コード例 #1
0
ファイル: joinqueue.cpp プロジェクト: WChrisK/Zandronum
//*****************************************************************************
//
void JOINQUEUE_PrintQueue( void )
{
	if ( NETWORK_GetState( ) != NETSTATE_SERVER )
	{
		Printf ( "Only the server can print the join queue\n" );
		return;
	}

	bool bQueueEmpty = true;
	for ( ULONG ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
	{
		if ( g_lJoinQueue[ulIdx].ulPlayer < MAXPLAYERS )
		{
			player_t* pPlayer = &players[ulIdx];
			bQueueEmpty = false;
			Printf ( "%02lu - %s", ulIdx + 1, pPlayer->userinfo.netname );
			if ( GAMEMODE_GetFlags( GAMEMODE_GetCurrentMode( )) & GMF_PLAYERSONTEAMS )
				Printf ( " - %s", TEAM_CheckIfValid ( g_lJoinQueue[ulIdx].ulTeam ) ? TEAM_GetName ( g_lJoinQueue[ulIdx].ulTeam ) : "auto team selection" );
			Printf ( "\n" );
		}
	}

	if ( bQueueEmpty )
		Printf ( "The join queue is empty\n" );
}
コード例 #2
0
//*****************************************************************************
//
void LASTMANSTANDING_Tick( void )
{
	// Not in LMS mode.
	if (( lastmanstanding == false ) && ( teamlms == false ))
		return;

	switch ( g_LMSState )
	{
	case LMSS_WAITINGFORPLAYERS:

		if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
			( CLIENTDEMO_IsPlaying( )))
		{
			break;
		}

		if ( lastmanstanding )
		{
			// Two players are here now, being the countdown!
			if ( GAME_CountActivePlayers( ) >= 2 )
			{
				if ( sv_lmscountdowntime > 0 )
					LASTMANSTANDING_StartCountdown(( sv_lmscountdowntime * TICRATE ) - 1 );
				else
					LASTMANSTANDING_StartCountdown(( 10 * TICRATE ) - 1 );
			}
		}

		if ( teamlms )
		{
			if ( TEAM_TeamsWithPlayersOn( ) > 1 )
			{
				if ( sv_lmscountdowntime > 0 )
					LASTMANSTANDING_StartCountdown(( sv_lmscountdowntime * TICRATE ) - 1 );
				else
					LASTMANSTANDING_StartCountdown(( 10 * TICRATE ) - 1 );
			}
		}
		break;
	case LMSS_COUNTDOWN:

		if ( g_ulLMSCountdownTicks )
		{
			g_ulLMSCountdownTicks--;

			// FIGHT!
			if (( g_ulLMSCountdownTicks == 0 ) &&
				( NETWORK_GetState( ) != NETSTATE_CLIENT ) &&
				( CLIENTDEMO_IsPlaying( ) == false ))
			{
				LASTMANSTANDING_DoFight( );
			}
			// Play "3... 2... 1..." sounds.
			else if ( g_ulLMSCountdownTicks == ( 3 * TICRATE ))
				ANNOUNCER_PlayEntry( cl_announcer, "Three" );
			else if ( g_ulLMSCountdownTicks == ( 2 * TICRATE ))
				ANNOUNCER_PlayEntry( cl_announcer, "Two" );
			else if ( g_ulLMSCountdownTicks == ( 1 * TICRATE ))
				ANNOUNCER_PlayEntry( cl_announcer, "One" );
		}
		break;
	case LMSS_INPROGRESS:

		if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) ||
			( CLIENTDEMO_IsPlaying( )))
		{
			break;
		}

