This commit is contained in:
btd 2010-08-21 10:30:50 +04:00
commit 01dd26d750
15 changed files with 530 additions and 363 deletions

View file

@ -933,13 +933,15 @@ void CServer::ProcessClientPacket(CNetChunk *pPacket)
}
if(level != -1)
{
char buf[128]="Authentication successful. Remote console access granted, with level=%d";
CMsgPacker Msg(NETMSG_RCON_AUTH_STATUS);
Msg.AddInt(1);
SendMsgEx(&Msg, MSGFLAG_VITAL, ClientId, true);
m_aClients[ClientId].m_Authed = level;
GameServer()->OnSetAuthed(ClientId, m_aClients[ClientId].m_Authed);
SendRconLine(ClientId, "Authentication successful. Remote console access granted.");
str_format(buf,sizeof(buf),buf,level);
SendRconLine(ClientId, buf);
dbg_msg("server", "ClientId=%d authed with Level=%d", ClientId, level);
m_aClients[ClientId].m_PwTries = 0;
}

View file

@ -21,10 +21,6 @@ CCollision::CCollision()
m_pSpeedup = 0;
m_pFront = 0;
}
int CCollision::IsSolid(int x, int y)
{
return (GetTile(x,y)&COLFLAG_SOLID);
}
void CCollision::Init(class CLayers *pLayers)
{
@ -113,7 +109,9 @@ int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos)
else dbg_msg("GetMapIndex(","ny*m_Width+nx %d",ny*m_Width+nx);//REMOVE */
if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) ||
((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) ||
((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) ||
(m_pFront && (m_pFront[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pFront[ny*m_Width+nx].m_Index < TILE_TELEIN)) ||
(m_pFront && ((m_pFront[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pFront[ny*m_Width+nx].m_Index <= TILE_NPH))) ||
(m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) ||
(m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0))
{
@ -133,9 +131,11 @@ int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos)
nx = clamp((int)Tmp.x/32, 0, m_Width-1);
ny = clamp((int)Tmp.y/32, 0, m_Height-1);
if((m_pTiles[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pTiles[ny*m_Width+nx].m_Index < TILE_TELEIN) ||
((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) ||
(m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) ||
(m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0))
((m_pTiles[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pTiles[ny*m_Width+nx].m_Index <= TILE_NPH) ) ||
(m_pFront && (m_pFront[ny*m_Width+nx].m_Index >= TILE_THROUGH && m_pFront[ny*m_Width+nx].m_Index < TILE_TELEIN)) ||
(m_pFront && ((m_pFront[ny*m_Width+nx].m_Index >TILE_BOOST)&&(m_pFront[ny*m_Width+nx].m_Index <= TILE_NPH))) ||
(m_pTele && (m_pTele[ny*m_Width+nx].m_Type == TILE_TELEIN || m_pTele[ny*m_Width+nx].m_Type == TILE_TELEOUT)) ||
(m_pSpeedup && m_pSpeedup[ny*m_Width+nx].m_Force > 0))
{
return ny*m_Width+nx;
}
@ -159,6 +159,14 @@ int CCollision::GetCollisionDDRace(int Index)
return 0;
return m_pTiles[Index].m_Index;
}
int CCollision::GetCollisionDDRace2(int Index)
{
/*dbg_msg("GetCollisionDDRace2","m_pFront[%d].m_Index = %d",Index,m_pFront[Index].m_Index);//Remove*/
if(Index < 0 || !m_pFront)
return 0;
return m_pFront[Index].m_Index;
}
int CCollision::GetTile(int x, int y)
{
@ -173,9 +181,9 @@ int CCollision::GetTile(int x, int y)
else
return 0;
}
int CCollision::Entitiy(int x, int y)
int CCollision::Entity(int x, int y, bool Front)
{
int Index = m_pTiles[y*m_Width+x].m_Index;
int Index = Front?m_pFront[y*m_Width+x].m_Index:m_pTiles[y*m_Width+x].m_Index;
return Index-ENTITY_OFFSET;
}
void CCollision::SetCollisionAt(float x, float y, int flag)
@ -187,22 +195,61 @@ void CCollision::SetCollisionAt(float x, float y, int flag)
}
// TODO: rewrite this smarter!
int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision)
void ThroughOffset(vec2 Pos0, vec2 Pos1, int *Ox, int *Oy)
{
float x = Pos0.x - Pos1.x;
float y = Pos0.y - Pos1.y;
if (fabs(x) > fabs(y))
{
if (x < 0)
{
*Ox = -32;
*Oy = 0;
}
else
{
*Ox = 32;
*Oy = 0;
}
}
else
{
if (y < 0)
{
*Ox = 0;
*Oy = -32;
}
else
{
*Ox = 0;
*Oy = 32;
}
}
}
int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough)
{
float d = distance(Pos0, Pos1);
vec2 Last = Pos0;
int ix, iy; // Temporary position for checking collision
int dx, dy; // Offset for checking the "through" tile
if (AllowThrough)
{
ThroughOffset(Pos0, Pos1, &dx, &dy);
}
for(float f = 0; f < d; f++)
{
float a = f/d;
vec2 Pos = mix(Pos0, Pos1, a);
if(CheckPoint(Pos.x, Pos.y))
ix = round(Pos.x);
iy = round(Pos.y);
if(CheckPoint(ix, iy) && !(AllowThrough && IsThrough(ix + dx, iy + dy)))
{
if(pOutCollision)
*pOutCollision = Pos;
if(pOutBeforeCollision)
*pOutBeforeCollision = Last;
return GetCollisionAt(Pos.x, Pos.y);
return GetCollisionAt(ix, iy);
}
Last = Pos;
}
@ -379,6 +426,27 @@ bool CCollision::TestBox(vec2 Pos, vec2 Size)
return false;
}
int CCollision::IsSolid(int x, int y)
{
return (GetTile(x,y)&COLFLAG_SOLID);
}
int CCollision::IsThrough(int x, int y)
{
int nx = clamp(x/32, 0, m_Width-1);
int ny = clamp(y/32, 0, m_Height-1);
int Index = m_pTiles[ny*m_Width+nx].m_Index;
int Findex;
if (m_pFront)
Findex = m_pFront[ny*m_Width+nx].m_Index;
if (Index == TILE_THROUGH)
return Index;
else if (Findex == TILE_THROUGH)
return Findex;
else
return 0;
}
int CCollision::IsNoLaser(int x, int y)
{
return (CCollision::GetTile(x,y) & COLFLAG_NOLASER);
@ -444,10 +512,11 @@ bool CCollision::IsFront(int x, int y)
if(m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index > 0)
{
dbg_msg("IsFront","True m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/
/*dbg_msg("IsFront","True m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/
return true;
}
else dbg_msg("IsFront","Welcome to the front layer m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/
/*else dbg_msg("IsFront","Welcome to the front layer m_Index=%d",m_pFront[ny*m_pLayers->FrontLayer()->m_Width+nx].m_Index);//Remove*/
return false;
}
int CCollision::IsCp(int x, int y)

View file

@ -27,18 +27,19 @@ public:
int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
int GetWidth() { return m_Width; };
int GetHeight() { return m_Height; };
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, bool AllowThrough);
int IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
int IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision);
void MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *Bpounces);
void MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elasticity);
bool TestBox(vec2 Pos, vec2 Size);
int GetTile(int x, int y);
int Entitiy(int x, int y);
int Entity(int x, int y, bool Front);
//DDRace
int GetMapIndex(vec2 PrevPos, vec2 Pos);
vec2 GetPos(int Index);
int GetCollisionDDRace(int Index);
int GetCollisionDDRace2(int Index);
int IsTeleport(int x, int y);
int IsCheckpoint(int Index);
bool IsSpeedup(int x, int y);
@ -46,6 +47,7 @@ public:
bool IsFront(int x, int y);
int IsSolid(int x, int y);
int IsThrough(int x, int y);
int IsNoLaser(int x, int y);
int IsCp(int x, int y);

View file

@ -192,18 +192,20 @@ void CCharacterCore::Tick(bool UseInput)
{
m_HookState = HOOK_RETRACT_START;
NewPos = m_Pos + normalize(NewPos-m_Pos) * m_pWorld->m_Tuning.m_HookLength;
m_pReset = true;
}
// make sure that the hook doesn't go though the ground
bool GoingToHitGround = false;
bool GoingToRetract = false;
int Hit = m_pCollision->IntersectLine(m_HookPos, NewPos, &NewPos, 0);
int Hit = m_pCollision->IntersectLine(m_HookPos, NewPos, &NewPos, 0,true);
if(Hit)
{
if(Hit&CCollision::COLFLAG_NOHOOK)
GoingToRetract = true;
else
GoingToHitGround = true;
m_pReset = true;
}
// Check against other players first

View file

@ -190,6 +190,7 @@ public:
int m_Angle;
CNetObj_PlayerInput m_Input;
bool m_pReset;
int m_TriggeredEvents;
void Init(CWorldCore *pWorld, CCollision *pCollision);

