ddnet/src/game/server/gamecontext.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_GAMECONTEXT_H
#define GAME_SERVER_GAMECONTEXT_H
#include <engine/server.h>
#include <engine/console.h>
#include <engine/shared/memheap.h>
#include <game/layers.h>
#include "eventhandler.h"
#include "gamecontroller.h"
#include "gameworld.h"
#include "player.h"
#include "score.h"
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/*
Tick
Game Context (CGameContext::tick)
Game World (GAMEWORLD::tick)
Reset world if requested (GAMEWORLD::reset)
All entities in the world (ENTITY::tick)
All entities in the world (ENTITY::tick_defered)
Remove entities marked for deletion (GAMEWORLD::remove_entities)
Game Controller (GAMECONTROLLER::tick)
All players (CPlayer::tick)
Snap
Game Context (CGameContext::snap)
Game World (GAMEWORLD::snap)
All entities in the world (ENTITY::snap)
Game Controller (GAMECONTROLLER::snap)
Events handler (EVENT_HANDLER::snap)
All players (CPlayer::snap)
*/
class CGameContext : public IGameServer
{
IServer *m_pServer;
class IConsole *m_pConsole;
CLayers m_Layers;
CCollision m_Collision;
CNetObjHandler m_NetObjHandler;
CTuningParams m_Tuning;
class IScore *m_pScore;
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static void ConTuneParam(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTuneReset(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTuneDump(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConChangeMap(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConRestart(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConBroadcast(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSay(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSetTeam(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSetTeamAll(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConAddVote(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConVote(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConchainSpecialMotdupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConMute(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConUnmute(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConLogOut(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSetlvl1(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSetlvl2(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSetlvl3(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConKillPlayer(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConNinja(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConHammer(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConUnSuper(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSuper(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConRifle(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConUnShotgun(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConUnGrenade(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConUnRifle(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConUnWeapons(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConAddWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConRemoveWeapon(IConsole::IResult *pResult, void *pUserData, int ClientId);
void ModifyWeapons(int ClientId, int Victim, int Weapon, bool Remove);
void MoveCharacter(int ClientId, int Victim, int X, int Y, bool Raw = false);
static void ConTeleport(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConPhook(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConUnFreeze(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTimerStop(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTimerStart(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTimerZero(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConGoLeft(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConGoRight(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConGoUp(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConGoDown(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConMove(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConMoveRaw(IConsole::IResult *pResult, void *pUserData, int ClientId);
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static void ConClearVotes(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConInvisMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConVisMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConInvis(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConVis(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConCredits(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConInfo(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConHelp(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConSettings(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConRules(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConKill(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTogglePause(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConTop5(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConRank(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConBroadTime(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConJoinTeam(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConToggleFly(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConMe(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConToggleEyeEmote(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConToggleBroadcast(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConEyeEmote(IConsole::IResult *pResult, void *pUserData, int ClientId);
