示例#1
0
void CPlayer::SaveCharacter()
{
	m_PauseInfo.m_Core = m_pCharacter->GetCore();
	m_PauseInfo.m_StartTime = m_pCharacter->m_StartTime;
	m_PauseInfo.m_DDRaceState = m_pCharacter->m_DDRaceState;
	for(int i = 0; i < WEAPON_NINJA; ++i)
		m_PauseInfo.m_aHasWeapon[i] = m_pCharacter->GetWeaponGot(i);
	m_PauseInfo.m_FreezeTime=m_pCharacter->m_FreezeTime;
	m_PauseInfo.m_Armor = m_pCharacter->GetArmor();
	m_PauseInfo.m_LastMove = m_pCharacter->m_LastMove;
	m_PauseInfo.m_PrevPos = m_pCharacter->m_PrevPos;
	m_PauseInfo.m_ActiveWeapon = m_pCharacter->GetActiveWeapon();
	m_PauseInfo.m_LastWeapon = m_pCharacter->GetLastWeapon();
	m_PauseInfo.m_Super = m_pCharacter->m_Super;
	m_PauseInfo.m_DeepFreeze = m_pCharacter->m_DeepFreeze;
	m_PauseInfo.m_EndlessHook = m_pCharacter->m_EndlessHook;
	m_PauseInfo.m_Team = ((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core.Team(GetCID());
	m_PauseInfo.m_PauseTime = Server()->Tick();
	m_PauseInfo.m_TeleCheckpoint = m_pCharacter->m_TeleCheckpoint;
	m_PauseInfo.m_CpActive = m_pCharacter->m_CpActive;
	for(int i = 0; i < NUM_CHECKPOINTS; i++)
		m_PauseInfo.m_CpCurrent[i] = m_pCharacter->m_CpCurrent[i];
	//m_PauseInfo.m_RefreshTime = m_pCharacter->m_RefreshTime;
}
示例#2
0
文件: player.cpp 项目: Zeaks/DDRace
void CPlayer::SaveCharacter()
{
	m_PauseInfo.m_Core = Character->GetCore();
	m_PauseInfo.m_StartTime = Character->m_StartTime;
	m_PauseInfo.m_DDRaceState = Character->m_DDRaceState;
	for(int i = 0; i < WEAPON_NINJA; ++i)
	{
		m_PauseInfo.m_aHasWeapon[i] = Character->GetWeaponGot(i);
	}
	m_PauseInfo.m_FreezeTime=Character->m_FreezeTime;
	m_PauseInfo.m_Armor = Character->GetArmor();
	m_PauseInfo.m_LastMove = Character->m_LastMove;
	m_PauseInfo.m_PrevPos = Character->m_PrevPos;
	m_PauseInfo.m_ActiveWeapon = Character->GetActiveWeapon();
	m_PauseInfo.m_LastWeapon = Character->GetLastWeapon();
	m_PauseInfo.m_HammerType = Character->m_HammerType;
	m_PauseInfo.m_Super = Character->m_Super;
	m_PauseInfo.m_DeepFreeze = Character->m_DeepFreeze;
	m_PauseInfo.m_EndlessHook = Character->m_EndlessHook;
	CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
	m_PauseInfo.m_Team = Controller->m_Teams.m_Core.Team(GetCID());
	m_PauseInfo.m_PauseTime = Server()->Tick();
	//m_PauseInfo.m_RefreshTime = Character->m_RefreshTime;
}
示例#3
0
void IGameController::ResetGame()
{
	// reset the game
	GameServer()->m_World.m_ResetRequested = true;
	
	SetGameState(IGS_GAME_RUNNING);
	m_GameStartTick = Server()->Tick();
	m_SuddenDeath = 0;

	int MatchNum = (str_length(g_Config.m_SvMaprotation) && g_Config.m_SvMatchesPerMap) ? g_Config.m_SvMatchesPerMap : 0;
	if(MatchNum == 0)
		m_MatchCount = 0;
	bool GameInfoChanged = (m_GameInfo.m_MatchCurrent != m_MatchCount+1) || (m_GameInfo.m_MatchNum != MatchNum) ||
							(m_GameInfo.m_ScoreLimit != g_Config.m_SvScorelimit) || (m_GameInfo.m_TimeLimit != g_Config.m_SvTimelimit);
	m_GameInfo.m_MatchCurrent = m_MatchCount+1;
	m_GameInfo.m_MatchNum = MatchNum;
	m_GameInfo.m_ScoreLimit = g_Config.m_SvScorelimit;
	m_GameInfo.m_TimeLimit = g_Config.m_SvTimelimit;
	if(GameInfoChanged)
		UpdateGameInfo(-1);

	// do team-balancing
	DoTeamBalance();
}
示例#4
0
CProjectile::CProjectile
	(
		CGameWorld *pGameWorld,
		int Type,
		int Owner,
		vec2 Pos,
		vec2 Dir,
		int Span,
		bool Freeze,
		bool Explosive,
		float Force,
		int SoundImpact,
		int Weapon,
		int Layer,
		int Number
	)
: CEntity(pGameWorld, CGameWorld::ENTTYPE_PROJECTILE)
{
	m_Type = Type;
	m_Pos = Pos;
	m_Direction = Dir;
	m_LifeSpan = Span;
	m_Owner = Owner;
	m_Force = Force;
	//m_Damage = Damage;
	m_SoundImpact = SoundImpact;
	m_Weapon = Weapon;
	m_StartTick = Server()->Tick();
	m_Explosive = Explosive;

	m_Layer = Layer;
	m_Number = Number;
	m_Freeze = Freeze;

	GameWorld()->InsertEntity(this);
}
示例#5
0
CStdioSession::~CStdioSession()
	{
	if ( iIniData )
		{
		delete iIniData;
		}
	if ( iReadRequestHandler )
		{
		delete iReadRequestHandler;
		iReadRequestHandler = 0;
		}
	if ( (iStreamWrite == iStreamRead) && iStreamWrite)	
		{
		delete iStreamWrite;
		}
	else
		{
		if ( iStreamWrite )
			{
			delete iStreamWrite;
			}
			
		if ( iStreamRead )
			{
			delete iStreamRead;
			}

		}
	//Only case where iStreamWrite & iStreamRead is NULL which means leave 
	//occured in CStdioSession::ConstructL(). This destructor is called by the 
	//cleanup stack.
	if(iStreamWrite || iStreamRead)
		{
		Server().RemoveSession();
		}
	}
IGameController::IGameController(class CGameContext *pGameServer)
{
	m_pGameServer = pGameServer;
	m_pServer = m_pGameServer->Server();
	m_pGameType = "unknown";

	//
	DoWarmup(g_Config.m_SvWarmup);
	m_GameOverTick = -1;
	m_SuddenDeath = 0;
	m_RoundStartTick = Server()->Tick();
	m_RoundCount = 0;
	m_GameFlags = 0;
	m_aTeamscore[TEAM_RED] = 0;
	m_aTeamscore[TEAM_BLUE] = 0;
	m_aMapWish[0] = 0;

	m_UnbalancedTick = -1;
	m_ForceBalanced = false;

	m_aNumSpawnPoints[0] = 0;
	m_aNumSpawnPoints[1] = 0;
	m_aNumSpawnPoints[2] = 0;
}
示例#7
0
文件: player.cpp 项目: Ameb/ddnet
void CPlayer::SetTeam(int Team, bool DoChatMsg)
{
	// clamp the team
	Team = GameServer()->m_pController->ClampTeam(Team);
	if(m_Team == Team)
		return;

	char aBuf[512];
	if(DoChatMsg)
	{
		str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team));
		GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
	}

	if(Team == TEAM_SPECTATORS)
	{
		CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
		Controller->m_Teams.SetForceCharacterTeam(m_ClientID, 0);
	}

	KillCharacter();

	m_Team = Team;
	m_LastSetTeam = Server()->Tick();
	m_LastActionTick = Server()->Tick();
	m_SpectatorID = SPEC_FREEVIEW;
	// we got to wait 0.5 secs before respawning
	m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
	str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
	GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);

	//GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);

	if(Team == TEAM_SPECTATORS)
	{
		// update spectator modes
		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID)
				GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
		}
	}
}
示例#8
0
void CRocket::Tick()
{
	float Pt = (Server()->Tick()-m_StartTick-1)/(float)Server()->TickSpeed();
	float Ct = (Server()->Tick()-m_StartTick)/(float)Server()->TickSpeed();
	vec2 PrevPos = GetPos(Pt);
	vec2 CurPos = GetPos(Ct);
	
	float Speed = (GameServer()->Tuning()->m_GrenadeSpeed * m_SpeedScaler);
	m_PrivatePos.x = m_Pos.x + m_Direction.x*Pt*Speed;
	m_PrivatePos.y = m_Pos.y + m_Direction.y*Pt*Speed;

	if(m_LastTick < (Server()->Tick() + Server()->TickSpeed() / 2))
	{
		GameServer()->CreateExplosion(m_PrivatePos, m_Owner, WEAPON_GRENADE, true);
		m_LastTick = Server()->Tick();
	}
	
	int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &CurPos, 0);
	CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
	CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, CurPos, 6.0f, CurPos, OwnerChar);

	m_LifeSpan--;

	if(TargetChr || Collide || m_LifeSpan < 0 || GameLayerClipped(CurPos))
	{
		if(m_LifeSpan >= 0 || m_Weapon == WEAPON_GRENADE)
			GameServer()->CreateSound(CurPos, m_SoundImpact);

		if(m_Explosive)
			GameServer()->CreateExplosion(CurPos, m_Owner, m_Weapon, false);
 
		else if(TargetChr)
			TargetChr->TakeDamage(m_Direction * max(0.001f, m_Force), m_Damage, m_Owner, m_Weapon);

