ddnet/src/game/server/game_server.cpp

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#include <stdlib.h>
#include <string.h>
#include <engine/config.h>
#include "../game.h"
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#include "data.h"
#include "game_server.h"
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data_container *data = 0x0;
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using namespace baselib;
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// --------- DEBUG STUFF ---------
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const bool debug_bots = false;
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// --------- PHYSICS TWEAK! --------
const float ground_control_speed = 7.0f;
const float ground_control_accel = 2.0f;
const float ground_friction = 0.5f;
const float ground_jump_speed = 12.0f;
const float air_control_speed = 3.5f;
const float air_control_accel = 1.2f;
const float air_friction = 0.95f;
const float hook_length = 32*10.0f;
const float hook_fire_speed = 45.0f;
const float hook_drag_accel = 3.0f;
const float hook_drag_speed = 15.0f;
const float gravity = 0.5f;
class player* get_player(int index);
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void create_damageind(vec2 p, vec2 dir, int amount);
void create_explosion(vec2 p, int owner, int weapon, bool bnodamage);
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void create_smoke(vec2 p);
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void create_spawn(vec2 p);
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void create_death(vec2 p);
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void create_sound(vec2 pos, int sound, int loopflags = 0);
class player *intersect_player(vec2 pos0, vec2 pos1, vec2 &new_pos, class entity *notthis = 0);
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template<typename T>
T saturated_add(T min, T max, T current, T modifier)
{
if(modifier < 0)
{
if(current < min)
return current;
current += modifier;
if(current < min)
current = min;
return current;
}
else
{
if(current > max)
return current;
current += modifier;
if(current > max)
current = max;
return current;
}
}
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// TODO: rewrite this smarter!
void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
{
// do the move
vec2 pos = *inout_pos;
vec2 vel = *inout_vel;
float distance = length(vel);
int max = (int)distance;
vec2 offsets[4] = { vec2(-size.x/2, -size.y/2), vec2( size.x/2, -size.y/2),
vec2(-size.x/2, size.y/2), vec2( size.x/2, size.y/2)};
if(distance > 0.00001f)
{
vec2 old_pos = pos;
for(int i = 0; i <= max; i++)
{
float amount = i/(float)max;
if(max == 0)
amount = 0;
vec2 new_pos = pos + vel*amount; // TODO: this row is not nice
for(int p = 0; p < 4; p++)
{
vec2 np = new_pos+offsets[p];
vec2 op = old_pos+offsets[p];
if(col_check_point(np))
{
int affected = 0;
if(col_check_point(np.x, op.y))
{
vel.x = -vel.x*elasticity;
pos.x = old_pos.x;
new_pos.x = old_pos.x;
affected++;
}
if(col_check_point(op.x, np.y))
{
vel.y = -vel.y*elasticity;
pos.y = old_pos.y;
new_pos.y = old_pos.y;
affected++;
}
if(!affected)
{
new_pos = old_pos;
pos = old_pos;
vel *= -elasticity;
}
}
}
old_pos = new_pos;
}
pos = old_pos;
}
*inout_pos = pos;
*inout_vel = vel;
}
//////////////////////////////////////////////////
// Event handler
//////////////////////////////////////////////////
event_handler::event_handler()
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{
clear();
}
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void *event_handler::create(int type, int size)
{
void *p = &data[current_offset];
offsets[num_events] = current_offset;
types[num_events] = type;
sizes[num_events] = size;
current_offset += size;
num_events++;
return p;
}
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void event_handler::clear()
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{
num_events = 0;
current_offset = 0;
}
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void event_handler::snap(int snapping_client)
{
for(int i = 0; i < num_events; i++)
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{
void *d = snap_new_item(types[i], i, sizes[i]);
mem_copy(d, &data[offsets[i]], sizes[i]);
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}
}
event_handler events;
//////////////////////////////////////////////////
// Entity
//////////////////////////////////////////////////
entity::entity(int objtype)
{
this->objtype = objtype;
pos = vec2(0,0);
flags = FLAG_ALIVE;
proximity_radius = 0;
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current_id++;
id = current_id;
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next_entity = 0;
prev_entity = 0;
prev_type_entity = 0;
next_type_entity = 0;
}
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entity::~entity()
{
}
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int entity::current_id = 1;
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//////////////////////////////////////////////////
// game world
//////////////////////////////////////////////////
game_world::game_world()
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{
paused = false;
reset_requested = false;
first_entity = 0x0;
for(int i = 0; i < NUM_ENT_TYPES; i++)
first_entity_types[i] = 0;
}
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int game_world::find_entities(vec2 pos, float radius, entity **ents, int max)
{
int num = 0;
for(entity *ent = first_entity; ent; ent = ent->next_entity)
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{
if(!(ent->flags&entity::FLAG_ALIVE))
continue;
if(distance(ent->pos, pos) < radius+ent->proximity_radius)
