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https://github.com/ddnet/ddnet.git
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Revert last not working fix
This commit is contained in:
parent
1119432e60
commit
bbe66c5f20
115
src/base/detect.h~
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115
src/base/detect.h~
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@ -0,0 +1,115 @@
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#ifndef BASELIB_FILE_CONFIG_H
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#define BASELIB_FILE_CONFIG_H
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/*
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this file detected the family, platform and architecture
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to compile for.
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*/
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/* platforms */
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/* windows Family */
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#if defined(WIN64) || defined(_WIN64)
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/* Hmm, is this IA64 or x86-64? */
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#define CONF_FAMILY_WINDOWS 1
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#define CONF_FAMILY_STRING "windows"
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#define CONF_PLATFORM_WIN64 1
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#define CONF_PLATFORM_STRING "win64"
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#elif defined(WIN32) || defined(_WIN32) || defined(__CYGWIN32__) || defined(__MINGW32__)
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#define CONF_FAMILY_WINDOWS 1
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#define CONF_FAMILY_STRING "windows"
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#define CONF_PLATFORM_WIN32 1
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#define CONF_PLATFORM_STRING "win32"
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#endif
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/* unix family */
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#if defined(__FreeBSD__)
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#define CONF_FAMILY_UNIX 1
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#define CONF_FAMILY_STRING "unix"
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#define CONF_PLATFORM_FREEBSD 1
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#define CONF_PLATFORM_STRING "freebsd"
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#endif
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#if defined(__OpenBSD__)
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#define CONF_FAMILY_UNIX 1
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#define CONF_FAMILY_STRING "unix"
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#define CONF_PLATFORM_OPENBSD 1
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#define CONF_PLATFORM_STRING "openbsd"
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#endif
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#if defined(__LINUX__) || defined(__linux__)
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#define CONF_FAMILY_UNIX 1
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#define CONF_FAMILY_STRING "unix"
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#define CONF_PLATFORM_LINUX 1
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#define CONF_PLATFORM_STRING "linux"
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#endif
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#if defined(MACOSX) || defined(__APPLE__) || defined(__DARWIN__)
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#define CONF_FAMILY_UNIX 1
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#define CONF_FAMILY_STRING "unix"
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#define CONF_PLATFORM_MACOSX 1
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#define CONF_PLATFORM_STRING "macosx"
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#endif
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#if defined(__sun)
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#define CONF_FAMILY_UNIX 1
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#define CONF_FAMILY_STRING "unix"
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#define CONF_PLATFROM_SOLARIS 1
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#define CONF_PLATFORM_STRING "solaris"
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#endif
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/* beos family */
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#if defined(__BeOS) || defined(__BEOS__)
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#define CONF_FAMILY_BEOS 1
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#define CONF_FAMILY_STRING "beos"
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#define CONF_PLATFORM_BEOS 1
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#define CONF_PLATFORM_STRING "beos"
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#endif
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/* architectures */
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#if defined(i386) || defined(__i386__) || defined(__x86__) || defined(CONF_PLATFORM_WIN32)
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#define CONF_ARCH_IA32 1
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#define CONF_ARCH_STRING "ia32"
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#define CONF_ARCH_ENDIAN_LITTLE 1
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#endif
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#if defined(__ia64__)
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#define CONF_ARCH_IA64 1
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#define CONF_ARCH_STRING "ia64"
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#define CONF_ARCH_ENDIAN_LITTLE 1
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#endif
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#if defined(__amd64__) || defined(__x86_64__)
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#define CONF_ARCH_AMD64 1
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#define CONF_ARCH_STRING "amd64"
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#define CONF_ARCH_ENDIAN_LITTLE 1
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#endif
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#if defined(__powerpc__) || defined(__ppc__)
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#define CONF_ARCH_PPC 1
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#define CONF_ARCH_STRING "ppc"
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#define CONF_ARCH_ENDIAN_BIG 1
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#endif
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#if defined(__sparc__)
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#define CONF_ARCH_SPARC 1
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#define CONF_ARCH_STRING "sparc"
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#define CONF_ARCH_ENDIAN_BIG 1
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#endif
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#ifndef CONF_FAMILY_STRING
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#define CONF_FAMILY_STRING "unknown"
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#endif
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#ifndef CONF_PLATFORM_STRING
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#define CONF_PLATFORM_STRING "unknown"
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#endif
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#ifndef CONF_ARCH_STRING