		GameServer()->m_World.DestroyEntity(this);
	}
}
示例#9
0
void CPlayer::SetTeam(int Team, bool DoChatMsg)
{
	// clamp the team
	Team = GameServer()->m_pController->ClampTeam(Team);
	if(m_Team == Team)
		return;

	char aBuf[512];
	if(DoChatMsg)
	{
		if(Team == TEAM_SPECTATORS)
		{
			GameServer()->SendChatTarget_Language_s(-1, TEXTID_PLAYER_JOIN_SPEC, Server()->ClientName(m_ClientID));
		}
		else
		{
			GameServer()->SendChatTarget_Language_s(-1, TEXTID_PLAYER_JOIN_GAME, Server()->ClientName(m_ClientID));
		}
	}

	KillCharacter();

	m_Team = Team;
	m_LastActionTick = Server()->Tick();
	m_SpectatorID = SPEC_FREEVIEW;
	// we got to wait 0.5 secs before respawning
	m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
	str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
	GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);

	GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);

	if(Team == TEAM_SPECTATORS)
	{
		// update spectator modes
		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID)
				GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
		}
	}
}
示例#10
0
void CTurret::Tick()
{
	CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
	if(OwnerChar && !OwnerChar->IsAlive())

	{
		Reset();
		return;
	}
	if((Server()->Tick() - m_EvalTick) / Server()->TickSpeed() < 10) //let the turret live for 90 seconds
	{
		if((Server()->Tick() - m_LastFire) / Server()->TickSpeed() > 0)
		{
			CCharacter *pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 16.0f, 0);
			if(pChr && pChr->IsAlive() && pChr->GetPlayer()->GetCID() != m_Owner)
			{
				pChr->TakeDamage(vec2(0.f, 0.f), 15, m_Owner, WEAPON_RIFLE);
				GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
				Reset();
			}
			else
			{
				pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 182.0f, 0);
				if(pChr && pChr->IsAlive() && pChr != OwnerChar && ((Server()->Tick() - pChr->GetLastSpawn()) / Server()->TickSpeed() > 1))
				{
					vec2 targetDirection = normalize(pChr->m_Pos - m_Pos);
					new CLaser(GameWorld(), m_Pos, targetDirection, GameServer()->Tuning()->m_LaserReach, m_Owner);
					GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE);
					m_LastFire = Server()->Tick();
				}
			}
		}
	}
	else
	{
		Reset();
		if(OwnerChar && OwnerChar->IsAlive() && OwnerChar->GetPlayer()->m_TurretsCreated > 0)
			OwnerChar->GetPlayer()->m_TurretsCreated --;
	}
}
示例#11
0
void CCharacter::Die(int Killer, int Weapon, bool NoKillMsg)
{
    // we got to wait 0.5 secs before respawning
    m_pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
    int ModeSpecial = GameServer()->m_pController->OnCharacterDeath(this, GameServer()->m_apPlayers[Killer], Weapon);

    char aBuf[256];
    str_format(aBuf, sizeof(aBuf), "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
               Killer, Server()->ClientName(Killer),
               m_pPlayer->GetCID(), Server()->ClientName(m_pPlayer->GetCID()), Weapon, ModeSpecial);
    GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);

    // send the kill message, except for when are sacrificed (openfng)
    // because mod gamectrl will create it in that case
    if (!NoKillMsg)
    {
        CNetMsg_Sv_KillMsg Msg;
        Msg.m_Killer = Killer;
        Msg.m_Victim = m_pPlayer->GetCID();
        Msg.m_Weapon = Weapon;
        Msg.m_ModeSpecial = ModeSpecial;

        //if (GetFreezeTicks() <= 0 || WasFrozenBy() < 0 ||
        //                      !(GameServer()->IsClientReady(WasFrozenBy()) && GameServer()->IsClientPlayer(WasFrozenBy())))
        Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, -1);
    }

    // a nice sound
    GameServer()->CreateSound(m_Pos, SOUND_PLAYER_DIE);

    // this is for auto respawn after 3 secs
    m_pPlayer->m_DieTick = Server()->Tick();

    m_Alive = false;
    GameServer()->m_World.RemoveEntity(this);
    GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0;
    GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID());
}
示例#12
0
void CGameContext::OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID)
{
	void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgID, pUnpacker);
	CPlayer *pPlayer = m_apPlayers[ClientID];
	
	if(!pRawMsg)
	{
		char aBuf[256];
		str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgID), MsgID, m_NetObjHandler.FailedMsgOn());
		Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "server", aBuf);
		return;
	}
	
	if(MsgID == NETMSGTYPE_CL_SAY)
	{
		CNetMsg_Cl_Say *pMsg = (CNetMsg_Cl_Say *)pRawMsg;
		int Team = pMsg->m_Team;
		if(Team)
			Team = pPlayer->GetTeam();
		else
			Team = CGameContext::CHAT_ALL;
		
		if(g_Config.m_SvSpamprotection && pPlayer->m_LastChat && pPlayer->m_LastChat+Server()->TickSpeed() > Server()->Tick())
			return;
		
		pPlayer->m_LastChat = Server()->Tick();

		// check for invalid chars
		unsigned char *pMessage = (unsigned char *)pMsg->m_pMessage;
		while (*pMessage)
		{
			if(*pMessage < 32)
				*pMessage = ' ';
			pMessage++;
		}
		
		SendChat(ClientID, Team, pMsg->m_pMessage);
	}
	else if(MsgID == NETMSGTYPE_CL_CALLVOTE)
	{
		if(g_Config.m_SvSpamprotection && pPlayer->m_LastVoteTry && pPlayer->m_LastVoteTry+Server()->TickSpeed()*3 > Server()->Tick())
			return;

		int64 Now = Server()->Tick();
		pPlayer->m_LastVoteTry = Now;
		if(pPlayer->GetTeam() == TEAM_SPECTATORS)
		{
			SendChatTarget(ClientID, "Spectators aren't allowed to start a vote.");
			return;
		}

		if(m_VoteCloseTime)
		{
			SendChatTarget(ClientID, "Wait for current vote to end before calling a new one.");
			return;
		}
		
		int Timeleft = pPlayer->m_LastVoteCall + Server()->TickSpeed()*60 - Now;
		if(pPlayer->m_LastVoteCall && Timeleft > 0)
		{
			char aChatmsg[512] = {0};
			str_format(aChatmsg, sizeof(aChatmsg), "You must wait %d seconds before making another vote", (Timeleft/Server()->TickSpeed())+1);
			SendChatTarget(ClientID, aChatmsg);
			return;
		}
		
		char aChatmsg[512] = {0};
		char aDesc[VOTE_DESC_LENGTH] = {0};
		char aCmd[VOTE_CMD_LENGTH] = {0};
		CNetMsg_Cl_CallVote *pMsg = (CNetMsg_Cl_CallVote *)pRawMsg;
		const char *pReason = pMsg->m_Reason[0] ? pMsg->m_Reason : "No reason given";

		if(str_comp_nocase(pMsg->m_Type, "option") == 0)
		{
			CVoteOptionServer *pOption = m_pVoteOptionFirst;
			while(pOption)
			{
				if(str_comp_nocase(pMsg->m_Value, pOption->m_aDescription) == 0)
				{
					str_format(aChatmsg, sizeof(aChatmsg), "'%s' called vote to change server option '%s' (%s)", Server()->ClientName(ClientID),
								pOption->m_aDescription, pReason);
					str_format(aDesc, sizeof(aDesc), "%s", pOption->m_aDescription);
					str_format(aCmd, sizeof(aCmd), "%s", pOption->m_aCommand);
					break;
				}

				pOption = pOption->m_pNext;
			}
			
			if(!pOption)
			{
				str_format(aChatmsg, sizeof(aChatmsg), "'%s' isn't an option on this server", pMsg->m_Value);
				SendChatTarget(ClientID, aChatmsg);
				return;
			}
		}
		else if(str_comp_nocase(pMsg->m_Type, "kick") == 0)
		{
			if(!g_Config.m_SvVoteKick)
			{
				SendChatTarget(ClientID, "Server does not allow voting to kick players");
				return;
			}

			if(g_Config.m_SvVoteKickMin)
			{
				int PlayerNum = 0;
				for(int i = 0; i < MAX_CLIENTS; ++i)
					if(m_apPlayers[i] && m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
						++PlayerNum;

				if(PlayerNum < g_Config.m_SvVoteKickMin)
				{
					str_format(aChatmsg, sizeof(aChatmsg), "Kick voting requires %d players on the server", g_Config.m_SvVoteKickMin);
					SendChatTarget(ClientID, aChatmsg);
					return;
				}
			}
			
			int KickID = str_toint(pMsg->m_Value);
			if(KickID < 0 || KickID >= MAX_CLIENTS || !m_apPlayers[KickID])
			{
				SendChatTarget(ClientID, "Invalid client id to kick");
				return;
			}
			if(KickID == ClientID)
			{
				SendChatTarget(ClientID, "You cant kick yourself");
				return;
			}
			if(Server()->IsAuthed(KickID))
			{
				SendChatTarget(ClientID, "You cant kick admins");
				char aBufKick[128];
				str_format(aBufKick, sizeof(aBufKick), "'%s' called for vote to kick you", Server()->ClientName(ClientID));
				SendChatTarget(KickID, aBufKick);
				return;
			}
			
			str_format(aChatmsg, sizeof(aChatmsg), "'%s' called for vote to kick '%s' (%s)", Server()->ClientName(ClientID), Server()->ClientName(KickID), pReason);
			str_format(aDesc, sizeof(aDesc), "Kick '%s'", Server()->ClientName(KickID));
			if (!g_Config.m_SvVoteKickBantime)
				str_format(aCmd, sizeof(aCmd), "kick %d Kicked by vote", KickID);
			else
			{
				char aAddrStr[NETADDR_MAXSTRSIZE] = {0};
				Server()->GetClientAddr(KickID, aAddrStr, sizeof(aAddrStr));
				str_format(aCmd, sizeof(aCmd), "ban %s %d Banned by vote", aAddrStr, g_Config.m_SvVoteKickBantime);
				Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "server", aCmd);
			}
		}
		else if(str_comp_nocase(pMsg->m_Type, "spectate") == 0)
		{
			if(!g_Config.m_SvVoteSpectate)
			{
				SendChatTarget(ClientID, "Server does not allow voting to move players to spectators");
				return;
			}
			
