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player.c
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player.c
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/*
Copyright (c) 2006 Florian Wesch <[email protected]>. All Rights Reserved.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#include <string.h>
#include <assert.h>
#include <math.h>
#include <stdlib.h>
#include <signal.h>
#include <sys/time.h>
#include <lauxlib.h>
#include <lualib.h>
#include "infond.h"
#include "global.h"
#include "player.h"
#include "server.h"
#include "creature.h"
#include "world.h"
#include "misc.h"
#include "game.h"
#include "rules.h"
#include "scroller.h"
#define PLAYER_USED(player) (!!((player)->L))
static player_t players[MAXPLAYERS];
static int num_players = 0;
static player_t *king_player = NULL;
void player_change_score(player_t *player, int scoredelta, const char *reason) {
char buf[1024];
snprintf(buf, sizeof(buf), "%s %s %d point%s: %s",
player->name,
scoredelta > 0 ? "gained" : "lost",
abs(scoredelta),
abs(scoredelta) == 1 ? "" : "s",
reason);
add_to_scroller(buf);
int oldscore = player->score;
player->score += scoredelta;
if (player->score < PLAYER_KICK_SCORE)
player->score = PLAYER_KICK_SCORE;
if (player->score > 9999)
player->score = 9999;
if (player->score != oldscore)
player->dirtymask |= PLAYER_DIRTY_SCORE;
// Rule Handler aufrufen
lua_pushnumber(L, player_num(player));
lua_pushnumber(L, player->score);
lua_pushstring(L, reason);
game_call_rule_handler("onPlayerScoreChange", 3);
}
void player_init_events(player_t *player) {
lua_pushliteral(player->L, "events");
lua_newtable(player->L);
lua_settable(player->L, LUA_REGISTRYINDEX);
}
// erwartet values [key, value] Paare
void player_add_event(player_t *player, vm_event event, int values) {
lua_pushliteral(player->L, "events");
lua_rawget(player->L, LUA_REGISTRYINDEX); // kv* _events
assert(!lua_isnil(player->L, -1));
lua_createtable(player->L, 3, 0); // kv* _events event
lua_pushliteral(player->L, "type"); // kv* _events event 'type'
lua_pushnumber(player->L, event); // kv* _events event 'type' id
lua_rawset(player->L, -3); // kv* _events event
lua_insert(player->L, -2); // kv* event _events
lua_insert(player->L, -2 - 2 * values); // _events kv* event
lua_insert(player->L, -1 - 2 * values); // _events event kv*
for (int i = 0; i < values; i++)
lua_rawset(player->L, - 1 - 2 * (values - i)); // _events event kv*
size_t size = lua_objlen(player->L, -2); // _events
lua_rawseti(player->L, -2, size + 1); // _events
lua_pop(player->L, 1); //
}
void player_on_creature_spawned(player_t *player, creature_t *creature, creature_t *parent) {
lua_pushliteral(player->L, "id"); lua_pushnumber(player->L, creature_id(creature));
lua_pushliteral(player->L, "parent"); lua_pushnumber(player->L, parent ? creature_id(parent) : -1);
player_add_event(player, CREATURE_SPAWNED, 2);
player->num_creatures++;
// Rule Handler aufrufen
lua_pushnumber(L, creature_id(creature));
if (parent)
lua_pushnumber(L, creature_id(parent));
else
lua_pushnil(L);
game_call_rule_handler("onCreatureSpawned", 2);
}
void player_on_creature_killed(player_t *player, creature_t *victim, creature_t *killer) {
lua_pushliteral(player->L, "id"); lua_pushnumber(player->L, creature_id(victim));
lua_pushliteral(player->L, "killer"); lua_pushnumber(player->L, killer ? creature_id(killer) : -1);
player_add_event(player, CREATURE_KILLED, 2);