View file

@ -558,7 +558,8 @@ void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
void CCharacter::Tick()
{
int MapIndex = GameServer()->Collision()->GetMapIndex(m_PrevPos, m_Pos);
int TileIndex = GameServer()->Collision()->GetCollisionDDRace(MapIndex);
int TileIndex1 = GameServer()->Collision()->GetCollisionDDRace(MapIndex);
int TileIndex2 = GameServer()->Collision()->GetCollisionDDRace2(MapIndex);
if(m_RaceState == RACE_PAUSE) {
m_Input.m_Direction = 0;
m_Input.m_Jump = 0;
@ -600,7 +601,7 @@ void CCharacter::Tick()
m_Core.m_HookTick = 0;
if (m_Super && m_Core.m_Jumped > 1)
m_Core.m_Jumped = 1;
/*dbg_msg("character","TileIndex%d",TileIndex); //REMOVE*/
/*dbg_msg("character","TileIndex1=%d , TileIndex2=%d",TileIndex1,TileIndex2); //REMOVE*/
//DDRace
char aBuftime[128];
float time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed());
@ -619,13 +620,13 @@ void CCharacter::Tick()
}
m_RefreshTime = Server()->Tick();
}
else if((TileIndex == TILE_BEGIN) && (m_RaceState == RACE_NONE || m_RaceState == RACE_STARTED))
if(((TileIndex1 == TILE_BEGIN) || (TileIndex2 == TILE_BEGIN)) && (m_RaceState == RACE_NONE || m_RaceState == RACE_STARTED))
{
m_StartTime = Server()->Tick();
m_RefreshTime = Server()->Tick();
m_RaceState = RACE_STARTED;
}
else if((TileIndex == TILE_END) && m_RaceState == RACE_STARTED)
if(((TileIndex1 == TILE_END) || (TileIndex2 == TILE_END)) && m_RaceState == RACE_STARTED)
{
char aBuf[128];
if ((int)time / 60 != 0)
@ -649,60 +650,103 @@ void CCharacter::Tick()
if(strncmp(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0)
((CGameControllerDDRace*)GameServer()->m_pController)->m_Score.ParsePlayer(Server()->ClientName(m_pPlayer->GetCID()), (float)time);
}
else if((TileIndex == TILE_FREEZE) && !m_Super)
if(((TileIndex1 == TILE_FREEZE) || (TileIndex2 == TILE_FREEZE)) && !m_Super)
{
Freeze(Server()->TickSpeed()*3);
}
else if(TileIndex == TILE_UNFREEZE)
else if((TileIndex1 == TILE_UNFREEZE) || (TileIndex2 == TILE_UNFREEZE))
{
UnFreeze();
}
else if ((TileIndex >= TILE_BOOST_L && TileIndex <= TILE_BOOST_U) || (TileIndex >= TILE_BOOST_L2 && TileIndex <= TILE_BOOST_U2))
if (((TileIndex1 >= TILE_BOOST_L && TileIndex1 <= TILE_BOOST_U) || (TileIndex1 >= TILE_BOOST_L2 && TileIndex1 <= TILE_BOOST_U2)))
{
int booster = TileIndex;
int booster = TileIndex1;
m_Core.m_Vel += GameServer()->Collision()->BoostAccelerator(booster);
}
if ((TileIndex2 >= TILE_BOOST_L && TileIndex2 <= TILE_BOOST_U) || (TileIndex2 >= TILE_BOOST_L2 && TileIndex2 <= TILE_BOOST_U2))
{
int booster = TileIndex2;
m_Core.m_Vel += GameServer()->Collision()->BoostAccelerator(booster);
}
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPL)
if(TileIndex1 == TILE_STOPL)
{
if(m_Core.m_Vel.x > 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex).x < (int)m_Core.m_Pos.x)
if((int)GameServer()->Collision()->GetPos(TileIndex1).x < (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
}
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPR)
if(TileIndex2 == TILE_STOPL)
{
if(m_Core.m_Vel.x > 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).x < (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
}
if(TileIndex1 == TILE_STOPR)
{
if(m_Core.m_Vel.x < 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex).x > (int)m_Core.m_Pos.x)
if((int)GameServer()->Collision()->GetPos(TileIndex1).x > (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
}
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPB)
if(TileIndex1 == TILE_STOPB)
{
if(m_Core.m_Vel.y < 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex).y > (int)m_Core.m_Pos.y)
if((int)GameServer()->Collision()->GetPos(TileIndex1).y > (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y;
m_Core.m_Vel.y = 0;
}
}
else if(GameServer()->Collision()->GetCollisionDDRace(TileIndex) == TILE_STOPT)
if(TileIndex1 == TILE_STOPT)
{
if(m_Core.m_Vel.y > 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex).y < (int)m_Core.m_Pos.y)
if((int)GameServer()->Collision()->GetPos(TileIndex1).y < (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y;
if(m_Jumped&3 && m_Core.m_Jumped != m_Jumped) // check double jump
m_Core.m_Jumped = m_Jumped;
m_Core.m_Vel.y = 0;
}
}
else if(GameServer()->Collision()->IsFront((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y))
if(TileIndex2 == TILE_STOPR)
{
if(m_Core.m_Vel.x < 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).x > (int)m_Core.m_Pos.x)
m_Core.m_Pos.x = m_PrevPos.x;
m_Core.m_Vel.x = 0;
}
}
if(TileIndex2 == TILE_STOPB)
{
if(m_Core.m_Vel.y < 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).y > (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y;
m_Core.m_Vel.y = 0;
}
}
if(TileIndex2 == TILE_STOPT)
{
if(m_Core.m_Vel.y > 0)
{
if((int)GameServer()->Collision()->GetPos(TileIndex2).y < (int)m_Core.m_Pos.y)
m_Core.m_Pos.y = m_PrevPos.y;
if(m_Jumped&3 && m_Core.m_Jumped != m_Jumped) // check double jump
m_Core.m_Jumped = m_Jumped;
m_Core.m_Vel.y = 0;
}
}
if(GameServer()->Collision()->IsFront((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y))
;
else if(GameServer()->Collision()->IsSpeedup((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y))
if(GameServer()->Collision()->IsSpeedup((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y))
{
vec2 Direction;
int Force;
@ -710,7 +754,7 @@ void CCharacter::Tick()
m_Core.m_Vel += Direction*Force;
}
else if(z)
if(z)
{
m_Core.m_HookedPlayer = -1;
m_Core.m_HookState = HOOK_RETRACTED;
@ -854,11 +898,12 @@ void CCharacter::TickDefered()
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)
if(m_Core.m_pReset || 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;
m_Core.m_pReset = false;
}
}
}

View file

@ -35,7 +35,7 @@ void CGun::fire()
CCharacter *target = ents[i];
int res=0;
vec2 coltile;
res = GameServer()->Collision()->IntersectLine(m_Pos, target->m_Pos,0,0);
res = GameServer()->Collision()->IntersectLine(m_Pos, target->m_Pos,0,0,false);
if (!res)
{
int len=length(ents[i]->m_Pos - m_Pos);

View file

@ -26,4 +26,4 @@ public:
};
#endif
#endif

View file

@ -56,7 +56,7 @@ void CLaser::DoBounce()
vec2 Coltile;
int res;
res = GameServer()->Collision()->IntersectLine(m_Pos, To, &Coltile, &To);
res = GameServer()->Collision()->IntersectLine(m_Pos, To, &Coltile, &To,false);
if(res)
{

View file

@ -68,7 +68,7 @@ void CProjectile::Tick()
vec2 ColPos;
vec2 NewPos;
vec2 Speed = CurPos - PrevPos;
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos);
int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos,false);
CCharacter *OwnerChar;