			int SpectateID = str_toint(pMsg->m_Value);
			if(SpectateID < 0 || SpectateID >= MAX_CLIENTS || !m_apPlayers[SpectateID] || m_apPlayers[SpectateID]->GetTeam() == TEAM_SPECTATORS)
			{
				SendChatTarget(ClientID, "Invalid client id to move");
				return;
			}
			if(SpectateID == ClientID)
			{
				SendChatTarget(ClientID, "You cant move yourself");
				return;
			}
			
			str_format(aChatmsg, sizeof(aChatmsg), "'%s' called for vote to move '%s' to spectators (%s)", Server()->ClientName(ClientID), Server()->ClientName(SpectateID), pReason);
			str_format(aDesc, sizeof(aDesc), "move '%s' to spectators", Server()->ClientName(SpectateID));
			str_format(aCmd, sizeof(aCmd), "set_team %d -1", SpectateID);
		}
		
		if(aCmd[0])
		{
			SendChat(-1, CGameContext::CHAT_ALL, aChatmsg);
			StartVote(aDesc, aCmd, pReason);
			pPlayer->m_Vote = 1;
			pPlayer->m_VotePos = m_VotePos = 1;
			m_VoteCreator = ClientID;
			pPlayer->m_LastVoteCall = Now;
		}
	}
	else if(MsgID == NETMSGTYPE_CL_VOTE)
	{
		if(!m_VoteCloseTime)
			return;

		if(pPlayer->m_Vote == 0)
		{
			CNetMsg_Cl_Vote *pMsg = (CNetMsg_Cl_Vote *)pRawMsg;
			if(!pMsg->m_Vote)
				return;

			pPlayer->m_Vote = pMsg->m_Vote;
			pPlayer->m_VotePos = ++m_VotePos;
			m_VoteUpdate = true;
		}
	}
	else if (MsgID == NETMSGTYPE_CL_SETTEAM && !m_World.m_Paused)
	{
		CNetMsg_Cl_SetTeam *pMsg = (CNetMsg_Cl_SetTeam *)pRawMsg;
		
		if(pPlayer->GetTeam() == pMsg->m_Team || (g_Config.m_SvSpamprotection && pPlayer->m_LastSetTeam && pPlayer->m_LastSetTeam+Server()->TickSpeed()*3 > Server()->Tick()))
			return;

		// Switch team on given client and kill/respawn him
		if(m_pController->CanJoinTeam(pMsg->m_Team, ClientID))
		{
			if(m_pController->CanChangeTeam(pPlayer, pMsg->m_Team))
			{
				pPlayer->m_LastSetTeam = Server()->Tick();
				if(pPlayer->GetTeam() == TEAM_SPECTATORS || pMsg->m_Team == TEAM_SPECTATORS)
					m_VoteUpdate = true;
				pPlayer->SetTeam(pMsg->m_Team);
				(void)m_pController->CheckTeamBalance();
			}
			else
				SendBroadcast("Teams must be balanced, please join other team", ClientID);
		}
		else
		{
			char aBuf[128];
			str_format(aBuf, sizeof(aBuf), "Only %d active players are allowed", g_Config.m_SvMaxClients-g_Config.m_SvSpectatorSlots);
			SendBroadcast(aBuf, ClientID);
		}
	}
	else if (MsgID == NETMSGTYPE_CL_SETSPECTATORMODE && !m_World.m_Paused)
	{
		CNetMsg_Cl_SetSpectatorMode *pMsg = (CNetMsg_Cl_SetSpectatorMode *)pRawMsg;
		
		if(pPlayer->GetTeam() != TEAM_SPECTATORS || pPlayer->m_SpectatorID == pMsg->m_SpectatorID || ClientID == pMsg->m_SpectatorID ||
			(g_Config.m_SvSpamprotection && pPlayer->m_LastSetSpectatorMode && pPlayer->m_LastSetSpectatorMode+Server()->TickSpeed()*3 > Server()->Tick()))
			return;

		pPlayer->m_LastSetSpectatorMode = Server()->Tick();
		if(pMsg->m_SpectatorID != SPEC_FREEVIEW && (!m_apPlayers[pMsg->m_SpectatorID] || m_apPlayers[pMsg->m_SpectatorID]->GetTeam() == TEAM_SPECTATORS))
			SendChatTarget(ClientID, "Invalid spectator id used");
		else
			pPlayer->m_SpectatorID = pMsg->m_SpectatorID;
	}
	else if (MsgID == NETMSGTYPE_CL_STARTINFO)
	{		
		if(pPlayer->m_IsReady)
			return;

		CNetMsg_Cl_StartInfo *pMsg = (CNetMsg_Cl_StartInfo *)pRawMsg;	
		pPlayer->m_LastChangeInfo = Server()->Tick();
		
		// set start infos
		Server()->SetClientName(ClientID, pMsg->m_pName);
		Server()->SetClientClan(ClientID, pMsg->m_pClan);
		Server()->SetClientCountry(ClientID, pMsg->m_Country);
		str_copy(pPlayer->m_TeeInfos.m_SkinName, pMsg->m_pSkin, sizeof(pPlayer->m_TeeInfos.m_SkinName));
		pPlayer->m_TeeInfos.m_UseCustomColor = pMsg->m_UseCustomColor;
		pPlayer->m_TeeInfos.m_ColorBody = pMsg->m_ColorBody;
		pPlayer->m_TeeInfos.m_ColorFeet = pMsg->m_ColorFeet;
		m_pController->OnPlayerInfoChange(pPlayer);

		// send vote options
		CNetMsg_Sv_VoteClearOptions ClearMsg;
		Server()->SendPackMsg(&ClearMsg, MSGFLAG_VITAL, ClientID);
		
		CNetMsg_Sv_VoteOptionListAdd OptionMsg;
		int NumOptions = 0;
		OptionMsg.m_pDescription0 = "";
		OptionMsg.m_pDescription1 = "";
		OptionMsg.m_pDescription2 = "";
		OptionMsg.m_pDescription3 = "";
		OptionMsg.m_pDescription4 = "";
		OptionMsg.m_pDescription5 = "";
		OptionMsg.m_pDescription6 = "";
		OptionMsg.m_pDescription7 = "";
		OptionMsg.m_pDescription8 = "";
		OptionMsg.m_pDescription9 = "";
		OptionMsg.m_pDescription10 = "";
		OptionMsg.m_pDescription11 = "";
		OptionMsg.m_pDescription12 = "";
		OptionMsg.m_pDescription13 = "";
		OptionMsg.m_pDescription14 = "";
		CVoteOptionServer *pCurrent = m_pVoteOptionFirst;
		while(pCurrent)
		{
			switch(NumOptions++)
			{
			case 0: OptionMsg.m_pDescription0 = pCurrent->m_aDescription; break;
			case 1: OptionMsg.m_pDescription1 = pCurrent->m_aDescription; break;
			case 2: OptionMsg.m_pDescription2 = pCurrent->m_aDescription; break;
			case 3: OptionMsg.m_pDescription3 = pCurrent->m_aDescription; break;
			case 4: OptionMsg.m_pDescription4 = pCurrent->m_aDescription; break;
			case 5: OptionMsg.m_pDescription5 = pCurrent->m_aDescription; break;
			case 6: OptionMsg.m_pDescription6 = pCurrent->m_aDescription; break;
			case 7: OptionMsg.m_pDescription7 = pCurrent->m_aDescription; break;
			case 8: OptionMsg.m_pDescription8 = pCurrent->m_aDescription; break;
			case 9: OptionMsg.m_pDescription9 = pCurrent->m_aDescription; break;
			case 10: OptionMsg.m_pDescription10 = pCurrent->m_aDescription; break;
			case 11: OptionMsg.m_pDescription11 = pCurrent->m_aDescription; break;
			case 12: OptionMsg.m_pDescription12 = pCurrent->m_aDescription; break;
			case 13: OptionMsg.m_pDescription13 = pCurrent->m_aDescription; break;
			case 14:
				{
					OptionMsg.m_pDescription14 = pCurrent->m_aDescription;
					OptionMsg.m_NumOptions = NumOptions;
					Server()->SendPackMsg(&OptionMsg, MSGFLAG_VITAL, ClientID);
					OptionMsg = CNetMsg_Sv_VoteOptionListAdd();
					NumOptions = 0;
					OptionMsg.m_pDescription1 = "";
					OptionMsg.m_pDescription2 = "";
					OptionMsg.m_pDescription3 = "";
					OptionMsg.m_pDescription4 = "";
					OptionMsg.m_pDescription5 = "";
					OptionMsg.m_pDescription6 = "";
					OptionMsg.m_pDescription7 = "";
					OptionMsg.m_pDescription8 = "";
					OptionMsg.m_pDescription9 = "";
					OptionMsg.m_pDescription10 = "";
					OptionMsg.m_pDescription11 = "";
					OptionMsg.m_pDescription12 = "";
					OptionMsg.m_pDescription13 = "";
					OptionMsg.m_pDescription14 = "";
				}
			}
			pCurrent = pCurrent->m_pNext;
		}
		if(NumOptions > 0)
		{
			OptionMsg.m_NumOptions = NumOptions;
			Server()->SendPackMsg(&OptionMsg, MSGFLAG_VITAL, ClientID);
			NumOptions = 0;
		}
			
		// send tuning parameters to client
		SendTuningParams(ClientID);