player->num_creatures--;
assert(player->num_creatures >= 0);
if (player->num_creatures == 0)
player->all_dead_time = game_time;
// Rule Handler aufrufen
lua_pushnumber(L, creature_id(victim));
if (killer)
lua_pushnumber(L, creature_id(killer));
else
lua_pushnil(L);
game_call_rule_handler("onCreatureKilled", 2);
}
void player_on_creature_attacked(player_t *player, creature_t *victim, creature_t *attacker) {
lua_pushliteral(player->L, "id"); lua_pushnumber(player->L, creature_id(victim));
lua_pushliteral(player->L, "attacker"); lua_pushnumber(player->L, creature_id(attacker));
player_add_event(player, CREATURE_ATTACKED, 2);
}
void player_on_all_dead(player_t *player, int time) {
// Rule Handler aufrufen
lua_pushnumber(L, player_num(player));
lua_pushnumber(L, time);
game_call_rule_handler("onPlayerAllCreaturesDead", 2);
}
void player_on_created(player_t *player) {
// Zeiten zuruecksetzen
player->all_dead_time = game_time;
player->spawn_time = game_time;
// Event eintragen
lua_pushliteral(player->L, "id"); lua_pushnumber(player->L, player_num(player));
player_add_event(player, PLAYER_CREATED, 1);
// Rule Handler aufrufen
lua_pushnumber(L, player_num(player));
game_call_rule_handler("onPlayerCreated", 1);
}
static int player_at_panic(lua_State *L) {
fprintf(stderr, "Aeiik! LUA panic. Cannot continue. Please file a bug report\n");
abort();
return 0; // never reached
}
static void *player_allocator(void *ud, void *ptr, size_t osize, size_t nsize) {
player_t *player = (player_t*)ud;
(void)osize; /* not used */
if (nsize == 0) {
free(ptr);
return NULL;
} else {
if (player->mem_enforce &&
lua_gc(player->L, LUA_GCCOUNT, 0) >= player->max_mem)
return NULL;
return realloc(ptr, nsize);
}
}
static const char *exceeded_message = NULL;
static int player_at_cpu_exceeded(lua_State *L) {
lua_pushstring(L, exceeded_message);
lua_pushliteral(L, "traceback");
lua_rawget(L, LUA_REGISTRYINDEX);
lua_call(L, 0, 1);
lua_concat(L, 2);
return 1;
}
static player_t *alarm_player = NULL;
#ifndef WIN32
static struct itimerval timer;
#endif
static void alarm_signal(int sig) {
assert(sig == SIGVTALRM);
assert(alarm_player);
// Cycles auf 0 => Bei naechster Anweisung wird die Ausfuehrung beendet.
exceeded_message = "cpu time exceeded at ";
lua_set_cycles(alarm_player->L, 0);
// Spieler kicken. Es riecht nach DOS.
free(alarm_player->kill_me);
alarm_player->kill_me = strdup("player killed: used excessive amount of cpu. what are you doing?");
}
// Erwartet Funktion sowie params Parameter auf dem Stack
static int player_call_user_lua(const char *where, player_t *player, int params) {
lua_pushliteral(player->L, "traceback"); // func params* 'traceback'
lua_rawget(player->L, LUA_REGISTRYINDEX); // func params* traceback
lua_insert(player->L, -2 - params); // traceback func params*
// XXX: Geht davon aus, das vor dem installieren des Errorhandlers (setjmp, etc..)
// kein Speicherbedingter Fehler auftritt.
player->mem_enforce = 1;
// Notfallzeitbeschraenkung einbauen. Kann auftreten, falls sehr viele
// teure Lua Funktionen aufgerufen werden.
#ifndef WIN32
alarm_player = player;
timer.it_interval.tv_sec = 0;
timer.it_interval.tv_usec = 0;
timer.it_value.tv_sec = LUA_MAX_REAL_CPU_SECONDS;
timer.it_value.tv_usec = 0;
signal(SIGVTALRM, alarm_signal);
setitimer(ITIMER_VIRTUAL, &timer, NULL);
#endif
// Normalerweise liegt ein "cpu exceeded" Fehler an Ueberschreitung der lua VM Cycles.