View file

@ -21,10 +21,10 @@ void CGameContext::Construct(int Resetting)
{
m_Resetting = 0;
m_pServer = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
m_apPlayers[i] = 0;
m_pController = 0;
m_VoteCloseTime = 0;
m_pVoteOptionFirst = 0;
@ -65,7 +65,7 @@ void CGameContext::Clear()
this->~CGameContext();
mem_zero(this, sizeof(*this));
new (this) CGameContext(RESET);
//this->m_Cheats = cheats;
//this->m_Cheats = cheats;
m_pVoteOptionHeap = pVoteOptionHeap;
m_pVoteOptionFirst = pVoteOptionFirst;
@ -143,7 +143,7 @@ void CGameContext::CreateExplosion(vec2 p, int Owner, int Weapon, bool NoDamage)
apEnts[i]->TakeDamage(ForceDir*Dmg*2, (int)Dmg, Owner, Weapon);
if(!g_Config.m_SvHit) break;
}
}
}
}
@ -240,7 +240,7 @@ void CGameContext::SendChat(int ChatterClientId, int Team, const char *pText)
Msg.m_Team = 1;
Msg.m_Cid = ChatterClientId;
Msg.m_pMessage = pText;
// pack one for the recording only
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL|MSGFLAG_NOSEND, -1);
@ -276,7 +276,7 @@ void CGameContext::SendBroadcast(const char *pText, int ClientId)
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
}
//
//
void CGameContext::StartVote(const char *pDesc, const char *pCommand)
{
// check if a vote is already running
@ -293,7 +293,7 @@ void CGameContext::StartVote(const char *pDesc, const char *pCommand)
m_apPlayers[i]->m_VotePos = 0;
}
}
// start vote
m_VoteCloseTime = time_get() + time_freq()*25;
str_copy(m_aVoteDescription, pDesc, sizeof(m_aVoteDescription));
@ -336,7 +336,7 @@ void CGameContext::SendVoteStatus(int ClientId, int Total, int Yes, int No)
Msg.m_Pass = Total - (Yes+No);
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, ClientId);
}
void CGameContext::AbortVoteKickOnDisconnect(int ClientId)
@ -351,7 +351,7 @@ void CGameContext::CheckPureTuning()
// might not be created yet during start up
if(!m_pController)
return;
if( str_comp(m_pController->m_pGameType, "DM")==0 ||
str_comp(m_pController->m_pGameType, "TDM")==0 ||
str_comp(m_pController->m_pGameType, "CTF")==0)
@ -362,13 +362,13 @@ void CGameContext::CheckPureTuning()
dbg_msg("server", "resetting tuning due to pure server");
m_Tuning = p;
}
}
}
}
void CGameContext::SendTuningParams(int Cid)
{
CheckPureTuning();
CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
int *pParams = (int *)&m_Tuning;
for(unsigned i = 0; i < sizeof(m_Tuning)/sizeof(int); i++)
@ -387,13 +387,13 @@ void CGameContext::OnTick()
//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();
}
// update voting
if(m_VoteCloseTime)
{
@ -418,10 +418,10 @@ void CGameContext::OnTick()
{
if(!m_apPlayers[i] || m_apPlayers[i]->GetTeam() == -1 || 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)
{
@ -448,7 +448,7 @@ void CGameContext::OnTick()
else if(No >= Total/2+1 || Yes+No == Total)
m_VoteEnforce = VOTE_ENFORCE_NO;
}
if(m_VoteEnforce == VOTE_ENFORCE_YES)
{
//Console()->ExecuteLine(m_aVoteCommand, 4, -1);
@ -483,7 +483,7 @@ void CGameContext::OnTick()
}
}
}
#ifdef CONF_DEBUG
if(g_Config.m_DbgDummies)
@ -495,7 +495,7 @@ void CGameContext::OnTick()
m_apPlayers[MAX_CLIENTS-i-1]->OnPredictedInput(&Input);
}
}
#endif
#endif
}
// Server hooks
@ -520,7 +520,7 @@ void CGameContext::OnClientEnter(int ClientId)
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "%s entered and joined the %s", Server()->ClientName(ClientId), m_pController->GetTeamName(m_apPlayers[ClientId]->GetTeam()));
SendChat(-1, CGameContext::CHAT_ALL, aBuf);
SendChat(-1, CGameContext::CHAT_ALL, aBuf);
SendChatTarget(ClientId, "DDRace Mod. Version: " DDRACE_VERSION);
SendChatTarget(ClientId, "Official site: DDRace.info");
SendChatTarget(ClientId, "For more Info /CMDList");
@ -532,34 +532,33 @@ void CGameContext::OnClientEnter(int ClientId)
m_VoteUpdate = true;
}
bool compare_players(CPlayer *pl1, CPlayer *pl2)
{
if (pl1->m_Authed>pl2->m_Authed)
return true;
else
return false;
}
bool compare_players(CPlayer *pl1, CPlayer *pl2)
{
if (pl1->m_Authed>pl2->m_Authed)
return true;
else
return false;
}
void CGameContext::OnSetAuthed(int client_id, int Level)
void CGameContext::OnSetAuthed(int client_id, int Level)
{
if(m_apPlayers[client_id])
{
m_apPlayers[client_id]->m_Authed = Level;
char buf[11];
str_format(buf, sizeof(buf), "ban %d %d", client_id, g_Config.m_SvVoteKickBanTime);
//dbg_msg("hooks","%d", m_aVoteCommand == buf);//???
if ( !strcmp(m_aVoteCommand,buf))
{
m_VoteEnforce = CGameContext::VOTE_ENFORCE_NO;
dbg_msg("hooks","Aborting vote");
}
}
}
void CGameContext::OnSetResistent(int client_id, int Resistent)
{
if(m_apPlayers[client_id])
m_apPlayers[client_id]->m_Resistent = Resistent;
}
void CGameContext::OnSetResistent(int client_id, int Resistent)
{
if(m_apPlayers[client_id])
m_apPlayers[client_id]->m_Resistent = Resistent;
}
void CGameContext::OnClientConnected(int ClientId)
@ -570,7 +569,7 @@ void CGameContext::OnClientConnected(int ClientId)
m_apPlayers[ClientId] = new(ClientId) CPlayer(this, ClientId, StartTeam);
//players[client_id].init(client_id);
//players[client_id].client_id = client_id;
//(void)m_pController->CheckTeamBalance();
#ifdef CONF_DEBUG
@ -597,7 +596,7 @@ void CGameContext::OnClientDrop(int ClientId)
m_apPlayers[ClientId]->OnDisconnect();
delete m_apPlayers[ClientId];
m_apPlayers[ClientId] = 0;
//(void)m_pController->CheckTeamBalance();
m_VoteUpdate = true;
}
@ -606,13 +605,13 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
{
void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
CPlayer *p = m_apPlayers[ClientId];
if(!pRawMsg)
{
dbg_msg("server", "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
return;
}
if(MsgId == NETMSGTYPE_CL_SAY)
{
CNetMsg_Cl_Say *pMsg = (CNetMsg_Cl_Say *)pRawMsg;
@ -621,14 +620,14 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
Team = p->GetTeam();
else
Team = CGameContext::CHAT_ALL;
if(g_Config.m_SvSpamprotection && p->m_Last_Chat && p->m_Last_Chat+Server()->TickSpeed() > Server()->Tick())
return;
if(str_length(pMsg->m_pMessage)>370) {
SendChatTarget(ClientId, "Your Message is too long");
return;
}
p->m_Last_Chat = Server()->Tick();
// check for invalid chars
@ -653,11 +652,11 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
{
CCharacter* chr = m_apPlayers[ClientId]->GetCharacter();
if(chr)
{
{
if(chr->m_RaceState==RACE_STARTED)
chr->m_RaceState = RACE_PAUSE;
else if(chr->m_RaceState==RACE_PAUSE)
chr->m_RaceState = RACE_STARTED;
chr->m_RaceState = RACE_STARTED;
}
}
} else if(!str_comp_nocase(pMsg->m_pMessage, "/info"))
@ -740,15 +739,15 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
}
else
SendChatTarget(ClientId, "No such command!");
} else {
if (m_apPlayers[ClientId]->m_Muted == 0)
SendChat(ClientId, Team, pMsg->m_pMessage);
else
SendChatTarget(ClientId, "You are muted");
}
}
else if(MsgId == NETMSGTYPE_CL_CALLVOTE)
{
@ -768,7 +767,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
SendChatTarget(ClientId, "Wait for current vote to end before calling a new one.");
return;
}
int Timeleft = p->m_Last_VoteCall + Server()->TickSpeed()*60 - Now;
if(p->m_Last_VoteCall && Timeleft > 0)
{
@ -777,7 +776,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
SendChatTarget(ClientId, aChatmsg);
return;
}
char aChatmsg[512] = {0};
char aDesc[512] = {0};
char aCmd[512] = {0};
@ -791,11 +790,11 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
if(str_comp_nocase(pMsg->m_Value, pOption->m_aCommand) == 0)
{
if(m_apPlayers[ClientId]->m_Authed == 0 && strncmp(pOption->m_aCommand, "sv_map ", 7) == 0 && time_get() < last_mapvote + (time_freq() * g_Config.m_SvVoteMapTimeDelay))
{
{
char chatmsg[512] = {0};
str_format(chatmsg, sizeof(chatmsg), "There's a %d second delay between map-votes,Please wait %d Second(s)", g_Config.m_SvVoteMapTimeDelay,((last_mapvote+(g_Config.m_SvVoteMapTimeDelay * time_freq()))/time_freq())-(time_get()/time_freq()));
SendChatTarget(ClientId, chatmsg);
return;
}
str_format(aChatmsg, sizeof(aChatmsg), "%s called vote to change server option '%s'", Server()->ClientName(ClientId), pOption->m_aCommand);
@ -807,7 +806,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
pOption = pOption->m_pNext;
}
if(!pOption)
{
str_format(aChatmsg, sizeof(aChatmsg), "'%s' isn't an option on this server", pMsg->m_Value);
@ -818,9 +817,9 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
}
else if(str_comp_nocase(pMsg->m_Type, "kick") == 0)
{
if(m_apPlayers[ClientId]->m_Authed == 0 && time_get() < m_apPlayers[ClientId]->m_Last_KickVote + (time_freq() * 5))
if(m_apPlayers[ClientId]->m_Authed == 0 && time_get() < m_apPlayers[ClientId]->m_Last_KickVote + (time_freq() * 5))
return;
else if(m_apPlayers[ClientId]->m_Authed == 0 && time_get() < m_apPlayers[ClientId]->m_Last_KickVote + (time_freq() * g_Config.m_SvVoteKickTimeDelay))
