/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include #include #include #include "gs_common.h" gameobject::gameobject() : entity(NETOBJTYPE_GAME) { // select gametype if(strcmp(config.sv_gametype, "ctf") == 0) { gametype = GAMETYPE_CTF; dbg_msg("game", "-- Capture The Flag --"); } else if(strcmp(config.sv_gametype, "tdm") == 0) { gametype = GAMETYPE_TDM; dbg_msg("game", "-- Team Death Match --"); } else { gametype = GAMETYPE_DM; dbg_msg("game", "-- Death Match --"); } // do_warmup(config.sv_warmup); game_over_tick = -1; sudden_death = 0; round_start_tick = server_tick(); round_count = 0; is_teamplay = false; teamscore[0] = 0; teamscore[1] = 0; } // UGLY!!!! extern vec2 spawn_points[3][64]; extern int num_spawn_points[3]; bool gameobject::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) { type = POWERUP_NINJA; subtype = WEAPON_NINJA; } if(type != -1) { powerup *ppower = new powerup(type, subtype); ppower->pos = pos; return true; } return false; } void gameobject::endround() { if(warmup) // game can't end when we are running warmup return; world->paused = true; game_over_tick = server_tick(); sudden_death = 0; } void gameobject::resetgame() { world->reset_requested = true; } static bool is_separator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; } void gameobject::startround() { resetgame(); round_start_tick = server_tick(); sudden_death = 0; game_over_tick = -1; world->paused = false; teamscore[0] = 0; teamscore[1] = 0; round_count++; } void gameobject::cyclemap() { if(!strlen(config.sv_maprotation)) 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 gameobject::post_reset() { for(int i = 0; i < MAX_CLIENTS; i++) { if(players[i].client_id != -1) players[i].respawn(); } } void gameobject::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 gameobject::on_player_death(class player *victim, class player *killer, int weapon) { // do scoreing if(!killer) return 0; if(killer == victim) victim->score--; // suicide else { if(is_teamplay && victim->team == killer->team) killer->score--; // teamkill else killer->score++; // normal kill } return 0; } void gameobject::do_warmup(int seconds) { warmup = seconds*server_tickspeed(); } bool gameobject::is_friendly_fire(int cid1, int cid2) { if(cid1 == cid2) return false; if(is_teamplay) { if(players[cid1].team == players[cid2].team) return true; } return false; } void gameobject::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(); } } // 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(players[i].client_id != -1) prog = max(prog, (players[i].score*100)/config.sv_scorelimit); } } } if(warmup) prog = -1; server_setbrowseinfo(gametype, prog); } void gameobject::snap(int snapping_client) { NETOBJ_GAME *game = (NETOBJ_GAME *)snap_new_item(NETOBJTYPE_GAME, 0, sizeof(NETOBJ_GAME)); game->paused = world->paused; game->game_over = game_over_tick==-1?0:1; game->sudden_death = sudden_death; game->score_limit = config.sv_scorelimit; game->time_limit = config.sv_timelimit; game->round_start_tick = round_start_tick; game->gametype = gametype; game->warmup = warmup; game->teamscore_red = teamscore[0]; game->teamscore_blue = teamscore[1]; } int gameobject::getteam(int notthisid) { int numplayers[2] = {0,0}; for(int i = 0; i < MAX_CLIENTS; i++) { if(players[i].client_id != -1 && players[i].client_id != notthisid) { if(players[i].team == 0 || players[i].team == 1) numplayers[players[i].team]++; } } return numplayers[0] > numplayers[1] ? 1 : 0; } void gameobject::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(players[i].client_id != -1) { if(players[i].score > topscore) { topscore = players[i].score; topscore_count = 1; } else if(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 gameobject::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 gameobject::clampteam(int team) { if(team < 0) // spectator return -1; if(is_teamplay) return team&1; return 0; } gameobject *gameobj = 0;