| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "gamecontroller.h" |
| 4 | |
| 5 | #include "entities/character.h" |
| 6 | #include "entities/door.h" |
| 7 | #include "entities/dragger.h" |
| 8 | #include "entities/gun.h" |
| 9 | #include "entities/light.h" |
| 10 | #include "entities/pickup.h" |
| 11 | #include "entities/projectile.h" |
| 12 | #include "gamecontext.h" |
| 13 | #include "player.h" |
| 14 | |
| 15 | #include <engine/shared/config.h> |
| 16 | #include <engine/shared/protocolglue.h> |
| 17 | |
| 18 | #include <generated/protocol.h> |
| 19 | |
| 20 | #include <game/mapitems.h> |
| 21 | #include <game/server/score.h> |
| 22 | #include <game/teamscore.h> |
| 23 | |
| 24 | IGameController::IGameController(class CGameContext *pGameServer) : |
| 25 | m_Teams(pGameServer), m_pLoadBestTimeResult(nullptr) |
| 26 | { |
| 27 | m_pGameServer = pGameServer; |
| 28 | m_pConfig = m_pGameServer->Config(); |
| 29 | m_pServer = m_pGameServer->Server(); |
| 30 | m_pGameType = "unknown" ; |
| 31 | |
| 32 | // |
| 33 | DoWarmup(Seconds: g_Config.m_SvWarmup); |
| 34 | m_GameOverTick = -1; |
| 35 | m_SuddenDeath = 0; |
| 36 | m_RoundStartTick = Server()->Tick(); |
| 37 | m_RoundCount = 0; |
| 38 | m_GameFlags = 0; |
| 39 | m_aMapWish[0] = 0; |
| 40 | |
| 41 | m_CurrentRecord.reset(); |
| 42 | } |
| 43 | |
| 44 | IGameController::~IGameController() = default; |
| 45 | |
| 46 | void IGameController::DoActivityCheck() |
| 47 | { |
| 48 | if(g_Config.m_SvInactiveKickTime == 0) |
| 49 | return; |
| 50 | |
| 51 | for(int i = 0; i < MAX_CLIENTS; ++i) |
| 52 | { |
| 53 | if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && !Server()->IsRconAuthed(ClientId: i)) |
| 54 | { |
| 55 | if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick + g_Config.m_SvInactiveKickTime * Server()->TickSpeed() * 60) |
| 56 | { |
| 57 | switch(g_Config.m_SvInactiveKick) |
| 58 | { |
| 59 | case 0: |
| 60 | { |
| 61 | // move player to spectator |
| 62 | DoTeamChange(pPlayer: GameServer()->m_apPlayers[i], Team: TEAM_SPECTATORS); |
| 63 | } |
| 64 | break; |
| 65 | case 1: |
| 66 | { |
| 67 | // move player to spectator if the reserved slots aren't filled yet, kick him otherwise |
| 68 | int Spectators = 0; |
| 69 | for(auto &pPlayer : GameServer()->m_apPlayers) |
| 70 | if(pPlayer && pPlayer->GetTeam() == TEAM_SPECTATORS) |
| 71 | ++Spectators; |
| 72 | if(Spectators >= g_Config.m_SvSpectatorSlots) |
| 73 | Server()->Kick(ClientId: i, pReason: "Kicked for inactivity" ); |
| 74 | else |
| 75 | DoTeamChange(pPlayer: GameServer()->m_apPlayers[i], Team: TEAM_SPECTATORS); |
| 76 | } |
| 77 | break; |
| 78 | case 2: |
| 79 | { |
| 80 | // kick the player |
| 81 | Server()->Kick(ClientId: i, pReason: "Kicked for inactivity" ); |
| 82 | } |
| 83 | } |
| 84 | } |
| 85 | } |
| 86 | } |
| 87 | } |
| 88 | |
| 89 | float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos, int ClientId) |
| 90 | { |
| 91 | float Score = 0.0f; |
| 92 | CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(Type: CGameWorld::ENTTYPE_CHARACTER)); |
| 93 | for(; pC; pC = (CCharacter *)pC->TypeNext()) |
| 94 | { |
| 95 | if(!pC->CanCollide(ClientId)) |
| 96 | continue; |
| 97 | |
| 98 | float d = distance(a: Pos, b: pC->m_Pos); |
| 99 | Score += d == 0 ? 1000000000.0f : 1.0f / d; |
| 100 | } |
| 101 | |
| 102 | return Score; |
| 103 | } |
| 104 | |
| 105 | void IGameController::EvaluateSpawnType(CSpawnEval *pEval, ESpawnType SpawnType, int ClientId) |
| 106 | { |
| 107 | const bool PlayerCollision = GameServer()->GlobalTuning()->m_PlayerCollision; |