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#define CONF_ARCH_STRING "unknown"
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#endif
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#endif
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58
src/base/math.h~
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58
src/base/math.h~
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#ifndef BASE_MATH_H
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#define BASE_MATH_H
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#include <stdlib.h>
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template <typename T>
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inline T clamp(T val, T min, T max)
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{
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if(val < min)
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return min;
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if(val > max)
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return max;
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return val;
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}
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inline float sign(float f)
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{
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return f<0.0f?-1.0f:1.0f;
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}
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inline int round(float f)
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{
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if(f > 0)
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return (int)(f+0.5f);
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return (int)(f-0.5f);
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}
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template<typename T, typename TB>
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inline T mix(const T a, const T b, TB amount)
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{
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return a + (b-a)*amount;
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}
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inline float frandom() { return rand()/(float)(RAND_MAX); }
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// float to fixed
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inline int f2fx(float v) { return (int)(v*(float)(1<<10)); }
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inline float fx2f(int v) { return v*(1.0f/(1<<10)); }
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class fxp
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{
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int value;
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public:
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void set(int v) { value = v; }
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int get() const { return value; }
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fxp &operator = (int v) { value = v<<10; return *this; }
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fxp &operator = (float v) { value = (int)(v*(float)(1<<10)); return *this; }
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operator float() const { return value/(float)(1<<10); }
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};
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const float pi = 3.1415926535897932384626433f;
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template <typename T> inline T min(T a, T b) { return a<b?a:b; }
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template <typename T> inline T max(T a, T b) { return a>b?a:b; }
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template <typename T> inline T absolute(T a) { return a<T(0)?-a:a; }
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#endif // BASE_MATH_H
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247
src/base/stdint.h~
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247
src/base/stdint.h~
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@ -0,0 +1,247 @@
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// ISO C9x compliant stdint.h for Microsoft Visual Studio
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// Based on ISO/IEC 9899:TC2 Committee draft (May 6, 2005) WG14/N1124
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//
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// Copyright (c) 2006-2008 Alexander Chemeris
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// 3. The name of the author may be used to endorse or promote products
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// derived from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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// EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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// OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _MSC_VER // [
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#error "Use this header only with Microsoft Visual C++ compilers!"
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#endif // _MSC_VER ]
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#ifndef _MSC_STDINT_H_ // [
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#define _MSC_STDINT_H_
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#if _MSC_VER > 1000
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#pragma once
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#endif
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#include <limits.h>
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// For Visual Studio 6 in C++ mode and for many Visual Studio versions when
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// compiling for ARM we should wrap <wchar.h> include with 'extern "C++" {}'
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// or compiler give many errors like this:
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// error C2733: second C linkage of overloaded function 'wmemchr' not allowed
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#ifdef __cplusplus
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extern "C" {
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#endif
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# include <wchar.h>
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#ifdef __cplusplus
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}
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#endif
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// Define _W64 macros to mark types changing their size, like intptr_t.
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#ifndef _W64
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# if !defined(__midl) && (defined(_X86_) || defined(_M_IX86)) && _MSC_VER >= 1300
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# define _W64 __w64
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# else
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# define _W64
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# endif
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#endif
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// 7.18.1 Integer types
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// 7.18.1.1 Exact-width integer types
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// Visual Studio 6 and Embedded Visual C++ 4 doesn't
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// realize that, e.g. char has the same size as __int8
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// so we give up on __intX for them.