		// Check to see how many men are left standing.
		if ( lastmanstanding )
		{
			// If only one man is left standing, somebody just won!
			if ( GAME_CountLivingAndRespawnablePlayers( ) == 1 )
			{
				LONG	lWinner;

				lWinner = LASTMANSTANDING_GetLastManStanding( );
				if ( lWinner != -1 )
				{
					if ( NETWORK_GetState( ) == NETSTATE_SERVER )
						SERVER_Printf( PRINT_HIGH, "%s \\c-wins!\n", players[lWinner].userinfo.netname );
					else
					{
						Printf( "%s \\c-wins!\n", players[lWinner].userinfo.netname );

						if ( lWinner == consoleplayer )
							ANNOUNCER_PlayEntry( cl_announcer, "YouWin" );
					}

					// Give the winner a win.
					PLAYER_SetWins( &players[lWinner], players[lWinner].ulWins + 1 );

					// Pause for five seconds for the win sequence.
					LASTMANSTANDING_DoWinSequence( lWinner );
					GAME_SetEndLevelDelay( 5 * TICRATE );
				}
			}
			// If NOBODY is left standing, it's a draw game!
			else if ( GAME_CountLivingAndRespawnablePlayers( ) == 0 )
			{
				ULONG	ulIdx;

				for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
				{
					if (( playeringame[ulIdx] ) && ( PLAYER_IsTrueSpectator( &players[ulIdx] ) == false ))
						break;
				}

				if ( ulIdx != MAXPLAYERS )
				{
					if ( NETWORK_GetState( ) == NETSTATE_SERVER )
						SERVER_Printf( PRINT_HIGH, "DRAW GAME!\n" );
					else
						Printf( "DRAW GAME!\n" );

					// Pause for five seconds for the win sequence.
					LASTMANSTANDING_DoWinSequence( MAXPLAYERS );
					GAME_SetEndLevelDelay( 5 * TICRATE );
				}
			}
		}

		// Check to see how many men are left standing on each team.
		if ( teamlms )
		{
			if ( LASTMANSTANDING_TeamsWithAlivePlayersOn( ) <= 1)
			{
				LONG	lWinner;

				lWinner = LASTMANSTANDING_TeamGetLastManStanding( );
				if ( lWinner != -1 )
				{
					if ( NETWORK_GetState( ) == NETSTATE_SERVER )
						SERVER_Printf( PRINT_HIGH, "%s \\c-wins!\n", TEAM_GetName( lWinner ));
					else
					{
						Printf( "%s \\c-wins!\n", TEAM_GetName( lWinner ));

						if ( players[consoleplayer].bOnTeam && ( lWinner == (LONG)players[consoleplayer].ulTeam ))
							ANNOUNCER_PlayEntry( cl_announcer, "YouWin" );
					}

					// Give the team a win.
					TEAM_SetWinCount( lWinner, TEAM_GetWinCount( lWinner ) + 1, false );

					// [BB] Every player who is still alive also gets a win.
					for ( ULONG ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
					{
						if ( playeringame[ulIdx] && ( players[ulIdx].bOnTeam ) && ( players[ulIdx].bSpectating == false ) && PLAYER_IsAliveOrCanRespawn ( &players[ulIdx] ) )
							PLAYER_SetWins( &players[ulIdx], players[ulIdx].ulWins + 1 );
					}

					// Pause for five seconds for the win sequence.
					LASTMANSTANDING_DoWinSequence( lWinner );
					GAME_SetEndLevelDelay( 5 * TICRATE );
				}
				// If NOBODY is left standing, it's a draw game!
				else
				{
					ULONG	ulIdx;

					for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
					{
						if (( playeringame[ulIdx] ) && ( PLAYER_IsTrueSpectator( &players[ulIdx] ) == false ))
							break;
					}

					if ( ulIdx != MAXPLAYERS )
					{
						if ( NETWORK_GetState( ) == NETSTATE_SERVER )
							SERVER_Printf( PRINT_HIGH, "DRAW GAME!\n" );
						else
							Printf( "DRAW GAME!\n" );

						// Pause for five seconds for the win sequence.
						LASTMANSTANDING_DoWinSequence( teams.Size( ) );
						GAME_SetEndLevelDelay( 5 * TICRATE );
					}
				}
			}
		}
		break;
	default:
		break;
	}
}
コード例 #3
0
//*****************************************************************************
//
void LASTMANSTANDING_DoWinSequence( ULONG ulWinner )
{
	ULONG	ulIdx;

	// Put the game state in the win sequence state.
	if (( NETWORK_GetState( ) != NETSTATE_CLIENT ) &&
		( CLIENTDEMO_IsPlaying( ) == false ))
	{
		LASTMANSTANDING_SetState( LMSS_WINSEQUENCE );
	}

	// Tell clients to do the win sequence.
	if ( NETWORK_GetState( ) == NETSTATE_SERVER )
		SERVERCOMMANDS_DoGameModeWinSequence( ulWinner );

	if ( NETWORK_GetState( ) != NETSTATE_SERVER )
	{
		char				szString[64];
		DHUDMessageFadeOut	*pMsg;

		if ( teamlms )
		{
			if ( ulWinner == teams.Size( ) )
				sprintf( szString, "\\cdDraw Game!" );
			else
				sprintf( szString, "\\c%c%s Wins!", V_GetColorChar( TEAM_GetTextColor( ulWinner ) ), TEAM_GetName( ulWinner ));
		}
		else if ( ulWinner == MAXPLAYERS )
			sprintf( szString, "\\cdDRAW GAME!" );
		else
			sprintf( szString, "%s \\c-WINS!", players[ulWinner].userinfo.netname );
		V_ColorizeString( szString );

		// Display "%s WINS!" HUD message.
		pMsg = new DHUDMessageFadeOut( BigFont, szString,
			160.4f,
			75.0f,
			320,
			200,
			CR_RED,
			3.0f,
			2.0f );

		StatusBar->AttachMessage( pMsg, MAKE_ID('C','N','T','R') );

		szString[0] = 0;
		pMsg = new DHUDMessageFadeOut( SmallFont, szString,
			0.0f,
			0.0f,
			0,
			0,
			CR_RED,
			3.0f,
			2.0f );

		StatusBar->AttachMessage( pMsg, MAKE_ID('F','R','A','G') );

		pMsg = new DHUDMessageFadeOut( SmallFont, szString,
			0.0f,
			0.0f,
			0,
			0,
			CR_RED,
			3.0f,
			2.0f );

		StatusBar->AttachMessage( pMsg, MAKE_ID('P','L','A','C') );
	}

	// Award a victory or perfect medal to the winner.
	if (( lastmanstanding ) &&
		( NETWORK_GetState( ) != NETSTATE_CLIENT ) &&
		( CLIENTDEMO_IsPlaying( ) == false ))
	{
		LONG	lMedal;

		// If the winner has full health, give him a "Perfect!".
		if ( players[ulWinner].health == deh.MegasphereHealth )
			lMedal = MEDAL_PERFECT;
		else
			lMedal = MEDAL_VICTORY;

		// Give the player the medal.
		MEDAL_GiveMedal( ulWinner, lMedal );
		if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			SERVERCOMMANDS_GivePlayerMedal( ulWinner, lMedal );
	}

	for ( ulIdx = 0; ulIdx < MAXPLAYERS; ulIdx++ )
	{
		if (( playeringame[ulIdx] ) && ( players[ulIdx].pSkullBot ))
			players[ulIdx].pSkullBot->PostEvent( BOTEVENT_LMS_WINSEQUENCE );
	}
}
コード例 #4
0
ファイル: joinqueue.cpp プロジェクト: WChrisK/Zandronum
//*****************************************************************************
//
void JOINQUEUE_PlayerLeftGame( bool bWantPop )
{
	bool	bPop = true;

	// If we're in a duel, revert to the "waiting for players" state.
	// [BB] But only do so if there are less then two duelers left (probably JOINQUEUE_PlayerLeftGame was called mistakenly).
	if ( duel && ( DUEL_CountActiveDuelers( ) < 2 ) )
		DUEL_SetState( DS_WAITINGFORPLAYERS );