| 108 | |
| 109 | bool PlayerCollisionDisabled = false; |
| 110 | CCharacter *pPlayerCharacter = GameServer()->GetPlayerChar(ClientId); |
| 111 | if(pPlayerCharacter) |
| 112 | PlayerCollisionDisabled = pPlayerCharacter->GetCore().m_CollisionDisabled; |
| 113 | |
| 114 | // make sure players keep spawning at the same tile |
| 115 | // on race maps no matter what |
| 116 | if(!PlayerCollision && pEval->m_Got) |
| 117 | return; |
| 118 | |
| 119 | // j == 0: Find an empty slot, j == 1: Take any slot if no empty one found |
| 120 | for(int j = 0; j < 2; j++) |
| 121 | { |
| 122 | // get spawn point |
| 123 | for(const vec2 &SpawnPoint : m_avSpawnPoints[SpawnType]) |
| 124 | { |
| 125 | vec2 P = SpawnPoint; |
| 126 | if(j == 0) |
| 127 | { |
| 128 | // check if the position is occupado |
| 129 | CEntity *apEnts[MAX_CLIENTS]; |
| 130 | int Num = GameServer()->m_World.FindEntities(Pos: SpawnPoint, Radius: 64, ppEnts: apEnts, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
| 131 | vec2 aPositions[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 |
| 132 | int Result = -1; |
| 133 | for(int Index = 0; Index < 5 && Result == -1; ++Index) |
| 134 | { |
| 135 | Result = Index; |
| 136 | if(!PlayerCollision || PlayerCollisionDisabled) |
| 137 | break; |
| 138 | for(int c = 0; c < Num; ++c) |
| 139 | { |
| 140 | CCharacter *pChr = static_cast<CCharacter *>(apEnts[c]); |
| 141 | const bool CanCollide = pChr->CanCollide(ClientId) && !pChr->GetCore().m_CollisionDisabled; |
| 142 | |
| 143 | if(GameServer()->Collision()->CheckPoint(Pos: SpawnPoint + aPositions[Index]) || |
| 144 | (CanCollide && distance(a: pChr->m_Pos, b: SpawnPoint + aPositions[Index]) <= pChr->GetProximityRadius())) |
| 145 | { |
| 146 | Result = -1; |
| 147 | break; |
| 148 | } |
| 149 | } |
| 150 | } |
| 151 | if(Result == -1) |
| 152 | continue; // try next spawn point |
| 153 | |
| 154 | P += aPositions[Result]; |
| 155 | } |
| 156 | |
| 157 | float S = EvaluateSpawnPos(pEval, Pos: P, ClientId); |
| 158 | if(!pEval->m_Got || (j == 0 && pEval->m_Score > S)) |
| 159 | { |
| 160 | pEval->m_Got = true; |
| 161 | pEval->m_Score = S; |
| 162 | pEval->m_Pos = P; |
| 163 | } |
| 164 | } |
| 165 | } |
| 166 | } |
| 167 | |
| 168 | bool IGameController::CanSpawn(int Team, vec2 *pOutPos, int ClientId) |
| 169 | { |
| 170 | // spectators can't spawn |
| 171 | if(Team == TEAM_SPECTATORS) |
| 172 | return false; |
| 173 | |
| 174 | CSpawnEval Eval; |
| 175 | EvaluateSpawnType(pEval: &Eval, SpawnType: SPAWNTYPE_DEFAULT, ClientId); |
| 176 | EvaluateSpawnType(pEval: &Eval, SpawnType: SPAWNTYPE_RED, ClientId); |
| 177 | EvaluateSpawnType(pEval: &Eval, SpawnType: SPAWNTYPE_BLUE, ClientId); |
| 178 | |
| 179 | *pOutPos = Eval.m_Pos; |
| 180 | return Eval.m_Got; |
| 181 | } |
| 182 | |
| 183 | bool IGameController::OnEntity(int Index, int x, int y, int Layer, int Flags, bool Initial, int Number) |
| 184 | { |
| 185 | dbg_assert(Index >= 0, "Invalid entity index" ); |
| 186 | |
| 187 | const vec2 Pos(x * 32.0f + 16.0f, y * 32.0f + 16.0f); |
| 188 | |
| 189 | int aSides[8]; |
| 190 | aSides[0] = GameServer()->Collision()->Entity(x, y: y + 1, Layer); |
| 191 | aSides[1] = GameServer()->Collision()->Entity(x: x + 1, y: y + 1, Layer); |
| 192 | aSides[2] = GameServer()->Collision()->Entity(x: x + 1, y, Layer); |
| 193 | aSides[3] = GameServer()->Collision()->Entity(x: x + 1, y: y - 1, Layer); |
| 194 | aSides[4] = GameServer()->Collision()->Entity(x, y: y - 1, Layer); |