// Nur im CPU Rechenzeit-Fall wird diese Meldung entsprechend angepasst.
exceeded_message = "lua vm cycles exceeded at ";
// Usercode aufrufen
int ret = lua_pcall(player->L, params, 0, -2 - params);
#ifndef WIN32
// Alarm aufheben
timer.it_value.tv_sec = 0;
timer.it_value.tv_usec = 0;
setitimer(ITIMER_VIRTUAL, &timer, NULL);
alarm_player = NULL;
#endif
// Keine Speicherbeschraenkung mehr (ab hier wird die VM wieder von infon gesteuert)
player->mem_enforce = 0;
// Ausfuehrung geklappt. Aufraeumen & raus.
if (ret == 0) {
lua_pop(player->L, 1);
return 1;
}
// Fehler bei der Ausfuehrung. Fehlermeldung holen
const char *errmsg = lua_tostring(player->L, -1);
if (!errmsg)
errmsg = "unknown error";
const char *why;
switch (ret) {
case LUA_ERRRUN: why = "runtime"; break;
case LUA_ERRMEM: why = "memory"; break;
case LUA_ERRERR: why = "error handling"; break;
default: why = "unknown"; break;
}
char errorbuf[4096];
snprintf(errorbuf, sizeof(errorbuf), "%s error %s: %s\r\n", why, where, errmsg);
player_writeto(player, errorbuf, strlen(errorbuf));
lua_pop(player->L, 2);
return 0;
}
static int player_get_cpu_usage(player_t *player) {
int cycles_left = lua_get_cycles(player->L);
return 100 * (player->max_cycles - cycles_left) / player->max_cycles;
}
// Makros fuer die Verwendung innerhalb der C-Lua Creature-Funktionen.
// Innerhalb einer Spieler VM wird ein Pointer auf die player-Struktur
// als Upvalue abgelegt (siehe lua_register_player), welcher dann inner-
// halb der Funktion wieder als 'player' zur Verfuegung steht.
//
// Werden die Funktionen von der HauptVM aus aufgerufen, so ist der
// Upvalue nil und der Wert von Player NULL.
#define get_player() \
player_t *player = lua_touserdata(L, lua_upvalueindex(1)); \
(void)player; /* Unused Warning weg */
#define get_player_and_creature() \
get_player(); \
creature_t *creature = creature_get_checked_lua(L, 1);
#define assure_is_players_creature() \
do { if (player && creature->player != player) \
return luaL_error(L, "%d isn't your creature", \
creature_id(creature)); \
} while(0)
static int luaSaveInRegistry(lua_State *L) {
get_player();
lua_settable(player->L, LUA_REGISTRYINDEX);
return 0;
}
void luaLineHook(lua_State *L, lua_Debug *ar) {
lua_getinfo(L, "S", ar);
lua_pushthread(L);
lua_rawget(L, LUA_REGISTRYINDEX);
lua_pushstring(L, ar->source);
lua_pushnumber(L, ar->currentline);
lua_call(L, 2, 1);
int yield = lua_toboolean(L, -1);
lua_pop(L, 1);
if (yield) lua_yield(L, 0);
}
static int luaSetLineHook(lua_State *L) {
luaL_checktype(L, 1, LUA_TTHREAD);
lua_State *thread = lua_tothread(L, 1);
if (lua_gettop(L) == 1) {
lua_sethook(thread, luaLineHook, 0, 0);
} else {
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_rawset(L, LUA_REGISTRYINDEX);
lua_sethook(thread, luaLineHook, LUA_MASKLINE, 0);
}
return 0;
}
static int luaPrint(lua_State *L) {
get_player();
int n = lua_gettop(L);
for (int i = 1; i <= n; i++) {
if (i > 1) player_writeto(player, "\t", 1);
if (lua_isstring(L,i))
player_writeto(player, lua_tostring(L,i), lua_strlen(L, i));
else if (lua_isnil(L,i))
player_writeto(player, "nil", 3);
else if (lua_isboolean(L,i))
lua_toboolean(L,i) ? player_writeto(player, "true", 4):
player_writeto(player, "false", 5);
else {
char buffer[128];
snprintf(buffer, sizeof(buffer), "%s:%p", lua_typename(L,lua_type(L,i)), lua_topointer(L,i));
player_writeto(player, buffer, strlen(buffer));
}
}
player_writeto(player, "\r\n", 2);
return 0;
}
static int luaCreatureSuicide(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
