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#include "server.h"
#include "../shared/parse.h"
/**
* @brief map cycle list element
*/
typedef struct mapcycle_s {
char* map; /**< map name */
char* type; /**< gametype to play on this map */
bool day; /**< load the day version */
struct mapcycle_s* next; /**< pointer to the next map in cycle */
} mapcycle_t;
static mapcycle_t* mapcycleList; /**< map cycle linked list */
static int mapcycleCount; /**< number of maps in the cycle */
/**
* @brief Start the next map in the cycle
*/
void SV_NextMapcycle (void)
{
const char* map = nullptr, *gameType = nullptr;
bool day = true;
char expanded[MAX_QPATH];
mapcycle_t* mapcycle;
mapcycle = mapcycleList;
if (sv->name[0]) {
int i;
Com_Printf("current map: %s\n", sv->name);
for (i = 0; i < mapcycleCount; i++) {
/* random maps may have a theme - but that's not stored in sv->name
* but in sv->assembly */
if (mapcycle->map[0] == '+') {
Q_strncpyz(expanded, mapcycle->map, sizeof(expanded));
char* base = strstr(expanded, " ");
if (base) {
char assembly[MAX_QPATH];
base[0] = '\0'; /* split the strings */
Q_strncpyz(assembly, base + 1, sizeof(assembly));
/* get current position */
if (Q_streq(sv->name, expanded) && Q_streq(sv->assembly, assembly)) {
/* next map in cycle */
if (mapcycle->next) {
map = mapcycle->next->map;
day = mapcycle->next->day;
gameType = mapcycle->next->type;
Com_DPrintf(DEBUG_SERVER, "SV_NextMapcycle: next one: '%s' (gametype: %s)\n", map, gameType);
/* switch back to first list on cycle - if there is one */
} else {
map = mapcycleList->map;
day = mapcycleList->day;
gameType = mapcycleList->type;
Com_DPrintf(DEBUG_SERVER, "SV_NextMapcycle: first one: '%s' (gametype: %s)\n", map, gameType);
}
break;
}
} else {
Com_Printf("ignore mapcycle entry for random map (%s) with"
" no assembly given\n", mapcycle->map);
}
} else {
/* get current position */
if (Q_streq(sv->name, mapcycle->map)) {
/* next map in cycle */
if (mapcycle->next) {
map = mapcycle->next->map;
day = mapcycle->next->day;
gameType = mapcycle->next->type;
Com_DPrintf(DEBUG_SERVER, "SV_NextMapcycle: next one: '%s' (gametype: %s)\n", map, gameType);
/* switch back to first list on cycle - if there is one */
} else {
map = mapcycleList->map;
day = mapcycleList->day;
gameType = mapcycleList->type;
Com_DPrintf(DEBUG_SERVER, "SV_NextMapcycle: first one: '%s' (gametype: %s)\n", map, gameType);
}
Com_sprintf(expanded, sizeof(expanded), "maps/%s.bsp", map);
/* check for bsp file */
if (map[0] != '+' && FS_CheckFile("%s", expanded) < 0) {
Com_Printf("SV_NextMapcycle: Can't find '%s' - mapcycle error\n"
"Use the 'maplist' command to get a list of valid maps\n", expanded);
map = nullptr;
gameType = nullptr;
} else
break;
}
}
mapcycle = mapcycle->next;
}
}
if (!map) {
if (mapcycleCount > 0) {
map = mapcycleList->map;
day = mapcycleList->day;
gameType = mapcycleList->type;
if (map[0] != '+') {
Com_sprintf(expanded, sizeof(expanded), "maps/%s.bsp", map);
/* check for bsp file */
if (FS_CheckFile("%s", expanded) < 0) {
Com_Printf("SV_NextMapcycle: Can't find '%s' - mapcycle error\n"
"Use the 'maplist' command to get a list of valid maps\n", expanded);
return;
}
}
} else if (sv->name[0]) {
Com_Printf("No mapcycle - restart the current map (%s)\n", sv->name);
map = sv->name;
gameType = nullptr;
} else {
Com_Printf("No mapcycle and no running map\n");
return;
}
/* still not set? */
if (!map)
return;
}
/* check whether we want to change the gametype, too */
if (gameType && gameType[0] != '\0') {
Cvar_Set("sv_gametype", "%s", gameType);
Com_SetGameType();
sv_gametype->modified = false;
}
if (day)
Cbuf_AddText("map day %s", map);
else
Cbuf_AddText("map night %s", map);
