/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #include #include "srv_common.h" #include gameobject::gameobject() : entity(OBJTYPE_GAME) { // select gametype if(strcmp(config.gametype, "ctf") == 0) { gametype = GAMETYPE_CTF; dbg_msg("game", "-- Capture The Flag --"); } else if(strcmp(config.gametype, "tdm") == 0) { gametype = GAMETYPE_TDM; dbg_msg("game", "-- Team Death Match --"); } else { gametype = GAMETYPE_DM; dbg_msg("game", "-- Death Match --"); } // do_warmup(config.warmup); game_over_tick = -1; sudden_death = 0; round_start_tick = server_tick(); round_count = 0; is_teamplay = 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 char buf[512]; const char *s = strstr(config.sv_maprotation, config.sv_map); if(s == 0) s = config.sv_maprotation; // restart rotation else { s += strlen(config.sv_map); // skip this map while(is_separator(s[0])) s++; if(s[0] == 0) s = config.sv_maprotation; // restart rotation } int i = 0; for(; i < 512; i++) { buf[i] = s[i]; if(is_separator(s[i]) || s[i] == 0) { buf[i] = 0; break; } } i = 0; // skip spaces while(is_separator(buf[i])) i++; dbg_msg("game", "rotating map to %s", &buf[i]); strcpy(config.sv_map, &buf[i]); } 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] = {54090, 10998628}; 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--; // klant arschel else killer->score++; // good shit return 0; } void gameobject::do_warmup(int seconds) { warmup = seconds*SERVER_TICK_SPEED; } void gameobject::tick() { // do warmup if(warmup) { warmup--; if(!warmup) resetgame(); } if(game_over_tick != -1) { // game over.. wait for restart if(server_tick() > game_over_tick+server_tickspeed()*10) { cyclemap(); startround(); } } } void gameobject::snap(int snapping_client) { obj_game *game = (obj_game *)snap_new_item(OBJTYPE_GAME, 0, sizeof(obj_game)); game->paused = world->paused; game->game_over = game_over_tick==-1?0:1; game->sudden_death = sudden_death; game->score_limit = config.scorelimit; game->time_limit = config.timelimit; game->round_start_tick = round_start_tick; game->gametype = gametype; game->warmup = warmup; game->teamscore[0] = teamscore[0]; game->teamscore[1] = 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) { numplayers[players[i].team]++; } } return numplayers[0] > numplayers[1] ? 1 : 0; } void gameobject::do_team_wincheck() { if(game_over_tick == -1 && !warmup) { // check score win condition if((config.scorelimit > 0 && (teamscore[0] >= config.scorelimit || teamscore[1] >= config.scorelimit)) || (config.timelimit > 0 && (server_tick()-round_start_tick) >= config.timelimit*server_tickspeed()*60)) { if(teamscore[0] != teamscore[1]) endround(); else sudden_death = 1; } } } gameobject *gameobj = 0;