		// client is ready to enter
		pPlayer->m_IsReady = true;
		CNetMsg_Sv_ReadyToEnter m;
		Server()->SendPackMsg(&m, MSGFLAG_VITAL|MSGFLAG_FLUSH, ClientID);
	}
	else if (MsgID == NETMSGTYPE_CL_CHANGEINFO)
	{	
		if(g_Config.m_SvSpamprotection && pPlayer->m_LastChangeInfo && pPlayer->m_LastChangeInfo+Server()->TickSpeed()*5 > Server()->Tick())
			return;
		
		CNetMsg_Cl_ChangeInfo *pMsg = (CNetMsg_Cl_ChangeInfo *)pRawMsg;
		pPlayer->m_LastChangeInfo = Server()->Tick();
		
		// set infos
		char aOldName[MAX_NAME_LENGTH];
		str_copy(aOldName, Server()->ClientName(ClientID), sizeof(aOldName));	
		Server()->SetClientName(ClientID, pMsg->m_pName);
		if(str_comp(aOldName, Server()->ClientName(ClientID)) != 0)
		{
			char aChatText[256];
			str_format(aChatText, sizeof(aChatText), "'%s' changed name to '%s'", aOldName, Server()->ClientName(ClientID));
			SendChat(-1, CGameContext::CHAT_ALL, aChatText);
		}
		Server()->SetClientClan(ClientID, pMsg->m_pClan);
		Server()->SetClientCountry(ClientID, pMsg->m_Country);
		str_copy(pPlayer->m_TeeInfos.m_SkinName, pMsg->m_pSkin, sizeof(pPlayer->m_TeeInfos.m_SkinName));
		pPlayer->m_TeeInfos.m_UseCustomColor = pMsg->m_UseCustomColor;
		pPlayer->m_TeeInfos.m_ColorBody = pMsg->m_ColorBody;
		pPlayer->m_TeeInfos.m_ColorFeet = pMsg->m_ColorFeet;
		m_pController->OnPlayerInfoChange(pPlayer);
	}
	else if (MsgID == NETMSGTYPE_CL_EMOTICON && !m_World.m_Paused)
	{
		CNetMsg_Cl_Emoticon *pMsg = (CNetMsg_Cl_Emoticon *)pRawMsg;
		
		if(g_Config.m_SvSpamprotection && pPlayer->m_LastEmote && pPlayer->m_LastEmote+Server()->TickSpeed()*3 > Server()->Tick())
			return;
			
		pPlayer->m_LastEmote = Server()->Tick();
		
		SendEmoticon(ClientID, pMsg->m_Emoticon);
	}
	else if (MsgID == NETMSGTYPE_CL_KILL && !m_World.m_Paused)
	{
		if(pPlayer->m_LastKill && pPlayer->m_LastKill+Server()->TickSpeed()*3 > Server()->Tick())
			return;
		
		pPlayer->m_LastKill = Server()->Tick();
		pPlayer->KillCharacter(WEAPON_SELF);
	}
}
示例#13
0
void CGameContext::OnTick()
{
	// check tuning
	CheckPureTuning();

	// copy tuning
	m_World.m_Core.m_Tuning = m_Tuning;
	m_World.Tick();

	//if(world.paused) // make sure that the game object always updates
	m_pController->Tick();
		
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		if(m_apPlayers[i])
		{
			m_apPlayers[i]->Tick();
			m_apPlayers[i]->PostTick();
		}
	}
	
	// update voting
	if(m_VoteCloseTime)
	{
		// abort the kick-vote on player-leave
		if(m_VoteCloseTime == -1)
		{
			SendChat(-1, CGameContext::CHAT_ALL, "Vote aborted");
			EndVote();
		}
		else
		{
			int Total = 0, Yes = 0, No = 0;
			if(m_VoteUpdate)
			{
				// count votes
				char aaBuf[MAX_CLIENTS][NETADDR_MAXSTRSIZE] = {{0}};
				for(int i = 0; i < MAX_CLIENTS; i++)
					if(m_apPlayers[i])
						Server()->GetClientAddr(i, aaBuf[i], NETADDR_MAXSTRSIZE);
				bool aVoteChecked[MAX_CLIENTS] = {0};
				for(int i = 0; i < MAX_CLIENTS; i++)
				{
					if(!m_apPlayers[i] || m_apPlayers[i]->GetTeam() == TEAM_SPECTATORS || aVoteChecked[i])	// don't count in votes by spectators
						continue;
					
					int ActVote = m_apPlayers[i]->m_Vote;
					int ActVotePos = m_apPlayers[i]->m_VotePos;
					
					// check for more players with the same ip (only use the vote of the one who voted first)
					for(int j = i+1; j < MAX_CLIENTS; ++j)
					{
						if(!m_apPlayers[j] || aVoteChecked[j] || str_comp(aaBuf[j], aaBuf[i]))
							continue;

						aVoteChecked[j] = true;
						if(m_apPlayers[j]->m_Vote && (!ActVote || ActVotePos > m_apPlayers[j]->m_VotePos))
						{
							ActVote = m_apPlayers[j]->m_Vote;
							ActVotePos = m_apPlayers[j]->m_VotePos;
						}
					}

					Total++;
					if(ActVote > 0)
						Yes++;
					else if(ActVote < 0)
						No++;
				}

				if(Yes >= Total/2+1)
					m_VoteEnforce = VOTE_ENFORCE_YES;
				else if(No >= (Total+1)/2)
					m_VoteEnforce = VOTE_ENFORCE_NO;
			}
			
			if(m_VoteEnforce == VOTE_ENFORCE_YES)
			{
				Console()->ExecuteLine(m_aVoteCommand);
				EndVote();
				SendChat(-1, CGameContext::CHAT_ALL, "Vote passed");
			
				if(m_apPlayers[m_VoteCreator])
					m_apPlayers[m_VoteCreator]->m_LastVoteCall = 0;
			}
			else if(m_VoteEnforce == VOTE_ENFORCE_NO || time_get() > m_VoteCloseTime)
			{
				EndVote();
				SendChat(-1, CGameContext::CHAT_ALL, "Vote failed");
			}
			else if(m_VoteUpdate)
			{
				m_VoteUpdate = false;
				SendVoteStatus(-1, Total, Yes, No);
			}
		}
	}
	

#ifdef CONF_DEBUG
	if(g_Config.m_DbgDummies)
	{
		for(int i = 0; i < g_Config.m_DbgDummies ; i++)
		{
			CNetObj_PlayerInput Input = {0};
			Input.m_Direction = (i&1)?-1:1;
			m_apPlayers[MAX_CLIENTS-i-1]->OnPredictedInput(&Input);
		}
	}
#endif	
}
示例#14
0
void CGameContext::SendBroadcast(const char *pText, int ClientID)
{
	CNetMsg_Sv_Broadcast Msg;
	Msg.m_pMessage = pText;
	Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientID);
}
示例#15
0
void CGameContext::SendWeaponPickup(int ClientID, int Weapon)
{
	CNetMsg_Sv_WeaponPickup Msg;
	Msg.m_Weapon = Weapon;
	Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientID);
}
示例#16
0
void IGameController::Tick()
{
	for (int i=0; i < MAX_CLIENTS; i++){
		if (GameServer()->m_apPlayers[i]){
			char Bufs[256];str_format(Bufs, sizeof(Bufs), "Team %d", GameServer()->m_apPlayers[i]->m_Team2);
			GameServer()->Server()->SetClientClan(i, Bufs);
			GameServer()->m_apPlayers[i]->m_Score = GameServer()->m_apPlayers[i]->m_Money;
			char aBuf[256];
			str_format(aBuf, sizeof(aBuf), "Your Money : %d\nYour Team : %d", GameServer()->m_apPlayers[i]->m_Money, GameServer()->m_apPlayers[i]->m_Team2);
			GameServer()->SendBroadcast(aBuf, i);
		}
	}
	
	// do warmup
	if(m_Warmup)
	{
		m_Warmup--;
		if(!m_Warmup)
			StartRound();
	}

	if(m_GameOverTick != -1)
	{
		// game over.. wait for restart
		if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
		{
			//CycleMap();
			StartRound();
			m_RoundCount++;
		}
	}

	/*
	// game is Paused
	if(GameServer()->m_World.m_Paused)
		++m_RoundStartTick;

	// do team-balancing
	if(IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
	{
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "Balancing teams");

		int aT[2] = {0,0};
		float aTScore[2] = {0,0};
		float aPScore[MAX_CLIENTS] = {0.0f};
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
			{
				aT[GameServer()->m_apPlayers[i]->GetTeam()]++;
				aPScore[i] = GameServer()->m_apPlayers[i]->m_Score*Server()->TickSpeed()*60.0f/
					(Server()->Tick()-GameServer()->m_apPlayers[i]->m_ScoreStartTick);
				aTScore[GameServer()->m_apPlayers[i]->GetTeam()] += aPScore[i];
			}
		}

		// are teams unbalanced?
		if(absolute(aT[0]-aT[1]) >= 2)
		{
			int M = (aT[0] > aT[1]) ? 0 : 1;
			int NumBalance = absolute(aT[0]-aT[1]) / 2;

			do
			{
				CPlayer *pP = 0;
				float PD = aTScore[M];
				for(int i = 0; i < MAX_CLIENTS; i++)
				{
					if(!GameServer()->m_apPlayers[i] || !CanBeMovedOnBalance(i))
						continue;
					// remember the player who would cause lowest score-difference
					if(GameServer()->m_apPlayers[i]->GetTeam() == M && (!pP || absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i])) < PD))
					{
						pP = GameServer()->m_apPlayers[i];
						PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
					}
				}

