ddnet/src/game/server/hooks.cpp

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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <base/math.hpp>
#include <engine/e_config.h>
#include <engine/e_server_interface.h>
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#include <game/version.hpp>
#include <game/collision.hpp>
#include <game/layers.hpp>
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#include <game/gamecore.hpp>
#include "gamecontext.hpp"
#include "gamemodes/dm.hpp"
#include "gamemodes/tdm.hpp"
#include "gamemodes/ctf.hpp"
TUNING_PARAMS tuning;
void send_tuning_params(int cid)
{
/*
msg_pack_start(NETMSGTYPE_SV_TUNE_PARAMS, MSGFLAG_VITAL);
int *params = (int *)&tuning;
for(unsigned i = 0; i < sizeof(tuning_params)/sizeof(int); i++)
msg_pack_int(params[i]);
msg_pack_end();
server_send_msg(cid);
*/
}
// Server hooks
void mods_client_direct_input(int client_id, void *input)
{
if(!game.world.paused)
game.players[client_id].on_direct_input((NETOBJ_PLAYER_INPUT *)input);
/*
if(i->fire)
{
msg_pack_start(MSG_EXTRA_PROJECTILE, 0);
msg_pack_end();
server_send_msg(client_id);
}*/
}
void mods_client_predicted_input(int client_id, void *input)
{
if(!game.world.paused)
game.players[client_id].on_predicted_input((NETOBJ_PLAYER_INPUT *)input);
/*
{
on_predicted_input()
if (memcmp(&game.players[client_id].input, input, sizeof(NETOBJ_PLAYER_INPUT)) != 0)
game.players[client_id].last_action = server_tick();
//game.players[client_id].previnput = game.players[client_id].input;
game.players[client_id].input = *(NETOBJ_PLAYER_INPUT*)input;
game.players[client_id].num_inputs++;
if(game.players[client_id].input.target_x == 0 && game.players[client_id].input.target_y == 0)
game.players[client_id].input.target_y = -1;
}*/
}
// Server hooks
void mods_tick()
{
game.tick();
}
void mods_snap(int client_id)
{
game.snap(client_id);
}
void mods_client_enter(int client_id)
{
//game.world.insert_entity(&game.players[client_id]);
game.players[client_id].respawn();
dbg_msg("game", "join player='%d:%s'", client_id, server_clientname(client_id));
char buf[512];
str_format(buf, sizeof(buf), "%s entered and joined the %s", server_clientname(client_id), game.controller->get_team_name(game.players[client_id].team));
game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf);
dbg_msg("game", "team_join player='%d:%s' team=%d", client_id, server_clientname(client_id), game.players[client_id].team);
}
void mods_connected(int client_id)
{
game.players[client_id].init(client_id);
//game.players[client_id].client_id = client_id;
// Check which team the player should be on
if(config.sv_tournament_mode)
game.players[client_id].team = -1;
else
game.players[client_id].team = game.controller->get_auto_team(client_id);
(void) game.controller->check_team_balance();
// send motd
NETMSG_SV_MOTD msg;
msg.message = config.sv_motd;
msg.pack(MSGFLAG_VITAL);
server_send_msg(client_id);
}
void mods_client_drop(int client_id)
{
game.players[client_id].on_disconnect();
(void) game.controller->check_team_balance();
}
void mods_message(int msgtype, int client_id)
{
void *rawmsg = netmsg_secure_unpack(msgtype);
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PLAYER *p = &game.players[client_id];
if(!rawmsg)
{
dbg_msg("server", "dropped weird message '%s' (%d), failed on '%s'", netmsg_get_name(msgtype), msgtype, netmsg_failed_on());
return;
}
if(msgtype == NETMSGTYPE_CL_SAY)
{