else if(m_apPlayers[ClientId]->m_Authed == 0 && time_get() < m_apPlayers[ClientId]->m_Last_KickVote + (time_freq() * g_Config.m_SvVoteKickTimeDelay))
{
char chatmsg[512] = {0};
str_format(chatmsg, sizeof(chatmsg), "There's a %d second waittime between kickvotes for each player please wait %d second(s)",
@ -837,7 +836,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
m_apPlayers[ClientId]->m_Last_KickVote = time_get();
return;
}
int KickId = str_toint(pMsg->m_Value);
if(KickId < 0 || KickId >= MAX_CLIENTS || !m_apPlayers[KickId])
{
@ -859,7 +858,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
SendChatTarget(KickId, aBufKick);
return;
}
str_format(aChatmsg, sizeof(aChatmsg), "%s called for vote to kick '%s'", Server()->ClientName(ClientId), Server()->ClientName(KickId));
str_format(aDesc, sizeof(aDesc), "Kick '%s'", Server()->ClientName(KickId));
if (!g_Config.m_SvVoteKickBanTime)
@ -872,7 +871,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
}
m_apPlayers[ClientId]->m_Last_KickVote = time_get();
}
if(aCmd[0])
{
SendChat(-1, CGameContext::CHAT_ALL, aChatmsg);
@ -902,7 +901,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
else if (MsgId == NETMSGTYPE_CL_SETTEAM && !m_World.m_Paused)
{
CNetMsg_Cl_SetTeam *pMsg = (CNetMsg_Cl_SetTeam *)pRawMsg;
if(p->GetTeam() == pMsg->m_Team || (g_Config.m_SvSpamprotection && p->m_Last_SetTeam && p->m_Last_SetTeam+Server()->TickSpeed()*3 > Server()->Tick()))
return;
@ -930,10 +929,10 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
else if (MsgId == NETMSGTYPE_CL_CHANGEINFO || MsgId == NETMSGTYPE_CL_STARTINFO)
{
CNetMsg_Cl_ChangeInfo *pMsg = (CNetMsg_Cl_ChangeInfo *)pRawMsg;
if(g_Config.m_SvSpamprotection && p->m_Last_ChangeInfo && p->m_Last_ChangeInfo+Server()->TickSpeed()*5 > Server()->Tick())
return;
p->m_Last_ChangeInfo = time_get();
if (!p->m_ColorSet|| g_Config.m_SvAllowColorChange)
{
@ -945,7 +944,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
// copy old name
char aOldName[MAX_NAME_LENGTH];
str_copy(aOldName, Server()->ClientName(ClientId), MAX_NAME_LENGTH);
Server()->SetClientName(ClientId, pMsg->m_pName);
if(MsgId == NETMSGTYPE_CL_CHANGEINFO && str_comp(aOldName, Server()->ClientName(ClientId)) != 0)
{
@ -953,12 +952,12 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
str_format(aChatText, sizeof(aChatText), "%s changed name to %s", aOldName, Server()->ClientName(ClientId));
SendChat(-1, CGameContext::CHAT_ALL, aChatText);
}
// set skin
str_copy(p->m_TeeInfos.m_SkinName, pMsg->m_pSkin, sizeof(p->m_TeeInfos.m_SkinName));
//m_pController->OnPlayerInfoChange(p);
if(MsgId == NETMSGTYPE_CL_STARTINFO)
{
// send vote options
@ -972,7 +971,7 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
Server()->SendPackMsg(&OptionMsg, MSGFLAG_VITAL, ClientId);
pCurrent = pCurrent->m_pNext;
}
// send tuning parameters to client
SendTuningParams(ClientId);
@ -984,19 +983,19 @@ void CGameContext::OnMessage(int MsgId, CUnpacker *pUnpacker, int ClientId)
else if (MsgId == NETMSGTYPE_CL_EMOTICON && !m_World.m_Paused)
{
CNetMsg_Cl_Emoticon *pMsg = (CNetMsg_Cl_Emoticon *)pRawMsg;
if(g_Config.m_SvSpamprotection && p->m_Last_Emote && p->m_Last_Emote+Server()->TickSpeed()*3 > Server()->Tick())
return;
p->m_Last_Emote = Server()->Tick();
SendEmoticon(ClientId, pMsg->m_Emoticon);
}
else if (MsgId == NETMSGTYPE_CL_KILL && !m_World.m_Paused)
{
if(p->m_Last_Kill && p->m_Last_Kill+Server()->TickSpeed()*3 > Server()->Tick())
return;
p->m_Last_Kill = Server()->Tick();
p->KillCharacter(WEAPON_SELF);
p->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()*3;
@ -1070,12 +1069,12 @@ void CGameContext::ConSetTeam(IConsole::IResult *pResult, void *pUserData, int c
CGameContext *pSelf = (CGameContext *)pUserData;
int ClientId = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
int Team = clamp(pResult->GetInteger(1), -1, 1);
dbg_msg("set_team", "%d %d", ClientId, Team);
if(!pSelf->m_apPlayers[ClientId] || !compare_players(pSelf->m_apPlayers[cid], pSelf->m_apPlayers[ClientId]))
return;
pSelf->m_apPlayers[ClientId]->SetTeam(Team);
//(void)pSelf->m_pController->CheckTeamBalance();
}
@ -1084,7 +1083,7 @@ void CGameContext::ConAddVote(IConsole::IResult *pResult, void *pUserData, int C
{
CGameContext *pSelf = (CGameContext *)pUserData;
int Len = str_length(pResult->GetString(0));
CGameContext::CVoteOption *pOption = (CGameContext::CVoteOption *)pSelf->m_pVoteOptionHeap->Allocate(sizeof(CGameContext::CVoteOption) + Len);
pOption->m_pNext = 0;
pOption->m_pPrev = pSelf->m_pVoteOptionLast;
@ -1093,7 +1092,7 @@ void CGameContext::ConAddVote(IConsole::IResult *pResult, void *pUserData, int C
pSelf->m_pVoteOptionLast = pOption;
if(!pSelf->m_pVoteOptionFirst)
pSelf->m_pVoteOptionFirst = pOption;
mem_copy(pOption->m_aCommand, pResult->GetString(0), Len+1);
dbg_msg("server", "added option '%s'", pOption->m_aCommand);
@ -1136,7 +1135,7 @@ bool CGameContext::CheatsAvailable(int cid) {
void CGameContext::ConGoLeft(IConsole::IResult *pResult, void *pUserData, int cid) {
CGameContext *pSelf = (CGameContext *)pUserData;
if (!pSelf->CheatsAvailable(cid))
return;
CCharacter* chr = pSelf->GetPlayerChar(cid);
@ -1219,7 +1218,7 @@ void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData, in
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
if(!pSelf->m_apPlayers[cid1])
return;
if (pSelf->m_apPlayers[cid1] && compare_players(pSelf->m_apPlayers[cid],pSelf->m_apPlayers[cid1]))
{
pSelf->m_apPlayers[cid1]->KillCharacter(WEAPON_GAME);
@ -1232,7 +1231,7 @@ void CGameContext::ConKillPlayer(IConsole::IResult *pResult, void *pUserData, in
void CGameContext::ConNinjaMe(IConsole::IResult *pResult, void *pUserData, int cid) {
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
CCharacter* chr = pSelf->GetPlayerChar(cid);
if(chr) {
chr->GiveNinja();
@ -1259,7 +1258,7 @@ void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData, int ci
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
char buf[128];
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
int type = pResult->GetInteger(1);
CCharacter* chr = pSelf->GetPlayerChar(cid1);
@ -1281,7 +1280,7 @@ void CGameContext::ConHammer(IConsole::IResult *pResult, void *pUserData, int ci
}
void CGameContext::ConHammerMe(IConsole::IResult *pResult, void *pUserData, int cid)
{
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
char buf[128];
@ -1306,7 +1305,7 @@ void CGameContext::ConHammerMe(IConsole::IResult *pResult, void *pUserData, int
void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData, int cid)
{
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
@ -1323,7 +1322,7 @@ void CGameContext::ConSuper(IConsole::IResult *pResult, void *pUserData, int cid
}
void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData, int cid)
{
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
@ -1338,7 +1337,7 @@ void CGameContext::ConUnSuper(IConsole::IResult *pResult, void *pUserData, int c
}
void CGameContext::ConSuperMe(IConsole::IResult *pResult, void *pUserData, int cid)
{
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
if (pSelf->m_apPlayers[cid])
@ -1354,7 +1353,7 @@ void CGameContext::ConSuperMe(IConsole::IResult *pResult, void *pUserData, int c
}
void CGameContext::ConUnSuperMe(IConsole::IResult *pResult, void *pUserData, int cid)
{
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
if (pSelf->m_apPlayers[cid])
@ -1419,91 +1418,123 @@ void CGameContext::ConTeleport(IConsole::IResult *pResult, void *pUserData, int
}
}
void CGameContext::ConTimer(IConsole::IResult *pResult, void *pUserData, int cid)
void CGameContext::ConTimerStop(IConsole::IResult *pResult, void *pUserData, int cid)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char buf[128];
CServer* serv = (CServer*)pSelf->Server();
if(!g_Config.m_SvTimer) {
if(!g_Config.m_SvTimer)
{
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
int type = pResult->GetInteger(1);
CCharacter* chr = pSelf->GetPlayerChar(cid1);
if (!chr)
return;
if (type>1 || type<0)
{
serv->SendRconLine(cid, "Select 0 for no time & 1 for with time");
}
else
{
if(type)
{
chr->m_RaceState = RACE_STARTED;
str_format(buf, sizeof(buf), "Cid=%d Has time now",cid1);
}
else if(!type)
{
chr->m_RaceState=RACE_CHEAT;
str_format(buf, sizeof(buf), "Cid=%d Hasn't time now",cid1);
}
serv->SendRconLine(cid1, buf);
}
} else {
chr->m_RaceState=RACE_CHEAT;
str_format(buf, sizeof(buf), "Cid=%d Hasn't time now (Timer Stopped)",cid1);
serv->SendRconLine(cid1, buf);
}
else
{
serv->SendRconLine(cid, "Command timer does't allowed");
}
}
void CGameContext::ConTimerReset(IConsole::IResult *pResult, void *pUserData, int cid)