| 195 | aSides[5] = GameServer()->Collision()->Entity(x: x - 1, y: y - 1, Layer); |
| 196 | aSides[6] = GameServer()->Collision()->Entity(x: x - 1, y, Layer); |
| 197 | aSides[7] = GameServer()->Collision()->Entity(x: x - 1, y: y + 1, Layer); |
| 198 | |
| 199 | if(Index >= ENTITY_SPAWN && Index <= ENTITY_SPAWN_BLUE && Initial) |
| 200 | { |
| 201 | const int SpawnType = Index - ENTITY_SPAWN; |
| 202 | m_avSpawnPoints[SpawnType].push_back(x: Pos); |
| 203 | } |
| 204 | else if(Index == ENTITY_DOOR) |
| 205 | { |
| 206 | for(int i = 0; i < 8; i++) |
| 207 | { |
| 208 | if(aSides[i] >= ENTITY_LASER_SHORT && aSides[i] <= ENTITY_LASER_LONG) |
| 209 | { |
| 210 | new CDoor( |
| 211 | &GameServer()->m_World, //GameWorld |
| 212 | Pos, //Pos |
| 213 | pi / 4 * i, //Rotation |
| 214 | 32 * 3 + 32 * (aSides[i] - ENTITY_LASER_SHORT) * 3, //Length |
| 215 | Number //Number |
| 216 | ); |
| 217 | } |
| 218 | } |
| 219 | } |
| 220 | else if(Index == ENTITY_CRAZY_SHOTGUN_EX) |
| 221 | { |
| 222 | int Dir; |
| 223 | if(!Flags) |
| 224 | Dir = 0; |
| 225 | else if(Flags == ROTATION_90) |
| 226 | Dir = 1; |
| 227 | else if(Flags == ROTATION_180) |
| 228 | Dir = 2; |
| 229 | else |
| 230 | Dir = 3; |
| 231 | float Deg = Dir * (pi / 2); |
| 232 | CProjectile *pBullet = new CProjectile( |
| 233 | &GameServer()->m_World, |
| 234 | WEAPON_SHOTGUN, //Type |
| 235 | -1, //Owner |
| 236 | Pos, //Pos |
| 237 | vec2(std::sin(x: Deg), std::cos(x: Deg)), //Dir |
| 238 | -2, //Span |
| 239 | true, //Freeze |
| 240 | true, //Explosive |
| 241 | (g_Config.m_SvShotgunBulletSound) ? SOUND_GRENADE_EXPLODE : -1, //SoundImpact |
| 242 | vec2(std::sin(x: Deg), std::cos(x: Deg)), // InitDir |
| 243 | Layer, |
| 244 | Number); |
| 245 | pBullet->SetBouncing(2 - (Dir % 2)); |
| 246 | } |
| 247 | else if(Index == ENTITY_CRAZY_SHOTGUN) |
| 248 | { |
| 249 | int Dir; |
| 250 | if(!Flags) |
| 251 | Dir = 0; |
| 252 | else if(Flags == (TILEFLAG_ROTATE)) |
| 253 | Dir = 1; |
| 254 | else if(Flags == (TILEFLAG_XFLIP | TILEFLAG_YFLIP)) |
| 255 | Dir = 2; |
| 256 | else |
| 257 | Dir = 3; |
| 258 | float Deg = Dir * (pi / 2); |
| 259 | CProjectile *pBullet = new CProjectile( |
| 260 | &GameServer()->m_World, |
| 261 | WEAPON_SHOTGUN, //Type |
| 262 | -1, //Owner |
| 263 | Pos, //Pos |
| 264 | vec2(std::sin(x: Deg), std::cos(x: Deg)), //Dir |
| 265 | -2, //Span |
| 266 | true, //Freeze |
| 267 | false, //Explosive |
| 268 | SOUND_GRENADE_EXPLODE, |
| 269 | vec2(std::sin(x: Deg), std::cos(x: Deg)), // InitDir |
| 270 | Layer, |
| 271 | Number); |
| 272 | pBullet->SetBouncing(2 - (Dir % 2)); |
| 273 | } |
| 274 | |
| 275 | int Type = -1; |
| 276 | int SubType = 0; |
| 277 | |
| 278 | if(Index == ENTITY_ARMOR_1) |
| 279 | Type = POWERUP_ARMOR; |
| 280 | else if(Index == ENTITY_ARMOR_SHOTGUN) |
| 281 | Type = POWERUP_ARMOR_SHOTGUN; |
| 282 | else if(Index == ENTITY_ARMOR_GRENADE) |
| 283 | Type = POWERUP_ARMOR_GRENADE; |
| 284 | else if(Index == ENTITY_ARMOR_NINJA) |
| 285 | Type = POWERUP_ARMOR_NINJA; |
| 286 | else if(Index == ENTITY_ARMOR_LASER) |
| 287 | Type = POWERUP_ARMOR_LASER; |
| 288 | else if(Index == ENTITY_HEALTH_1) |
| 289 | Type = POWERUP_HEALTH; |
| 290 | else if(Index == ENTITY_WEAPON_SHOTGUN) |
| 291 | { |
| 292 | Type = POWERUP_WEAPON; |
| 293 | SubType = WEAPON_SHOTGUN; |
| 294 | } |
| 295 | else if(Index == ENTITY_WEAPON_GRENADE) |
| 296 | { |
| 297 | Type = POWERUP_WEAPON; |
| 298 | SubType = WEAPON_GRENADE; |
| 299 | } |
| 300 | else if(Index == ENTITY_WEAPON_LASER) |
| 301 | { |
| 302 | Type = POWERUP_WEAPON; |