				// move the player to the other team
				int Temp = pP->m_LastActionTick;
				pP->SetTeam(M^1);
				pP->m_LastActionTick = Temp;

				pP->Respawn();
				pP->m_ForceBalanced = true;
			} while (--NumBalance);

			m_ForceBalanced = true;
		}
		m_UnbalancedTick = -1;
	}
	*/
	// check for inactive players
	if(g_Config.m_SvInactiveKickTime > 0)
	{
		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
		#ifdef CONF_DEBUG
			if(g_Config.m_DbgDummies)
			{
				if(i >= MAX_CLIENTS-g_Config.m_DbgDummies)
					break;
			}
		#endif
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && !Server()->IsAuthed(i))
			{
				if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick+g_Config.m_SvInactiveKickTime*Server()->TickSpeed()*60)
				{
					switch(g_Config.m_SvInactiveKick)
					{
					case 0:
						{
							// move player to spectator
							GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 1:
						{
							// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
							int Spectators = 0;
							for(int j = 0; j < MAX_CLIENTS; ++j)
								if(GameServer()->m_apPlayers[j] && GameServer()->m_apPlayers[j]->GetTeam() == TEAM_SPECTATORS)
									++Spectators;
							if(Spectators >= g_Config.m_SvSpectatorSlots)
								Server()->Kick(i, "Kicked for inactivity");
							else
								GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 2:
						{
							// kick the player
							Server()->Kick(i, "Kicked for inactivity");
						}
					}
				}
			}
		}
	}

	//DoWincheck();
	
	// logout inactive players
	if(g_Config.m_SvInactiveLogoutTime > 0)
	{
		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
			if(GameServer()->m_apPlayers[i] && (Server()->IsAuthed(i) || GameServer()->m_apPlayers[i]->m_IsLoggedIn))
			{
				if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick+g_Config.m_SvInactiveLogoutTime*Server()->TickSpeed()*60)
				{
					//Logout player from rcon and member tile (copy of "ConLogOut")
//					GameServer()->m_apPlayers[i]->m_Authed = IConsole::CONSOLELEVEL_USER;
//					Server()->SetRconLevel(i, IConsole::CONSOLELEVEL_USER);
//					if (g_Config.m_SvRconScore)
//						GameServer()->m_apPlayers[i]->m_Score = 0;
//					GameServer()->m_apPlayers[i]->m_IsMember = false;
//					GameServer()->m_apPlayers[i]->m_IsLoggedIn = false;
//					//Set player as acted (to prevent instant inactive kick)
//					GameServer()->m_apPlayers[i]->m_LastActionTick = Server()->Tick();
				}
			}
		}
	}

	//DoWincheck();
}
示例#17
0
void CCharacter::TickDefered()
{
	// advance the dummy
	{
		CWorldCore TempWorld;
		m_ReckoningCore.Init(&TempWorld, GameServer()->Collision());
		m_ReckoningCore.Tick(false);
		m_ReckoningCore.Move();
		m_ReckoningCore.Quantize();
	}

	//lastsentcore
	vec2 StartPos = m_Core.m_Pos;
	vec2 StartVel = m_Core.m_Vel;
	bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));

	m_Core.Move();
	bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
	m_Core.Quantize();
	bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
	m_Pos = m_Core.m_Pos;

	if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
	{
		// Hackish solution to get rid of strict-aliasing warning
		union
		{
			float f;
			unsigned u;
		}StartPosX, StartPosY, StartVelX, StartVelY;

		StartPosX.f = StartPos.x;
		StartPosY.f = StartPos.y;
		StartVelX.f = StartVel.x;
		StartVelY.f = StartVel.y;

		char aBuf[256];
		str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
			StuckBefore,
			StuckAfterMove,
			StuckAfterQuant,
			StartPos.x, StartPos.y,
			StartVel.x, StartVel.y,
			StartPosX.u, StartPosY.u,
			StartVelX.u, StartVelY.u);
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
	}

	int Events = m_Core.m_TriggeredEvents;
	int Mask = CmaskAllExceptOne(m_pPlayer->GetCID());

	if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask);

	if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll());
	if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask);
	if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask);


	if(m_pPlayer->GetTeam() == TEAM_SPECTATORS)
	{
		m_Pos.x = m_Input.m_TargetX;
		m_Pos.y = m_Input.m_TargetY;
	}

	// update the m_SendCore if needed
	{
		CNetObj_Character Predicted;
		CNetObj_Character Current;
		mem_zero(&Predicted, sizeof(Predicted));
		mem_zero(&Current, sizeof(Current));
		m_ReckoningCore.Write(&Predicted);
		m_Core.Write(&Current);

		// only allow dead reackoning for a top of 3 seconds
		if(m_ReckoningTick+Server()->TickSpeed()*3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0)
		{
			m_ReckoningTick = Server()->Tick();
			m_SendCore = m_Core;
			m_ReckoningCore = m_Core;
		}
	}
}
示例#18
0
void CCharacter::HandleNinja()
{
	if(m_ActiveWeapon != WEAPON_NINJA)
		return;

	if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000))
	{
		// time's up, return
		m_aWeapons[WEAPON_NINJA].m_Got = false;
		m_ActiveWeapon = m_LastWeapon;

		SetWeapon(m_ActiveWeapon);
		return;
	}

	// force ninja Weapon
	SetWeapon(WEAPON_NINJA);

	m_Ninja.m_CurrentMoveTime--;

	if (m_Ninja.m_CurrentMoveTime == 0)
	{
		// reset velocity
		m_Core.m_Vel = m_Ninja.m_ActivationDir*m_Ninja.m_OldVelAmount;
	}

	if (m_Ninja.m_CurrentMoveTime > 0)
	{
		// Set velocity
		m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity;
		vec2 OldPos = m_Pos;
		GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f);

		// reset velocity so the client doesn't predict stuff
		m_Core.m_Vel = vec2(0.f, 0.f);

		// check if we Hit anything along the way
		{
			CCharacter *aEnts[MAX_CLIENTS];
			vec2 Dir = m_Pos - OldPos;
			float Radius = m_ProximityRadius * 2.0f;
			vec2 Center = OldPos + Dir * 0.5f;
			int Num = GameServer()->m_World.FindEntities(Center, Radius, (CEntity**)aEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);

			for (int i = 0; i < Num; ++i)
			{
				if (aEnts[i] == this)
					continue;

				// make sure we haven't Hit this object before
				bool bAlreadyHit = false;
				for (int j = 0; j < m_NumObjectsHit; j++)
				{
					if (m_apHitObjects[j] == aEnts[i])
						bAlreadyHit = true;
				}
				if (bAlreadyHit)
					continue;

				// check so we are sufficiently close
				if (distance(aEnts[i]->m_Pos, m_Pos) > (m_ProximityRadius * 2.0f))
					continue;

				// Hit a player, give him damage and stuffs...
				GameServer()->CreateSound(aEnts[i]->m_Pos, SOUND_NINJA_HIT);
				// set his velocity to fast upward (for now)
				if(m_NumObjectsHit < 10)
					m_apHitObjects[m_NumObjectsHit++] = aEnts[i];

				aEnts[i]->TakeDamage(vec2(0, -10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA);
			}
		}

		return;
	}

	return;
}
示例#19
0
CEntity::~CEntity()
{
	GameWorld()->RemoveEntity(this);
	Server()->SnapFreeID(m_Id);
}
示例#20
0
// void CBrdSession::ServiceL(const RMessage& aMessage)
void CBrdSession::ServiceL(const RMessage2& aMessage)
    {

    CBrdServer *server = (CBrdServer*)Server();
    
    switch (aMessage.Function())
        {
        case EAnvlPrintInt:
            server->iControl->WriteText(_L("int=%d\n"), aMessage.Int0());
            aMessage.Complete(KErrNone);
            break;
        case EAnvlPrintStr:
            {
			
			TInt desLen = aMessage.GetDesLength(0);

			HBufC8* buf=HBufC8::NewL(desLen);

            TPtr8 bufPtr = buf->Des();

            // Message().ReadL(desPtr,bufPtr);
            
			aMessage.ReadL(0,bufPtr);

			PrintStr(bufPtr);
            aMessage.Complete(KErrNone);
            
            delete buf;
            buf = NULL;
            
            }
            break;
        case EAnvlPrintfStr:
            {

			TInt desLen = aMessage.GetDesLength(0);

			HBufC8* buf=HBufC8::NewL(desLen);
    
    		CleanupStack::PushL(buf);
    		
            TPtr8 bufPtr = buf->Des();
            
			// Message().ReadL(desPtr,bufPtr);

			aMessage.ReadL(0,bufPtr);

			desLen = aMessage.GetDesLength(1);

			HBufC8* buf2=HBufC8::NewL(desLen);
            
            CleanupStack::PushL(buf2);
    		
            TPtr8 bufPtr2 = buf2->Des();
			
            // Message().ReadL(desPtr,bufPtr2);
            
			aMessage.ReadL(0,bufPtr2);

            PrintfStr(bufPtr, bufPtr2);
            aMessage.Complete(KErrNone);

			CleanupStack::Pop();
    		CleanupStack::Pop();
    
            delete buf;
			buf = NULL;
            delete buf2;
			buf2 = NULL;
            
            }
            break;
        case EAnvlPrintfInt:
            {
            
			TInt desLen = aMessage.GetDesLength(0);
			
			HBufC8* buf=HBufC8::NewL(desLen);
           
            TPtr8 bufPtr = buf->Des();
                       
			// Message().ReadL(desPtr,bufPtr);
            
			aMessage.ReadL(0,bufPtr);

            PrintfInt(bufPtr, aMessage.Int1());
            
            aMessage.Complete(KErrNone);
            delete buf;
            buf = NULL;
            
            }
            break;
        case EAnvlNumberOfSessions:
            aMessage.Complete(server->NumberOfSessions());
            break;
        default:
            PanicClient(EPanicUnknownFunction);
            break;
        }
    }
示例#21
0
文件: pickup.cpp 项目: H-M-H/MineTee
void CPickup::Tick()
{
	// MineTee: wait for destroy
	if (m_DestroyTick > 0)
	{
        if (Server()->Tick() > m_DestroyTick)
        {
            GameWorld()->DestroyEntity(this);
            return;
        }
	}