void CGameContext::ConTimerStart(IConsole::IResult *pResult, void *pUserData, int cid)
{
CGameContext *pSelf = (CGameContext *)pUserData;
char buf[128];
CServer* serv = (CServer*)pSelf->Server();
if(!g_Config.m_SvTimer)
{
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(cid1);
if (!chr)
return;
chr->m_RaceState = RACE_STARTED;
str_format(buf, sizeof(buf), "Cid=%d Has time now (Timer Started)",cid1);
serv->SendRconLine(cid1, buf);
}
else
{
serv->SendRconLine(cid, "Command timer does't allowed");
}
}
void CGameContext::ConTimerZero(IConsole::IResult *pResult, void *pUserData, int cid)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
char buf[128];
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(cid1);
if (!chr)
return;
chr->m_StartTime = pSelf->Server()->Tick();
chr->m_RefreshTime = pSelf->Server()->Tick();
str_format(buf, sizeof(buf), "Cid=%d time resetted.",cid1);
chr->m_RaceState=RACE_CHEAT;
str_format(buf, sizeof(buf), "Cid=%d time has been reset & stopped.",cid1);
CServer* serv = (CServer*)pSelf->Server();
serv->SendRconLine(cid1, buf);
}
void CGameContext::ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int cid)
{
CGameContext *pSelf = (CGameContext *)pUserData;
if(!pSelf->CheatsAvailable(cid)) return;
char buf[128];
int cid1 = clamp(pResult->GetInteger(0), 0, (int)MAX_CLIENTS-1);
CCharacter* chr = pSelf->GetPlayerChar(cid1);
if (!chr)
return;
chr->m_StartTime = pSelf->Server()->Tick();
chr->m_RefreshTime = pSelf->Server()->Tick();
chr->m_RaceState=RACE_STARTED;
str_format(buf, sizeof(buf), "Cid=%d time has been reset & stopped.",cid1);
CServer* serv = (CServer*)pSelf->Server();
serv->SendRconLine(cid1, buf);
}
void CGameContext::OnConsoleInit()
{
m_pServer = Kernel()->RequestInterface<IServer>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
Console()->Register("timer", "ii", CFGFLAG_SERVER, ConTimer, this, "Sets the timer of player i1 to i2 0/1 on/off",2);
Console()->Register("timerreset", "i", CFGFLAG_SERVER, ConTimerReset, this, "resets the timer of player i (to start count again timer cid 1)",1);
Console()->Register("tele", "ii", CFGFLAG_SERVER, ConTeleport, this, "",2);
Console()->Register("weapons", "i", CFGFLAG_SERVER, ConWeapons, this, "",2);
Console()->Register("weapons_me", "", CFGFLAG_SERVER, ConWeaponsMe, this, "",1);
Console()->Register("super", "i", CFGFLAG_SERVER, ConSuper, this, "",2);
Console()->Register("unsuper", "i", CFGFLAG_SERVER, ConUnSuper, this, "",2);
Console()->Register("super_me", "", CFGFLAG_SERVER, ConSuperMe, this, "",1);
Console()->Register("unsuper_me", "", CFGFLAG_SERVER, ConUnSuperMe, this, "",1);// Mo
Console()->Register("hammer_me", "i", CFGFLAG_SERVER, ConHammerMe, this, "",1);
Console()->Register("hammer", "ii", CFGFLAG_SERVER, ConHammer, this, "",2);
Console()->Register("ninja", "i", CFGFLAG_SERVER, ConNinja, this, "",2);
Console()->Register("ninja_me", "", CFGFLAG_SERVER, ConNinjaMe, this, "",1);
Console()->Register("kill_pl", "i", CFGFLAG_SERVER, ConKillPlayer, this, "",2);
Console()->Register("auth", "ii", CFGFLAG_SERVER, ConSetlvl, this, "",3);
Console()->Register("mute", "ii", CFGFLAG_SERVER, ConMute, this, "", 2);
Console()->Register("timerstop", "i", CFGFLAG_SERVER, ConTimerStop, this, "Stops The Timer of Player i",2);
Console()->Register("timerstart", "i", CFGFLAG_SERVER, ConTimerStart, this, "Starts The Timer of Player i",2);
Console()->Register("timerrestart", "i", CFGFLAG_SERVER, ConTimerReStart, this, "Starts The Timer of Player i with the time of 00:00:00",2);
Console()->Register("timerzero", "i", CFGFLAG_SERVER, ConTimerZero, this, "00:00:00 the timer of Player i and Stops it",1);
Console()->Register("tele", "ii", CFGFLAG_SERVER, ConTeleport, this, "Teleports Player i1 to i2",2);
Console()->Register("weapons", "i", CFGFLAG_SERVER, ConWeapons, this, "Give all weapons to player i",2);
Console()->Register("weapons_me", "", CFGFLAG_SERVER, ConWeaponsMe, this, "Give all weapons to self",1);
Console()->Register("super", "i", CFGFLAG_SERVER, ConSuper, this, "Make player i super",2);
Console()->Register("unsuper", "i", CFGFLAG_SERVER, ConUnSuper, this, "Remove super from player i",2);
Console()->Register("super_me", "", CFGFLAG_SERVER, ConSuperMe, this, "Make player self super",1);
Console()->Register("unsuper_me", "", CFGFLAG_SERVER, ConUnSuperMe, this, "Remove super from self",1);// Mo
Console()->Register("hammer_me", "i", CFGFLAG_SERVER, ConHammerMe, this, "Sets the hammer of self to the power of i",1);
Console()->Register("hammer", "ii", CFGFLAG_SERVER, ConHammer, this, "Sets the hammer of player i1 to the power of i2",2);
Console()->Register("ninja", "i", CFGFLAG_SERVER, ConNinja, this, "Makes Player i have ninja power-up",2);
Console()->Register("ninja_me", "", CFGFLAG_SERVER, ConNinjaMe, this, "Makes self have ninja power-up",1);
Console()->Register("kill_pl", "i", CFGFLAG_SERVER, ConKillPlayer, this, "Kills player with id i and announces the kill",2);
Console()->Register("auth", "ii", CFGFLAG_SERVER, ConSetlvl, this, "Authenticates player i1 to the level of i2 ( warining he can use sv_rcon_password_XXXX and get the passwords ) level 0 = logout",3);
Console()->Register("mute", "ii", CFGFLAG_SERVER, ConMute, this, "mutes player i1 for i2 seconds", 2);
Console()->Register("tune", "si", CFGFLAG_SERVER, ConTuneParam, this, "", 4);
Console()->Register("tune_reset", "", CFGFLAG_SERVER, ConTuneReset, this, "", 4);
Console()->Register("tune_dump", "", CFGFLAG_SERVER, ConTuneDump, this, "", 4);
@ -1513,7 +1544,7 @@ void CGameContext::OnConsoleInit()
Console()->Register("broadcast", "r", CFGFLAG_SERVER, ConBroadcast, this, "", 3);
Console()->Register("say", "r", CFGFLAG_SERVER, ConSay, this, "", 3);
Console()->Register("set_team", "ii", CFGFLAG_SERVER, ConSetTeam, this, "", 2);
Console()->Register("left", "", CFGFLAG_SERVER, ConGoLeft, this, "",1);
Console()->Register("right", "", CFGFLAG_SERVER, ConGoRight, this, "",1);
Console()->Register("up", "", CFGFLAG_SERVER, ConGoUp, this, "",1);
@ -1523,7 +1554,7 @@ void CGameContext::OnConsoleInit()
Console()->Register("vote", "r", CFGFLAG_SERVER, ConVote, this, "", 3);
Console()->Chain("sv_motd", ConchainSpecialMotdupdate, this);
}
void CGameContext::OnInit(/*class IKernel *pKernel*/)
@ -1532,10 +1563,10 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
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));
@ -1546,22 +1577,22 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
//world = new GAMEWORLD;
//players = new CPlayer[MAX_CLIENTS];
char buf[512];
str_format(buf, sizeof(buf), "data/maps/%s.cfg", g_Config.m_SvMap); //
char buf[512];
str_format(buf, sizeof(buf), "data/maps/%s.cfg", g_Config.m_SvMap); //
Console()->ExecuteFile(buf);
str_format(buf, sizeof(buf), "data/maps/%s.map.cfg", g_Config.m_SvMap);
str_format(buf, sizeof(buf), "data/maps/%s.map.cfg", g_Config.m_SvMap);
Console()->ExecuteFile(buf);
// dbg_msg("Note","For map cfgs in windows and linux u need the files");
// dbg_msg("Note","in a folder i nthe same dir as teeworlds_srv");
// dbg_msg("Note","data/maps/%s.cfg", config.sv_map);
// dbg_msg("Note","For map cfgs in windows and linux u need the files");
// dbg_msg("Note","in a folder i nthe same dir as teeworlds_srv");
// dbg_msg("Note","data/maps/%s.cfg", config.sv_map);
// select gametype
m_pController = new CGameControllerDDRace(this);
//float temp;
//m_Tuning.Get("player_hooking",&temp);
//g_Config.m_SvPhook = temp;
//m_Tuning.Get("player_collision",&temp);
//g_Config.m_SvNpc=(!temp);
//g_Config.m_SvNpc=(!temp);
Server()->SetBrowseInfo(m_pController->m_pGameType, -1);
// setup core world
@ -1571,18 +1602,29 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
// create all entities from the game layer
CMapItemLayerTilemap *pTileMap = m_Layers.GameLayer();
CTile *pTiles = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Data);
//windows usually crshes here
//CMapItemLayerTilemap *pFrontMap = m_Layers.FrontLayer(); not needed game layer and front layer are always the same size
CTile *pFront=0;
if (m_Layers.FrontLayer())
pFront = (CTile *)Kernel()->RequestInterface<IMap>()->GetData(pTileMap->m_Front);
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);
m_pController->OnEntity(Index-ENTITY_OFFSET, Pos,false);
}
if (pFront)
{
int FIndex = pFront[y*pTileMap->m_Width+x].m_Index;
if(FIndex >= ENTITY_OFFSET)
{
vec2 Pos(x*32.0f+16.0f, y*32.0f+16.0f);
m_pController->OnEntity(FIndex-ENTITY_OFFSET, Pos,true);
}
}
}
}
@ -1610,7 +1652,7 @@ void CGameContext::OnSnap(int ClientId)
m_World.Snap(ClientId);
m_pController->Snap(ClientId);
m_Events.Snap(ClientId);
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_apPlayers[i])