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#if (_MSC_VER < 1300)
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typedef signed char int8_t;
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typedef signed short int16_t;
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typedef signed int int32_t;
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typedef unsigned char uint8_t;
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typedef unsigned short uint16_t;
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typedef unsigned int uint32_t;
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#else
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typedef signed __int8 int8_t;
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typedef signed __int16 int16_t;
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typedef signed __int32 int32_t;
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typedef unsigned __int8 uint8_t;
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typedef unsigned __int16 uint16_t;
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typedef unsigned __int32 uint32_t;
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#endif
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typedef signed __int64 int64_t;
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typedef unsigned __int64 uint64_t;
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// 7.18.1.2 Minimum-width integer types
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typedef int8_t int_least8_t;
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typedef int16_t int_least16_t;
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typedef int32_t int_least32_t;
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typedef int64_t int_least64_t;
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typedef uint8_t uint_least8_t;
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typedef uint16_t uint_least16_t;
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typedef uint32_t uint_least32_t;
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typedef uint64_t uint_least64_t;
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// 7.18.1.3 Fastest minimum-width integer types
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typedef int8_t int_fast8_t;
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typedef int16_t int_fast16_t;
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typedef int32_t int_fast32_t;
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typedef int64_t int_fast64_t;
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typedef uint8_t uint_fast8_t;
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typedef uint16_t uint_fast16_t;
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typedef uint32_t uint_fast32_t;
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typedef uint64_t uint_fast64_t;
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// 7.18.1.4 Integer types capable of holding object pointers
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#ifdef _WIN64 // [
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typedef signed __int64 intptr_t;
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typedef unsigned __int64 uintptr_t;
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#else // _WIN64 ][
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typedef _W64 signed int intptr_t;
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typedef _W64 unsigned int uintptr_t;
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#endif // _WIN64 ]
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// 7.18.1.5 Greatest-width integer types
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typedef int64_t intmax_t;
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typedef uint64_t uintmax_t;
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// 7.18.2 Limits of specified-width integer types
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#if !defined(__cplusplus) || defined(__STDC_LIMIT_MACROS) // [ See footnote 220 at page 257 and footnote 221 at page 259
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// 7.18.2.1 Limits of exact-width integer types
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#define INT8_MIN ((int8_t)_I8_MIN)
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#define INT8_MAX _I8_MAX