NETMSG_CL_SAY *msg = (NETMSG_CL_SAY *)rawmsg;
int team = msg->team;
if(team)
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team = p->team;
else
team = GAMECONTEXT::CHAT_ALL;
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if(config.sv_spamprotection && p->last_chat+time_freq() > time_get())
return;
p->last_chat = time_get();
game.send_chat(client_id, team, msg->message);
}
else if (msgtype == NETMSGTYPE_CL_SETTEAM)
{
NETMSG_CL_SETTEAM *msg = (NETMSG_CL_SETTEAM *)rawmsg;
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if(config.sv_spamprotection && p->last_setteam+time_freq()*3 > time_get())
return;
// Switch team on given client and kill/respawn him
if(game.controller->can_join_team(msg->team, client_id))
{
if(game.controller->can_change_team(p, msg->team))
{
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p->last_setteam = time_get();
p->set_team(msg->team);
(void) game.controller->check_team_balance();
}
else
game.send_broadcast("Teams must be balanced, please join other team", client_id);
}
else
{
char buf[128];
str_format(buf, sizeof(buf), "Only %d active players are allowed", config.sv_max_clients-config.sv_spectator_slots);
game.send_broadcast(buf, client_id);
}
}
else if (msgtype == NETMSGTYPE_CL_CHANGEINFO || msgtype == NETMSGTYPE_CL_STARTINFO)
{
NETMSG_CL_CHANGEINFO *msg = (NETMSG_CL_CHANGEINFO *)rawmsg;
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if(config.sv_spamprotection && p->last_changeinfo+time_freq()*5 > time_get())
return;
p->last_changeinfo = time_get();
p->use_custom_color = msg->use_custom_color;
p->color_body = msg->color_body;
p->color_feet = msg->color_feet;
// check for invalid chars
/*
unsigned char *p = (unsigned char *)name;
while (*p)
{
if(*p < 32)
*p = ' ';
p++;
}*/
// copy old name
char oldname[MAX_NAME_LENGTH];
str_copy(oldname, server_clientname(client_id), MAX_NAME_LENGTH);
server_setclientname(client_id, msg->name);
if(msgtype == NETMSGTYPE_CL_CHANGEINFO && strcmp(oldname, server_clientname(client_id)) != 0)
{
char chattext[256];
str_format(chattext, sizeof(chattext), "%s changed name to %s", oldname, server_clientname(client_id));
game.send_chat(-1, GAMECONTEXT::CHAT_ALL, chattext);
}
// set skin
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str_copy(p->skin_name, msg->skin, sizeof(p->skin_name));
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game.controller->on_player_info_change(p);
if(msgtype == NETMSGTYPE_CL_STARTINFO)
{
// a client that connected!
// send all info to this client
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(game.players[i].client_id != -1)
game.send_info(i, client_id);
}
// send tuning parameters to client
send_tuning_params(client_id);
//
NETMSG_SV_READYTOENTER m;
m.pack(MSGFLAG_VITAL|MSGFLAG_FLUSH);
server_send_msg(client_id);
}
game.send_info(client_id, -1);
}
else if (msgtype == NETMSGTYPE_CL_EMOTICON)
{
NETMSG_CL_EMOTICON *msg = (NETMSG_CL_EMOTICON *)rawmsg;
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if(config.sv_spamprotection && p->last_emote+time_freq()*5 > time_get())
return;
p->last_emote = time_get();
game.send_emoticon(client_id, msg->emoticon);
}
else if (msgtype == NETMSGTYPE_CL_KILL)
{
//PLAYER *pplayer = get_player(client_id);
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if(config.sv_spamprotection && p->last_kill+time_freq()*3 > time_get())
return;
p->last_kill = time_get();
p->kill_character(); //(client_id, -1);
}
}