{
ents[num] = ent;
num++;
if(num == max)
break;
}
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}
return num;
}
int game_world::find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes)
{
int num = 0;
for(int t = 0; t < maxtypes; t++)
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{
for(entity *ent = first_entity_types[types[t]]; ent; ent = ent->next_type_entity)
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{
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if(!(ent->flags&entity::FLAG_ALIVE))
continue;
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if(distance(ent->pos, pos) < radius+ent->proximity_radius)
{
ents[num] = ent;
num++;
if(num == max)
break;
}
}
}
return num;
}
void game_world::insert_entity(entity *ent)
{
// insert it
if(first_entity)
first_entity->prev_entity = ent;
ent->next_entity = first_entity;
ent->prev_entity = 0x0;
first_entity = ent;
// into typelist aswell
if(first_entity_types[ent->objtype])
first_entity_types[ent->objtype]->prev_type_entity = ent;
ent->next_type_entity = first_entity_types[ent->objtype];
ent->prev_type_entity = 0x0;
first_entity_types[ent->objtype] = ent;
}
void game_world::destroy_entity(entity *ent)
{
ent->set_flag(entity::FLAG_DESTROY);
}
void game_world::remove_entity(entity *ent)
{
// remove
if(ent->prev_entity)
ent->prev_entity->next_entity = ent->next_entity;
else
first_entity = ent->next_entity;
if(ent->next_entity)
ent->next_entity->prev_entity = ent->prev_entity;
if(ent->prev_type_entity)
ent->prev_type_entity->next_type_entity = ent->next_type_entity;
else
first_entity_types[ent->objtype] = ent->next_type_entity;
if(ent->next_type_entity)
ent->next_type_entity->prev_type_entity = ent->prev_type_entity;
}
//
void game_world::snap(int snapping_client)
{
for(entity *ent = first_entity; ent; ent = ent->next_entity)
ent->snap(snapping_client);
}
void game_world::reset()
{
// reset all entities
for(entity *ent = first_entity; ent; ent = ent->next_entity)
ent->reset();
remove_entities();
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
ent->post_reset();
remove_entities();
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reset_requested = false;
}
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void game_world::remove_entities()
{
// destroy objects marked for destruction
entity *ent = first_entity;
while(ent)
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{
entity *next = ent->next_entity;
if(ent->flags&entity::FLAG_DESTROY)
{
remove_entity(ent);
ent->destroy();
}
ent = next;
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}
}
void game_world::tick()
{
if(reset_requested)
reset();
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if(!paused)
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{
// update all objects
for(entity *ent = first_entity; ent; ent = ent->next_entity)
ent->tick();
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
ent->tick_defered();
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}
remove_entities();
}
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game_world world;
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//////////////////////////////////////////////////
// game object
//////////////////////////////////////////////////
gameobject::gameobject()
: entity(OBJTYPE_GAME)
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{
gametype = GAMETYPE_DM;
game_over_tick = -1;
sudden_death = 0;
round_start_tick = server_tick();
}
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void gameobject::endround()
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{
world.paused = true;
game_over_tick = server_tick();
sudden_death = 0;
}
void gameobject::resetgame()
{
world.reset_requested = true;
}
void gameobject::startround()
{
resetgame();
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round_start_tick = server_tick();
sudden_death = 0;
game_over_tick = -1;
world.paused = false;
}
void gameobject::post_reset()
{
for(int i = 0; i < MAX_CLIENTS; i++)
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{
if(players[i].client_id != -1)
players[i].respawn();
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}
}
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void gameobject::tick_dm()
{
if(game_over_tick == -1)
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{
// game is running
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// gather some stats
int topscore = 0;
int topscore_count = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
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{
if(players[i].client_id != -1)
{
if(players[i].score > topscore)
{
topscore = players[i].score;
topscore_count = 1;
}
else if(players[i].score == topscore)
topscore_count++;
}
}
// check score win condition
if((config.scorelimit > 0 && topscore >= config.scorelimit) ||
(config.timelimit > 0 && (server_tick()-round_start_tick) >= config.timelimit*server_tickspeed()*60))
{
if(topscore_count == 1)
endround();
else
sudden_death = 1;
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}
}
else
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{
// game over.. wait for restart
if(server_tick() > game_over_tick+server_tickspeed()*10)
startround();
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}
}
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void gameobject::tick_tdm()
{
if(game_over_tick == -1)
{
// game is running
// gather some stats
int totalscore[2] = {0,0};
int topscore_count = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i].client_id != -1)
totalscore[players[i].team] += players[i].score;
}
if (totalscore[0] >= config.scorelimit)
topscore_count++;
if (totalscore[1] >= config.scorelimit)
topscore_count++;
// check score win condition
if((config.scorelimit > 0 && (totalscore[0] >= config.scorelimit || totalscore[1] >= config.scorelimit)) ||
(config.timelimit > 0 && (server_tick()-round_start_tick) >= config.timelimit*server_tickspeed()*60))
{
if(topscore_count == 1)
endround();
else
sudden_death = 1;
}
}
else
{
// game over.. wait for restart
if(server_tick() > game_over_tick+server_tickspeed()*10)
startround();
}
}
void gameobject::tick()
{
switch(gametype)
{
case GAMETYPE_TDM:
{
tick_tdm();
break;
}
default:
{
tick_dm();
break;
}
}
}
void gameobject::snap(int snapping_client)
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{
obj_game *game = (obj_game *)snap_new_item(OBJTYPE_GAME, id, sizeof(obj_game));
game->paused = world.paused;
game->game_over = game_over_tick==-1?0:1;
game->sudden_death = sudden_death;
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game->score_limit = config.scorelimit;
game->time_limit = config.timelimit;
game->round_start_tick = round_start_tick;
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game->gametype = gametype;
}
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int gameobject::getteam(int notthisid)
{
int numplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i].client_id != -1 && players[i].client_id != notthisid)
{
numplayers[players[i].team]++;
}
}
return numplayers[0] > numplayers[1] ? 1 : 0;
}
gameobject gameobj;
//////////////////////////////////////////////////
// projectile
//////////////////////////////////////////////////
projectile::projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner,
int damage, int flags, float force, int sound_impact, int weapon)
: entity(OBJTYPE_PROJECTILE)
{
this->type = type;
this->pos = pos;
this->vel = vel;
this->lifespan = span;
this->owner = owner;
this->powner = powner;
this->flags = flags;
this->force = force;
this->damage = damage;
this->sound_impact = sound_impact;
this->weapon = weapon;
world.insert_entity(this);
}
void projectile::reset()
{
world.destroy_entity(this);
}
void projectile::tick()
{
vec2 oldpos = pos;
vel.y += 0.25f;
pos += vel;
lifespan--;
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// check player intersection as well
vec2 new_pos;
entity *targetplayer = (entity*)intersect_player(oldpos, pos, new_pos, powner);
if(targetplayer || lifespan < 0 || col_check_point((int)pos.x, (int)pos.y))
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{
if (lifespan >= 0)
create_sound(pos, sound_impact);
if (flags & PROJECTILE_FLAGS_EXPLODE)
create_explosion(oldpos, owner, weapon, false);
else if (targetplayer)
targetplayer->take_damage(normalize(vel) * max(0.001f, force), damage, owner, weapon);
world.destroy_entity(this);
}
}
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void projectile::snap(int snapping_client)
{
obj_projectile *proj = (obj_projectile *)snap_new_item(OBJTYPE_PROJECTILE, id, sizeof(obj_projectile));
proj->x = (int)pos.x;
proj->y = (int)pos.y;
proj->vx = (int)vel.x; // TODO: should be an angle
proj->vy = (int)vel.y;
proj->type = type;
}
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//////////////////////////////////////////////////
// projectile_backpackrocket
//////////////////////////////////////////////////
projectile_backpackrocket::projectile_backpackrocket(baselib::vec2 pos, baselib::vec2 target, int owner, entity* powner)
: projectile(WEAPON_PROJECTILETYPE_ROCKET, owner, pos, vec2(0,0), 100, powner, 0, 0, 0, -1, WEAPON_ROCKET_BACKPACK)
{
stage = 0;
start_tick = server_tick();
vel = vec2(0,-10.0f);
this->target = target;
start = pos;
midpoint = pos;
midpoint.y = target.y;
direction = normalize(target-midpoint);
deply_ticks = (int)( distance(start, midpoint)/(float)server_tickspeed() * 5.0f );
dbg_msg("rocket_bp", "%f %d", distance(start, midpoint), deply_ticks);
}
void projectile_backpackrocket::tick()
{
lifespan--;
if(!lifespan)
world.destroy_entity(this);
vec2 oldpos = pos;
if(stage == 0)
{
float time = (server_tick()-start_tick)/(float)(deply_ticks);
if(midpoint.y > start.y)
pos.y = mix(start.y, midpoint.y, 1-sinf((1-time)*pi/2));
else
pos.y = mix(start.y, midpoint.y, sinf(time*pi/2));
float a = (server_tick()-start_tick)/(float)server_tickspeed()*pi*7.5f;
vel.x = sinf(a)*30.0f;
vel.y = cosf(a)*30.0f;
if(server_tick() > start_tick+deply_ticks)
{
pos = midpoint;
direction = normalize(target-pos);
vel = vec2(0,0);
stage = 1;
}
}
else if(stage == 1)
{
vel += direction*1.5f;
vel.x = clamp(vel.x, -20.0f, 20.0f);
pos += vel;
}
// check player intersection as well
vec2 new_pos;
entity *targetplayer = (entity*)intersect_player(oldpos, pos, new_pos, powner);
if(targetplayer || lifespan < 0 || col_check_point((int)pos.x, (int)pos.y))
{
if (lifespan >= 0)
create_sound(pos, sound_impact);
create_explosion(oldpos, owner, weapon, false);
world.destroy_entity(this);
}
}
//////////////////////////////////////////////////
// player
//////////////////////////////////////////////////
// TODO: move to separate file
player::player()
: entity(OBJTYPE_PLAYER)
{
init();
}
void player::init()
{
proximity_radius = phys_size;
name[0] = 'n';
name[1] = 'o';
name[2] = 'o';
name[3] = 'b';
name[4] = 0;
client_id = -1;
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team = 0;
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extrapowerflags = 0;
ninjaactivationtick = 0;
reset();
}
void player::reset()
{
release_hooked();
release_hooks();
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pos = vec2(0.0f, 0.0f);
vel = vec2(0.0f, 0.0f);
direction = vec2(0.0f, 1.0f);
score = 0;
dead = true;
die_tick = 0;
}