| 303 | SubType = WEAPON_LASER; |
| 304 | } |
| 305 | else if(Index == ENTITY_POWERUP_NINJA) |
| 306 | { |
| 307 | Type = POWERUP_NINJA; |
| 308 | SubType = WEAPON_NINJA; |
| 309 | } |
| 310 | else if(Index >= ENTITY_LASER_FAST_CCW && Index <= ENTITY_LASER_FAST_CW) |
| 311 | { |
| 312 | int aSides2[8]; |
| 313 | aSides2[0] = GameServer()->Collision()->Entity(x, y: y + 2, Layer); |
| 314 | aSides2[1] = GameServer()->Collision()->Entity(x: x + 2, y: y + 2, Layer); |
| 315 | aSides2[2] = GameServer()->Collision()->Entity(x: x + 2, y, Layer); |
| 316 | aSides2[3] = GameServer()->Collision()->Entity(x: x + 2, y: y - 2, Layer); |
| 317 | aSides2[4] = GameServer()->Collision()->Entity(x, y: y - 2, Layer); |
| 318 | aSides2[5] = GameServer()->Collision()->Entity(x: x - 2, y: y - 2, Layer); |
| 319 | aSides2[6] = GameServer()->Collision()->Entity(x: x - 2, y, Layer); |
| 320 | aSides2[7] = GameServer()->Collision()->Entity(x: x - 2, y: y + 2, Layer); |
| 321 | |
| 322 | int Ind = Index - ENTITY_LASER_STOP; |
| 323 | int M; |
| 324 | if(Ind < 0) |
| 325 | { |
| 326 | Ind = -Ind; |
| 327 | M = 1; |
| 328 | } |
| 329 | else if(Ind == 0) |
| 330 | M = 0; |
| 331 | else |
| 332 | M = -1; |
| 333 | |
| 334 | float AngularSpeed = 0.0f; |
| 335 | if(Ind == 0) |
| 336 | AngularSpeed = 0.0f; |
| 337 | else if(Ind == 1) |
| 338 | AngularSpeed = pi / 360; |
| 339 | else if(Ind == 2) |
| 340 | AngularSpeed = pi / 180; |
| 341 | else if(Ind == 3) |
| 342 | AngularSpeed = pi / 90; |
| 343 | AngularSpeed *= M; |
| 344 | |
| 345 | for(int i = 0; i < 8; i++) |
| 346 | { |
| 347 | if(aSides[i] >= ENTITY_LASER_SHORT && aSides[i] <= ENTITY_LASER_LONG) |
| 348 | { |
| 349 | CLight *pLight = new CLight(&GameServer()->m_World, Pos, pi / 4 * i, 32 * 3 + 32 * (aSides[i] - ENTITY_LASER_SHORT) * 3, Layer, Number); |
| 350 | pLight->m_AngularSpeed = AngularSpeed; |
| 351 | if(aSides2[i] >= ENTITY_LASER_C_SLOW && aSides2[i] <= ENTITY_LASER_C_FAST) |
| 352 | { |
| 353 | pLight->m_Speed = 1 + (aSides2[i] - ENTITY_LASER_C_SLOW) * 2; |
| 354 | pLight->m_CurveLength = pLight->m_Length; |
| 355 | } |
| 356 | else if(aSides2[i] >= ENTITY_LASER_O_SLOW && aSides2[i] <= ENTITY_LASER_O_FAST) |
| 357 | { |
| 358 | pLight->m_Speed = 1 + (aSides2[i] - ENTITY_LASER_O_SLOW) * 2; |
| 359 | pLight->m_CurveLength = 0; |
| 360 | } |
| 361 | else |
| 362 | pLight->m_CurveLength = pLight->m_Length; |
| 363 | } |
| 364 | } |
| 365 | } |
| 366 | else if(Index >= ENTITY_DRAGGER_WEAK && Index <= ENTITY_DRAGGER_STRONG) |
| 367 | { |
| 368 | new CDragger(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK + 1, false, Layer, Number); |
| 369 | } |
| 370 | else if(Index >= ENTITY_DRAGGER_WEAK_NW && Index <= ENTITY_DRAGGER_STRONG_NW) |
| 371 | { |
| 372 | new CDragger(&GameServer()->m_World, Pos, Index - ENTITY_DRAGGER_WEAK_NW + 1, true, Layer, Number); |
| 373 | } |
| 374 | else if(Index == ENTITY_PLASMAE) |
| 375 | { |
| 376 | new CGun(&GameServer()->m_World, Pos, false, true, Layer, Number); |
| 377 | } |
| 378 | else if(Index == ENTITY_PLASMAF) |
| 379 | { |
| 380 | new CGun(&GameServer()->m_World, Pos, true, false, Layer, Number); |
| 381 | } |
| 382 | else if(Index == ENTITY_PLASMA) |
| 383 | { |
| 384 | new CGun(&GameServer()->m_World, Pos, true, true, Layer, Number); |
| 385 | } |
| 386 | else if(Index == ENTITY_PLASMAU) |
| 387 | { |
| 388 | new CGun(&GameServer()->m_World, Pos, false, false, Layer, Number); |
| 389 | } |
| 390 | |
| 391 | if(Type != -1) // NOLINT(clang-analyzer-unix.Malloc) |
| 392 | { |
