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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
/* zCatch by erd_baer */
#include <engine/server.h>
#include <engine/shared/config.h>
#include <game/server/entities/character.h>
#include <game/server/player.h>
#include <game/server/gamecontext.h>
#include "zcatch.hpp"
CGameController_zCatch::CGameController_zCatch(class CGameContext *pGameServer)
: IGameController(pGameServer)
{
m_pGameType = "zCatch";
}
void CGameController_zCatch::Tick()
{
DoWincheck();
IGameController::Tick();
}
bool CGameController_zCatch::IsZCatch()
{
return true;
}
int CGameController_zCatch::OnCharacterDeath(class CCharacter *pVictim, class CPlayer *pKiller, int WeaponID)
{
int client_id = pVictim->GetPlayer()->GetCID();
char buf[256];
if(pKiller != pVictim->GetPlayer())
{
pKiller->m_Kills++;
pVictim->GetPlayer()->m_Deaths++;
pKiller->m_Score++;
/* Check if the killer is already killed and in spectator (victim may died through wallshot) */
if(pKiller->GetTeam() != TEAM_SPECTATORS)
{
pVictim->GetPlayer()->m_CatchedBy = pKiller->GetCID();
pVictim->GetPlayer()->SetTeamDirect(TEAM_SPECTATORS);
if(pVictim->GetPlayer()->m_PlayerWantToFollowCatcher)
pVictim->GetPlayer()->m_SpectatorID = pKiller->GetCID(); // Let the victim follow his catcher
str_format(buf, sizeof(buf), "Caught by \"%s\". You will join the game automatically when \"%s\" dies.", Server()->ClientName(pKiller->GetCID()), Server()->ClientName(pKiller->GetCID()));
GameServer()->SendChatTarget(client_id, buf);
}
}
for(int i=0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i])
{
if(GameServer()->m_apPlayers[i]->m_CatchedBy == client_id)
{
GameServer()->m_apPlayers[i]->m_CatchedBy = ZCATCH_NOT_CATCHED;
GameServer()->m_apPlayers[i]->SetTeamDirect(GameServer()->m_pController->ClampTeam(1));
GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[i]);
if(pKiller != pVictim->GetPlayer())
pKiller->m_Score++;
}
}
}
return 0;
}
void CGameController_zCatch::StartRound()
{
ResetGame();
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_GameOverTick = -1;
GameServer()->m_World.m_Paused = false;
m_aTeamscore[TEAM_RED] = 0;
m_aTeamscore[TEAM_BLUE] = 0;
m_UnbalancedTick = -1;
m_ForceBalanced = false;
for(int i=0; i<MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i])
{
if(GameServer()->m_apPlayers[i]->m_SpecExplicit == 0 || GameServer()->m_apPlayers[i]->m_CatchedBy == ZCATCH_JOINED_NEW)
GameServer()->m_apPlayers[i]->SetTeamDirect(GameServer()->m_pController->ClampTeam(1));
GameServer()->m_apPlayers[i]->m_CatchedBy = ZCATCH_NOT_CATCHED;
GameServer()->m_apPlayers[i]->m_Kills = 0;
GameServer()->m_apPlayers[i]->m_Deaths = 0;
GameServer()->m_apPlayers[i]->m_TicksSpec = 0;
GameServer()->m_apPlayers[i]->m_TicksIngame = 0;
GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[i]);
}
}
char aBufMsg[256];
str_format(aBufMsg, sizeof(aBufMsg), "start round type='%s' teamplay='%d'", m_pGameType, m_GameFlags&GAMEFLAG_TEAMS);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBufMsg);
}
void CGameController_zCatch::OnCharacterSpawn(class CCharacter *pChr)
{
// default health and armor
pChr->IncreaseHealth(10);
if(g_Config.m_SvMode == 2)
pChr->IncreaseArmor(10);
// give default weapons
switch(g_Config.m_SvMode)
{
case 0:
pChr->GiveWeapon(WEAPON_HAMMER, -1);
pChr->GiveWeapon(WEAPON_GUN, 10);
break;
case 1:
pChr->GiveWeapon(WEAPON_RIFLE, -1);
break;
case 2:
pChr->GiveWeapon(WEAPON_HAMMER, -1);
pChr->GiveWeapon(WEAPON_GUN, 10);
pChr->GiveWeapon(WEAPON_GRENADE, 10);
pChr->GiveWeapon(WEAPON_SHOTGUN, 10);
pChr->GiveWeapon(WEAPON_RIFLE, -1);
break;
case 3:
pChr->GiveWeapon(WEAPON_HAMMER, -1);
break;
}
}
void CGameController_zCatch::EndRound()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(GameServer()->m_apPlayers[i])
{
if(GameServer()->m_apPlayers[i]->m_CatchedBy == ZCATCH_JOINED_NEW) //Neue Spieler joinen lassen
GameServer()->m_apPlayers[i]->m_SpecExplicit = 0;
if(GameServer()->m_apPlayers[i]->m_SpecExplicit == 0)
{
GameServer()->m_apPlayers[i]->SetTeamDirect(GameServer()->m_pController->ClampTeam(1));
GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[i]);
if(GameServer()->m_apPlayers[i]->m_CatchedBy != ZCATCH_JOINED_NEW)
{
char abuf[128];
str_format(abuf, sizeof(abuf), "Kills: %d | Deaths: %d", GameServer()->m_apPlayers[i]->m_Kills, GameServer()->m_apPlayers[i]->m_Deaths);
GameServer()->SendChatTarget(i, abuf);
if(GameServer()->m_apPlayers[i]->m_TicksSpec != 0 || GameServer()->m_apPlayers[i]->m_TicksIngame != 0)
{
double TimeInSpec = (GameServer()->m_apPlayers[i]->m_TicksSpec*100.0) / (GameServer()->m_apPlayers[i]->m_TicksIngame + GameServer()->m_apPlayers[i]->m_TicksSpec);
str_format(abuf, sizeof(abuf), "Spec: %.2f%% | Ingame: %.2f%%", (double)TimeInSpec, (double)(100.0 - TimeInSpec));
GameServer()->SendChatTarget(i, abuf);
}
}
GameServer()->m_apPlayers[i]->m_CatchedBy = ZCATCH_NOT_CATCHED; //Set all players in server as non-catched
}
}
}
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;
}
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