creature_suicide(creature);
return 0;
}
static int luaCreatureSetPath(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
lua_pushboolean(L, creature_set_path(creature,
luaL_checklong(L, 2),
luaL_checklong(L, 3)));
return 1;
}
static int luaCreatureSetTarget(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
lua_pushboolean(L, creature_set_target(creature,
luaL_checklong(L, 2)));
return 1;
}
static int luaCreatureSetConvert(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
lua_pushboolean(L, creature_set_conversion_type(creature,
luaL_checklong(L, 2)));
return 1;
}
static int luaCreatureSetMessage(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
creature_set_message(creature, luaL_checkstring(L, 2));
return 0;
}
static int luaCreatureGetNearestEnemy(lua_State *L) {
get_player_and_creature();
if (RESTRICTIVE) assure_is_players_creature();
int mindist;
const creature_t *nearest = creature_nearest_enemy(creature, &mindist);
if (!nearest)
return 0;
lua_pushnumber(L, creature_id(nearest));
lua_pushnumber(L, nearest->x);
lua_pushnumber(L, nearest->y);
lua_pushnumber(L, player_num(nearest->player));
lua_pushnumber(L, mindist);
return 5;
}
static int luaCreatureGetHealth(lua_State *L) {
get_player_and_creature();
lua_pushnumber(L, 100 * creature->health / creature_max_health(creature));
return 1;
}
static int luaCreatureGetSpeed(lua_State *L) {
get_player_and_creature();
if (RESTRICTIVE) assure_is_players_creature();
lua_pushnumber(L, creature_speed(creature));
return 1;
}
static int luaCreatureGetType(lua_State *L) {
get_player_and_creature();
lua_pushnumber(L, creature->type);
return 1;
}
static int luaCreatureGetFood(lua_State *L) {
get_player_and_creature();
if (RESTRICTIVE) assure_is_players_creature();
lua_pushnumber(L, creature->food);
return 1;
}
static int luaCreatureGetTileFood(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
lua_pushnumber(L, creature_food_on_tile(creature));
return 1;
}
static int luaCreatureGetTileType(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
lua_pushnumber(L, creature_tile_type(creature));
return 1;
}
static int luaCreatureGetMaxFood(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
lua_pushnumber(L, creature_max_food(creature));
return 1;
}
static int luaCreatureGetPos(lua_State *L) {
get_player_and_creature();
if (RESTRICTIVE) assure_is_players_creature();
lua_pushnumber(L, creature->x);
lua_pushnumber(L, creature->y);
return 2;
}
static int luaCreatureGetDistance(lua_State *L) {
get_player_and_creature();
if (RESTRICTIVE) assure_is_players_creature();
const creature_t *target = creature_get_checked_lua(L, 2);
lua_pushnumber(L, creature_dist(creature, target));
return 1;
}
static int luaCreatureGetState(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
lua_pushnumber(L, creature->state);
return 1;
}
#ifdef CHEATS
static int luaCreatureCheatGiveAll(lua_State *L) {
get_player_and_creature();
creature->health = creature_max_health(creature);
creature->food = creature_max_food(creature);
return 0;
}
#endif
static int luaCreatureSetState(lua_State *L) {
get_player_and_creature();
assure_is_players_creature();
int state = luaL_checklong(L, 2);
switch (state) {
case CREATURE_IDLE:
case CREATURE_WALK:
case CREATURE_HEAL:
case CREATURE_EAT:
case CREATURE_ATTACK:
case CREATURE_CONVERT:
case CREATURE_SPAWN:
case CREATURE_FEED:
lua_pushboolean(L, creature_set_state(creature, state));
break;
default:
luaL_error(L, "invalid state %d", state);
break;
}
return 1;
}
static int luaGetCPUUsage(lua_State *L) {
get_player();