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#define INT16_MIN ((int16_t)_I16_MIN)
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#define INT16_MAX _I16_MAX
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#define INT32_MIN ((int32_t)_I32_MIN)
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#define INT32_MAX _I32_MAX
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#define INT64_MIN ((int64_t)_I64_MIN)
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#define INT64_MAX _I64_MAX
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#define UINT8_MAX _UI8_MAX
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#define UINT16_MAX _UI16_MAX
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#define UINT32_MAX _UI32_MAX
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#define UINT64_MAX _UI64_MAX
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// 7.18.2.2 Limits of minimum-width integer types
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#define INT_LEAST8_MIN INT8_MIN
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#define INT_LEAST8_MAX INT8_MAX
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#define INT_LEAST16_MIN INT16_MIN
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#define INT_LEAST16_MAX INT16_MAX
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#define INT_LEAST32_MIN INT32_MIN
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#define INT_LEAST32_MAX INT32_MAX
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#define INT_LEAST64_MIN INT64_MIN
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#define INT_LEAST64_MAX INT64_MAX
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#define UINT_LEAST8_MAX UINT8_MAX
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#define UINT_LEAST16_MAX UINT16_MAX
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#define UINT_LEAST32_MAX UINT32_MAX
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#define UINT_LEAST64_MAX UINT64_MAX
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// 7.18.2.3 Limits of fastest minimum-width integer types
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#define INT_FAST8_MIN INT8_MIN
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#define INT_FAST8_MAX INT8_MAX
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#define INT_FAST16_MIN INT16_MIN
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#define INT_FAST16_MAX INT16_MAX
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#define INT_FAST32_MIN INT32_MIN
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#define INT_FAST32_MAX INT32_MAX
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#define INT_FAST64_MIN INT64_MIN
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#define INT_FAST64_MAX INT64_MAX
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#define UINT_FAST8_MAX UINT8_MAX
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#define UINT_FAST16_MAX UINT16_MAX
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#define UINT_FAST32_MAX UINT32_MAX
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#define UINT_FAST64_MAX UINT64_MAX
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// 7.18.2.4 Limits of integer types capable of holding object pointers
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#ifdef _WIN64 // [
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# define INTPTR_MIN INT64_MIN
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# define INTPTR_MAX INT64_MAX
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# define UINTPTR_MAX UINT64_MAX
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#else // _WIN64 ][
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# define INTPTR_MIN INT32_MIN
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# define INTPTR_MAX INT32_MAX
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# define UINTPTR_MAX UINT32_MAX
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#endif // _WIN64 ]
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// 7.18.2.5 Limits of greatest-width integer types
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#define INTMAX_MIN INT64_MIN
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#define INTMAX_MAX INT64_MAX
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#define UINTMAX_MAX UINT64_MAX
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// 7.18.3 Limits of other integer types