| 393 | int PickupFlags = TileFlagsToPickupFlags(TileFlags: Flags); |
| 394 | CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType, Layer, Number, PickupFlags); |
| 395 | pPickup->m_Pos = Pos; |
| 396 | return true; // NOLINT(clang-analyzer-unix.Malloc) |
| 397 | } |
| 398 | |
| 399 | return false; |
| 400 | } |
| 401 | |
| 402 | void IGameController::OnPlayerConnect(CPlayer *pPlayer) |
| 403 | { |
| 404 | int ClientId = pPlayer->GetCid(); |
| 405 | pPlayer->Respawn(); |
| 406 | |
| 407 | if(!Server()->ClientPrevIngame(ClientId)) |
| 408 | { |
| 409 | char aBuf[128]; |
| 410 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "team_join player='%d:%s' team=%d" , ClientId, Server()->ClientName(ClientId), pPlayer->GetTeam()); |
| 411 | GameServer()->Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "game" , pStr: aBuf); |
| 412 | } |
| 413 | |
| 414 | if(Server()->IsSixup(ClientId)) |
| 415 | { |
| 416 | { |
| 417 | protocol7::CNetMsg_Sv_GameInfo Msg; |
| 418 | Msg.m_GameFlags = m_GameFlags; |
| 419 | Msg.m_MatchCurrent = 1; |
| 420 | Msg.m_MatchNum = 0; |
| 421 | Msg.m_ScoreLimit = 0; |
| 422 | Msg.m_TimeLimit = 0; |
| 423 | Server()->SendPackMsg(pMsg: &Msg, Flags: MSGFLAG_VITAL | MSGFLAG_NORECORD, ClientId); |
| 424 | } |
| 425 | |
| 426 | // /team is essential |
| 427 | { |
| 428 | protocol7::CNetMsg_Sv_CommandInfoRemove Msg; |
| 429 | Msg.m_pName = "team" ; |
| 430 | Server()->SendPackMsg(pMsg: &Msg, Flags: MSGFLAG_VITAL | MSGFLAG_NORECORD, ClientId); |
| 431 | } |
| 432 | } |
| 433 | } |
| 434 | |
| 435 | void IGameController::OnPlayerDisconnect(class CPlayer *pPlayer, const char *pReason) |
| 436 | { |
| 437 | pPlayer->OnDisconnect(); |
| 438 | int ClientId = pPlayer->GetCid(); |
| 439 | if(Server()->ClientIngame(ClientId)) |
| 440 | { |
| 441 | char aBuf[512]; |
| 442 | if(pReason && *pReason) |
| 443 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "'%s' has left the game (%s)" , Server()->ClientName(ClientId), pReason); |
| 444 | else |
| 445 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "'%s' has left the game" , Server()->ClientName(ClientId)); |
| 446 | GameServer()->SendChat(ClientId: -1, Team: TEAM_ALL, pText: aBuf, SpamProtectionClientId: -1, VersionFlags: CGameContext::FLAG_SIX); |
| 447 | |
| 448 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "leave player='%d:%s'" , ClientId, Server()->ClientName(ClientId)); |
| 449 | GameServer()->Console()->Print(Level: IConsole::OUTPUT_LEVEL_STANDARD, pFrom: "game" , pStr: aBuf); |
| 450 | } |
| 451 | } |
| 452 | |
| 453 | void IGameController::EndRound() |
| 454 | { |
| 455 | if(m_Warmup) // game can't end when we are running warmup |
| 456 | return; |
| 457 | |
| 458 | GameServer()->m_World.m_Paused = true; |
| 459 | m_GameOverTick = Server()->Tick(); |
| 460 | m_SuddenDeath = 0; |
| 461 | } |
| 462 | |
| 463 | void IGameController::ResetGame() |
| 464 | { |
| 465 | GameServer()->m_World.m_ResetRequested = true; |
| 466 | } |
| 467 | |
| 468 | bool IGameController::IsValidTeam(int Team) |
| 469 | { |
| 470 | return Team == TEAM_SPECTATORS || Team == TEAM_GAME; |
| 471 | } |
| 472 | |
| 473 | const char *IGameController::GetTeamName(int Team) |
| 474 | { |
| 475 | switch(Team) |
| 476 | { |
| 477 | case TEAM_SPECTATORS: |
| 478 | return "spectators" ; |
| 479 | case TEAM_GAME: |
| 480 | return "game" ; |
| 481 | default: |
| 482 | dbg_assert_failed("Invalid Team: %d" , Team); |
| 483 | } |
| 484 | } |
| 485 | |
| 486 | void IGameController::StartRound() |
| 487 | { |
| 488 | ResetGame(); |
| 489 | |