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void player::destroy() { }
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void player::respawn()
{
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health = data->playerinfo[gameobj.gametype].maxhealth;
armor = 0;
jumped = 0;
dead = false;
set_flag(entity::FLAG_ALIVE);
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mem_zero(&input, sizeof(input));
vel = vec2(0.0f, 0.0f);
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// get spawn point
int start, num;
map_get_type(1, &start, &num);
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if(num)
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{
mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + (rand()%num), NULL, NULL);
pos = vec2((float)sp->x, (float)sp->y);
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}
else
pos = vec2(100.0f, -60.0f);
defered_pos = pos;
// init weapons
mem_zero(&weapons, sizeof(weapons));
weapons[WEAPON_HAMMER].got = true;
weapons[WEAPON_HAMMER].ammo = -1;
weapons[WEAPON_GUN].got = true;
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weapons[WEAPON_GUN].ammo = data->weapons[active_weapon].maxammo;
active_weapon = WEAPON_GUN;
reload_timer = 0;
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// TEMP TEMP TEMP
/*ninjaactivationtick = server_tick();
weapons[WEAPON_NINJA].got = 1;
active_weapon = WEAPON_NINJA;*/
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// Create sound and spawn effects
create_sound(pos, SOUND_PLAYER_SPAWN);
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create_spawn(pos);
}
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bool player::is_grounded()
{
if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5)))
return true;
if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5)))
return true;
return false;
}
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// releases the hooked player
void player::release_hooked()
{
hook_state = HOOK_IDLE;
hooked_player = 0x0;
}
// release all hooks to this player
void player::release_hooks()
{
// TODO: loop thru players only
for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
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{
if(ent && ent->objtype == OBJTYPE_PLAYER)
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{
player *p = (player*)ent;
if(p->hooked_player == this)
p->release_hooked();
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}
}
}
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int player::handle_ninja()
{
if ((server_tick() - ninjaactivationtick) > (data->weapons[WEAPON_NINJA].duration * server_tickspeed() / 1000))
{
// time's up, return
active_weapon = WEAPON_GUN;
return 0;
}
// Check if it should activate
if ((input.fire && !(previnput.fire)) && (server_tick() > currentcooldown))
{
// ok then, activate ninja
attack_tick = server_tick();
activationdir = direction;
currentmovetime = data->weapons[WEAPON_NINJA].movetime * server_tickspeed() / 1000;
currentcooldown = data->weapons[WEAPON_NINJA].firedelay * server_tickspeed() / 1000 + server_tick();
// reset hit objects
numobjectshit = 0;
create_sound(pos, SOUND_NINJA_FIRE);
}
currentmovetime--;
if (currentmovetime == 0)
{
// reset player velocity
vel *= 0.2f;
//return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
}
if (currentmovetime > 0)
{
// Set player velocity
vel = activationdir * data->weapons[WEAPON_NINJA].velocity;
vec2 oldpos = pos;
move_box(&defered_pos, &vel, vec2(phys_size, phys_size), 0.0f);
// reset velocity so the client doesn't predict stuff
vel = vec2(0.0f,0.0f);
if ((currentmovetime % 2) == 0)
{
create_smoke(pos);
}
// check if we hit anything along the way
{
int type = OBJTYPE_PLAYER;
entity *ents[64];
vec2 dir = pos - oldpos;
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float radius = phys_size * 2.0f; //length(dir * 0.5f);
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vec2 center = oldpos + dir * 0.5f;
int num = world.find_entities(center, radius, ents, 64, &type, 1);
for (int i = 0; i < num; i++)
{
// Check if entity is a player
if (ents[i] == this)
continue;
// make sure we haven't hit this object before
bool balreadyhit = false;
for (int j = 0; j < numobjectshit; j++)
{
if (hitobjects[j] == ents[i])
balreadyhit = true;
}
if (balreadyhit)
continue;
// check so we are sufficiently close
if (distance(ents[i]->pos, pos) > (phys_size * 2.0f))
continue;
// hit a player, give him damage and stuffs...
create_sound(ents[i]->pos, SOUND_NINJA_HIT);
// set his velocity to fast upward (for now)
hitobjects[numobjectshit++] = ents[i];
ents[i]->take_damage(vec2(0,10.0f), data->weapons[WEAPON_NINJA].meleedamage, client_id,-1);
}
}
return MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY | MODIFIER_RETURNFLAGS_OVERRIDEPOSITION | MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY;
}
return 0;
}
int player::handle_weapons()
{
// check reload timer
if(reload_timer)
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{
reload_timer--;
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return 0;
}
if (active_weapon == WEAPON_NINJA)
{
// don't update other weapons while ninja is active
return handle_ninja();
}
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// switch weapon if wanted
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if(input.activeweapon >= 0 && input.activeweapon < NUM_WEAPONS && weapons[input.activeweapon].got &&
data->weapons[active_weapon].duration <= 0)
active_weapon = input.activeweapon;
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if(!previnput.fire && input.fire)
{
if(reload_timer == 0)
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{
// fire!