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#ifdef _WIN64 // [
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# define PTRDIFF_MIN _I64_MIN
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# define PTRDIFF_MAX _I64_MAX
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#else // _WIN64 ][
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# define PTRDIFF_MIN _I32_MIN
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# define PTRDIFF_MAX _I32_MAX
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#endif // _WIN64 ]
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#define SIG_ATOMIC_MIN INT_MIN
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#define SIG_ATOMIC_MAX INT_MAX
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#ifndef SIZE_MAX // [
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# ifdef _WIN64 // [
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||||
# define SIZE_MAX _UI64_MAX
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||||
# else // _WIN64 ][
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# define SIZE_MAX _UI32_MAX
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||||
# endif // _WIN64 ]
|
||||
#endif // SIZE_MAX ]
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// WCHAR_MIN and WCHAR_MAX are also defined in <wchar.h>
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#ifndef WCHAR_MIN // [
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# define WCHAR_MIN 0
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#endif // WCHAR_MIN ]
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||||
#ifndef WCHAR_MAX // [
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# define WCHAR_MAX _UI16_MAX
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#endif // WCHAR_MAX ]
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#define WINT_MIN 0
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#define WINT_MAX _UI16_MAX
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#endif // __STDC_LIMIT_MACROS ]
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||||
|
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// 7.18.4 Limits of other integer types
|
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#if !defined(__cplusplus) || defined(__STDC_CONSTANT_MACROS) // [ See footnote 224 at page 260
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// 7.18.4.1 Macros for minimum-width integer constants
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#define INT8_C(val) val##i8
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#define INT16_C(val) val##i16
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#define INT32_C(val) val##i32
|
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#define INT64_C(val) val##i64
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#define UINT8_C(val) val##ui8
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#define UINT16_C(val) val##ui16
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#define UINT32_C(val) val##ui32
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#define UINT64_C(val) val##ui64
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// 7.18.4.2 Macros for greatest-width integer constants
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#define INTMAX_C INT64_C
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#define UINTMAX_C UINT64_C
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|
||||
#endif // __STDC_CONSTANT_MACROS ]
|
||||
|
||||
|
||||
#endif // _MSC_STDINT_H_ ]
|
1595
src/base/system.c~
Normal file
1595
src/base/system.c~
Normal file
File diff suppressed because it is too large
Load diff
1143
src/base/system.h~
Normal file
1143
src/base/system.h~
Normal file
File diff suppressed because it is too large
Load diff
1124
src/game/client/gameclient.cpp~
Normal file
1124
src/game/client/gameclient.cpp~
Normal file
File diff suppressed because it is too large
Load diff
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@ -78,6 +78,7 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
|
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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
|
||||
m_Core.Init(&GameServer()->m_World.m_Core, GameServer()->Collision(), &Controller->m_Teams.m_Core);
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m_Core.m_Pos = m_Pos;
|
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m_Core.m_Id = GetPlayer()->GetCID();
|