static void ConShowOthers(IConsole::IResult *pResult, void *pUserData, int ClientId);
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CGameContext(int Resetting);
void Construct(int Resetting);
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int m_VoteEnforcer;
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bool m_Resetting;
public:
IServer *Server() const { return m_pServer; }
class IConsole *Console() { return m_pConsole; }
CCollision *Collision() { return &m_Collision; }
CLayers *Layers() { return &m_Layers; }
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CTuningParams *Tuning() { return &m_Tuning; }
class IScore *Score() { return m_pScore; }
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CGameContext();
~CGameContext();
void Clear();
CEventHandler m_Events;
CPlayer *m_apPlayers[MAX_CLIENTS];
IGameController *m_pController;
CGameWorld m_World;
//CTeleTile *m_pSwitch;
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// helper functions
class CCharacter *GetPlayerChar(int ClientId);
// voting
void StartVote(const char *pDesc, const char *pCommand);
void EndVote();
void SendVoteSet(int ClientId);
void SendVoteStatus(int ClientId, int Total, int Yes, int No);
void AbortVoteKickOnDisconnect(int ClientId);
bool m_VoteKick;
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int m_VoteCreator;
int64 m_VoteCloseTime;
bool m_VoteUpdate;
int m_VotePos;
char m_aVoteDescription[512];
char m_aVoteCommand[512];
int m_VoteEnforce;
enum
{
VOTE_ENFORCE_UNKNOWN=0,
VOTE_ENFORCE_NO,
VOTE_ENFORCE_YES,
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VOTE_ENFORCE_NO_ADMIN,
VOTE_ENFORCE_YES_ADMIN
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};
struct CVoteOption
{
CVoteOption *m_pNext;
CVoteOption *m_pPrev;
char m_aCommand[1];
};
CHeap *m_pVoteOptionHeap;
CVoteOption *m_pVoteOptionFirst;
CVoteOption *m_pVoteOptionLast;
// helper functions
void CreateDamageInd(vec2 Pos, float AngleMod, int Amount, int Mask=-1);
void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int Mask);
void CreateSmoke(vec2 Pos, int Mask=-1);
void CreateHammerHit(vec2 Pos, int Mask=-1);
void CreatePlayerSpawn(vec2 Pos, int Mask=-1);
void CreateDeath(vec2 Pos, int Who, int Mask=-1);
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void CreateSound(vec2 Pos, int Sound, int Mask=-1);
void CreateSoundGlobal(int Sound, int Target=-1);
struct ReconnectInfo
{
struct PlayerInfo {
CCharacterCore m_Core;
int m_StartTime;
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int m_DDRaceState;
//int m_RefreshTime;
int m_FreezeTime;
bool m_Doored;
vec2 m_OldPos;
vec2 m_OlderPos;
int m_LastAction;
int m_Jumped;
int m_Health;
int m_Armor;
int m_PlayerState;
int m_LastMove;
vec2 m_PrevPos;
int m_ActiveWeapon;
int m_LastWeapon;
bool m_aHasWeapon[NUM_WEAPONS];
int m_HammerType;
bool m_Super;
int m_PauseTime;
} m_PlayerInfo;
char Ip[64];
int m_ClientId;
int m_DisconnectTick;
}m_pReconnectInfo[MAX_CLIENTS];
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enum
{
CHAT_ALL=-2,
CHAT_SPEC=-1,
CHAT_RED=0,
CHAT_BLUE=1
};
// network
void SendChatTarget(int To, const char *pText);
void SendChat(int ClientId, int Team, const char *pText, int SpamProtectionClientId = -1);
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void SendEmoticon(int ClientId, int Emoticon);
void SendWeaponPickup(int ClientId, int Weapon);
void SendBroadcast(const char *pText, int ClientId);
void SendRecord(int ClientId);
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static void SendChatResponse(const char *pLine, void *pUser);
static void SendChatResponseAll(const char *pLine, void *pUser);
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struct ChatResponseInfo
{
CGameContext *m_GameContext;
int m_To;
};
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//
void CheckPureTuning();
void SendTuningParams(int ClientId);
// engine events
virtual void OnInit();
virtual void OnConsoleInit();
virtual void OnShutdown();
virtual void OnTick();
virtual void OnPreSnap();
virtual void OnSnap(int ClientId);
virtual void OnPostSnap();
virtual void OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId);
virtual void OnClientConnected(int ClientId);
virtual void OnClientEnter(int ClientId);
virtual void OnClientDrop(int ClientId);
virtual void OnClientDirectInput(int ClientId, void *pInput);
virtual void OnClientPredictedInput(int ClientId, void *pInput);
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virtual void OnSetAuthed(int ClientId,int Level);
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virtual bool PlayerCollision();
virtual bool PlayerHooking();
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virtual const char *Version();
virtual const char *NetVersion();
};
inline int CmaskAll() { return -1; }
inline int CmaskOne(int ClientId) { return 1<<ClientId; }
inline int CmaskAllExceptOne(int ClientId) { return 0x7fffffff^CmaskOne(ClientId); }
inline bool CmaskIsSet(int Mask, int ClientId) { return (Mask&CmaskOne(ClientId)) != 0; }
#endif