(p->team >= 0 || p->team <= 1) { p->use_custom_color = 1; p->color_body = team_colors[p->team]; p->color_feet = team_colors[p->team]; } } } int GAMECONTROLLER::on_character_death(class CHARACTER *victim, class PLAYER *killer, int weapon) { // do scoreing if(!killer) return 0; if(killer == victim->player) victim->player->score--; // suicide else { if(is_teamplay() && victim->team == killer->team) killer->score--; // teamkill else killer->score++; // normal kill } return 0; } void GAMECONTROLLER::on_character_spawn(class CHARACTER *chr) { // default health chr->health = 10; // give default weapons chr->weapons[WEAPON_HAMMER].got = 1; chr->weapons[WEAPON_HAMMER].ammo = -1; chr->weapons[WEAPON_GUN].got = 1; chr->weapons[WEAPON_GUN].ammo = 10; } void GAMECONTROLLER::do_warmup(int seconds) { warmup = seconds*server_tickspeed(); } bool GAMECONTROLLER::is_friendly_fire(int cid1, int cid2) { if(cid1 == cid2) return false; if(is_teamplay()) { if(game.players[cid1].team == game.players[cid2].team) return true; } return false; } bool GAMECONTROLLER::is_force_balanced() { if(force_balanced) { force_balanced = false; return true; } else return false; } void GAMECONTROLLER::tick() { // do warmup if(warmup) { warmup--; if(!warmup) startround(); } if(game_over_tick != -1) { // game over.. wait for restart if(server_tick() > game_over_tick+server_tickspeed()*10) { cyclemap(); startround(); } } if (is_teamplay() && unbalanced_tick != -1 && server_tick() > unbalanced_tick+config.sv_teambalance_time*server_tickspeed()*60) { dbg_msg("game", "Balancing teams"); int t[2] = {0,0}; for(int i = 0; i < MAX_CLIENTS; i++) { if(game.players[i].client_id != -1 && game.players[i].team != -1) t[game.players[i].team]++; } int m = (t[0] > t[1]) ? 0 : 1; int num_balance = abs(t[0]-t[1]) / 2; int scorediff = abs(teamscore[0]-teamscore[1]); do { // move player who is closest to team-scorediff PLAYER *p = 0; int pd = teamscore[m]; for(int i = 0; i < MAX_CLIENTS; i++) { if(game.players[i].client_id == -1) continue; if(game.players[i].team == m && (!p || abs(scorediff - game.players[i].score) < pd)) { p = &(game.players[i]); pd = abs(scorediff - game.players[i].score); } } // change in player::set_team needed: player won't lose score on team-change int score_before = p->score; p->set_team(m^1); p->score = score_before; p->respawn(); p->force_balanced = true; } while (--num_balance); force_balanced = true; unbalanced_tick = -1; } // update browse info int prog = -1; if(config.sv_timelimit > 0) prog = max(prog, (server_tick()-round_start_tick) * 100 / (config.sv_timelimit*server_tickspeed()*60)); if(config.sv_scorelimit) { if(is_teamplay()) { prog = max(prog, (teamscore[0]*100)/config.sv_scorelimit); prog = max(prog, (teamscore[1]*100)/config.sv_scorelimit); } else { for(int i = 0; i < MAX_CLIENTS; i++) { if(game.players[i].client_id != -1) prog = max(prog, (game.players[i].score*100)/config.sv_scorelimit); } } } if(warmup) prog = -1; server_setbrowseinfo(gametype, prog); } bool GAMECONTROLLER::is_teamplay() const { return game_flags&GAMEFLAG_TEAMS; } void GAMECONTROLLER::snap(int snapping_client) { NETOBJ_GAME *gameobj = (NETOBJ_GAME *)snap_new_item(NETOBJTYPE_GAME, 0, sizeof(NETOBJ_GAME)); gameobj->paused = game.world.paused; gameobj->game_over = game_over_tick==-1?0:1; gameobj->sudden_death = sudden_death; gameobj->score_limit = config.sv_scorelimit; gameobj->time_limit = config.sv_timelimit; gameobj->round_start_tick = round_start_tick; gameobj->flags = game_flags; gameobj->warmup = warmup; gameobj->teamscore_red = is_teamplay() ? teamscore[0] : game.players[snapping_client].score; gameobj->teamscore_blue = teamscore[1]; } int GAMECONTROLLER::get_auto_team(int notthisid) { int numplayers[2] = {0,0}; for(int i = 0; i < MAX_CLIENTS; i++) { if(game.players[i].client_id != -1 && game.players[i].client_id != notthisid) { if(game.players[i].team == 0 || game.players[i].team == 1) numplayers[game.players[i].team]++; } } int team = 0; if(is_teamplay()) team = numplayers[0] > numplayers[1] ? 1 : 0; if(can_join_team(team, notthisid)) return team; return -1; } bool GAMECONTROLLER::can_join_team(int team, int notthisid) { (void)team; int numplayers[2] = {0,0}; for(int i = 0; i < MAX_CLIENTS; i++) { if(game.players[i].client_id != -1 && game.players[i].client_id != notthisid) { if(game.players[i].team >= 0 || game.players[i].team == 1) numplayers[game.players[i].team]++; } } return (numplayers[0] + numplayers[1]) < config.sv_max_clients-config.sv_spectator_slots; } bool GAMECONTROLLER::check_team_balance() { if(!is_teamplay() || !config.sv_teambalance_time) return true; int t[2] = {0, 0}; for(int i = 0; i < MAX_CLIENTS; i++) { PLAYER *p = &(game.players[i]); if(p->client_id != -1 && p->team != -1) t[p->team]++; } if(abs(t[0]-t[1]) >= 2) { dbg_msg("game", "Team is NOT balanced (red=%d blue=%d)", t[0], t[1]); if (game.controller->unbalanced_tick == -1) game.controller->unbalanced_tick = server_tick(); return false; } else { dbg_msg("game", "Team is balanced (red=%d blue=%d)", t[0], t[1]); game.controller->unbalanced_tick = -1; return true; } } bool GAMECONTROLLER::can_change_team(PLAYER *pplayer, int jointeam) { int t[2] = {0, 0}; if (!is_teamplay() || jointeam == -1 || !config.sv_teambalance_time) return true; for(int i = 0; i < MAX_CLIENTS; i++) { PLAYER *p = &(game.players[i]); if(p->client_id != -1 && p->team != -1) t[p->team]++; } // simulate what would happen if changed team t[jointeam]++; if (pplayer->team != -1) t[jointeam^1]--; // there is a player-difference of at least 2 if(abs(t[0]-t[1]) >= 2) { // player wants to join team with less players if ((t[0] < t[1] && jointeam == 0) || (t[0] > t[1] && jointeam == 1)) return true; else return false; } else return true; } void GAMECONTROLLER::do_player_score_wincheck() { if(game_over_tick == -1 && !warmup) { // gather some stats int topscore = 0; int topscore_count = 0; for(int i = 0; i < MAX_CLIENTS; i++) { if(game.players[i].client_id != -1) { if(game.players[i].score > topscore) { topscore = game.players[i].score; topscore_count = 1; } else if(game.players[i].score == topscore) topscore_count++; } } // check score win condition if((config.sv_scorelimit > 0 && topscore >= config.sv_scorelimit) || (config.sv_timelimit > 0 && (server_tick()-round_start_tick) >= config.sv_timelimit*server_tickspeed()*60)) { if(topscore_count == 1) endround(); else sudden_death = 1; } } } void GAMECONTROLLER::do_team_score_wincheck() { if(game_over_tick == -1 && !warmup) { // check score win condition if((config.sv_scorelimit > 0 && (teamscore[0] >= config.sv_scorelimit || teamscore[1] >= config.sv_scorelimit)) || (config.sv_timelimit > 0 && (server_tick()-round_start_tick) >= config.sv_timelimit*server_tickspeed()*60)) { if(teamscore[0] != teamscore[1]) endround(); else sudden_death = 1; } } } int GAMECONTROLLER::clampteam(int team) { if(team < 0) // spectator return -1; if(is_teamplay()) return team&1; return 0; } GAMECONTROLLER *gamecontroller = 0;