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = &m_Core;
|
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|
||||
m_ReckoningTick = 0;
|
||||
|
|
1549
src/game/server/entities/character.cpp~
Normal file
1549
src/game/server/entities/character.cpp~
Normal file
File diff suppressed because it is too large
Load diff
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@ -1,5 +1,5 @@
|
|||
// copyright (c) 2007 magnus auvinen, see licence.txt for more info/*
|
||||
#include <game/mapitems.h>
|
||||
/*#include <game/mapitems.h>
|
||||
#include <game/server/entities/character.h>
|
||||
#include <game/server/entities/flag.h>
|
||||
#include <game/server/player.h>
|
||||
|
|
422
src/game/server/player.cpp~
Normal file
422
src/game/server/player.cpp~
Normal file
|
@ -0,0 +1,422 @@
|
|||
#include <new>
|
||||
#include <stdio.h>
|
||||
#include <engine/server.h>
|
||||
#include <engine/server/server.h>
|
||||
#include <engine/shared/config.h>
|
||||
|
||||
#include "player.h"
|
||||
#include "gamecontext.h"
|
||||
#include <game/gamecore.h>
|
||||
#include "gamemodes/DDRace.h"
|
||||
|
||||
MACRO_ALLOC_POOL_ID_IMPL (CPlayer, MAX_CLIENTS)
|
||||
IServer *CPlayer::Server () const const
|
||||
{
|
||||
return m_pGameServer->Server ();
|
||||
}
|
||||
|
||||
CPlayer::CPlayer (CGameContext * pGameServer, int CID, int Team)
|
||||
{
|
||||
m_pGameServer = pGameServer;
|
||||
m_RespawnTick = Server ()->Tick ();
|
||||
m_DieTick = Server ()->Tick ();
|
||||
m_ScoreStartTick = Server ()->Tick ();
|
||||
Character = 0;
|
||||
m_Muted = 0;
|
||||
this->m_ClientID = CID;
|
||||
m_Team = GameServer ()->m_pController->ClampTeam (Team);
|
||||
|
||||
m_LastPlaytime = time_get ();
|
||||
m_LastTarget_x = 0;
|
||||
m_LastTarget_y = 0;
|
||||
m_SentAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time
|
||||
m_SentAfkWarning2 = 0;
|
||||
|
||||
m_PauseInfo.m_Respawn = false;
|
||||
|
||||
if (!g_Config.m_SvShowOthers)
|
||||
m_ShowOthers = false;
|
||||
else
|
||||
m_ShowOthers = true;
|
||||
|
||||
m_IsUsingRaceClient = false;
|
||||
m_LastSentTime = 0;
|
||||
|
||||
GameServer ()->Score ()->PlayerData (CID)->Reset ();
|
||||
}
|
||||
|
||||
CPlayer::~CPlayer ()
|
||||
{
|
||||
delete Character;
|
||||
Character = 0;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::Tick ()
|
||||
{
|
||||
Server ()->SetClientAuthed (m_ClientID, m_Authed);
|
||||
Server ()->SetClientScore (m_ClientID, m_Score);
|
||||
|
||||
if (m_Muted > 0)
|
||||
m_Muted--;
|
||||
// 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 (!Character
|
||||
&& m_DieTick + Server ()->TickSpeed () * 3 <= Server ()->Tick ())
|
||||
m_Spawning = true;
|
||||
|
||||
if (Character)
|
||||
{
|
||||
if (Character->IsAlive ())
|
||||
{
|
||||
m_ViewPos = Character->m_Pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
delete Character;
|
||||
Character = 0;
|
||||
}
|
||||
}
|
||||
else if (m_Spawning && m_RespawnTick <= Server ()->Tick ())
|
||||
TryRespawn ();
|
||||
|
||||
// send best time
|
||||
if (m_IsUsingRaceClient)
|
||||
{
|
||||
if (m_LastSentTime > GameServer ()->m_pController->m_CurrentRecord
|
||||
|| (m_LastSentTime == 0
|
||||
&& GameServer ()->m_pController->m_CurrentRecord > 0))
|
||||
{
|
||||
//dbg_msg("player", "Record message sended");
|
||||
char aBuf[16];
|
||||
str_format (aBuf, sizeof (aBuf), "%.0f", GameServer ()->m_pController->m_CurrentRecord * 100.0f); // damn ugly but the only way i know to do it
|
||||
int TimeToSend;
|
||||
sscanf (aBuf, "%d", &TimeToSend);
|
||||
CNetMsg_Sv_Record Msg;
|
||||
Msg.m_Time = TimeToSend;
|
||||
Server ()->SendPackMsg (&Msg, MSGFLAG_VITAL, m_ClientID);
|
||||
|
||||
m_LastSentTime = GameServer ()->m_pController->m_CurrentRecord;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::Snap (int SnappingClient)
|
||||
{
|
||||
CNetObj_ClientInfo *ClientInfo =
|
||||
static_cast <
|
||||
CNetObj_ClientInfo *
|
||||
>(Server ()->
|
||||
SnapNewItem (NETOBJTYPE_CLIENTINFO, m_ClientID,
|
||||
sizeof (CNetObj_ClientInfo)));
|
||||
StrToInts (&ClientInfo->m_Name0, 6, Server ()->ClientName (m_ClientID));
|
||||
StrToInts (&ClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
|
||||
ClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
|
||||
ClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
|
||||
ClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
|
||||
|
||||
CNetObj_PlayerInfo *Info =
|
||||
static_cast <
|
||||
CNetObj_PlayerInfo *
|
||||
>(Server ()->