| 490 | m_RoundStartTick = Server()->Tick(); |
| 491 | m_SuddenDeath = 0; |
| 492 | m_GameOverTick = -1; |
| 493 | GameServer()->m_World.m_Paused = false; |
| 494 | Server()->DemoRecorder_HandleAutoStart(); |
| 495 | char aBuf[256]; |
| 496 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "start round type='%s' teamplay='%d'" , m_pGameType, m_GameFlags & GAMEFLAG_TEAMS); |
| 497 | GameServer()->Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "game" , pStr: aBuf); |
| 498 | } |
| 499 | |
| 500 | void IGameController::ChangeMap(const char *pToMap) |
| 501 | { |
| 502 | Server()->ChangeMap(pMap: pToMap); |
| 503 | } |
| 504 | |
| 505 | void IGameController::OnReset() |
| 506 | { |
| 507 | for(auto &pPlayer : GameServer()->m_apPlayers) |
| 508 | if(pPlayer) |
| 509 | pPlayer->Respawn(); |
| 510 | } |
| 511 | |
| 512 | int IGameController::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int Weapon) |
| 513 | { |
| 514 | return 0; |
| 515 | } |
| 516 | |
| 517 | void IGameController::OnCharacterSpawn(class CCharacter *pChr) |
| 518 | { |
| 519 | pChr->SetTeams(&Teams()); |
| 520 | Teams().OnCharacterSpawn(ClientId: pChr->GetPlayer()->GetCid()); |
| 521 | |
| 522 | // default health |
| 523 | pChr->IncreaseHealth(Amount: 10); |
| 524 | |
| 525 | // give default weapons |
| 526 | pChr->GiveWeapon(Weapon: WEAPON_HAMMER); |
| 527 | pChr->GiveWeapon(Weapon: WEAPON_GUN); |
| 528 | } |
| 529 | |
| 530 | void IGameController::HandleCharacterTiles(CCharacter *pChr, int MapIndex) |
| 531 | { |
| 532 | // Do nothing by default |
| 533 | } |
| 534 | |
| 535 | void IGameController::DoWarmup(int Seconds) |
| 536 | { |
| 537 | if(Seconds < 0) |
| 538 | m_Warmup = 0; |
| 539 | else |
| 540 | m_Warmup = Seconds * Server()->TickSpeed(); |
| 541 | } |
| 542 | |
| 543 | void IGameController::Tick() |
| 544 | { |
| 545 | // do warmup |
| 546 | if(m_Warmup) |
| 547 | { |
| 548 | m_Warmup--; |
| 549 | if(!m_Warmup) |
| 550 | StartRound(); |
| 551 | } |
| 552 | |
| 553 | if(m_GameOverTick != -1) |
| 554 | { |
| 555 | // game over.. wait for restart |
| 556 | if(Server()->Tick() > m_GameOverTick + Server()->TickSpeed() * 10) |
| 557 | { |
| 558 | StartRound(); |
| 559 | m_RoundCount++; |
| 560 | } |
| 561 | } |
| 562 | |
| 563 | if(m_pLoadBestTimeResult != nullptr && m_pLoadBestTimeResult->m_Completed) |
| 564 | { |
| 565 | if(m_pLoadBestTimeResult->m_Success) |
| 566 | { |
| 567 | m_CurrentRecord = m_pLoadBestTimeResult->m_CurrentRecord; |
| 568 | |
| 569 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 570 | { |
| 571 | if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetClientVersion() >= VERSION_DDRACE) |
| 572 | { |
| 573 | GameServer()->SendRecord(ClientId: i); |
| 574 | } |
| 575 | } |
| 576 | } |
| 577 | m_pLoadBestTimeResult = nullptr; |
| 578 | } |
| 579 | |
| 580 | DoActivityCheck(); |
| 581 | } |
| 582 | |
| 583 | void IGameController::Snap(int SnappingClient) |
| 584 | { |
| 585 | CNetObj_GameInfo *pGameInfoObj = Server()->SnapNewItem<CNetObj_GameInfo>(Id: 0); |
| 586 | if(!pGameInfoObj) |
| 587 | return; |
| 588 | |
| 589 | pGameInfoObj->m_GameFlags = GameFlags_ClampToSix(Flags: m_GameFlags); |
| 590 | pGameInfoObj->m_GameStateFlags = 0; |
| 591 | if(m_GameOverTick != -1) |
| 592 | pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_GAMEOVER; |
| 593 | if(m_SuddenDeath) |
| 594 | pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_SUDDENDEATH; |
| 595 | if(GameServer()->m_World.m_Paused) |
| 596 | pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_PAUSED; |