	// If only one (or zero) person is left, go back to "waiting for players".
	if ( lastmanstanding )
	{
		// Someone just won by default!
		if (( GAME_CountLivingAndRespawnablePlayers( ) == 1 ) && ( LASTMANSTANDING_GetState( ) == LMSS_INPROGRESS ))
		{
			LONG	lWinner;

			lWinner = LASTMANSTANDING_GetLastManStanding( );
			if ( lWinner != -1 )
			{
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
					SERVER_Printf( PRINT_HIGH, "%s \\c-wins!\n", players[lWinner].userinfo.netname );
				else
				{
					Printf( "%s \\c-wins!\n", players[lWinner].userinfo.netname );

					if ( lWinner == consoleplayer )
						ANNOUNCER_PlayEntry( cl_announcer, "YouWin" );
				}

				// Give the winner a win.
				PLAYER_SetWins( &players[lWinner], players[lWinner].ulWins + 1 );

				// Pause for five seconds for the win sequence.
				LASTMANSTANDING_DoWinSequence( lWinner );
			}

			// Join queue will be popped upon state change.
			bPop = false;

			GAME_SetEndLevelDelay( 5 * TICRATE );
		}
		else if ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) <= 1 )
			LASTMANSTANDING_SetState( LMSS_WAITINGFORPLAYERS );
	}

	if ( teamlms )
	{
		// Someone just won by default!
		if (( LASTMANSTANDING_GetState( ) == LMSS_INPROGRESS ) && LASTMANSTANDING_TeamsWithAlivePlayersOn( ) <= 1)
		{
			LONG	lWinner;

			lWinner = LASTMANSTANDING_TeamGetLastManStanding( );
			if ( lWinner != -1 )
			{
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
					SERVER_Printf( PRINT_HIGH, "%s \\c-wins!\n", TEAM_GetName( lWinner ));
				else
				{
					Printf( "%s \\c-wins!\n", TEAM_GetName( lWinner ));

					if ( players[consoleplayer].bOnTeam && ( lWinner == (LONG)players[consoleplayer].ulTeam ))
						ANNOUNCER_PlayEntry( cl_announcer, "YouWin" );
				}

				// Give the team a win.
				TEAM_SetWinCount( lWinner, TEAM_GetWinCount( lWinner ) + 1, false );

				// Pause for five seconds for the win sequence.
				LASTMANSTANDING_DoWinSequence( lWinner );
			}

			// Join queue will be popped upon state change.
			bPop = false;

			GAME_SetEndLevelDelay( 5 * TICRATE );
		}
		else if ( TEAM_TeamsWithPlayersOn( ) <= 1 )
			LASTMANSTANDING_SetState( LMSS_WAITINGFORPLAYERS );
	}

	// If we're in possession mode, revert to the "waiting for players" state
	// [BB] when there are less than two players now.
	if ( possession && ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) < 2 ))
		POSSESSION_SetState( PSNS_WAITINGFORPLAYERS );

	if ( teampossession && ( TEAM_TeamsWithPlayersOn( ) <= 1 ) )
		POSSESSION_SetState( PSNS_WAITINGFORPLAYERS );

	// If we're in invasion mode, revert to the "waiting for players" state.
	if ( invasion && ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) < 1 ))
		INVASION_SetState( IS_WAITINGFORPLAYERS );

	// If we're in survival co-op mode, revert to the "waiting for players" state.
	if ( survival && ( SERVER_CalcNumNonSpectatingPlayers( MAXPLAYERS ) < 1 ))
		SURVIVAL_SetState( SURVS_WAITINGFORPLAYERS );

	// Potentially let one person join the game.
	if ( bPop && bWantPop )
		JOINQUEUE_PopQueue( 1 );
}