lua_pushnumber(L, player_get_cpu_usage(player));
return 1;
}
static int luaWorldSize(lua_State *L) {
lua_pushnumber(L, TILE_X1(1));
lua_pushnumber(L, TILE_Y1(1));
lua_pushnumber(L, TILE_X2(world_width() - 2));
lua_pushnumber(L, TILE_Y2(world_height() - 2));
return 4;
}
static int luaGameTime(lua_State *L) {
lua_pushnumber(L, game_time);
return 1;
}
static int luaGetKothPos(lua_State *L) {
lua_pushnumber(L, TILE_XCENTER(world_koth_x()));
lua_pushnumber(L, TILE_YCENTER(world_koth_y()));
return 2;
}
static int luaCreatureExists(lua_State *L) {
if (RESTRICTIVE) luaL_error(L, "this function is not available in restricted mode");
lua_pushboolean(L, !!creature_by_id(luaL_checklong(L, 1)));
return 1;
}
static int luaPlayerExists(lua_State *L) {
if (RESTRICTIVE) luaL_error(L, "this function is not available in restricted mode");
lua_pushboolean(L, !!player_by_num(luaL_checklong(L, 1)));
return 1;
}
static int luaCreatureGetPlayer(lua_State *L) {
if (RESTRICTIVE) luaL_error(L, "this function is not available in restricted mode");
const creature_t *creature = creature_get_checked_lua(L, 1);
lua_pushnumber(L, player_num(creature->player));
return 1;
}
static int luaPlayerScore(lua_State *L) {
if (RESTRICTIVE) luaL_error(L, "this function is not available in restricted mode");
lua_pushnumber(L, player_get_checked_lua(L, 1)->score);
return 1;
}
static int luaPlayerChangeScore(lua_State *L) {
player_change_score(player_get_checked_lua(L, 1),
luaL_checklong(L, 2),
luaL_checkstring(L, 3));
return 0;
}
static int luaCreatureSetFood(lua_State *L) {
get_player_and_creature();
lua_pushnumber(L, creature_set_food(creature, luaL_checklong(L, 2)));
return 1;
}
static int luaCreatureSetType(lua_State *L) {
get_player_and_creature();
lua_pushnumber(L, creature_set_type(creature, luaL_checklong(L, 2)));
return 1;
}
static int luaKingPlayer(lua_State *L) {
player_t *king = player_king();
if (king) {
lua_pushnumber(L, player_num(king));
} else {
lua_pushnil(L);
}
return 1;
}
static void player_set_color(player_t *player, int color) {
player->color = color & 0xFF;
player->dirtymask |= PLAYER_DIRTY_COLOR;
}
#define lua_register_player(p,n,f) \
(lua_pushstring((p)->L, n), \
lua_pushlightuserdata((p)->L, p), \
lua_pushcclosure((p)->L, f, 1), \
lua_settable((p)->L, LUA_GLOBALSINDEX))
player_t *player_create(const char *name, const char *pass, const char *highlevel) {
int playerno;
for (playerno = 0; playerno < MAXPLAYERS; playerno++) {
if (!PLAYER_USED(&players[playerno]))
break;
}
if (playerno == MAXPLAYERS)
return NULL;
player_t *player = &players[playerno];
memset(player, 0, sizeof(player_t));
if (name) {
snprintf(player->name, sizeof(player->name), "%s", name);
} else {
snprintf(player->name, sizeof(player->name), "player%d", playerno);
}
snprintf(player->pass, sizeof(player->pass), "%s", pass);
player->max_mem = LUA_MAX_MEM;
player->mem_enforce = 0;
player->max_cycles = LUA_MAX_CPU;
player->no_client_kick_time = NO_CLIENT_KICK_TIME;
player->all_disconnected_time = real_time;
player->L = lua_newstate(player_allocator, player);
luaL_openlibs(player->L);
lua_atcpu_exceeded(player->L, player_at_cpu_exceeded);
lua_atpanic (player->L, player_at_panic);
player_set_color(player, rand() % 256);
lua_register_string_constant(player->L, PREFIX);
lua_register_player(player, "save_in_registry", luaSaveInRegistry);
lua_register_player(player, "linehook", luaSetLineHook);
lua_register_player(player, "client_print", luaPrint);
lua_register_player(player, "suicide", luaCreatureSuicide);