|
||||
SnapNewItem (NETOBJTYPE_PLAYERINFO, m_ClientID,
|
||||
sizeof (CNetObj_PlayerInfo)));
|
||||
|
||||
Info->m_Latency = m_Latency.m_Min;
|
||||
Info->m_LatencyFlux = m_Latency.m_Max - m_Latency.m_Min;
|
||||
Info->m_Local = 0;
|
||||
Info->m_ClientId = m_ClientID;
|
||||
|
||||
|
||||
if (m_ClientID == SnappingClient)
|
||||
Info->m_Local = 1;
|
||||
|
||||
// send 0 if times of otheres are not shown
|
||||
if (SnappingClient != m_ClientID)
|
||||
Info->m_Score = 0;
|
||||
else
|
||||
Info->m_Score = m_Score;
|
||||
|
||||
Info->m_Team = m_Team;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::OnDisconnect ()
|
||||
{
|
||||
KillCharacter ();
|
||||
|
||||
if (Server ()->ClientIngame (m_ClientID))
|
||||
{
|
||||
char aBuf[512];
|
||||
str_format (aBuf, sizeof (aBuf), "%s has left the game",
|
||||
Server ()->ClientName (m_ClientID));
|
||||
GameServer ()->SendChat (-1, CGameContext::CHAT_ALL, aBuf);
|
||||
char Cmd[64];
|
||||
str_format (aBuf, sizeof (aBuf), "leave player='%d:%s'", m_ClientID,
|
||||
Server ()->ClientName (m_ClientID));
|
||||
GameServer ()->Console ()->Print (IConsole::OUTPUT_LEVEL_STANDARD,
|
||||
"game", aBuf);
|
||||
if (m_Muted > 0)
|
||||
{
|
||||
str_format (Cmd, sizeof (Cmd), "ban %d %d '%s'", m_ClientID,
|
||||
m_Muted / Server ()->TickSpeed (), "ppc");
|
||||
GameServer ()->Console ()->ExecuteLine (Cmd, 3, -1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::OnPredictedInput (CNetObj_PlayerInput * NewInput)
|
||||
{
|
||||
if (Character)
|
||||
Character->OnPredictedInput (NewInput);
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::OnDirectInput (CNetObj_PlayerInput * NewInput)
|
||||
{
|
||||
if (Character)
|
||||
Character->OnDirectInput (NewInput);
|
||||
|
||||
if (!Character && m_Team >= 0 && (NewInput->m_Fire & 1))
|
||||
m_Spawning = true;
|
||||
|
||||
if (!Character && m_Team == -1)
|
||||
m_ViewPos = vec2 (NewInput->m_TargetX, NewInput->m_TargetY);
|
||||
AfkTimer (NewInput->m_TargetX, NewInput->m_TargetY);
|
||||
}
|
||||
|
||||
CCharacter *
|
||||
CPlayer::GetCharacter ()
|
||||
{
|
||||
if (Character && Character->IsAlive ())
|
||||
return Character;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::KillCharacter (int Weapon)
|
||||
{
|
||||
if (Character)
|
||||
{
|
||||
Character->Die (m_ClientID, Weapon);
|
||||
delete Character;
|
||||
Character = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::Respawn ()
|
||||
{
|
||||
if (m_Team > -1)
|
||||
m_Spawning = true;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::SetTeam (int Team)
|
||||
{
|
||||
// clamp the team
|
||||
Team = GameServer ()->m_pController->ClampTeam (Team);
|
||||
if (m_Team == Team)
|
||||
return;
|
||||
|
||||
char aBuf[512];
|
||||
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);
|
||||
|
||||
KillCharacter ();
|
||||
|
||||
m_Team = Team;
|
||||
// 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]);
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::TryRespawn ()
|
||||
{
|
||||
if (m_PauseInfo.m_Respawn)
|
||||
{
|
||||
Character = new (m_ClientID) CCharacter (&GameServer ()->m_World);
|
||||
Character->Spawn (this, m_PauseInfo.m_Core.m_Pos);
|
||||
GameServer ()->CreatePlayerSpawn (m_PauseInfo.m_Core.m_Pos);
|
||||
LoadCharacter ();
|
||||
}
|
||||
else
|
||||
{
|
||||
vec2 SpawnPos = vec2 (100.0f, -60.0f);
|
||||
if (!GameServer ()->m_pController->CanSpawn (this, &SpawnPos))
|
||||
return;
|
||||
|
||||
// check if the position is occupado
|
||||
CEntity *apEnts[2] = { 0 };
|
||||
int NumEnts =
|
||||
GameServer ()->m_World.FindEntities (SpawnPos, 64, apEnts, 2,
|
||||
NETOBJTYPE_CHARACTER);
|
||||
if (NumEnts < 3)
|
||||
{
|
||||
m_Spawning = false;
|
||||
Character = new (m_ClientID) CCharacter (&GameServer ()->m_World);
|
||||
Character->Spawn (this, SpawnPos);
|
||||
GameServer ()->CreatePlayerSpawn (SpawnPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::LoadCharacter ()
|
||||
{
|
||||
Character->m_Core = m_PauseInfo.m_Core;
|
||||
if (g_Config.m_SvPauseTime)
|
||||
Character->m_StartTime =
|
||||
Server ()->Tick () - (m_PauseInfo.m_PauseTime -
|
||||
m_PauseInfo.m_StartTime);
|
||||
Character->m_RaceState = m_PauseInfo.m_RaceState;
|
||||
Character->m_RefreshTime = Server ()->Tick ();
|
||||
for (int i = 0; i < NUM_WEAPONS; ++i)
|
||||
{
|
||||
if (m_PauseInfo.m_aHasWeapon[i])
|
||||
{
|
||||
if (!m_PauseInfo.m_FreezeTime)
|
||||
{
|
||||
