/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include "entities/pickup.h" #include "gamecontext.h" #include "gamecontroller.h" #include "entities/door.h" #include "entities/dragger.h" #include "entities/gun.h" #include "entities/light.h" #include "entities/plasma.h" #include "entities/projectile.h" #include IGameController::IGameController(class CGameContext *pGameServer) { m_pGameServer = pGameServer; m_pServer = m_pGameServer->Server(); m_pGameType = "unknown"; // DoWarmup(g_Config.m_SvWarmup); m_GameOverTick = -1; m_SuddenDeath = 0; m_RoundStartTick = Server()->Tick(); m_RoundCount = 0; m_GameFlags = 0; m_aMapWish[0] = 0; m_UnbalancedTick = -1; m_ForceBalanced = false; m_aNumSpawnPoints[0] = 0; m_aNumSpawnPoints[1] = 0; m_aNumSpawnPoints[2] = 0; m_CurrentRecord = 0; } IGameController::~IGameController() { } float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos) { float Score = 0.0f; CCharacter *pC = static_cast(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER)); for(; pC; pC = (CCharacter *)pC->TypeNext()) { // team mates are not as dangerous as enemies float Scoremod = 1.0f; if(pEval->m_FriendlyTeam != -1 && pC->GetPlayer()->GetTeam() == pEval->m_FriendlyTeam) Scoremod = 0.5f; float d = distance(Pos, pC->m_Pos); Score += Scoremod * (d == 0 ? 1000000000.0f : 1.0f / d); } return Score; } void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int Type) { // get spawn point for(int i = 0; i < m_aNumSpawnPoints[Type]; i++) { // check if the position is occupado CCharacter *aEnts[MAX_CLIENTS]; int Num = GameServer()->m_World.FindEntities(m_aaSpawnPoints[Type][i], 64, (CEntity **)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER); vec2 Positions[5] = {vec2(0.0f, 0.0f), vec2(-32.0f, 0.0f), vec2(0.0f, -32.0f), vec2(32.0f, 0.0f), vec2(0.0f, 32.0f)}; // start, left, up, right, down int Result = -1; for(int Index = 0; Index < 5 && Result == -1; ++Index) { Result = Index; if(!GameServer()->m_World.m_Core.m_Tuning[0].m_PlayerCollision) break; for(int c = 0; c < Num; ++c) if(GameServer()->Collision()->CheckPoint(m_aaSpawnPoints[Type][i] + Positions[Index]) || distance(aEnts[c]->m_Pos, m_aaSpawnPoints[Type][i] + Positions[Index]) <= aEnts[c]->m_ProximityRadius) { Result = -1; break; } } if(Result == -1) continue; // try next spawn point vec2 P = m_aaSpawnPoints[Type][i] + Positions[Result]; float S = EvaluateSpawnPos(pEval, P); if(!pEval->m_Got || pEval->m_Score > S) { pEval->m_Got = true; pEval->m_Score = S; pEval->m_Pos = P; } } } bool IGameController::CanSpawn(int Team, vec2 *pOutPos) { CSpawnEval Eval; // spectators can't spawn if(Team == TEAM_SPECTATORS) return false; EvaluateSpawnType(&Eval, 0); EvaluateSpawnType(&Eval, 1); EvaluateSpawnType(&Eval, 2); *pOutPos = Eval.m_Pos; return Eval.m_Got; } bool IGameController::OnEntity(int Index, vec2 Pos, int Layer, int Flags, int Number) { if(Index < 0) return false; int Type = -1; int SubType = 0; int x, y; x = (Pos.x - 16.0f) / 32.0f; y = (Pos.y - 16.0f) / 32.0f; int sides[8]; sides[0] = GameServer()->Collision()->Entity(x, y + 1, Layer); sides[1] = GameServer()->Collision()->Entity(x + 1, y + 1, Layer); sides[2] = GameServer()->Collision()->Entity(x + 1, y, Layer); sides[3] = GameServer()->Collision()->Entity(x + 1, y - 1, Layer); sides[4] = GameServer()->Collision()->Entity(x, y - 1, Layer); sides[5] = GameServer()->Collision()->Entity(x - 1, y - 1, Layer); sides[6] = GameServer()->Collision()->Entity(x - 1, y, Layer); sides[7] = GameServer()->Collision()->Entity(x - 1, y + 1, Layer); if(Index == ENTITY_SPAWN) m_aaSpawnPoints[0][m_aNumSpawnPoints[0]++] = Pos; else if(Index == ENTITY_SPAWN_RED) m_aaSpawnPoints[1][m_aNumSpawnPoints[1]++] = Pos; else if(Index == ENTITY_SPAWN_BLUE) m_aaSpawnPoints[2][m_aNumSpawnPoints[2]++] = Pos; else if(Index == ENTITY_DOOR) { for(int i = 0; i < 8; i++) { if(sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG) { new CDoor( &GameServer()->m_World, //GameWorld Pos, //Pos pi / 4 * i, //Rotation 32 * 3 + 32 * (sides[i] - ENTITY_LASER_SHORT) * 3, //Length Number //Number ); } } } else if(Index == ENTITY_CRAZY_SHOTGUN_EX) { int Dir; if(!Flags) Dir = 0; else if(Flags == ROTATION_90) Dir = 1; else if(Flags == ROTATION_180) Dir = 2; else Dir = 3; float Deg = Dir * (pi / 2); CProjectile *bullet = new CProjectile( &GameServer()->m_World, WEAPON_SHOTGUN, //Type -1, //Owner Pos, //Pos vec2(sin(Deg), cos(Deg)), //Dir -2, //Span true, //Freeze true, //Explosive 0, //Force (g_Config.m_SvShotgunBulletSound) ? SOUND_GRENADE_EXPLODE : -1, //SoundImpact Layer, Number); bullet->SetBouncing(2 - (Dir % 2)); } else if(Index == ENTITY_CRAZY_SHOTGUN) { int Dir; if(!Flags) Dir = 0; else if(Flags == (TILEFLAG_ROTATE)) Dir = 1; else if(Flags == (TILEFLAG_VFLIP | TILEFLAG_HFLIP)) Dir = 2; else Dir = 3; float Deg = Dir * (pi / 2); CProjectile *bullet = new CProjectile( &GameServer()->m_World, WEAPON_SHOTGUN, //Type -1, //Owner Pos, //Pos vec2(sin(Deg), cos(Deg)), //Dir -2, //Span true, //Freeze false, //Explosive 0, SOUND_GRENADE_EXPLODE, Layer, Number); bullet->SetBouncing(2 - (Dir % 2)); } 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_LASER) { Type = POWERUP_WEAPON; SubType = WEAPON_LASER; } else if(Index == ENTITY_POWERUP_NINJA) { Type = POWERUP_NINJA; SubType = WEAPON_NINJA; } else if(Index >= ENTITY_LASER_FAST_CCW && Index <= ENTITY_LASER_FAST_CW) { int sides2[8]; sides2[0] = GameServer()->Collision()->Entity(x, y + 2, Layer); sides2[1] = GameServer()->Collision()->Entity(x + 2, y + 2, Layer); sides2[2] = GameServer()->Collision()->Entity(x + 2, y, Layer); sides2[3] = GameServer()->Collision()->Entity(x + 2, y - 2, Layer); sides2[4] = GameServer()->Collision()->Entity(x, y - 2, Layer); sides2[5] = GameServer()->Collision()->Entity(x - 2, y - 2, Layer); sides2[6] = GameServer()->Collision()->Entity(x - 2, y, Layer); sides2[7] = GameServer()->Collision()->Entity(x - 2, y + 2, Layer); float AngularSpeed = 0.0f; int Ind = Index - ENTITY_LASER_STOP; int M; if(Ind < 0) { Ind = -Ind; M = 1; } else if(Ind == 0) M = 0; else M = -1; if(Ind == 0) AngularSpeed = 0.0f; else if(Ind == 1) AngularSpeed = pi / 360; else if(Ind == 2) AngularSpeed = pi / 180; else if(Ind == 3) AngularSpeed = pi / 90; AngularSpeed *= M; for(int i = 0; i < 8; i++) { if(sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG) { CLight *Lgt = new CLight(&GameServer()->m_World, Pos, pi / 4 * i, 32 * 3 + 32 * (sides[i] - ENTITY_LASER_SHORT) * 3, Layer, Number); Lgt->m_AngularSpeed = AngularSpeed; if(sides2[i] >= ENTITY_LASER_C_SLOW && sides2[i] <= ENTITY_LASER_C_FAST) { Lgt->m_Speed = 1 + (sides2[i] - ENTITY_LASER_C_SLOW) * 2; Lgt->m_CurveLength = Lgt->m_Length; } else if(sides2[i] >= ENTITY_LASER_O_SLOW && sides2[i] <= ENTITY_LASER_O_FAST) { Lgt->m_Speed = 1 + (sides2[i] - ENTITY_LASER_O_SLOW) * 2; Lgt->m_CurveLength = 0; } else Lgt->m_CurveLength = Lgt->m_Length; } } } else if(Index >= ENTITY_DRAGGER_WEAK && Index <= ENTITY_DRAGGER_STRONG) { CDraggerTeam(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK + 1, false, Layer, Number); } else if(Index >= ENTITY_DRAGGER_WEAK_NW && Index <= ENTITY_DRAGGER_STRONG_NW) { CDraggerTeam(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK_NW + 1, true, Layer, Number); } else if(Index == ENTITY_PLASMAE) { new CGun(&GameServer()->m_World, Pos, false, true, Layer, Number); } else if(Index == ENTITY_PLASMAF) { new CGun(&GameServer()->m_World, Pos, true, false, Layer, Number); } else if(Index == ENTITY_PLASMA) { new CGun(&GameServer()->m_World, Pos, true, true, Layer, Number); } else if(Index == ENTITY_PLASMAU) { new CGun(&GameServer()->m_World, Pos, false, false, Layer, Number); } if(Type != -1) { CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType, Layer, Number); pPickup->m_Pos = Pos; return true; } return false; } void IGameController::EndRound() { if(m_Warmup) // game can't end when we are running warmup return; GameServer()->m_World.m_Paused = true; m_GameOverTick = Server()->Tick(); m_SuddenDeath = 0; } void IGameController::ResetGame() { GameServer()->m_World.m_ResetRequested = true; } const char *IGameController::GetTeamName(int Team) { if(Team == 0) return "game"; return "spectators"; } //static bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; } void IGameController::StartRound() { ResetGame(); m_RoundStartTick = Server()->Tick(); m_SuddenDeath = 0; m_GameOverTick = -1; GameServer()->m_World.m_Paused = false; m_ForceBalanced = false; Server()->DemoRecorder_HandleAutoStart(); char aBuf[256]; str_format(aBuf, sizeof(aBuf), "start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags & GAMEFLAG_TEAMS); GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf); } void IGameController::ChangeMap(const char *pToMap) { str_copy(g_Config.m_SvMap, pToMap, sizeof(g_Config.m_SvMap)); } void IGameController::PostReset() { for(int i = 0; i < MAX_CLIENTS; i++) if(GameServer()->m_apPlayers[i]) GameServer()->m_apPlayers[i]->Respawn(); } int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon) { return 0; } void IGameController::OnCharacterSpawn(class CCharacter *pChr) { // default health pChr->IncreaseHealth(10); // give default weapons pChr->GiveWeapon(WEAPON_HAMMER); pChr->GiveWeapon(WEAPON_GUN); } void IGameController::DoWarmup(int Seconds) { if(Seconds < 0) m_Warmup = 0; else m_Warmup = Seconds * Server()->TickSpeed(); } bool IGameController::IsForceBalanced() { return false; } bool IGameController::CanBeMovedOnBalance(int ClientID) { return true; } void IGameController::Tick() { // do warmup if(m_Warmup) { m_Warmup--; if(!m_Warmup) StartRound(); } if(m_GameOverTick != -1) { // game over.. wait for restart if(Server()->Tick() > m_GameOverTick + Server()->TickSpeed() * 10) { StartRound(); m_RoundCount++; } } // check for inactive players if(g_Config.m_SvInactiveKickTime > 0) { for(int i = 0; i < MAX_CLIENTS; ++i) { #ifdef CONF_DEBUG if(g_Config.m_DbgDummies) { if(i >= MAX_CLIENTS - g_Config.m_DbgDummies) break; } #endif if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && Server()->GetAuthedState(i) == AUTHED_NO) { if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick + g_Config.m_SvInactiveKickTime * Server()->TickSpeed() * 60) { switch(g_Config.m_SvInactiveKick) { case 0: { // move player to spectator GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS); } break; case 1: { // move player to spectator if the reserved slots aren't filled yet, kick him otherwise int Spectators = 0; for(int j = 0; j < MAX_CLIENTS; ++j) if(GameServer()->m_apPlayers[j] && GameServer()->m_apPlayers[j]->GetTeam() == TEAM_SPECTATORS) ++Spectators; if(Spectators >= g_Config.m_SvSpectatorSlots) Server()->Kick(i, "Kicked for inactivity"); else GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS); } break; case 2: { // kick the player Server()->Kick(i, "Kicked for inactivity"); } } } } } } } void IGameController::Snap(int SnappingClient) { CNetObj_GameInfo *pGameInfoObj = (CNetObj_GameInfo *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFO, 0, sizeof(CNetObj_GameInfo)); if(!pGameInfoObj) return; pGameInfoObj->m_GameFlags = m_GameFlags; pGameInfoObj->m_GameStateFlags = 0; if(m_GameOverTick != -1) pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER; if(m_SuddenDeath) pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH; if(GameServer()->m_World.m_Paused) pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED; pGameInfoObj->m_RoundStartTick = m_RoundStartTick; pGameInfoObj->m_WarmupTimer = m_Warmup; pGameInfoObj->m_RoundNum = 0; pGameInfoObj->m_RoundCurrent = m_RoundCount + 1; CCharacter *pChr; CPlayer *pPlayer = SnappingClient > -1 ? GameServer()->m_apPlayers[SnappingClient] : 0; CPlayer *pPlayer2; if(pPlayer && (pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER || pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && pPlayer->GetClientVersion() >= VERSION_DDNET_GAMETICK) { if((pPlayer->GetTeam() == -1 || pPlayer->IsPaused()) && pPlayer->m_SpectatorID != SPEC_FREEVIEW && (pPlayer2 = GameServer()->m_apPlayers[pPlayer->m_SpectatorID])) { if((pChr = pPlayer2->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED) { pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime; pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME; } } else if((pChr = pPlayer->GetCharacter()) && pChr->m_DDRaceState == DDRACE_STARTED) { pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime; pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME; } } CNetObj_GameInfoEx *pGameInfoEx = (CNetObj_GameInfoEx *)Server()->SnapNewItem(NETOBJTYPE_GAMEINFOEX, 0, sizeof(CNetObj_GameInfoEx)); if(!pGameInfoEx) return; pGameInfoEx->m_Flags = GAMEINFOFLAG_TIMESCORE | GAMEINFOFLAG_GAMETYPE_RACE | GAMEINFOFLAG_GAMETYPE_DDRACE | GAMEINFOFLAG_GAMETYPE_DDNET | GAMEINFOFLAG_UNLIMITED_AMMO | GAMEINFOFLAG_RACE_RECORD_MESSAGE | GAMEINFOFLAG_ALLOW_EYE_WHEEL | GAMEINFOFLAG_ALLOW_HOOK_COLL | GAMEINFOFLAG_ALLOW_ZOOM | GAMEINFOFLAG_BUG_DDRACE_GHOST | GAMEINFOFLAG_BUG_DDRACE_INPUT | GAMEINFOFLAG_PREDICT_DDRACE | GAMEINFOFLAG_PREDICT_DDRACE_TILES | GAMEINFOFLAG_ENTITIES_DDNET | GAMEINFOFLAG_ENTITIES_DDRACE | GAMEINFOFLAG_ENTITIES_RACE | GAMEINFOFLAG_RACE; pGameInfoEx->m_Flags2 = 0; pGameInfoEx->m_Version = GAMEINFO_CURVERSION; if(Server()->IsSixup(SnappingClient)) { protocol7::CNetObj_GameData *pGameData = static_cast(Server()->SnapNewItem(-protocol7::NETOBJTYPE_GAMEDATA, 0, sizeof(protocol7::CNetObj_GameData))); if(!pGameData) return; pGameData->m_GameStartTick = m_RoundStartTick; pGameData->m_GameStateFlags = 0; if(m_GameOverTick != -1) pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_GAMEOVER; if(m_SuddenDeath) pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_SUDDENDEATH; if(GameServer()->m_World.m_Paused) pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_PAUSED; pGameData->m_GameStateEndTick = 0; protocol7::CNetObj_GameDataRace *pRaceData = static_cast(Server()->SnapNewItem(-protocol7::NETOBJTYPE_GAMEDATARACE, 0, sizeof(protocol7::CNetObj_GameDataRace))); if(!pRaceData) return; pRaceData->m_BestTime = round_to_int(m_CurrentRecord * 1000); pRaceData->m_Precision = 0; pRaceData->m_RaceFlags = protocol7::RACEFLAG_HIDE_KILLMSG | protocol7::RACEFLAG_KEEP_WANTED_WEAPON; } } int IGameController::GetAutoTeam(int NotThisID) { // this will force the auto balancer to work overtime as well #ifdef CONF_DEBUG if(g_Config.m_DbgStress) return 0; #endif int aNumplayers[2] = {0, 0}; for(int i = 0; i < MAX_CLIENTS; i++) { if(GameServer()->m_apPlayers[i] && i != NotThisID) { if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE) aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++; } } int Team = 0; if(CanJoinTeam(Team, NotThisID)) return Team; return -1; } bool IGameController::CanJoinTeam(int Team, int NotThisID) { if(Team == TEAM_SPECTATORS || (GameServer()->m_apPlayers[NotThisID] && GameServer()->m_apPlayers[NotThisID]->GetTeam() != TEAM_SPECTATORS)) return true; int aNumplayers[2] = {0, 0}; for(int i = 0; i < MAX_CLIENTS; i++) { if(GameServer()->m_apPlayers[i] && i != NotThisID) { if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE) aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++; } } return (aNumplayers[0] + aNumplayers[1]) < Server()->MaxClients() - g_Config.m_SvSpectatorSlots; } int IGameController::ClampTeam(int Team) { if(Team < 0) return TEAM_SPECTATORS; return 0; }