lua_register_player(player, "set_path", luaCreatureSetPath);
lua_register_player(player, "get_pos", luaCreatureGetPos);
lua_register_player(player, "get_state", luaCreatureGetState);
lua_register_player(player, "set_state", luaCreatureSetState);
lua_register_player(player, "set_target", luaCreatureSetTarget);
lua_register_player(player, "set_convert", luaCreatureSetConvert);
lua_register_player(player, "get_nearest_enemy", luaCreatureGetNearestEnemy);
lua_register_player(player, "get_type", luaCreatureGetType);
lua_register_player(player, "get_food", luaCreatureGetFood);
lua_register_player(player, "get_health", luaCreatureGetHealth);
lua_register_player(player, "get_speed", luaCreatureGetSpeed);
lua_register_player(player, "get_tile_food", luaCreatureGetTileFood);
lua_register_player(player, "get_tile_type", luaCreatureGetTileType);
lua_register_player(player, "get_max_food", luaCreatureGetMaxFood);
lua_register_player(player, "get_distance", luaCreatureGetDistance);
lua_register_player(player, "set_message", luaCreatureSetMessage);
#ifdef CHEATS
lua_register_player(player, "cheat_give_all", luaCreatureCheatGiveAll);
#endif
lua_register_player(player, "get_cpu_usage", luaGetCPUUsage);
lua_register(player->L, "world_size", luaWorldSize);
lua_register(player->L, "game_time", luaGameTime);
lua_register(player->L, "get_koth_pos", luaGetKothPos);
lua_register(player->L, "creature_exists", luaCreatureExists);
lua_register(player->L, "creature_player", luaCreatureGetPlayer);
lua_register(player->L, "player_exists", luaPlayerExists);
lua_register(player->L, "king_player", luaKingPlayer);
lua_register(player->L, "player_score", luaPlayerScore);
lua_register(player->L, "creature_get_config", luaCreatureGetConfig);
lua_register_constant(player->L, CREATURE_IDLE);
lua_register_constant(player->L, CREATURE_WALK);
lua_register_constant(player->L, CREATURE_HEAL);
lua_register_constant(player->L, CREATURE_EAT);
lua_register_constant(player->L, CREATURE_ATTACK);
lua_register_constant(player->L, CREATURE_CONVERT);
lua_register_constant(player->L, CREATURE_SPAWN);
lua_register_constant(player->L, CREATURE_FEED);
lua_register_constant(player->L, TILE_SOLID);
lua_register_constant(player->L, TILE_PLAIN);
lua_register_constant(player->L, CREATURE_SPAWNED);
lua_register_constant(player->L, CREATURE_KILLED);
lua_register_constant(player->L, CREATURE_ATTACKED);
lua_register_constant(player->L, PLAYER_CREATED);
lua_pushnumber(player->L, playerno);
lua_setglobal(player->L, "player_number");
// Initiale Cyclen setzen
lua_set_cycles(player->L, player->max_cycles);
player_init_events(player);
// player.lua sourcen
if (luaL_loadfile(player->L, PREFIX "player.lua")) {
fprintf(stderr, "cannot load 'player.lua': %s\n", lua_tostring(player->L, -1));
goto failed;
}
lua_pushstring(player->L, highlevel);
// starten
if (lua_pcall(player->L, 1, 0, 0) != 0) {
fprintf(stderr, "cannot execute 'player.lua': %s\n", lua_tostring(player->L, -1));
goto failed;
}
player_to_network(player, PLAYER_DIRTY_ALL, SEND_BROADCAST);
num_players++;
player_on_created(player);
return player;
failed:
lua_close(player->L);
player->L = NULL;
return NULL;
}
void player_destroy(player_t *player) {
creature_kill_all_players_creatures(player);
client_t *client;
while ((client = player->clients)) {
player_detach_client(client, player);
};
free(player->kill_me);
lua_close(player->L);
player->L = NULL;
num_players--;
player_to_network(player, PLAYER_DIRTY_ALIVE, SEND_BROADCAST);
}
void player_set_name(player_t *player, const char *name) {