Character->GiveWeapon (i, -1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Character->GiveWeapon (i, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
Character->m_FreezeTime = m_PauseInfo.m_FreezeTime;
|
||||
Character->m_Doored = m_PauseInfo.m_Doored;
|
||||
Character->m_OldPos = m_PauseInfo.m_OldPos;
|
||||
Character->m_OlderPos = m_PauseInfo.m_OlderPos;
|
||||
Character->m_LastAction = m_PauseInfo.m_LastAction;
|
||||
Character->m_Jumped = m_PauseInfo.m_Jumped;
|
||||
Character->m_Health = m_PauseInfo.m_Health;
|
||||
Character->m_Armor = m_PauseInfo.m_Armor;
|
||||
Character->m_PlayerState = m_PauseInfo.m_PlayerState;
|
||||
Character->m_LastMove = m_PauseInfo.m_LastMove;
|
||||
Character->m_PrevPos = m_PauseInfo.m_PrevPos;
|
||||
Character->m_ActiveWeapon = m_PauseInfo.m_ActiveWeapon;
|
||||
Character->m_LastWeapon = m_PauseInfo.m_LastWeapon;
|
||||
Character->m_HammerType = m_PauseInfo.m_HammerType;
|
||||
Character->m_Super = m_PauseInfo.m_Super;
|
||||
m_PauseInfo.m_Respawn = false;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::SaveCharacter ()
|
||||
{
|
||||
m_PauseInfo.m_Core = Character->m_Core;
|
||||
m_PauseInfo.m_StartTime = Character->m_StartTime;
|
||||
m_PauseInfo.m_RaceState = Character->m_RaceState;
|
||||
for (int i = 0; i < WEAPON_NINJA; ++i)
|
||||
{
|
||||
m_PauseInfo.m_aHasWeapon[i] = Character->m_aWeapons[i].m_Got;
|
||||
}
|
||||
m_PauseInfo.m_FreezeTime = Character->m_FreezeTime;
|
||||
m_PauseInfo.m_Doored = Character->m_Doored;
|
||||
m_PauseInfo.m_OldPos = Character->m_OldPos;
|
||||
m_PauseInfo.m_OlderPos = Character->m_OlderPos;
|
||||
m_PauseInfo.m_LastAction = Character->m_LastAction;
|
||||
m_PauseInfo.m_Jumped = Character->m_Jumped;
|
||||
m_PauseInfo.m_Health = Character->m_Health;
|
||||
m_PauseInfo.m_Armor = Character->m_Armor;
|
||||
m_PauseInfo.m_PlayerState = Character->m_PlayerState;
|
||||
m_PauseInfo.m_LastMove = Character->m_LastMove;
|
||||
m_PauseInfo.m_PrevPos = Character->m_PrevPos;
|
||||
m_PauseInfo.m_ActiveWeapon = Character->m_ActiveWeapon;
|
||||
m_PauseInfo.m_LastWeapon = Character->m_LastWeapon;
|
||||
m_PauseInfo.m_HammerType = Character->m_HammerType;
|
||||
m_PauseInfo.m_Super = Character->m_Super;
|
||||
m_PauseInfo.m_PauseTime = Server ()->Tick ();
|
||||
//m_PauseInfo.m_RefreshTime = Character->m_RefreshTime;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayer::AfkTimer (int new_target_x, int new_target_y)
|
||||
{
|
||||
/*
|
||||
afk timer (x, y = mouse coordinates)
|
||||
Since a player has to move the mouse to play, this is a better method than checking
|
||||
the player's position in the game world, because it can easily be bypassed by just locking a key.
|
||||
Frozen players could be kicked as well, because they can't move.
|
||||
It also works for spectators.
|
||||
*/
|
||||
|
||||
if (m_Authed)
|
||||
return; // don't kick admins
|
||||
if (g_Config.m_SvMaxAfkTime == 0)
|
||||
return; // 0 = disabled
|
||||
|
||||
if (new_target_x != m_LastTarget_x || new_target_y != m_LastTarget_y)
|
||||
{
|
||||
m_LastPlaytime = time_get ();
|
||||
m_LastTarget_x = new_target_x;
|
||||
m_LastTarget_y = new_target_y;
|
||||
m_SentAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time
|
||||
m_SentAfkWarning2 = 0;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// not playing, check how long
|
||||
if (m_SentAfkWarning == 0
|
||||
&& m_LastPlaytime <
|
||||
time_get () - time_freq () * (int) (g_Config.m_SvMaxAfkTime * 0.5))
|
||||
{
|
||||
sprintf (m_pAfkMsg,
|
||||
"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
|
||||
(int) (g_Config.m_SvMaxAfkTime * 0.5),
|
||||
g_Config.m_SvMaxAfkTime);
|
||||
m_pGameServer->SendChatTarget (m_ClientID, m_pAfkMsg);
|
||||
m_SentAfkWarning = 1;
|
||||
}
|
||||
else if (m_SentAfkWarning2 == 0
|
||||
&& m_LastPlaytime <
|
||||
time_get () -
|
||||
time_freq () * (int) (g_Config.m_SvMaxAfkTime * 0.9))
|
||||
{
|
||||
sprintf (m_pAfkMsg,
|
||||
"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
|
||||
(int) (g_Config.m_SvMaxAfkTime * 0.9),
|
||||
g_Config.m_SvMaxAfkTime);
|
||||
m_pGameServer->SendChatTarget (m_ClientID, m_pAfkMsg);
|
||||
m_SentAfkWarning = 1;
|
||||
}
|
||||
else if (m_LastPlaytime <
|
||||
time_get () - time_freq () * g_Config.m_SvMaxAfkTime)
|
||||
{
|
||||
CServer *serv = (CServer *) m_pGameServer->Server ();
|
||||
serv->Kick (m_ClientID, "Away from keyboard");
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue