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/* bzflag
* Copyright (c) 1993 - 2008 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named LICENSE that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
#ifndef __PLAYERINFO_H__
#define __PLAYERINFO_H__
// bzflag global header
#include "global.h"
// system headers
#include <string>
#ifndef _WIN32
#include <unistd.h>
#include <sys/socket.h>
#endif
// common interface headers
#include "TimeKeeper.h"
#include "Team.h"
#include "Protocol.h"
#include "Flag.h"
#include "WordFilter.h"
#include "StateDatabase.h"
enum ClientState {
PlayerNoExist,
PlayerInLimbo,
PlayerDead,
PlayerAlive
};
enum PlayerReplayState {
ReplayNone,
ReplayReceiving,
ReplayStateful
};
#define SEND 1
#define RECEIVE 0
struct TeamInfo {
public:
Team team;
TimeKeeper flagTimeout;
};
class PlayerInfo {
public:
PlayerInfo(int _playerIndex);
int getPlayerIndex( void ) const { return playerIndex; }
void setLastMsg(std::string msg);
const std::string& getLastMsg() const;
TimeKeeper getLastMsgTime() const;
void incSpamWarns();
int getSpamWarns() const;
void resetPlayer(bool ctf);
void setRestartOnBase(bool on);
bool shouldRestartAtBase();
bool isPlaying() const;
void signingOn();
bool isAlive() const;
void setAlive();
void setDead();
bool isPaused() const;
bool isAutoPilot() const;
bool isBot() const;
bool isHuman() const;
void *packUpdate(void *buf);
void *packId(void *buf);
bool unpackEnter(void *buf, uint16_t &rejectCode, char *rejectMsg);
const char *getCallSign() const;
const char *getEMail() const;
const char *getToken() const;
void clearToken();
void *packVirtualFlagCapture(void *buf);
bool isTeam(TeamColor team) const;
bool isObserver() const;
TeamColor getTeam() const;
void setTeam(TeamColor team);
void wasARabbit();
void wasNotARabbit();
bool isARabbitKill(PlayerInfo &victim) const;
void resetFlag();
bool haveFlag() const;
int getFlag() const;
void setFlag(int flag);
bool isFlagTransitSafe();
const char *getClientVersion();
void getClientVersionNumbers(int& major, int& minor, int& revision);
std::string getIdleStat();
bool canBeRabbit(bool relaxing = false);
void setPaused(bool paused);
void setAutoPilot(bool autopilot);
bool isTooMuchIdling(float kickThresh);
bool hasStartedToNotRespond();
void hasSent();
bool hasPlayedEarly();
bool hasSentEnter() {return validEnter;}
TimeKeeper getNextSpawnTime() const;
void setSpawnDelay(double delay);
bool waitingToSpawn() const;
void queueSpawn();
void setPlayedEarly(bool early = true);
void setReplayState(PlayerReplayState state);
void updateIdleTime();
PlayerReplayState getReplayState();
static void setCurrentTime(TimeKeeper tm);
static void setFilterParameters(bool callSignFiltering,
WordFilter &filterData,
bool simpleFiltering);
void setTrackerID(unsigned short int t);
unsigned short int trackerID();
static TimeKeeper now;
int endShotCredit;
PlayerType getType( void ) {return type;}
private:
void cleanEMail();
bool isCallSignReadable();
bool isEMailReadable();
int playerIndex;
bool restartOnBase;
// current state of player
ClientState state;
// type of player
PlayerType type;
// player's pseudonym
char callSign[CallSignLen];
// token from db server
char token[TokenLen];
// player's email address
char email[EmailLen];
// version information from client
char clientVersion[VersionLen];
int clientVersionMajor;
int clientVersionMinor;
int clientVersionRevision;
// player's team
TeamColor team;
// true for dead rabbit until respawn
bool wasRabbit;
// flag index player has
int flag;
// has the player sent an enter
bool validEnter;
TimeKeeper lastFlagDropTime;
// time of player's next allowed spawn
TimeKeeper nextSpawnTime;
// Requested a spawn?
bool wantsToSpawn;
// spam prevention
std::string lastMsgSent;
int spamWarns;
TimeKeeper lastMsgTime;
bool paused;
TimeKeeper pausedSince;
bool autopilot;
bool notResponding;
// Has the player been sent any replay 'faked' state
PlayerReplayState replayState;
// idle kick
TimeKeeper lastmsg;
TimeKeeper lastupdate;
// player played before countdown started
bool playedEarly;
// tracker id for position tracking
unsigned short int tracker;
// Error string
std::string errorString;
// just need one of these for
static WordFilter serverSpoofingFilter;
static bool callSignFiltering;
static WordFilter *filterData;
static bool simpleFiltering;
};
inline bool PlayerInfo::isPlaying() const {
return state > PlayerInLimbo;
}
inline bool PlayerInfo::isHuman() const {
return type == TankPlayer;
}
inline bool PlayerInfo::haveFlag() const {
return flag >= 0;
}
inline int PlayerInfo::getFlag() const {
return flag;
}
inline const std::string& PlayerInfo::getLastMsg() const {
return lastMsgSent;
}
inline TimeKeeper PlayerInfo::getLastMsgTime() const {
return lastMsgTime;
}
inline int PlayerInfo::getSpamWarns() const {
return spamWarns;
}
inline void PlayerInfo::incSpamWarns() {
++spamWarns;
}
inline void PlayerInfo::setLastMsg(std::string msg) {
lastMsgSent = msg;
lastMsgTime = now;
}
inline bool PlayerInfo::isAlive() const {
return state == PlayerAlive;
}
inline bool PlayerInfo::isPaused() const {
return paused;
}
inline bool PlayerInfo::isAutoPilot() const {
return autopilot;
}
inline bool PlayerInfo::isBot() const {
return type == ComputerPlayer;
}
inline bool PlayerInfo::isARabbitKill(PlayerInfo &victim) const {
return wasRabbit || victim.team == RabbitTeam;
}
inline TimeKeeper PlayerInfo::getNextSpawnTime() const {
return nextSpawnTime;
}
inline void PlayerInfo::setSpawnDelay(double delay) {
nextSpawnTime = TimeKeeper::getCurrent();
nextSpawnTime += delay;
}
inline bool PlayerInfo::waitingToSpawn() const {
return wantsToSpawn;
}
inline void PlayerInfo::queueSpawn() {
wantsToSpawn = true;
}
#endif
// Local Variables: ***
// mode: C++ ***
// tab-width: 8 ***
// c-basic-offset: 2 ***
// indent-tabs-mode: t ***
// End: ***
// ex: shiftwidth=2 tabstop=8
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