snprintf(player->name, sizeof(player->name), "%s", name);
player->dirtymask |= PLAYER_DIRTY_NAME;
}
int player_num(player_t *player) {
return player - players;
}
void player_writeto(player_t *player, const void *data, size_t size) {
if (!player->clients) {
assert(player->num_clients == 0);
return;
}
client_t *client = player->clients;
do {
if (!player->output_client || player->output_client == client)
server_writeto(client, data, size);
client = client->next;
} while (client != player->clients);
}
player_t *player_by_num(int playerno) {
if (playerno < 0 || playerno >= MAXPLAYERS)
return NULL;
player_t *player = &players[playerno];
if (!PLAYER_USED(player))
return NULL;
return player;
}
player_t *player_get_checked_lua(lua_State *L, int idx) {
int playerno = luaL_checklong(L, idx);
if (playerno < 0 || playerno >= MAXPLAYERS)
luaL_error(L, "player number %d out of range", playerno);
player_t *player = &players[playerno];
if (!PLAYER_USED(player))
luaL_error(L, "player %d not in use", playerno);
return player;
}
int player_attach_client(client_t *client, player_t *player, const char *pass) {
if (!client || !player)
return 0;
if (!PLAYER_USED(player))
return 0;
// Passwort fhslca?
if (strcmp(pass, player->pass))
return 0;
if (client->player) {
if (client->player == player)
return 1;
player_detach_client(client, client->player);
}
client->player = player;
player->num_clients++;
if (player->clients) {
client->prev = player->clients;
client->next = player->clients->next;
client->next->prev = client;
client->prev->next = client;
} else {
client->prev = client->next = player->clients = client;
}
assert(client->next->prev == client);
assert(client->prev->next == client);
assert(player->clients->next->prev == player->clients);
assert(player->clients->prev->next == player->clients);
return 1;
}
int player_detach_client(client_t *client, player_t *player) {
if (!client || !player)
return 0;
if (!client->player)
return 0;
if (client->player != player)
return 0;
if (player->bot_output_client == client)
player->bot_output_client = NULL;
player->num_clients--;
assert(player->num_clients >= 0);
if (player->num_clients == 0)
player->all_disconnected_time = real_time;
client->player = NULL;
if (player->num_clients == 0) {
player->clients = NULL;
} else {
client->next->prev = client->prev;
client->prev->next = client->next;
player->clients = client->next;
assert(client->next->next->prev == client->next);
assert(client->next->prev->next == client->next);
assert(player->clients->next->prev == player->clients);
assert(player->clients->prev->next == player->clients);
}
client->next = NULL;
client->prev = NULL;
return 1;
}
int player_execute_code(player_t *player, client_t *output_client, const char *code, size_t codelen, const char *where) {
int success;
player->output_client = output_client;
if (luaL_loadbuffer(player->L, code, codelen, where) == 0) {
success = player_call_user_lua("during interactive execution", player, 0);
} else {
const char *msg = lua_tostring(player->L, -1);
if (!msg)
msg = "(error with no message)";
player_writeto(player, msg, strlen(msg));
player_writeto(player, "\r\n", 2);
lua_pop(player->L, 1);
success = 0;
}
player->output_client = NULL;
return success;
}
void player_round() {
int playerno;
player_t *player = &players[0];
for (playerno = 0; playerno < MAXPLAYERS; playerno++, player++) {
if (!PLAYER_USED(player))
continue;
// Spieler CPU cyclen zuruecksetzen. Der Spieler
// kann damit sowohl seine Kreaturen steuern, als
// auch Befehle ueber Netzwerk ausfuehren.