if(weapons[active_weapon].ammo)
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{
switch(active_weapon)
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{
case WEAPON_HAMMER:
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// reset objects hit
numobjectshit = 0;
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create_sound(pos, SOUND_HAMMER_FIRE);
break;
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case WEAPON_GUN:
new projectile(projectile::WEAPON_PROJECTILETYPE_GUN,
client_id,
pos+vec2(0,0),
direction*30.0f,
100,
this,
1, 0, 0, -1, WEAPON_GUN);
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create_sound(pos, SOUND_GUN_FIRE);
break;
case WEAPON_ROCKET:
new projectile(projectile::WEAPON_PROJECTILETYPE_ROCKET,
client_id,
pos+vec2(0,0),
direction*15.0f,
100,
this,
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1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, SOUND_ROCKET_EXPLODE, WEAPON_ROCKET);
create_sound(pos, SOUND_ROCKET_FIRE);
break;
case WEAPON_SHOTGUN:
for(int i = -2; i <= 2; i++)
{
float a = get_angle(direction);
a += i*0.075f;
new projectile(projectile::WEAPON_PROJECTILETYPE_SHOTGUN,
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client_id,
pos+vec2(0,0),
vec2(cosf(a), sinf(a))*25.0f,
//vec2(cosf(a), sinf(a))*20.0f,
server_tickspeed()/3,
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this,
1, 0, 0, -1, WEAPON_SHOTGUN);
}
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create_sound(pos, SOUND_SHOTGUN_FIRE);
break;
case WEAPON_ROCKET_BACKPACK:
new projectile_backpackrocket(
pos+vec2(0,0),
pos+vec2(input.target_x,input.target_y),
client_id,
this);
break;
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}
weapons[active_weapon].ammo--;
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attack_tick = server_tick();
reload_timer = data->weapons[active_weapon].firedelay * server_tickspeed() / 1000;
}
else
{
// click!!! click
// TODO: make sound here
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}
}
}
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// Update weapons
if (active_weapon == WEAPON_HAMMER && reload_timer > 0)
{
// Handle collisions
// only one that needs update (for now)
// do selection for the weapon and bash anything in it
// check if we hit anything along the way
int type = OBJTYPE_PLAYER;
entity *ents[64];
vec2 lookdir(direction.x > 0.0f ? 1.0f : -1.0f, 0.0f);
vec2 dir = lookdir * data->weapons[active_weapon].meleereach;
float radius = length(dir * 0.5f);
vec2 center = pos + dir * 0.5f;
int num = world.find_entities(center, radius, ents, 64, &type, 1);
for (int i = 0; i < num; i++)
{
// Check if entity is a player
if (ents[i] == this)
continue;
// make sure we haven't hit this object before
bool balreadyhit = false;
for (int j = 0; j < numobjectshit; j++)
{
if (hitobjects[j] == ents[i])
balreadyhit = true;
}
if (balreadyhit)
continue;
// check so we are sufficiently close
if (distance(ents[i]->pos, pos) > (phys_size * 2.0f))
continue;
// hit a player, give him damage and stuffs...
// create sound for bash
//create_sound(ents[i]->pos, sound_impact);
// set his velocity to fast upward (for now)
create_smoke(ents[i]->pos);
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create_sound(pos, SOUND_HAMMER_HIT);
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hitobjects[numobjectshit++] = ents[i];
ents[i]->take_damage(vec2(0,10.0f), data->weapons[active_weapon].meleedamage, client_id, active_weapon);
player* target = (player*)ents[i];
vec2 dir;
if (length(target->pos - pos) > 0.0f)
dir = normalize(target->pos - pos);
else
dir = vec2(0,-1);
target->vel += dir * 10.0f + vec2(0,-10.0f);
}
}
if (data->weapons[active_weapon].ammoregentime)
{
// If equipped and not active, regen ammo?
if (reload_timer <= 0)
{
if (weapons[active_weapon].ammoregenstart < 0)
weapons[active_weapon].ammoregenstart = server_tick();
if ((server_tick() - weapons[active_weapon].ammoregenstart) >= data->weapons[active_weapon].ammoregentime * server_tickspeed() / 1000)
{
// Add some ammo
weapons[active_weapon].ammo = min(weapons[active_weapon].ammo + 1, data->weapons[active_weapon].maxammo);
weapons[active_weapon].ammoregenstart = -1;
}
}
else
{
weapons[active_weapon].ammoregenstart = -1;
}
}
return 0;
}
void player::tick()
{
// TODO: rework the input to be more robust
// TODO: remove this tick count, it feels weird
if(dead)
{
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if(server_tick()-die_tick >= server_tickspeed()*5) // auto respawn after 3 sec
respawn();
if(input.fire && server_tick()-die_tick >= server_tickspeed()/2) // auto respawn after 0.5 sec
respawn();
return;
}
// fetch some info
bool grounded = is_grounded();
direction = normalize(vec2(input.target_x, input.target_y));
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float max_speed = grounded ? ground_control_speed : air_control_speed;
float accel = grounded ? ground_control_accel : air_control_accel;
float friction = grounded ? ground_friction : air_friction;
// handle movement
if(input.left)
vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel);
if(input.right)
vel.x = saturated_add(-max_speed, max_speed, vel.x, accel);
if(!input.left && !input.right)
vel.x *= friction;
// handle jumping
if(input.jump)
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{
if(!jumped && grounded)
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{
create_sound(pos, SOUND_PLAYER_JUMP);
vel.y = -ground_jump_speed;
jumped++;
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}
}
else
jumped = 0;
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// do hook
if(input.hook)
{
if(hook_state == HOOK_IDLE)
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{
hook_state = HOOK_FLYING;
hook_pos = pos;
hook_dir = direction;
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}
else if(hook_state == HOOK_FLYING)
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{
vec2 new_pos = hook_pos+hook_dir*hook_fire_speed;
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// Check against other players first
for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
{
if(ent && ent->objtype == OBJTYPE_PLAYER)
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{
player *p = (player*)ent;
if(p != this && distance(p->pos, new_pos) < p->phys_size)
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{
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hook_state = HOOK_GRABBED;
hooked_player = p;
break;
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}
}
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}
if(hook_state == HOOK_FLYING)
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{
// check against ground
if(col_intersect_line(hook_pos, new_pos, &new_pos))
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{
hook_state = HOOK_GRABBED;
hook_pos = new_pos;
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}
else if(distance(pos, new_pos) > hook_length)
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{
hook_state = HOOK_RETRACTED;
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}
else
hook_pos = new_pos;
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}
if(hook_state == HOOK_GRABBED)
create_sound(pos, SOUND_HOOK_ATTACH);
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}
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}
else
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{
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release_hooked();
hook_pos = pos;
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}
if(hook_state == HOOK_GRABBED)
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{
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if(hooked_player)
hook_pos = hooked_player->pos;
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/*if(hooked_player)
hook_pos = hooked_player->pos;
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float d = distance(pos, hook_pos);
vec2 dir = normalize(pos - hook_pos);
if(d > 10.0f) // TODO: fix tweakable variable
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{
float accel = hook_drag_accel * (d/hook_length);
vel.x = saturated_add(-hook_drag_speed, hook_drag_speed, vel.x, -accel*dir.x*0.75f);
vel.y = saturated_add(-hook_drag_speed, hook_drag_speed, vel.y, -accel*dir.y);
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}*/
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// Old version feels much better (to me atleast)
if(distance(hook_pos, pos) > 46.0f)
{
vec2 hookvel = normalize(hook_pos-pos)*hook_drag_accel;
// the hook as more power to drag you up then down.