| 597 | pGameInfoObj->m_RoundStartTick = m_RoundStartTick; |
| 598 | pGameInfoObj->m_WarmupTimer = m_Warmup; |
| 599 | |
| 600 | pGameInfoObj->m_RoundNum = 0; |
| 601 | pGameInfoObj->m_RoundCurrent = m_RoundCount + 1; |
| 602 | |
| 603 | CCharacter *pChr; |
| 604 | CPlayer *pPlayer = SnappingClient != SERVER_DEMO_CLIENT ? GameServer()->m_apPlayers[SnappingClient] : nullptr; |
| 605 | CPlayer *pPlayer2; |
| 606 | |
| 607 | if(pPlayer && (pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER || pPlayer->m_TimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) && pPlayer->GetClientVersion() >= VERSION_DDNET_GAMETICK) |
| 608 | { |
| 609 | if((pPlayer->GetTeam() == TEAM_SPECTATORS || pPlayer->IsPaused()) && pPlayer->SpectatorId() != SPEC_FREEVIEW && (pPlayer2 = GameServer()->m_apPlayers[pPlayer->SpectatorId()])) |
| 610 | { |
| 611 | if((pChr = pPlayer2->GetCharacter()) && pChr->m_DDRaceState == ERaceState::STARTED) |
| 612 | { |
| 613 | pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime; |
| 614 | pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME; |
| 615 | } |
| 616 | } |
| 617 | else if((pChr = pPlayer->GetCharacter()) && pChr->m_DDRaceState == ERaceState::STARTED) |
| 618 | { |
| 619 | pGameInfoObj->m_WarmupTimer = -pChr->m_StartTime; |
| 620 | pGameInfoObj->m_GameStateFlags |= GAMESTATEFLAG_RACETIME; |
| 621 | } |
| 622 | } |
| 623 | |
| 624 | CNetObj_GameInfoEx *pGameInfoEx = Server()->SnapNewItem<CNetObj_GameInfoEx>(Id: 0); |
| 625 | if(!pGameInfoEx) |
| 626 | return; |
| 627 | |
| 628 | pGameInfoEx->m_Flags = |
| 629 | GAMEINFOFLAG_TIMESCORE | |
| 630 | GAMEINFOFLAG_GAMETYPE_RACE | |
| 631 | GAMEINFOFLAG_GAMETYPE_DDRACE | |
| 632 | GAMEINFOFLAG_GAMETYPE_DDNET | |
| 633 | GAMEINFOFLAG_UNLIMITED_AMMO | |
| 634 | GAMEINFOFLAG_RACE_RECORD_MESSAGE | |
| 635 | GAMEINFOFLAG_ALLOW_EYE_WHEEL | |
| 636 | GAMEINFOFLAG_ALLOW_HOOK_COLL | |
| 637 | GAMEINFOFLAG_ALLOW_ZOOM | |
| 638 | GAMEINFOFLAG_BUG_DDRACE_GHOST | |
| 639 | GAMEINFOFLAG_BUG_DDRACE_INPUT | |
| 640 | GAMEINFOFLAG_PREDICT_DDRACE | |
| 641 | GAMEINFOFLAG_PREDICT_DDRACE_TILES | |
| 642 | GAMEINFOFLAG_ENTITIES_DDNET | |
| 643 | GAMEINFOFLAG_ENTITIES_DDRACE | |
| 644 | GAMEINFOFLAG_ENTITIES_RACE | |
| 645 | GAMEINFOFLAG_RACE; |
| 646 | pGameInfoEx->m_Flags2 = GAMEINFOFLAG2_HUD_DDRACE | GAMEINFOFLAG2_DDRACE_TEAM; |
| 647 | if(g_Config.m_SvNoWeakHook) |
| 648 | pGameInfoEx->m_Flags2 |= GAMEINFOFLAG2_NO_WEAK_HOOK; |
| 649 | pGameInfoEx->m_Version = GAMEINFO_CURVERSION; |
| 650 | |
| 651 | if(Server()->IsSixup(ClientId: SnappingClient)) |
| 652 | { |
| 653 | protocol7::CNetObj_GameData *pGameData = Server()->SnapNewItem<protocol7::CNetObj_GameData>(Id: 0); |
| 654 | if(!pGameData) |
| 655 | return; |
| 656 | |
| 657 | pGameData->m_GameStartTick = m_RoundStartTick; |
| 658 | pGameData->m_GameStateFlags = 0; |
| 659 | if(m_GameOverTick != -1) |
| 660 | pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_GAMEOVER; |
| 661 | if(m_SuddenDeath) |
| 662 | pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_SUDDENDEATH; |
| 663 | if(GameServer()->m_World.m_Paused) |
| 664 | pGameData->m_GameStateFlags |= protocol7::GAMESTATEFLAG_PAUSED; |
| 665 | |
| 666 | pGameData->m_GameStateEndTick = 0; |
| 667 | |
| 668 | protocol7::CNetObj_GameDataRace *pRaceData = Server()->SnapNewItem<protocol7::CNetObj_GameDataRace>(Id: 0); |
| 669 | if(!pRaceData) |
| 670 | return; |
| 671 | |
| 672 | pRaceData->m_BestTime = m_CurrentRecord.has_value() ? round_to_int(f: m_CurrentRecord.value() * 1000) : -1; |
| 673 | pRaceData->m_Precision = 2; |