View file

@ -68,9 +68,10 @@ class CGameContext : public IGameServer
static void ConPhook(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerReset(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimer(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerStop(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerStart(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerReStart(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConTimerZero(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConChangeMap(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConRestart(IConsole::IResult *pResult, void *pUserData, int cid);
static void ConBroadcast(IConsole::IResult *pResult, void *pUserData, int cid);

View file

@ -8,13 +8,13 @@
#include "gamecontroller.h"
#include "gamecontext.h"
#include "entities/light.h"
#include "entities/drager.h"
#include "entities/gun.h"
#include "entities/projectile.h"
#include "entities/plasma.h"
#include "entities/trigger.h"
#include "entities/door.h"
#include "entities/light.h"
#include "entities/drager.h"
#include "entities/gun.h"
#include "entities/projectile.h"
#include "entities/plasma.h"
#include "entities/trigger.h"
#include "entities/door.h"
#include <game/layers.h>
@ -24,7 +24,7 @@ IGameController::IGameController(class CGameContext *pGameServer)
m_pGameServer = pGameServer;
m_pServer = m_pGameServer->Server();
m_pGameType = "unknown";
//
DoWarmup(g_Config.m_SvWarmup);
m_GameOverTick = -1;
@ -35,10 +35,10 @@ IGameController::IGameController(class CGameContext *pGameServer)
//m_aTeamscore[0] = 0;
//m_aTeamscore[1] = 0;
m_aMapWish[0] = 0;
m_UnbalancedTick = -1;
m_ForceBalanced = false;
m_aNumSpawnPoints[0] = 0;
m_aNumSpawnPoints[1] = 0;
m_aNumSpawnPoints[2] = 0;
@ -58,14 +58,14 @@ float IGameController::EvaluateSpawnPos(CSpawnEval *pEval, vec2 Pos)
float Scoremod = 1.0f;
if(pEval->m_FriendlyTeam != -1 && pC->GetPlayer()->GetTeam() == pEval->m_FriendlyTeam)
Scoremod = 0.5f;
float d = distance(Pos, pC->m_Pos);
if(d == 0)
Score += 1000000000.0f;
else
Score += 1.0f/d;
}
return Score;
}
@ -88,15 +88,15 @@ void IGameController::EvaluateSpawnType(CSpawnEval *pEval, int T)
bool IGameController::CanSpawn(CPlayer *pPlayer, vec2 *pOutPos)
{
CSpawnEval Eval;
// spectators can't spawn
if(pPlayer->GetTeam() == -1)
return false;
/*if(IsTeamplay())
{
Eval.m_FriendlyTeam = pPlayer->GetTeam();
// try first try own team spawn, then normal spawn and then enemy
EvaluateSpawnType(&Eval, 1+(pPlayer->GetTeam()&1));
if(!Eval.m_Got)
@ -112,37 +112,40 @@ bool IGameController::CanSpawn(CPlayer *pPlayer, vec2 *pOutPos)
EvaluateSpawnType(&Eval, 1);
EvaluateSpawnType(&Eval, 2);
//}
*pOutPos = Eval.m_Pos;
return Eval.m_Got;
}
bool IGameController::OnEntity(int Index, vec2 Pos)
bool IGameController::OnEntity(int Index, vec2 Pos, bool Front)
{
if (Index<0)
return false;
dbg_msg("OnEntity","Index=%d Front=%d",Index,Front);//Remove*/
int Type = -1;
int SubType = 0;
int x,y;
x=(Pos.x-16.0f)/32.0f;
y=(Pos.y-16.0f)/32.0f;
dbg_msg("OnEntity","Pos(%d,%d)",x,y);
y=(Pos.y-16.0f)/32.0f;
/*dbg_msg("OnEntity","Pos(%d,%d)",x,y);//Remove*/
int sides[8];
sides[0]=GameServer()->Collision()->Entitiy(x,y+1);
sides[1]=GameServer()->Collision()->Entitiy(x+1,y+1);
sides[2]=GameServer()->Collision()->Entitiy(x+1,y);
sides[3]=GameServer()->Collision()->Entitiy(x+1,y-1);
sides[4]=GameServer()->Collision()->Entitiy(x,y-1);
sides[5]=GameServer()->Collision()->Entitiy(x-1,y-1);
sides[6]=GameServer()->Collision()->Entitiy(x-1,y);
sides[7]=GameServer()->Collision()->Entitiy(x-1,y+1);
sides[0]=GameServer()->Collision()->Entity(x,y+1, Front);
sides[1]=GameServer()->Collision()->Entity(x+1,y+1, Front);
sides[2]=GameServer()->Collision()->Entity(x+1,y, Front);
sides[3]=GameServer()->Collision()->Entity(x+1,y-1, Front);
sides[4]=GameServer()->Collision()->Entity(x,y-1, Front);
sides[5]=GameServer()->Collision()->Entity(x-1,y-1, Front);
sides[6]=GameServer()->Collision()->Entity(x-1,y, Front);
sides[7]=GameServer()->Collision()->Entity(x-1,y+1, Front);
if(Index == ENTITY_SPAWN)
m_aaSpawnPoints[0][m_aNumSpawnPoints[0]++] = Pos;
else if(Index == ENTITY_SPAWN_RED)
m_aaSpawnPoints[1][m_aNumSpawnPoints[1]++] = Pos;
else if(Index == ENTITY_SPAWN_BLUE)
m_aaSpawnPoints[2][m_aNumSpawnPoints[2]++] = Pos;
if(Index == ENTITY_DOOR)
{
for(int i=0; i<8;i++)
@ -152,7 +155,7 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
CDoor * door = new CDoor(&GameServer()->m_World, Pos, pi/4*i, 32*3 + 32*(sides[i] - ENTITY_LASER_SHORT)*3, false);
//for (int j = 0; j < 8; j++)
// if (j != i)
Connector(vec2(x, y), door);
Connector(vec2(x, y), door, Front);
}
}
}
@ -163,7 +166,7 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
if (Index - ENTITY_CRAZY_SHOTGUN_U_EX == i)
{
float Deg = i*(pi/2);
CProjectile *bullet = new CProjectile(&GameServer()->m_World,
CProjectile *bullet = new CProjectile(&GameServer()->m_World,
WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
@ -171,8 +174,8 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
-2, //Span
true, //Freeze
true, //Explosive
0,
SOUND_GRENADE_EXPLODE,
0,
SOUND_GRENADE_EXPLODE,
WEAPON_SHOTGUN);
bullet->SetBouncing(2 - (i % 2));
@ -186,7 +189,7 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
if (Index - ENTITY_CRAZY_SHOTGUN_U == i)
{
float Deg = i*(pi/2);
CProjectile *bullet = new CProjectile(&GameServer()->m_World,
CProjectile *bullet = new CProjectile(&GameServer()->m_World,
WEAPON_SHOTGUN, //Type
-1, //Owner
Pos, //Pos
@ -194,14 +197,14 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
-2, //Span
true, //Freeze
false, //Explosive
0,
SOUND_GRENADE_EXPLODE,
0,
SOUND_GRENADE_EXPLODE,
WEAPON_SHOTGUN);
bullet->SetBouncing(2 - (i % 2));
}
}
}
if(Index == ENTITY_ARMOR_1)
Type = POWERUP_ARMOR;
else if(Index == ENTITY_HEALTH_1)
@ -226,76 +229,76 @@ bool IGameController::OnEntity(int Index, vec2 Pos)
Type = POWERUP_NINJA;
SubType = WEAPON_NINJA;
}
else if(Index >= ENTITY_LASER_FAST_CW && Index <= ENTITY_LASER_FAST_CCW)
{
else if(Index >= ENTITY_LASER_FAST_CW && Index <= ENTITY_LASER_FAST_CCW)
{
int sides2[8];
sides2[0]=GameServer()->Collision()->Entitiy(x,y+2);
sides2[1]=GameServer()->Collision()->Entitiy(x+2,y+2);
sides2[2]=GameServer()->Collision()->Entitiy(x+2,y);
sides2[3]=GameServer()->Collision()->Entitiy(x+2,y-2);
sides2[4]=GameServer()->Collision()->Entitiy(x,y-2);
sides2[5]=GameServer()->Collision()->Entitiy(x-2,y-2);
sides2[6]=GameServer()->Collision()->Entitiy(x-2,y);
sides2[7]=GameServer()->Collision()->Entitiy(x-2,y+2);
sides2[0]=GameServer()->Collision()->Entity(x,y+2, Front);
sides2[1]=GameServer()->Collision()->Entity(x+2,y+2, Front);
sides2[2]=GameServer()->Collision()->Entity(x+2,y, Front);
sides2[3]=GameServer()->Collision()->Entity(x+2,y-2, Front);
sides2[4]=GameServer()->Collision()->Entity(x,y-2, Front);
sides2[5]=GameServer()->Collision()->Entity(x-2,y-2, Front);
sides2[6]=GameServer()->Collision()->Entity(x-2,y, Front);
sides2[7]=GameServer()->Collision()->Entity(x-2,y+2, Front);
float ang_speed;
int ind=Index-ENTITY_LASER_STOP;
int m;
if (ind<0)
{
ind=-ind;
m=1;
}
else if(ind==0)
m=0;
else
m=-1;
if (ind==0)
ang_speed=0.0f;
else if (ind==1)
ang_speed=pi/360;
else if (ind==2)
ang_speed=pi/180;
else if (ind==3)
ang_speed=pi/90;
ang_speed*=m;
for(int i=0; i<8;i++)
{
if (sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG)
{
CLight *lgt = new CLight(&GameServer()->m_World, Pos, pi/4*i,32*3 + 32*(sides[i] - ENTITY_LASER_SHORT)*3);
lgt->ang_speed=ang_speed;
if (sides2[i]>=ENTITY_LASER_C_SLOW && sides2[i]<=ENTITY_LASER_C_FAST)
{
lgt->speed=1+(sides2[i]-ENTITY_LASER_C_SLOW)*2;
lgt->cur_length=lgt->length;
}
else if(sides2[i]>=ENTITY_LASER_O_SLOW && sides2[i]<=ENTITY_LASER_O_FAST)
{
lgt->speed=1+(sides2[i]-ENTITY_LASER_O_SLOW)*2;
lgt->cur_length=0;
}
else
lgt->cur_length=lgt->length;
}
}
float ang_speed;
int ind=Index-ENTITY_LASER_STOP;
int m;
if (ind<0)
{
ind=-ind;
m=1;
}
else if(ind==0)
m=0;
else
m=-1;
}
else if(Index>=ENTITY_DRAGGER_WEAK && Index <=ENTITY_DRAGGER_STRONG)
{
new CDrager(&GameServer()->m_World,Pos,Index-ENTITY_DRAGGER_WEAK+1);
}
else if(Index>=ENTITY_DRAGGER_WEAK_NW && Index <=ENTITY_DRAGGER_STRONG_NW)
{
new CDrager(&GameServer()->m_World, Pos,Index-ENTITY_DRAGGER_WEAK_NW+1,true);
}
else if(Index==ENTITY_PLASMA)
{
new CGun(&GameServer()->m_World, Pos);
}
if (ind==0)
ang_speed=0.0f;
else if (ind==1)
ang_speed=pi/360;
else if (ind==2)
ang_speed=pi/180;
else if (ind==3)
ang_speed=pi/90;
ang_speed*=m;
for(int i=0; i<8;i++)
{