// this makes it easier to get on top of an platform
if(hookvel.y > 0)
hookvel.y *= 0.3f;
// the hook will boost it's power if the player wants to move
// in that direction. otherwise it will dampen everything abit
if((hookvel.x < 0 && input.left) || (hookvel.x > 0 && input.right))
hookvel.x *= 0.95f;
else
hookvel.x *= 0.75f;
vec2 new_vel = vel+hookvel;
// check if we are under the legal limit for the hook
if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel))
vel = new_vel; // no problem. apply
}
}
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// fix influence of other players, collision + hook
// TODO: loop thru players only
for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
{
if(ent && ent->objtype == OBJTYPE_PLAYER)
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{
player *p = (player*)ent;
if(p == this || !(p->flags&FLAG_ALIVE))
continue; // make sure that we don't nudge our self
// handle player <-> player collision
float d = distance(pos, p->pos);
vec2 dir = normalize(pos - p->pos);
if(d < phys_size*1.25f)
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{
float a = phys_size*1.25f - d;
vel = vel + dir*a;
}
// handle hook influence
if(p->hooked_player == this)
{
if(d > phys_size*1.50f) // TODO: fix tweakable variable
2007-05-22 15:03:32 +00:00
{
float accel = hook_drag_accel * (d/hook_length);
vel.x = saturated_add(-hook_drag_speed, hook_drag_speed, vel.x, -accel*dir.x);
vel.y = saturated_add(-hook_drag_speed, hook_drag_speed, vel.y, -accel*dir.y);
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}
}
}
}
// handle weapons
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int retflags = handle_weapons();
if (!(retflags & (MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY | MODIFIER_RETURNFLAGS_OVERRIDEPOSITION)))
{
// add gravity
if (!(retflags & MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY))
vel.y += gravity;
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// do the move
defered_pos = pos;
move_box(&defered_pos, &vel, vec2(phys_size, phys_size), 0);
}
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// Previnput
previnput = input;
return;
}
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void player::tick_defered()
{
// apply the new position
pos = defered_pos;
}
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void player::die(int killer, int weapon)
{
// send the kill message
msg_pack_start(MSG_KILLMSG, MSGFLAG_VITAL);
msg_pack_int(killer);
msg_pack_int(client_id);
msg_pack_int(weapon);
msg_pack_end();
server_send_msg(-1);
// a nice sound
create_sound(pos, SOUND_PLAYER_DIE);
// release all hooks
release_hooked();
release_hooks();
// set dead state
dead = true;
die_tick = server_tick();
clear_flag(entity::FLAG_ALIVE);
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create_death(pos);
}
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bool player::take_damage(vec2 force, int dmg, int from, int weapon)
{
vel += force;
// create healthmod indicator
create_damageind(pos, normalize(force), dmg);
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if (gameobj.gametype == GAMETYPE_TDM && from >= 0 && players[from].team == team)
return false;
if(armor)
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{
armor -= 1;
dmg--;
}
if(dmg > armor)
{
dmg -= armor;
armor = 0;
health -= dmg;
}
else
armor -= dmg;
damage_taken_tick = server_tick()+50;
// check for death
if(health <= 0)
{
// apply score
if(from != -1)
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{
if(from == client_id)
score--;
else
{
player *p = get_player(from);
p->score++;
}
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}
die(from, weapon);
return false;
}
if (dmg > 2)
create_sound(pos, SOUND_PLAYER_PAIN_LONG);
else
create_sound(pos, SOUND_PLAYER_PAIN_SHORT);
// spawn blood?