| 674 | pRaceData->m_RaceFlags = protocol7::RACEFLAG_KEEP_WANTED_WEAPON; |
| 675 | } |
| 676 | |
| 677 | GameServer()->SnapSwitchers(SnappingClient); |
| 678 | } |
| 679 | |
| 680 | int IGameController::GetAutoTeam(int NotThisId) |
| 681 | { |
| 682 | int Team = TEAM_GAME; |
| 683 | |
| 684 | if(CanJoinTeam(Team, NotThisId, pErrorReason: nullptr, ErrorReasonSize: 0)) |
| 685 | return Team; |
| 686 | return -1; |
| 687 | } |
| 688 | |
| 689 | bool IGameController::CanJoinTeam(int Team, int NotThisId, char *pErrorReason, int ErrorReasonSize) |
| 690 | { |
| 691 | const CPlayer *pPlayer = GameServer()->m_apPlayers[NotThisId]; |
| 692 | if(pPlayer && pPlayer->IsPaused()) |
| 693 | { |
| 694 | if(pErrorReason) |
| 695 | str_copy(dst: pErrorReason, src: "Use /pause first then you can kill" , dst_size: ErrorReasonSize); |
| 696 | return false; |
| 697 | } |
| 698 | if(Team == TEAM_SPECTATORS || (pPlayer && pPlayer->GetTeam() != TEAM_SPECTATORS)) |
| 699 | return true; |
| 700 | |
| 701 | int aNumplayers[2] = {0, 0}; |
| 702 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 703 | { |
| 704 | if(GameServer()->m_apPlayers[i] && i != NotThisId) |
| 705 | { |
| 706 | if(GameServer()->m_apPlayers[i]->GetTeam() >= TEAM_RED && GameServer()->m_apPlayers[i]->GetTeam() <= TEAM_BLUE) |
| 707 | aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++; |
| 708 | } |
| 709 | } |
| 710 | |
| 711 | if((aNumplayers[0] + aNumplayers[1]) < Server()->MaxClients() - g_Config.m_SvSpectatorSlots) |
| 712 | return true; |
| 713 | |
| 714 | if(pErrorReason) |
| 715 | str_format(buffer: pErrorReason, buffer_size: ErrorReasonSize, format: "Only %d active players are allowed" , Server()->MaxClients() - g_Config.m_SvSpectatorSlots); |
| 716 | return false; |
| 717 | } |
| 718 | |
| 719 | CClientMask IGameController::GetMaskForPlayerWorldEvent(int Asker, int ExceptId) |
| 720 | { |
| 721 | if(Asker == -1) |
| 722 | return CClientMask().set().reset(position: ExceptId); |
| 723 | |
| 724 | return Teams().TeamMask(Team: GameServer()->GetDDRaceTeam(ClientId: Asker), ExceptId, Asker); |
| 725 | } |
| 726 | |
| 727 | void IGameController::DoTeamChange(CPlayer *pPlayer, int Team, bool DoChatMsg) |
| 728 | { |
| 729 | if(!IsValidTeam(Team)) |
| 730 | return; |
| 731 | |
| 732 | if(Team == pPlayer->GetTeam()) |
| 733 | return; |
| 734 | |
| 735 | pPlayer->SetTeam(Team); |
| 736 | int ClientId = pPlayer->GetCid(); |
| 737 | |
| 738 | char aBuf[128]; |
| 739 | DoChatMsg = false; |
| 740 | if(DoChatMsg) |
| 741 | { |
| 742 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "'%s' joined the %s" , Server()->ClientName(ClientId), GameServer()->m_pController->GetTeamName(Team)); |
| 743 | GameServer()->SendChat(ClientId: -1, Team: TEAM_ALL, pText: aBuf); |
| 744 | } |
| 745 | |
| 746 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "team_join player='%d:%s' m_Team=%d" , ClientId, Server()->ClientName(ClientId), Team); |
| 747 | GameServer()->Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "game" , pStr: aBuf); |
| 748 | |
| 749 | // OnPlayerInfoChange(pPlayer); |
| 750 | } |
| 751 | |
| 752 | int IGameController::TileFlagsToPickupFlags(int TileFlags) const |
| 753 | { |
| 754 | int PickupFlags = 0; |
| 755 | if(TileFlags & TILEFLAG_XFLIP) |
| 756 | PickupFlags |= PICKUPFLAG_XFLIP; |
| 757 | if(TileFlags & TILEFLAG_YFLIP) |
| 758 | PickupFlags |= PICKUPFLAG_YFLIP; |
| 759 | if(TileFlags & TILEFLAG_ROTATE) |
| 760 | PickupFlags |= PICKUPFLAG_ROTATE; |
| 761 | return PickupFlags; |
| 762 | } |
| 763 | |