mirror of
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201 lines
3.5 KiB
C++
201 lines
3.5 KiB
C++
#include <engine/config.h>
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#include "srv_common.h"
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#include <string.h>
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gameobject::gameobject()
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: entity(OBJTYPE_GAME)
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{
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// select gametype
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if(strcmp(config.gametype, "ctf") == 0)
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{
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gametype = GAMETYPE_CTF;
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dbg_msg("game", "-- Capture The Flag --");
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}
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else if(strcmp(config.gametype, "tdm") == 0)
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{
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gametype = GAMETYPE_TDM;
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dbg_msg("game", "-- Team Death Match --");
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}
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else
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{
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gametype = GAMETYPE_DM;
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dbg_msg("game", "-- Death Match --");
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}
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//
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do_warmup(config.warmup);
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game_over_tick = -1;
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sudden_death = 0;
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round_start_tick = server_tick();
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round_count = 0;
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is_teamplay = false;
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}
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void gameobject::endround()
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{
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if(warmup) // game can't end when we are running warmup
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return;
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world->paused = true;
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game_over_tick = server_tick();
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sudden_death = 0;
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}
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void gameobject::resetgame()
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{
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world->reset_requested = true;
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}
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static bool is_separator(char c)
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{
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return c == ';' || c == ' ' || c == ',' || c == '\t';
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}
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void gameobject::startround()
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{
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resetgame();
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round_start_tick = server_tick();
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sudden_death = 0;
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game_over_tick = -1;
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world->paused = false;
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teamscore[0] = 0;
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teamscore[1] = 0;
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round_count++;
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}
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void gameobject::cyclemap()
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{
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if(!strlen(config.sv_maprotation))
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return;
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// handle maprotation
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char buf[512];
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const char *s = strstr(config.sv_maprotation, config.sv_map);
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if(s == 0)
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s = config.sv_maprotation; // restart rotation
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else
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{
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s += strlen(config.sv_map); // skip this map
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while(is_separator(s[0]))
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s++;
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if(s[0] == 0)
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s = config.sv_maprotation; // restart rotation
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}
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int i = 0;
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for(; i < 512; i++)
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{
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buf[i] = s[i];
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if(is_separator(s[i]) || s[i] == 0)
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{
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buf[i] = 0;
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break;
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}
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}
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i = 0; // skip spaces
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while(is_separator(buf[i]))
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i++;
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dbg_msg("game", "rotating map to %s", &buf[i]);
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strcpy(config.sv_map, &buf[i]);
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}
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void gameobject::post_reset()
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(players[i].client_id != -1)
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players[i].respawn();
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}
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}
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void gameobject::on_player_info_change(class player *p)
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{
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const int team_colors[2] = {54090, 10998628};
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if(is_teamplay)
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{
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if(p->team >= 0 || p->team <= 1)
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{
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p->use_custom_color = 1;
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p->color_body = team_colors[p->team];
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p->color_feet = team_colors[p->team];
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}
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}
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}
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void gameobject::on_player_death(class player *victim, class player *killer, int weapon)
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{
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// do scoreing
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if(!killer)
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return;
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if(killer == victim)
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victim->score--; // klant arschel
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else
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killer->score++; // good shit
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}
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void gameobject::do_warmup(int seconds)
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{
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warmup = seconds*SERVER_TICK_SPEED;
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}
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void gameobject::tick()
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{
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// do warmup
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if(warmup)
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{
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warmup--;
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if(!warmup)
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resetgame();
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}
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if(game_over_tick != -1)
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{
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// game over.. wait for restart
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if(server_tick() > game_over_tick+server_tickspeed()*10)
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{
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cyclemap();
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startround();
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}
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}
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}
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void gameobject::snap(int snapping_client)
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{
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obj_game *game = (obj_game *)snap_new_item(OBJTYPE_GAME, 0, sizeof(obj_game));
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game->paused = world->paused;
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game->game_over = game_over_tick==-1?0:1;
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game->sudden_death = sudden_death;
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game->score_limit = config.scorelimit;
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game->time_limit = config.timelimit;
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game->round_start_tick = round_start_tick;
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game->gametype = gametype;
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game->warmup = warmup;
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game->teamscore[0] = teamscore[0];
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game->teamscore[1] = teamscore[1];
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}
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int gameobject::getteam(int notthisid)
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{
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int numplayers[2] = {0,0};
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(players[i].client_id != -1 && players[i].client_id != notthisid)
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{
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numplayers[players[i].team]++;
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}
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}
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return numplayers[0] > numplayers[1] ? 1 : 0;
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}
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gameobject *gameobj = 0;
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