return true;
}
void player::snap(int snaping_client)
{
obj_player *player = (obj_player *)snap_new_item(OBJTYPE_PLAYER, client_id, sizeof(obj_player));
player->x = (int)pos.x;
player->y = (int)pos.y;
player->vx = (int)vel.x;
player->vy = (int)vel.y;
player->emote = EMOTE_NORMAL;
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player->latency = 0;
client_info info;
if(server_getclientinfo(client_id, &info))
player->latency = info.latency;
player->ammocount = weapons[active_weapon].ammo;
player->health = 0;
player->armor = 0;
player->local = 0;
player->clientid = client_id;
player->weapon = active_weapon;
player->attacktick = attack_tick;
if(client_id == snaping_client)
{
player->local = 1;
player->health = health;
player->armor = armor;
}
if(dead)
player->health = -1;
if(length(vel) > 15.0f)
player->emote = EMOTE_HAPPY;
if(damage_taken_tick > server_tick())
player->emote = EMOTE_PAIN;
if(player->emote == EMOTE_NORMAL)
{
if((server_tick()%(50*5)) < 10)
player->emote = EMOTE_BLINK;
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}
player->hook_active = hook_state>0?1:0;
player->hook_x = (int)hook_pos.x;
player->hook_y = (int)hook_pos.y;
float a = atan((float)input.target_y/(float)input.target_x);
if(input.target_x < 0)
a = a+pi;
player->angle = (int)(a*256.0f);
player->score = score;
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player->team = team;
}
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player players[MAX_CLIENTS];
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//////////////////////////////////////////////////
// powerup
//////////////////////////////////////////////////
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powerup::powerup(int _type, int _subtype)
: entity(OBJTYPE_POWERUP)
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{
type = _type;
subtype = _subtype;
proximity_radius = phys_size;
reset();
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// TODO: should this be done here?
world.insert_entity(this);
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}
void powerup::reset()
{
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if (data->powerupinfo[type].startspawntime > 0)
spawntick = server_tick() + server_tickspeed() * data->powerupinfo[type].startspawntime;
else
spawntick = -1;
}
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void powerup::tick()
{
// wait for respawn
if(spawntick > 0)
{
if(server_tick() > spawntick)
spawntick = -1;
else
return;
}
// Check if a player intersected us
vec2 meh;
player* pplayer = intersect_player(pos, pos + vec2(0,16), meh, 0);
if (pplayer)
{
// player picked us up, is someone was hooking us, let them go
int respawntime = -1;
switch (type)
{
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case POWERUP_HEALTH:
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if(pplayer->health < data->playerinfo[gameobj.gametype].maxhealth)
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{
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pplayer->health = min((int)data->playerinfo[gameobj.gametype].maxhealth, pplayer->health + data->powerupinfo[type].amount);
respawntime = data->powerupinfo[type].respawntime;
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}
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break;
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case POWERUP_ARMOR:
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if(pplayer->armor < data->playerinfo[gameobj.gametype].maxarmor)
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{
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pplayer->armor = min((int)data->playerinfo[gameobj.gametype].maxarmor, pplayer->armor + data->powerupinfo[type].amount);
respawntime = data->powerupinfo[type].respawntime;
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}
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break;
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case POWERUP_WEAPON:
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if(subtype >= 0 && subtype < NUM_WEAPONS)
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{
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if(pplayer->weapons[subtype].ammo < 10 || !pplayer->weapons[subtype].got)
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{
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pplayer->weapons[subtype].got = true;
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pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + data->powerupinfo[type].amount);
respawntime = data->powerupinfo[type].respawntime;
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}
}
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break;
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case POWERUP_NINJA:
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{
// activate ninja on target player
pplayer->ninjaactivationtick = server_tick();
pplayer->weapons[WEAPON_NINJA].got = true;
pplayer->active_weapon = WEAPON_NINJA;
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respawntime = data->powerupinfo[type].respawntime;
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break;
}
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default:
break;
};
if(respawntime >= 0)
spawntick = server_tick() + server_tickspeed() * respawntime;
}
}
void powerup::snap(int snapping_client)
{
if(spawntick != -1)
return;
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obj_powerup *up = (obj_powerup *)snap_new_item(OBJTYPE_POWERUP, id, sizeof(obj_powerup));
up->x = (int)pos.x;
up->y = (int)pos.y;
up->type = type; // TODO: two diffrent types? what gives?
up->subtype = subtype;
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}
// POWERUP END ///////////////////////
player *get_player(int index)
{
return &players[index];
}
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void create_damageind(vec2 p, vec2 dir, int amount)
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{
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float a = 3 * 3.14159f / 2;
//float a = get_angle(dir);
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float s = a-pi/3;
float e = a+pi/3;
for(int i = 0; i < amount; i++)
{
float f = mix(s, e, float(i+1)/float(amount+2));
ev_damageind *ev = (ev_damageind *)events.create(EVENT_DAMAGEINDICATION, sizeof(ev_damageind));
ev->x = (int)p.x;
ev->y = (int)p.y;
ev->angle = (int)(f*256.0f);
}
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}
void create_explosion(vec2 p, int owner, int weapon, bool bnodamage)
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{
// create the event
ev_explosion *ev = (ev_explosion *)events.create(EVENT_EXPLOSION, sizeof(ev_explosion));
ev->x = (int)p.x;
ev->y = (int)p.y;
if (!bnodamage)
{
// deal damage
entity *ents[64];
const float radius = 128.0f;
const float innerradius = 42.0f;
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int num = world.find_entities(p, radius, ents, 64);
for(int i = 0; i < num; i++)
{
vec2 diff = ents[i]->pos - p;
vec2 forcedir(0,1);
float l = length(diff);
if(l)
forcedir = normalize(diff);
l = 1-clamp((l-innerradius)/(radius-innerradius), 0.0f, 1.0f);
float dmg = 6 * l;
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if((int)dmg)
ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner, weapon);
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}
}
}
void create_smoke(vec2 p)
{
// create the event