lua_set_cycles(player->L, player->max_cycles);
// Incremental Garbage Collection
lua_gc(player->L, LUA_GCSTEP, 1);
// Alle Viecher tot?
if (player->num_creatures == 0)
player_on_all_dead(player, game_time - player->all_dead_time);
// Killen?
if (player->kill_me) {
player_writeto(player, player->kill_me, strlen(player->kill_me));
player_writeto(player, "\r\n", 2);
player_destroy(player);
continue;
}
// Zu wenig Score?
if (player->score <= PLAYER_KICK_SCORE) {
player_writeto(player, "score too low. try harder!\r\n", 28);
player_destroy(player);
continue;
}
// Kein Client mehr da & soll in diesem Fall gekickt werden?
if (player->num_clients == 0 && player->no_client_kick_time &&
player->all_disconnected_time + player->no_client_kick_time < real_time)
{
player_destroy(player);
continue;
}
}
}
void player_think() {
int playerno;
player_t *player = &players[0];
for (playerno = 0; playerno < MAXPLAYERS; playerno++, player++) {
if (!PLAYER_USED(player))
continue;
// Player Code aufrufen
lua_pushliteral(player->L, "player_think");
lua_rawget(player->L, LUA_GLOBALSINDEX);
lua_pushliteral(player->L, "events");
lua_rawget(player->L, LUA_REGISTRYINDEX);
player->output_client = player->bot_output_client;
player_call_user_lua("during botcode execution", player, 1);
player->output_client = NULL;
// Events Strukur neu initialisieren
player_init_events(player);
}
}
void player_sync() {
int playerno;
player_t *player = &players[0];
for (playerno = 0; playerno < MAXPLAYERS; playerno++, player++) {
if (!PLAYER_USED(player))
continue;
// Verbrauchte CPU Zeit speichern:
// Dies ist die rein fuer player_think verbrauchte
// Zeit. Darauf folgende Konsolenbefehle werden fuer
// die Anzeige im Client nicht mehr beachtet.
int newcpu = player_get_cpu_usage(player);
if (newcpu != player->cpu_usage) {
player->dirtymask |= PLAYER_DIRTY_CPU;
player->cpu_usage = newcpu;
}
player_to_network(player, player->dirtymask, SEND_BROADCAST);
player->dirtymask = PLAYER_DIRTY_NONE;
}
}
void player_send_king_update(client_t *client) {
// Network Sync
packet_t packet;
packet_init(&packet, PACKET_KOTH_UPDATE);
if (king_player)
packet_write08(&packet, player_num(king_player));
else
packet_write08(&packet, 0xFF);
server_send_packet(&packet, client);
}
void player_is_king_of_the_hill(player_t *player, int delta) {
player_t *old_king = king_player;
king_player = player;
lua_pushnumber(L, player_num(player));
lua_pushnumber(L, delta);
game_call_rule_handler("onKingPlayer", 2);