#include #include #include #include #include #include "player.h" #include "gamecontext.h" #include #include "gamemodes/DDRace.h" MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS) IServer *CPlayer::Server() 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; 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 && GameServer()->m_pController->m_CurrentRecord)) { 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(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(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]; const char * Name = Server()->ClientName(m_ClientID); 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; 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"); } } }