	// wait for respawn
	if(m_SpawnTick > 0)
	{
		if(Server()->Tick() > m_SpawnTick)
		{
			// respawn
			m_SpawnTick = -1;

			if(m_Type == POWERUP_WEAPON)
				GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}

	// MineTee
	CCharacter *pChr = 0x0;
	if (m_Type == POWERUP_DROPITEM)
	{
        CCharacter *pChrAttraction = GameServer()->m_World.ClosestCharacter(m_Pos, 60.0f, 0);
        if (pChrAttraction && Server()->Tick()-m_TimerOwnerTake > Server()->TickSpeed()*2.5f)
        {
        	float d = distance(m_Pos, pChrAttraction->m_Pos);
        	float v = abs((100.0f-d)*5.5f/100.0f);
        	m_Vel += normalize(pChrAttraction->m_Pos - m_Pos) * v;
        }

        GameServer()->Collision()->MoveBox(&m_Pos, &m_Vel, vec2(32.0f, 32.0f), 0.5f);
        m_Vel.y += GameServer()->m_World.m_Core.m_Tuning.m_Gravity;
        m_Vel.x += (m_Vel.x < 0.0f)?0.05f:-0.05f;

        if (Server()->Tick()-m_TimerOwnerTake > Server()->TickSpeed()*2.5f)
            pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
        else if (GameServer()->m_apPlayers[m_Owner] && GameServer()->m_apPlayers[m_Owner]->GetCharacter() && GameServer()->m_apPlayers[m_Owner]->GetCharacter()->IsAlive())
            pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, GameServer()->m_apPlayers[m_Owner]->GetCharacter());
	}
    else if (m_Type == POWERUP_BLOCK)
    {
        CCharacter *pChrAttraction = GameServer()->m_World.ClosestCharacter(m_Pos, 96.0f, 0);
        if (pChrAttraction)
        {
        	float d = distance(m_Pos, pChrAttraction->m_Pos);
        	float v = abs((100.0f-d)*5.5f/100.0f);
        	m_Pos += normalize(pChrAttraction->m_Pos - m_Pos) * v;
        }
        pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
    }
    else
        pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
	//

	// Check if a player intersected us
	if(pChr && pChr->IsAlive())
	{
		// player picked us up, is someone was hooking us, let them go
		int RespawnTime = -1;
		switch (m_Type)
		{
			// MineTee
			case POWERUP_DROPITEM:
				if (m_Subtype >= NUM_WEAPONS-CBlockManager::MAX_BLOCKS)
				{
					if (pChr->GiveBlock(m_Subtype, m_Amount))
					{
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_BLOCK);
						GameWorld()->DestroyEntity(this);
						return;
					}
				}
				else
				{
					if(pChr->GiveWeapon(m_Subtype, m_Amount))
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						if(m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else if(m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						else if(m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);

						if(pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
					}
				}
				break;
			case POWERUP_BLOCK:
				if (pChr->GiveBlock(m_Subtype, 1))
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_BLOCK);
					GameWorld()->DestroyEntity(this);
					return;
				}
				break;
			case POWERUP_FOOD:
				if (m_Subtype == FOOD_COW)
				{
					if (pChr->IncreaseHealth(2) || pChr->IncreaseArmor(1))
					{
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
						GameWorld()->DestroyEntity(this);
						return;
					}
				}
				else if (m_Subtype == FOOD_PIG)
				{
					if (pChr->IncreaseHealth(1))
					{
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
						GameWorld()->DestroyEntity(this);
						return;
					}
				}
				break;
			//
			case POWERUP_HEALTH:
				if(pChr->IncreaseHealth(1))
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_HEALTH);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
				}
				break;

			case POWERUP_ARMOR:
				if(pChr->IncreaseArmor(1))
				{
					GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR);
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;
				}
				break;

			case POWERUP_WEAPON:
				if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS)
				{
					if(pChr->GiveWeapon(m_Subtype, 10))
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						if(m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else if(m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						else if(m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);

						if(pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
					}
				}
				break;

			case POWERUP_NINJA:
				{
					// activate ninja on target player
					pChr->GiveNinja();
					RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

					// loop through all players, setting their emotes
					CCharacter *pC = static_cast<CCharacter *>(GameServer()->m_World.FindFirst(CGameWorld::ENTTYPE_CHARACTER));
					for(; pC; pC = (CCharacter *)pC->TypeNext())
					{
						if (pC != pChr)
							pC->SetEmote(EMOTE_SURPRISE, Server()->Tick() + Server()->TickSpeed());
					}

					pChr->SetEmote(EMOTE_ANGRY, Server()->Tick() + 1200 * Server()->TickSpeed() / 1000);
					break;
				}

			default:
				break;
		};

		if(RespawnTime >= 0)
		{
			char aBuf[256];
			str_format(aBuf, sizeof(aBuf), "pickup player='%d:%s' item=%d/%d",
				pChr->GetPlayer()->GetCID(), Server()->ClientName(pChr->GetPlayer()->GetCID()), m_Type, m_Subtype);
			GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
			m_SpawnTick = Server()->Tick() + Server()->TickSpeed() * RespawnTime;
		}
	}
}
示例#22
0
bool IGameController::GetStartRespawnState() const
{
	if(m_GameFlags&GAMEFLAG_SURVIVAL)
	{
		// players can always respawn during warmup or match/round start countdown
		if(m_GameState == IGS_WARMUP_GAME || m_GameState == IGS_WARMUP_USER || (m_GameState == IGS_START_COUNTDOWN && m_GameStartTick == Server()->Tick()))
			return false;
		else
			return true;
	}
	else
		return false;
}
void IGameController::Tick()
{
	// do warmup
	if(m_Warmup)
	{
		m_Warmup--;
		if(!m_Warmup)
			StartRound();
	}

	if(m_GameOverTick != -1)
	{
		// game over.. wait for restart
		if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
		{
			CycleMap();
			StartRound();
			m_RoundCount++;
		}
	}

	// game is Paused
	if(GameServer()->m_World.m_Paused)
		++m_RoundStartTick;

	// do team-balancing
	if(IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
	{
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "Balancing teams");

		int aT[2] = {0,0};
		float aTScore[2] = {0,0};
		float aPScore[MAX_CLIENTS] = {0.0f};
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
			{
				aT[GameServer()->m_apPlayers[i]->GetTeam()]++;
				aPScore[i] = GameServer()->m_apPlayers[i]->m_Score*Server()->TickSpeed()*60.0f/
					(Server()->Tick()-GameServer()->m_apPlayers[i]->m_ScoreStartTick);
				aTScore[GameServer()->m_apPlayers[i]->GetTeam()] += aPScore[i];
			}
		}

		// are teams unbalanced?
		if(absolute(aT[0]-aT[1]) >= 2)
		{
			int M = (aT[0] > aT[1]) ? 0 : 1;
			int NumBalance = absolute(aT[0]-aT[1]) / 2;

			do
			{
				CPlayer *pP = 0;
				float PD = aTScore[M];
				for(int i = 0; i < MAX_CLIENTS; i++)
				{
					if(!GameServer()->m_apPlayers[i] || !CanBeMovedOnBalance(i))
						continue;
					// remember the player who would cause lowest score-difference
					if(GameServer()->m_apPlayers[i]->GetTeam() == M && (!pP || absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i])) < PD))
					{
						pP = GameServer()->m_apPlayers[i];
						PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
					}
				}

				// move the player to the other team
				int Temp = pP->m_LastActionTick;
				pP->SetTeam(M^1);
				pP->m_LastActionTick = Temp;

				pP->Respawn();
				pP->m_ForceBalanced = true;
			} while (--NumBalance);

			m_ForceBalanced = true;
		}
		m_UnbalancedTick = -1;
	}

	// check for inactive players
	if(g_Config.m_SvInactiveKickTime > 0)
	{
		// dont kick bots
		for(int i = 0; i < FIRST_BOT_ID; ++i)
		{
		#ifdef CONF_DEBUG
			if(g_Config.m_DbgDummies)
			{
				if(i >= MAX_CLIENTS-g_Config.m_DbgDummies)
					break;
			}
		#endif
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && !Server()->IsAuthed(i))
			{
				if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick+g_Config.m_SvInactiveKickTime*Server()->TickSpeed()*60)
				{
					switch(g_Config.m_SvInactiveKick)
					{
					case 0:
						{
							// move player to spectator
							GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 1:
						{
							// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
							int Spectators = 0;
							for(int j = 0; j < FIRST_BOT_ID; ++j)
								if(GameServer()->m_apPlayers[j] && GameServer()->m_apPlayers[j]->GetTeam() == TEAM_SPECTATORS)
									++Spectators;
							if(Spectators >= g_Config.m_SvSpectatorSlots)
								Server()->Kick(i, "Kicked for inactivity");
							else
								GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 2:
						{
							// kick the player
							Server()->Kick(i, "Kicked for inactivity");
						}
					}
				}
			}
		}
	}

	DoWincheck();
}
示例#24
0
void CPlayer::Tick()
{
#ifdef CONF_DEBUG
	if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
#endif
	if(!Server()->ClientIngame(m_ClientID))
		return;

	Server()->SetClientScore(m_ClientID, m_Score);