static void con_tune_param(void *result, void *user_data)
{
const char *param_name = console_arg_string(result, 0);
float new_value = console_arg_float(result, 1);
if(tuning.set(param_name, new_value))
{
dbg_msg("tuning", "%s changed to %.2f", param_name, new_value);
send_tuning_params(-1);
}
else
console_print("No such tuning parameter");
}
static void con_tune_reset(void *result, void *user_data)
{
TUNING_PARAMS p;
tuning = p;
send_tuning_params(-1);
console_print("tuning reset");
}
static void con_tune_dump(void *result, void *user_data)
{
for(int i = 0; i < tuning.num(); i++)
{
float v;
tuning.get(i, &v);
dbg_msg("tuning", "%s %.2f", tuning.names[i], v);
}
}
static void con_restart(void *result, void *user_data)
{
if(console_arg_num(result))
game.controller->do_warmup(console_arg_int(result, 0));
else
game.controller->startround();
}
static void con_broadcast(void *result, void *user_data)
{
game.send_broadcast(console_arg_string(result, 0), -1);
}
static void con_say(void *result, void *user_data)
{
game.send_chat(-1, GAMECONTEXT::CHAT_ALL, console_arg_string(result, 0));
}
static void con_set_team(void *result, void *user_data)
{
int client_id = clamp(console_arg_int(result, 0), 0, (int)MAX_CLIENTS);
int team = clamp(console_arg_int(result, 1), -1, 1);
dbg_msg("", "%d %d", client_id, team);
if(game.players[client_id].client_id != client_id)
return;
game.players[client_id].set_team(team);
}
void mods_console_init()
{
MACRO_REGISTER_COMMAND("tune", "si", con_tune_param, 0);
MACRO_REGISTER_COMMAND("tune_reset", "", con_tune_reset, 0);
MACRO_REGISTER_COMMAND("tune_dump", "", con_tune_dump, 0);
MACRO_REGISTER_COMMAND("restart", "?i", con_restart, 0);
MACRO_REGISTER_COMMAND("broadcast", "r", con_broadcast, 0);
MACRO_REGISTER_COMMAND("say", "r", con_say, 0);
MACRO_REGISTER_COMMAND("set_team", "ii", con_set_team, 0);
}
void mods_init()
{
//if(!data) /* only load once */
//data = load_data_from_memory(internal_data);
for(int i = 0; i < NUM_NETOBJTYPES; i++)
snap_set_staticsize(i, netobj_get_size(i));
layers_init();
col_init();
// reset everything here
//world = new GAMEWORLD;
//players = new PLAYER[MAX_CLIENTS];
// select gametype
if(strcmp(config.sv_gametype, "ctf") == 0)
game.controller = new GAMECONTROLLER_CTF;
else if(strcmp(config.sv_gametype, "tdm") == 0)
game.controller = new GAMECONTROLLER_TDM;
else
game.controller = new GAMECONTROLLER_DM;
// 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
MAPITEM_LAYER_TILEMAP *tmap = layers_game_layer();
TILE *tiles = (TILE *)map_get_data(tmap->data);
/*
num_spawn_points[0] = 0;
num_spawn_points[1] = 0;
num_spawn_points[2] = 0;
*/
for(int y = 0; y < tmap->height; y++)
{
for(int x = 0; x < tmap->width; x++)
{
int index = tiles[y*tmap->width+x].index - ENTITY_OFFSET;
vec2 pos(x*32.0f+16.0f, y*32.0f+16.0f);
game.controller->on_entity(index, pos);
}
}
//game.world.insert_entity(game.controller);
if(config.dbg_dummies)
{
for(int i = 0; i < config.dbg_dummies ; i++)
{
mods_connected(MAX_CLIENTS-i-1);
mods_client_enter(MAX_CLIENTS-i-1);
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if(game.controller->is_teamplay())
game.players[MAX_CLIENTS-i-1].team = i&1;
}
}
}
void mods_shutdown()
{
delete game.controller;
game.controller = 0;
}
void mods_presnap() {}
void mods_postsnap()
{
game.events.clear();
}
extern "C" const char *mods_net_version() { return GAME_NETVERSION; }
extern "C" const char *mods_version() { return GAME_VERSION; }