ev_explosion *ev = (ev_explosion *)events.create(EVENT_SMOKE, sizeof(ev_explosion));
ev->x = (int)p.x;
ev->y = (int)p.y;
}
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void create_spawn(vec2 p)
{
// create the event
ev_spawn *ev = (ev_spawn *)events.create(EVENT_SPAWN, sizeof(ev_spawn));
ev->x = (int)p.x;
ev->y = (int)p.y;
}
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void create_death(vec2 p)
{
// create the event
ev_death *ev = (ev_death *)events.create(EVENT_DEATH, sizeof(ev_death));
ev->x = (int)p.x;
ev->y = (int)p.y;
}
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void create_sound(vec2 pos, int sound, int loopingflags)
{
if (sound < 0)
return;
// create a sound
ev_sound *ev = (ev_sound *)events.create(EVENT_SOUND, sizeof(ev_sound));
ev->x = (int)pos.x;
ev->y = (int)pos.y;
ev->sound = sound | loopingflags;
}
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// TODO: should be more general
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player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, entity* notthis)
{
// Find other players
entity *ents[64];
vec2 dir = pos1 - pos0;
float radius = length(dir * 0.5f);
vec2 center = pos0 + dir * 0.5f;
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const int types[] = {OBJTYPE_PLAYER};
int num = world.find_entities(center, radius, ents, 64, types, 1);
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for (int i = 0; i < num; i++)
{
// Check if entity is a player
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if (ents[i] != notthis)
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{
new_pos = ents[i]->pos;
return (player*)ents[i];
}
}
return 0;
}
// Server hooks
void mods_tick()
{
// clear all events
events.clear();
world.tick();
if(world.paused) // make sure that the game object always updates
gameobj.tick();
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if(debug_bots)
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{
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static int count = 0;
if(count >= 0)
{
count++;
if(count == 10)
{
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for(int i = 0; i < 1; i++)
{
mods_client_enter(MAX_CLIENTS-i-1);
strcpy(players[MAX_CLIENTS-i-1].name, "(bot)");
}
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count = -1;
}
}
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}
}
void mods_snap(int client_id)
{
world.snap(client_id);
events.snap(client_id);
}
void mods_client_input(int client_id, void *input)
{
if(!world.paused)
{
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//players[client_id].previnput = players[client_id].input;
players[client_id].input = *(player_input*)input;
}
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}
void mods_client_enter(int client_id)
{
players[client_id].init();
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players[client_id].client_id = client_id;
world.insert_entity(&players[client_id]);
players[client_id].respawn();
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client_info info; // fetch login name
if(server_getclientinfo(client_id, &info))
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{
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strcpy(players[client_id].name, info.name);
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}
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else
strcpy(players[client_id].name, "(bot)");
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if (gameobj.gametype == GAMETYPE_TDM)
{
// Check which team the player should be on
players[client_id].team = gameobj.getteam(client_id);
}
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msg_pack_start(MSG_SETNAME, MSGFLAG_VITAL);
msg_pack_int(client_id);
msg_pack_string(players[client_id].name, 64);
msg_pack_end();
server_send_msg(-1);
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[client_id].client_id != -1)
{
msg_pack_start(MSG_SETNAME, MSGFLAG_VITAL);
msg_pack_int(i);
msg_pack_string(players[i].name, 64);
msg_pack_end();
server_send_msg(client_id);
}
}
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}
void mods_client_drop(int client_id)
{
players[client_id].client_id = -1;
world.remove_entity(&players[client_id]);
}
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void mods_message(int msg, int client_id)
{
if(msg == MSG_SAY)
{
msg_pack_start(MSG_CHAT, MSGFLAG_VITAL);
msg_pack_int(client_id);
msg_pack_string(msg_unpack_string(), 512);
msg_pack_end();
server_send_msg(-1);
}
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else if (msg == MSG_SWITCHTEAM)
{
// Switch team on given client and kill/respawn him
players[client_id].team = !players[client_id].team;
players[client_id].die(client_id, -1);
players[client_id].score--;
}
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}
extern unsigned char internal_data[];
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void mods_init()
{
data = load_data_from_memory(internal_data);
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col_init(32);
int start, num;
map_get_type(MAPRES_ITEM, &start, &num);
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// TODO: this is way more complicated then it should be
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for(int i = 0; i < num; i++)
{
mapres_item *it = (mapres_item *)map_get_item(start+i, 0, 0);
int type = -1;
int subtype = -1;
switch(it->type)
{
case ITEM_WEAPON_GUN:
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type = POWERUP_WEAPON;
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subtype = WEAPON_GUN;
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break;
case ITEM_WEAPON_SHOTGUN:
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type = POWERUP_WEAPON;
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subtype = WEAPON_SHOTGUN;
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break;
case ITEM_WEAPON_ROCKET:
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type = POWERUP_WEAPON;
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subtype = WEAPON_ROCKET;
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break;
case ITEM_WEAPON_HAMMER:
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type = POWERUP_WEAPON;
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subtype = WEAPON_HAMMER;
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break;
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case ITEM_HEALTH:
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type = POWERUP_HEALTH;
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break;
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case ITEM_ARMOR:
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type = POWERUP_ARMOR;
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break;
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case ITEM_NINJA:
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type = POWERUP_NINJA;
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subtype = WEAPON_NINJA;
break;
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};
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if(type != -1)
{
powerup *ppower = new powerup(type, subtype);
ppower->pos = vec2(it->x, it->y);
}
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}
world.insert_entity(&gameobj);
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}
void mods_shutdown() {}
void mods_presnap() {}
void mods_postsnap() {}