if (sides[i] >= ENTITY_LASER_SHORT && sides[i] <= ENTITY_LASER_LONG)
{
CLight *lgt = new CLight(&GameServer()->m_World, Pos, pi/4*i,32*3 + 32*(sides[i] - ENTITY_LASER_SHORT)*3);
lgt->ang_speed=ang_speed;
if (sides2[i]>=ENTITY_LASER_C_SLOW && sides2[i]<=ENTITY_LASER_C_FAST)
{
lgt->speed=1+(sides2[i]-ENTITY_LASER_C_SLOW)*2;
lgt->cur_length=lgt->length;
}
else if(sides2[i]>=ENTITY_LASER_O_SLOW && sides2[i]<=ENTITY_LASER_O_FAST)
{
lgt->speed=1+(sides2[i]-ENTITY_LASER_O_SLOW)*2;
lgt->cur_length=0;
}
else
lgt->cur_length=lgt->length;
}
}
}
else if(Index>=ENTITY_DRAGGER_WEAK && Index <=ENTITY_DRAGGER_STRONG)
{
new CDrager(&GameServer()->m_World,Pos,Index-ENTITY_DRAGGER_WEAK+1);
}
else if(Index>=ENTITY_DRAGGER_WEAK_NW && Index <=ENTITY_DRAGGER_STRONG_NW)
{
new CDrager(&GameServer()->m_World, Pos,Index-ENTITY_DRAGGER_WEAK_NW+1,true);
}
else if(Index==ENTITY_PLASMA)
{
new CGun(&GameServer()->m_World, Pos);
}
if(Type != -1)
{
CPickup *pPickup = new CPickup(&GameServer()->m_World, Type, SubType);
@ -322,21 +325,21 @@ vec2 GetSidePos(int side) {
return vec2(0, 0);
}
void IGameController::Connector(vec2 Pos, CDoor* Door) {
void IGameController::Connector(vec2 Pos, CDoor* Door, bool Front) {
int sides[8];
sides[0] = GameServer()->Collision()->Entitiy(Pos.x, Pos.y + 1);
sides[1] = GameServer()->Collision()->Entitiy(Pos.x + 1, Pos.y + 1);
sides[2] = GameServer()->Collision()->Entitiy(Pos.x + 1, Pos.y);
sides[3] = GameServer()->Collision()->Entitiy(Pos.x + 1, Pos.y - 1);
sides[4] = GameServer()->Collision()->Entitiy(Pos.x, Pos.y - 1);
sides[5] = GameServer()->Collision()->Entitiy(Pos.x - 1, Pos.y - 1);
sides[6] = GameServer()->Collision()->Entitiy(Pos.x - 1, Pos.y);
sides[7] = GameServer()->Collision()->Entitiy(Pos.x - 1, Pos.y + 1);
sides[0] = GameServer()->Collision()->Entity(Pos.x, Pos.y + 1, Front);
sides[1] = GameServer()->Collision()->Entity(Pos.x + 1, Pos.y + 1, Front);
sides[2] = GameServer()->Collision()->Entity(Pos.x + 1, Pos.y, Front);
sides[3] = GameServer()->Collision()->Entity(Pos.x + 1, Pos.y - 1, Front);
sides[4] = GameServer()->Collision()->Entity(Pos.x, Pos.y - 1, Front);
sides[5] = GameServer()->Collision()->Entity(Pos.x - 1, Pos.y - 1, Front);
sides[6] = GameServer()->Collision()->Entity(Pos.x - 1, Pos.y, Front);
sides[7] = GameServer()->Collision()->Entity(Pos.x - 1, Pos.y + 1, Front);
for (int i=0;i<8;i++)
{
vec2 shift = GetSidePos(i);
if (sides[i]==ENTITY_CONNECTOR_D+(i+4) % 8)
Connector(Pos + shift, Door);
Connector(Pos + shift, Door, Front);
else if(sides[i]==ENTITY_TRIGGER)
{
vec2 pos((Pos.x + shift.x)*32.0f + 16.0f, (Pos.y + shift.y)*32.0f + 16.0f);
@ -349,7 +352,7 @@ void IGameController::EndRound()
{
if(m_Warmup) // game can't end when we are running warmup
return;
GameServer()->m_World.m_Paused = true;
m_GameOverTick = Server()->Tick();
m_SuddenDeath = 0;
@ -373,7 +376,7 @@ bool IsSeparator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t';
void IGameController::StartRound()
{
ResetGame();
m_RoundStartTick = Server()->Tick();
m_SuddenDeath = 0;
m_GameOverTick = -1;
@ -403,11 +406,11 @@ void IGameController::CycleMap()
if(m_RoundCount < g_Config.m_SvRoundsPerMap-1)
return;
// handle maprotation
const char *pMapRotation = g_Config.m_SvMaprotation;
const char *pCurrentMap = g_Config.m_SvMap;
int CurrentMapLen = str_length(pCurrentMap);
const char *pNextMap = pMapRotation;
while(*pNextMap)
@ -415,25 +418,25 @@ void IGameController::CycleMap()
int WordLen = 0;
while(pNextMap[WordLen] && !IsSeparator(pNextMap[WordLen]))
WordLen++;
if(WordLen == CurrentMapLen && str_comp_num(pNextMap, pCurrentMap, CurrentMapLen) == 0)
{
// map found
pNextMap += CurrentMapLen;
while(*pNextMap && IsSeparator(*pNextMap))
pNextMap++;
break;
}
pNextMap++;
}
// restart rotation
if(pNextMap[0] == 0)
pNextMap = pMapRotation;
// cut out the next map
// cut out the next map
char Buf[512];
for(int i = 0; i < 512; i++)
{
@ -444,14 +447,14 @@ void IGameController::CycleMap()
break;
}
}
// skip spaces
int i = 0;
while(IsSeparator(Buf[i]))
i++;
m_RoundCount = 0;
dbg_msg("game", "rotating map to %s", &Buf[i]);
str_copy(g_Config.m_SvMap, &Buf[i], sizeof(g_Config.m_SvMap));
}
@ -469,7 +472,7 @@ void IGameController::PostReset()
}
}
}
/*
/*
void IGameController::OnPlayerInfoChange(class CPlayer *pP)
{
const int aTeamColors[2] = {65387, 10223467};
@ -507,7 +510,7 @@ void IGameController::OnCharacterSpawn(class CCharacter *pChr)
{
// default health
pChr->IncreaseHealth(10);
// give default weapons
//pChr->GiveAllWeapons();
pChr->GiveWeapon(WEAPON_HAMMER, -1);
@ -526,16 +529,16 @@ bool IGameController::IsFriendlyFire(int Cid1, int Cid2)
{
if(Cid1 == Cid2)
return false;
if(IsTeamplay())
{
if(!GameServer()->m_apPlayers[Cid1] || !GameServer()->m_apPlayers[Cid2])
return false;
if(GameServer()->m_apPlayers[Cid1]->GetTeam() == GameServer()->m_apPlayers[Cid2]->GetTeam())
return true;
}
return false;
}
*/
@ -564,7 +567,7 @@ void IGameController::Tick()
if(!m_Warmup)
StartRound();
}
if(m_GameOverTick != -1)
{
// game over.. wait for restart
@ -580,7 +583,7 @@ void IGameController::Tick()
if (IsTeamplay() && m_UnbalancedTick != -1 && Server()->Tick() > m_UnbalancedTick+g_Config.m_SvTeambalanceTime*Server()->TickSpeed()*60)
{
dbg_msg("game", "Balancing teams");
int aT[2] = {0,0};
float aTScore[2] = {0,0};
float aPScore[MAX_CLIENTS] = {0.0f};
@ -594,13 +597,13 @@ void IGameController::Tick()
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;
@ -616,14 +619,14 @@ void IGameController::Tick()
PD = absolute((aTScore[M^1]+aPScore[i]) - (aTScore[M]-aPScore[i]));
}
}
// move the player to the other team
pP->SetTeam(M^1);
pP->Respawn();
pP->m_ForceBalanced = true;
} while (--NumBalance);
m_ForceBalanced = true;
}
m_UnbalancedTick = -1;
@ -670,18 +673,18 @@ void IGameController::Snap(int SnappingClient)
pGameObj->m_Paused = GameServer()->m_World.m_Paused;
pGameObj->m_GameOver = m_GameOverTick==-1?0:1;
pGameObj->m_SuddenDeath = m_SuddenDeath;
//pGameObj->m_ScoreLimit = g_Config.m_SvScorelimit;
//pGameObj->m_TimeLimit = g_Config.m_SvTimelimit;
pGameObj->m_RoundStartTick = m_RoundStartTick;
pGameObj->m_Flags = m_GameFlags;
pGameObj->m_Warmup = m_Warmup;
pGameObj->m_RoundNum = /*(str_length(g_Config.m_SvMaprotation) && g_Config.m_SvRoundsPerMap) ? g_Config.m_SvRoundsPerMap :*/ 0;
pGameObj->m_RoundCurrent = m_RoundCount+1;
if(SnappingClient == -1)
{
// we are recording a demo, just set the scores
@ -701,7 +704,7 @@ int IGameController::GetAutoTeam(int Notthisid)
// this will force the auto balancer to work overtime aswell
if(g_Config.m_DbgStress)
return 0;
int aNumplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
@ -715,7 +718,7 @@ int IGameController::GetAutoTeam(int Notthisid)
int Team = 0;
//if(IsTeamplay())
// Team = aNumplayers[0] > aNumplayers[1] ? 1 : 0;
if(CanJoinTeam(Team, Notthisid))
return Team;
return -1;
@ -735,7 +738,7 @@ bool IGameController::CanJoinTeam(int Team, int Notthisid)
aNumplayers[GameServer()->m_apPlayers[i]->GetTeam()]++;
}
}
return (aNumplayers[0] + aNumplayers[1]) < g_Config.m_SvMaxClients-g_Config.m_SvSpectatorSlots;
}
/*
@ -743,7 +746,7 @@ bool IGameController::CheckTeamBalance()
{
if(!IsTeamplay() || !g_Config.m_SvTeambalanceTime)
return true;
int aT[2] = {0, 0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
@ -751,7 +754,7 @@ bool IGameController::CheckTeamBalance()
if(pP && pP->GetTeam() != -1)
aT[pP->GetTeam()]++;
}
if(absolute(aT[0]-aT[1]) >= 2)
{
dbg_msg("game", "Team is NOT balanced (red=%d blue=%d)", aT[0], aT[1]);
@ -770,22 +773,22 @@ bool IGameController::CheckTeamBalance()
bool IGameController::CanChangeTeam(CPlayer *pPlayer, int JoinTeam)
{
int aT[2] = {0, 0};
if (!IsTeamplay() || JoinTeam == -1 || !g_Config.m_SvTeambalanceTime)
return true;
for(int i = 0; i < MAX_CLIENTS; i++)
{
CPlayer *pP = GameServer()->m_apPlayers[i];
if(pP && pP->GetTeam() != -1)
aT[pP->GetTeam()]++;
}
// simulate what would happen if changed team
aT[JoinTeam]++;
if (pPlayer->GetTeam() != -1)
aT[JoinTeam^1]--;
// there is a player-difference of at least 2
if(absolute(aT[0]-aT[1]) >= 2)
{
@ -819,7 +822,7 @@ void IGameController::DoPlayerScoreWincheck()
TopscoreCount++;
}
}
// check score win condition
if((g_Config.m_SvScorelimit > 0 && Topscore >= g_Config.m_SvScorelimit) ||
(g_Config.m_SvTimelimit > 0 && (Server()->Tick()-m_RoundStartTick) >= g_Config.m_SvTimelimit*Server()->TickSpeed()*60))
@ -858,4 +861,4 @@ int IGameController::ClampTeam(int Team)
//if(IsTeamplay())
// return Team&1;
return 0;
}
}