	// do latency stuff
	{
		IServer::CClientInfo Info;
		if(Server()->GetClientInfo(m_ClientID, &Info))
		{
			m_Latency.m_Accum += Info.m_Latency;
			m_Latency.m_AccumMax = max(m_Latency.m_AccumMax, Info.m_Latency);
			m_Latency.m_AccumMin = min(m_Latency.m_AccumMin, Info.m_Latency);
		}
		// each second
		if(Server()->Tick()%Server()->TickSpeed() == 0)
		{
			m_Latency.m_Avg = m_Latency.m_Accum/Server()->TickSpeed();
			m_Latency.m_Max = m_Latency.m_AccumMax;
			m_Latency.m_Min = m_Latency.m_AccumMin;
			m_Latency.m_Accum = 0;
			m_Latency.m_AccumMin = 1000;
			m_Latency.m_AccumMax = 0;
		}
	}

	if(!GameServer()->m_World.m_Paused)
	{
		if(!m_pCharacter && m_Team == TEAM_SPECTATORS && m_SpectatorID == SPEC_FREEVIEW)
			m_ViewPos -= vec2(clamp(m_ViewPos.x-m_LatestActivity.m_TargetX, -500.0f, 500.0f), clamp(m_ViewPos.y-m_LatestActivity.m_TargetY, -400.0f, 400.0f));

		if(!m_pCharacter && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick())
			m_Spawning = true;

		if(m_pCharacter)
		{
			if(m_pCharacter->IsAlive())
			{
				m_ViewPos = m_pCharacter->m_Pos;
			}
			else
			{
				delete m_pCharacter;
				m_pCharacter = 0;
			}
		}
		else if(m_Spawning && m_RespawnTick <= Server()->Tick())
			TryRespawn();
	}
	else
	{
		++m_RespawnTick;
		++m_DieTick;
		++m_ScoreStartTick;
		++m_LastActionTick;
		++m_TeamChangeTick;
 	}
}
示例#25
0
void CCharacter::FireWeapon()
{
	if(m_ReloadTimer != 0)
		return;

	DoWeaponSwitch();
	vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY));

	bool FullAuto = false;
	if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_LASER)
		FullAuto = true;


	// check if we gonna fire
	bool WillFire = false;
	if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
		WillFire = true;

	if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo)
		WillFire = true;

	if(!WillFire)
		return;

	// check for ammo
	if(!m_aWeapons[m_ActiveWeapon].m_Ammo)
	{
		// 125ms is a magical limit of how fast a human can click
		m_ReloadTimer = 125 * Server()->TickSpeed() / 1000;
		GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO);
		return;
	}

	vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f;

	switch(m_ActiveWeapon)
	{
		case WEAPON_HAMMER:
		{
			// reset objects Hit
			m_NumObjectsHit = 0;
			GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);

			CCharacter *apEnts[MAX_CLIENTS];
			int Hits = 0;
			int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)apEnts,
														MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);

			for (int i = 0; i < Num; ++i)
			{
				CCharacter *pTarget = apEnts[i];

				if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
					continue;

				// set his velocity to fast upward (for now)
				if(length(pTarget->m_Pos-ProjStartPos) > 0.0f)
					GameServer()->CreateHammerHit(pTarget->m_Pos-normalize(pTarget->m_Pos-ProjStartPos)*m_ProximityRadius*0.5f);
				else
					GameServer()->CreateHammerHit(ProjStartPos);

				vec2 Dir;
				if (length(pTarget->m_Pos - m_Pos) > 0.0f)
					Dir = normalize(pTarget->m_Pos - m_Pos);
				else
					Dir = vec2(0.f, -1.f);

				pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
					m_pPlayer->GetCID(), m_ActiveWeapon);
				Hits++;
			}

			// if we Hit anything, we have to wait for the reload
			if(Hits)
				m_ReloadTimer = Server()->TickSpeed()/3;

		} break;

		case WEAPON_GUN:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GUN,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime),
				1, 0, 0, -1, WEAPON_GUN);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);

			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE);
		} break;

		case WEAPON_SHOTGUN:
		{
			int ShotSpread = 2;

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(ShotSpread*2+1);

			for(int i = -ShotSpread; i <= ShotSpread; ++i)
			{
				float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
				float a = GetAngle(Direction);
				a += Spreading[i+2];
				float v = 1-(absolute(i)/(float)ShotSpread);
				float Speed = mix((float)GameServer()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
				CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_SHOTGUN,
					m_pPlayer->GetCID(),
					ProjStartPos,
					vec2(cosf(a), sinf(a))*Speed,
					(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_ShotgunLifetime),
					1, 0, 0, -1, WEAPON_SHOTGUN);

				// pack the Projectile and send it to the client Directly
				CNetObj_Projectile p;
				pProj->FillInfo(&p);

				for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
					Msg.AddInt(((int *)&p)[i]);
			}

			Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);
		} break;

		case WEAPON_GRENADE:
		{
			CProjectile *pProj = new CProjectile(GameWorld(), WEAPON_GRENADE,
				m_pPlayer->GetCID(),
				ProjStartPos,
				Direction,
				(int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime),
				1, true, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);

			// pack the Projectile and send it to the client Directly
			CNetObj_Projectile p;
			pProj->FillInfo(&p);

			CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE);
			Msg.AddInt(1);
			for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
				Msg.AddInt(((int *)&p)[i]);
			Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID());

			GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE);
		} break;

		case WEAPON_LASER:
		{
			new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID());
			GameServer()->CreateSound(m_Pos, SOUND_LASER_FIRE);
		} break;

		case WEAPON_NINJA:
		{
			// reset Hit objects
			m_NumObjectsHit = 0;

			m_Ninja.m_ActivationDir = Direction;
			m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
			m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);

			GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE);
		} break;

	}

	m_AttackTick = Server()->Tick();

	if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
		m_aWeapons[m_ActiveWeapon].m_Ammo--;

	if(!m_ReloadTimer)
		m_ReloadTimer = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Firedelay * Server()->TickSpeed() / 1000;
}
示例#26
0
void CGameTeams::OnCharacterStart(int ClientID)
{
	int Tick = Server()->Tick();
	CCharacter* pStartingChar = Character(ClientID);
	if(!pStartingChar)
		return;
	if(pStartingChar->m_DDRaceState == DDRACE_FINISHED)
		pStartingChar->m_DDRaceState = DDRACE_NONE;
	if(m_Core.Team(ClientID) == TEAM_FLOCK || m_Core.Team(ClientID) == TEAM_SUPER)
	{
		pStartingChar->m_DDRaceState = DDRACE_STARTED;
		pStartingChar->m_StartTime = Tick;
		pStartingChar->m_RefreshTime = Tick;
	}
	else
	{
		bool Waiting = false;
		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
			if(m_Core.Team(ClientID) == m_Core.Team(i))
			{
				CCharacter* pChar = Character(i);
				if(pChar->m_DDRaceState == DDRACE_FINISHED)
				{
					Waiting = true;
					if(m_LastChat[ClientID] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
					{
						char aBuf[128];
						str_format(aBuf, sizeof(aBuf), "%s has finished and didn't go through start yet, wait for him or join another team.", Server()->ClientName(i));
						GameServer()->SendChatTarget(ClientID, aBuf);
						m_LastChat[ClientID] = Tick;
					}
					if(m_LastChat[i] + Server()->TickSpeed() + g_Config.m_SvChatDelay < Tick)
					{
						char aBuf[128];
						str_format(aBuf, sizeof(aBuf), "%s wants to start a new round, kill or walk to start.", Server()->ClientName(ClientID));
						GameServer()->SendChatTarget(i, aBuf);
						m_LastChat[i] = Tick;
					}
				}
			}
		}

		if(m_TeamState[m_Core.Team(ClientID)] <= TEAMSTATE_CLOSED && !Waiting)
		{
			ChangeTeamState(m_Core.Team(ClientID), TEAMSTATE_STARTED);
			for(int i = 0; i < MAX_CLIENTS; ++i)
			{
				if(m_Core.Team(ClientID) == m_Core.Team(i))
				{
					CCharacter* pChar = Character(i);
					if(pChar)
					{
						pChar->m_DDRaceState = DDRACE_STARTED;
						pChar->m_StartTime = Tick;
						pChar->m_RefreshTime = Tick;
					}
				}
			}
		}
	}
}
示例#27
0
bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon)
{
	m_Core.m_Vel += Force;

	if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From))
		return false;

	// m_pPlayer only inflicts half damage on self
	if(From == m_pPlayer->GetCID())
		Dmg = max(1, Dmg/2);

	m_DamageTaken++;

	// create healthmod indicator
	if(Server()->Tick() < m_DamageTakenTick+25)
	{
		// make sure that the damage indicators doesn't group together
		GameServer()->CreateDamageInd(m_Pos, m_DamageTaken*0.25f, Dmg);
	}
	else
	{
		m_DamageTaken = 0;
		GameServer()->CreateDamageInd(m_Pos, 0, Dmg);
	}

	if(Dmg)
	{
		if(m_Armor)
		{
			if(Dmg > 1)
			{
				m_Health--;
				Dmg--;
			}

			if(Dmg > m_Armor)
			{
				Dmg -= m_Armor;
				m_Armor = 0;
			}
			else
			{
				m_Armor -= Dmg;
				Dmg = 0;
			}
		}

		m_Health -= Dmg;
	}

	m_DamageTakenTick = Server()->Tick();

	// do damage Hit sound
	if(From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
	{
		int Mask = CmaskOne(From);
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(GameServer()->m_apPlayers[i] && (GameServer()->m_apPlayers[i]->GetTeam() == TEAM_SPECTATORS ||  GameServer()->m_apPlayers[i]->m_DeadSpecMode) &&
				GameServer()->m_apPlayers[i]->GetSpectatorID() == From)
				Mask |= CmaskOne(i);
		}
		GameServer()->CreateSound(GameServer()->m_apPlayers[From]->m_ViewPos, SOUND_HIT, Mask);
	}

	// check for death
	if(m_Health <= 0)
	{
		Die(From, Weapon);