}
/**
* @brief Empty the mapcycle list
* @sa SV_MapcycleAdd
*/
void SV_MapcycleClear (void)
{
int i;
mapcycle_t* mapcycle;
mapcycle = mapcycleList;
for (i = 0; i < mapcycleCount; i++) {
mapcycle_t* oldMapcycle = mapcycle;
mapcycle = mapcycle->next;
Mem_Free(oldMapcycle->type);
Mem_Free(oldMapcycle->map);
Mem_Free(oldMapcycle);
}
/* reset the mapcycle data */
mapcycleList = nullptr;
mapcycleCount = 0;
}
/**
* @brief Append a new mapname to the list of maps for the cycle
* @todo check for maps and valid gametypes here
* @sa SV_MapcycleClear
*/
static void SV_MapcycleAdd (const char* mapName, bool day, const char* gameType)
{
mapcycle_t* const mapcycle = Mem_PoolAllocType(mapcycle_t, sv_genericPool);
mapcycle->map = Mem_PoolStrDup(mapName, sv_genericPool, 0);
mapcycle->day = day;
mapcycle->type = Mem_PoolStrDup(gameType, sv_genericPool, 0);
mapcycle->next = 0;
Com_DPrintf(DEBUG_SERVER, "mapcycle add: '%s' type '%s'\n", mapcycle->map, mapcycle->type);
/* Append to end of list. */
mapcycle_t** anchor = &mapcycleList;
while (*anchor) anchor = &(*anchor)->next;
*anchor = mapcycle;
++mapcycleCount;
}
/**
* @brief Parses the server mapcycle
* @sa SV_MapcycleAdd
* @sa SV_MapcycleClear
*/
static void SV_ParseMapcycle (void)
{
int length = 0;
byte* buffer = nullptr;
const char* buf;
mapcycleCount = 0;
mapcycleList = nullptr;
length = FS_LoadFile("mapcycle.txt", &buffer);
if (length == -1 || !buffer)
return;
if (length != -1) {
buf = (const char*)buffer;
do {
bool day = false;
const char* token;
char map[MAX_VAR], gameType[MAX_VAR];
/* parse map name */
token = Com_Parse(&buf);
if (!buf)
break;
Q_strncpyz(map, token, sizeof(map));
/* parse day or night */
token = Com_Parse(&buf);
if (!buf)
break;
if (Q_streq(token, "day"))
day = true;
else if (!Q_streq(token, "night")) {
Com_Printf("Skip mapcycle parsing, expected day or night.");
break;
}
/* parse gametype */
token = Com_Parse(&buf);
if (!buf)
break;
Q_strncpyz(gameType, token, sizeof(gameType));
SV_MapcycleAdd(map, day, gameType);
} while (buf);
Com_Printf("added %i maps to the mapcycle\n", mapcycleCount);
}
FS_FreeFile(buffer);
}
static void SV_MapcycleList_f (void)
{
int i;
const mapcycle_t* mapcycle;
mapcycle = mapcycleList;
Com_Printf("current mapcycle has %i entries\n", mapcycleCount);
for (i = 0; i < mapcycleCount; i++) {
Com_Printf(" %s (%s)\n", mapcycle->map, mapcycle->type);
mapcycle = mapcycle->next;
}
}
static void SV_MapcycleAdd_f (void)
{
if (Cmd_Argc() == 4) {
const char* map = Cmd_Argv(1);
const char* day = Cmd_Argv(2);
const char* gametype = Cmd_Argv(3);
if (!SV_CheckMap(map, nullptr)) {
Com_Printf("map '%s' isn't a valid map\n", map);
return;
}
Com_Printf("adding map '%s' with gametype '%s' to mapcycle (to add this permanently edit your mapcycle.txt)\n", map, gametype);
if (Q_streq(day, "day"))
SV_MapcycleAdd(map, true, gametype);
else
SV_MapcycleAdd(map, false, gametype);
} else {
Com_Printf("Usage: %s <mapname> <day|night> <gametype>\n", Cmd_Argv(0));
Com_Printf(" ...to get a list of valid maps type 'maplist'\n"
" ...to get a list of valid gametypes 'gametypelist'\n");
}
}
static void SV_MapcycleNext_f (void)
{
if (mapcycleCount > 0)
SV_NextMapcycle();
else
Com_Printf("no mapcycle.txt\n");
}
void SV_MapcycleInit (void)
{
SV_ParseMapcycle();
Cmd_AddCommand("mapcyclelist", SV_MapcycleList_f, "Print the current mapcycle");
Cmd_AddCommand("mapcyclenext", SV_MapcycleNext_f, "Start the next map from the cycle");
Cmd_AddCommand("mapcycleclear", SV_MapcycleClear, "Delete the current mapcycle");
Cmd_AddCommand("mapcycleadd", SV_MapcycleAdd_f, "Add new maps to the mapcycle");
}
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