View file

@ -101,9 +101,9 @@ public:
Returns:
bool?
*/
virtual bool OnEntity(int Index, vec2 Pos);
virtual bool OnEntity(int Index, vec2 Pos, bool Front);
virtual void Connector(vec2 Pos, CDoor* Door);
virtual void Connector(vec2 Pos, CDoor* Door, bool Front);
/*
Function: on_CCharacter_spawn

View file

@ -10,7 +10,7 @@ CGameWorld::CGameWorld()
{
m_pGameServer = 0x0;
m_pServer = 0x0;
m_Paused = false;
m_ResetRequested = false;
m_pFirstEntity = 0x0;
@ -159,7 +159,7 @@ void CGameWorld::Tick()
// update all objects
for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity)
pEnt->Tick();
for(CEntity *pEnt = m_pFirstEntity; pEnt; pEnt = pEnt->m_pNextEntity)
pEnt->TickDefered();
}
@ -181,7 +181,7 @@ CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, v
{
if(p == pNotThis)
continue;
vec2 IntersectPos = closest_point_on_line(Pos0, Pos1, p->m_Pos);
float Len = distance(p->m_Pos, IntersectPos);
if(Len < p->m_ProximityRadius+Radius)
@ -194,7 +194,7 @@ CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, v
}
}
}
return pClosest;
}
@ -204,13 +204,13 @@ CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotTh
// Find other players
float ClosestRange = Radius*2;
CCharacter *pClosest = 0;
CCharacter *p = (CCharacter *)GameServer()->m_World.FindFirst(NETOBJTYPE_CHARACTER);
for(; p; p = (CCharacter *)p->TypeNext())
{
if(p == pNotThis)
continue;
float Len = distance(Pos, p->m_Pos);
if(Len < p->m_ProximityRadius+Radius)
{
@ -221,6 +221,6 @@ CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotTh
}
}
}
return pClosest;
}