		// set attacker's face to happy (taunt!)
		if (From >= 0 && From != m_pPlayer->GetCID() && GameServer()->m_apPlayers[From])
		{
			CCharacter *pChr = GameServer()->m_apPlayers[From]->GetCharacter();
			if (pChr)
			{
				pChr->m_EmoteType = EMOTE_HAPPY;
				pChr->m_EmoteStop = Server()->Tick() + Server()->TickSpeed();
			}
		}

		return false;
	}

	if (Dmg > 2)
		GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG);
	else
		GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_SHORT);

	m_EmoteType = EMOTE_PAIN;
	m_EmoteStop = Server()->Tick() + 500 * Server()->TickSpeed() / 1000;

	return true;
}
示例#28
0
int CServerBan::BanExt(T *pBanPool, const typename T::CDataType *pData, int Seconds, const char *pReason)
{
	// validate address
	if(Server()->m_RconClientID >= 0 && Server()->m_RconClientID < MAX_CLIENTS &&
		Server()->m_aClients[Server()->m_RconClientID].m_State != CServer::CClient::STATE_EMPTY)
	{
		if(NetMatch(pData, Server()->m_NetServer.ClientAddr(Server()->m_RconClientID)))
		{
			Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "net_ban", "ban error (you can't ban yourself)");
			return -1;
		}

		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
			if(i == Server()->m_RconClientID || Server()->m_aClients[i].m_State == CServer::CClient::STATE_EMPTY)
				continue;

			if(Server()->m_aClients[i].m_Authed >= Server()->m_RconAuthLevel && NetMatch(pData, Server()->m_NetServer.ClientAddr(i)))
			{
				Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "net_ban", "ban error (command denied)");
				return -1;
			}
		}
	}
	else if(Server()->m_RconClientID == IServer::RCON_CID_VOTE)
	{
		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
			if(Server()->m_aClients[i].m_State == CServer::CClient::STATE_EMPTY)
				continue;

			if(Server()->m_aClients[i].m_Authed != CServer::AUTHED_NO && NetMatch(pData, Server()->m_NetServer.ClientAddr(i)))
			{
				Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "net_ban", "ban error (command denied)");
				return -1;
			}
		}
	}

	int Result = Ban(pBanPool, pData, Seconds, pReason);
	if(Result != 0)
		return Result;

	// drop banned clients
	typename T::CDataType Data = *pData;
	for(int i = 0; i < MAX_CLIENTS; ++i)
	{
		if(Server()->m_aClients[i].m_State == CServer::CClient::STATE_EMPTY)
			continue;

		if(NetMatch(&Data, Server()->m_NetServer.ClientAddr(i)))
		{
			CNetHash NetHash(&Data);
			char aBuf[256];
			MakeBanInfo(pBanPool->Find(&Data, &NetHash), aBuf, sizeof(aBuf), MSGTYPE_PLAYER);
			Server()->m_NetServer.Drop(i, aBuf);
		}
	}

	return Result;
}
示例#29
0
void IGameController::Tick()
{
	// do warmup
	if(m_Warmup)
	{
		m_Warmup--;
		if(!m_Warmup)
			StartRound();
	}

	if(m_GameOverTick != -1)
	{
		// game over.. wait for restart
		if(Server()->Tick() > m_GameOverTick+Server()->TickSpeed()*10)
		{
			CycleMap();
			StartRound();
			m_RoundCount++;
		}
	}

	// do team-balancing
	if (IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
	{
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", "Balancing teams");

		int aT[2] = {0,0};
		float aTScore[2] = {0,0};
		float aPScore[MAX_CLIENTS] = {0.0f};
		for(int i = 0; i < MAX_CLIENTS; i++)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
			{
				aT[GameServer()->m_apPlayers[i]->GetTeam()]++;
				aPScore[i] = GameServer()->m_apPlayers[i]->m_Score*Server()->TickSpeed()*60.0f/
					(Server()->Tick()-GameServer()->m_apPlayers[i]->m_ScoreStartTick);
				aTScore[GameServer()->m_apPlayers[i]->GetTeam()] += aPScore[i];
			}
		}

		// are teams unbalanced?
		if(absolute(aT[0]-aT[1]) >= 2)
		{
			int M = (aT[0] > aT[1]) ? 0 : 1;
			int NumBalance = absolute(aT[0]-aT[1]) / 2;

			do
			{
				CPlayer *pP = 0;
				float PD = aTScore[M];
				for(int i = 0; i < MAX_CLIENTS; i++)
				{
					if(!GameServer()->m_apPlayers[i] || !CanBeMovedOnBalance(i))
						continue;
					// remember the player who would cause lowest score-difference
					if(GameServer()->m_apPlayers[i]->GetTeam() == M && (!pP || absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i])) < PD))
					{
						pP = GameServer()->m_apPlayers[i];
						PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
					}
				}

				// move the player to the other team
				int Temp = pP->m_LastActionTick;
				pP->SetTeam(M^1);
				pP->m_LastActionTick = Temp;

				pP->Respawn();
				pP->m_ForceBalanced = true;
			} while (--NumBalance);

			m_ForceBalanced = true;
		}
		m_UnbalancedTick = -1;
	}

	// check for inactive players
	if(g_Config.m_SvInactiveKickTime > 0)
	{
		for(int i = 0; i < MAX_CLIENTS; ++i)
		{
			if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS && !Server()->IsAuthed(i))
			{
				if(Server()->Tick() > GameServer()->m_apPlayers[i]->m_LastActionTick+g_Config.m_SvInactiveKickTime*Server()->TickSpeed()*60)
				{
					switch(g_Config.m_SvInactiveKick)
					{
					case 0:
						{
							// move player to spectator
							GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 1:
						{
							// move player to spectator if the reserved slots aren't filled yet, kick him otherwise
							int Spectators = 0;
							for(int j = 0; j < MAX_CLIENTS; ++j)
								if(GameServer()->m_apPlayers[j] && GameServer()->m_apPlayers[j]->GetTeam() == TEAM_SPECTATORS)
									++Spectators;
							if(Spectators >= g_Config.m_SvSpectatorSlots)
								Server()->Kick(i, "Kicked for inactivity");
							else
								GameServer()->m_apPlayers[i]->SetTeam(TEAM_SPECTATORS);
						}
						break;
					case 2:
						{
							// kick the player
							Server()->Kick(i, "Kicked for inactivity");
						}
					}
				}
			}
		}
	}

	// first condition is because player score gets reset pretty late. second is to not get two votes, if both sv_endvote_* are set.
	// third is to only cause the vote in the last round
	if (m_RoundStartTick != Server()->Tick() && *g_Config.m_SvMaprotation && !m_AutoVoteCaused && m_RoundCount >= g_Config.m_SvRoundsPerMap - 1)
	{
		if (g_Config.m_SvEndvoteTime > 0 && g_Config.m_SvTimelimit > 0 && g_Config.m_SvEndvoteTime < g_Config.m_SvTimelimit*60
				&& Server()->Tick() - m_RoundStartTick >= (g_Config.m_SvTimelimit*60 - g_Config.m_SvEndvoteTime) * Server()->TickSpeed())
		{
				AutoVote(); //time
		}
		else if (g_Config.m_SvEndvoteScore > 0 && g_Config.m_SvScorelimit > 0 && g_Config.m_SvEndvoteScore < g_Config.m_SvScorelimit)
		{
			int Max = 0;
			if (m_GameFlags & GAMEFLAG_TEAMS)
				Max = m_aTeamscore[m_aTeamscore[TEAM_RED] > m_aTeamscore[TEAM_BLUE] ? TEAM_RED : TEAM_BLUE];
			else
				for(int i = 0; i < MAX_CLIENTS; ++i)
					if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_Score > Max)
						Max = GameServer()->m_apPlayers[i]->m_Score;

			if (Max + g_Config.m_SvEndvoteScore >= g_Config.m_SvScorelimit)
				AutoVote(); //score
		}
	}
}
示例#30
0
void CGameContext::OnInit(/*class IKernel *pKernel*/)
{
	m_pServer = Kernel()->RequestInterface<IServer>();
	m_pConsole = Kernel()->RequestInterface<IConsole>();
	m_World.SetGameServer(this);
	m_Events.SetGameServer(this);
	
	//if(!data) // only load once
		//data = load_data_from_memory(internal_data);
		
	for(int i = 0; i < NUM_NETOBJTYPES; i++)
		Server()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));

	m_Layers.Init(Kernel());
	m_Collision.Init(&m_Layers);

	// reset everything here
	//world = new GAMEWORLD;
	//players = new CPlayer[MAX_CLIENTS];

	// select gametype
	if(str_comp(g_Config.m_SvGametype, "mod") == 0)
		m_pController = new CGameControllerMOD(this);
	else if(str_comp(g_Config.m_SvGametype, "ctf") == 0)
		m_pController = new CGameControllerCTF(this);
	else if(str_comp(g_Config.m_SvGametype, "tdm") == 0)
		m_pController = new CGameControllerTDM(this);
	else
		m_pController = new CGameControllerDM(this);

	// setup core world
	//for(int i = 0; i < MAX_CLIENTS; i++)
	//	game.players[i].core.world = &game.world.core;

	// create all entities from the game layer
	CMapItemLayerTilemap *pTileMap = m_Layers.GameLayer();
	CTile *pTiles = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Data);
	
	
	
	
	/*
	num_spawn_points[0] = 0;
	num_spawn_points[1] = 0;
	num_spawn_points[2] = 0;
	*/
	
	for(int y = 0; y < pTileMap->m_Height; y++)
	{
		for(int x = 0; x < pTileMap->m_Width; x++)
		{
			int Index = pTiles[y*pTileMap->m_Width+x].m_Index;
			
			if(Index >= ENTITY_OFFSET)
			{
				vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f);
				m_pController->OnEntity(Index-ENTITY_OFFSET, Pos);
			}
		}
	}

	//game.world.insert_entity(game.Controller);

#ifdef CONF_DEBUG
	if(g_Config.m_DbgDummies)
	{
		for(int i = 0; i < g_Config.m_DbgDummies ; i++)
		{
			OnClientConnected(MAX_CLIENTS-i-1);
		}
	}
#endif
}