2008-07-06 11:21:21 +00:00
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#include <new>
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#include <engine/e_server_interface.h>
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#include <engine/e_config.h>
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2008-08-14 18:25:44 +00:00
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#include <game/server/gs_common.hpp>
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2008-07-06 11:21:21 +00:00
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2008-08-14 18:25:44 +00:00
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#include "character.hpp"
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#include "laser.hpp"
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#include "projectile.hpp"
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2008-07-06 11:21:21 +00:00
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struct INPUT_COUNT
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{
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int presses;
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int releases;
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};
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static INPUT_COUNT count_input(int prev, int cur)
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{
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INPUT_COUNT c = {0,0};
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prev &= INPUT_STATE_MASK;
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cur &= INPUT_STATE_MASK;
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int i = prev;
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while(i != cur)
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{
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i = (i+1)&INPUT_STATE_MASK;
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if(i&1)
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c.presses++;
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else
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c.releases++;
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}
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return c;
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}
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// player
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CHARACTER::CHARACTER()
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: ENTITY(NETOBJTYPE_CHARACTER)
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{}
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void CHARACTER::reset()
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{
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}
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bool CHARACTER::spawn(PLAYER *player, vec2 pos, int team)
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{
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player_state = PLAYERSTATE_UNKNOWN;
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emote_stop = -1;
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last_action = -1;
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active_weapon = WEAPON_GUN;
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last_weapon = WEAPON_HAMMER;
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queued_weapon = -1;
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//clear();
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this->player = player;
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this->pos = pos;
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this->team = team;
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core.reset();
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core.world = &game.world.core;
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core.pos = pos;
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game.world.core.characters[player->client_id] = &core;
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game.world.insert_entity(this);
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alive = true;
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return true;
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}
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void CHARACTER::destroy()
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{
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game.world.core.characters[player->client_id] = 0;
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alive = false;
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}
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void CHARACTER::set_weapon(int w)
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{
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if(w == active_weapon)
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return;
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last_weapon = active_weapon;
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queued_weapon = -1;
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active_weapon = w;
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if(active_weapon < 0 || active_weapon >= NUM_WEAPONS)
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active_weapon = 0;
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game.create_sound(pos, SOUND_WEAPON_SWITCH);
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}
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bool CHARACTER::is_grounded()
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{
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if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5)))
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return true;
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if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5)))
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return true;
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return false;
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}
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int CHARACTER::handle_ninja()
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{
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vec2 direction = normalize(vec2(latest_input.target_x, latest_input.target_y));
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if ((server_tick() - ninja.activationtick) > (data->weapons.ninja.duration * server_tickspeed() / 1000))
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{
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// time's up, return
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weapons[WEAPON_NINJA].got = false;
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active_weapon = last_weapon;
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if(active_weapon == WEAPON_NINJA)
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active_weapon = WEAPON_GUN;
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set_weapon(active_weapon);
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return 0;
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}
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// force ninja weapon
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set_weapon(WEAPON_NINJA);
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// Check if it should activate
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if (count_input(latest_previnput.fire, latest_input.fire).presses && (server_tick() > ninja.currentcooldown))
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{
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// ok then, activate ninja
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attack_tick = server_tick();
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ninja.activationdir = direction;
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ninja.currentmovetime = data->weapons.ninja.movetime * server_tickspeed() / 1000;
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ninja.currentcooldown = data->weapons.ninja.base->firedelay * server_tickspeed() / 1000 + server_tick();
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// reset hit objects
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numobjectshit = 0;
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game.create_sound(pos, SOUND_NINJA_FIRE);
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// release all hooks when ninja is activated
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//release_hooked();
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//release_hooks();
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}
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ninja.currentmovetime--;
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if (ninja.currentmovetime == 0)
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{
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// reset player velocity
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core.vel *= 0.2f;
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//return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
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}
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if (ninja.currentmovetime > 0)
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{
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// Set player velocity
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core.vel = ninja.activationdir * data->weapons.ninja.velocity;
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vec2 oldpos = pos;
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move_box(&core.pos, &core.vel, vec2(phys_size, phys_size), 0.0f);
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// reset velocity so the client doesn't predict stuff
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core.vel = vec2(0.0f,0.0f);
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if ((ninja.currentmovetime % 2) == 0)
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{
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//create_smoke(pos);
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}
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// check if we hit anything along the way
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{
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CHARACTER *ents[64];
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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;
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int num = game.world.find_entities(center, radius, (ENTITY**)ents, 64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < num; i++)
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{
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// Check if entity is a player
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if (ents[i] == this)
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continue;
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// make sure we haven't hit this object before
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bool balreadyhit = false;
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for (int j = 0; j < numobjectshit; j++)
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{
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if (hitobjects[j] == ents[i])
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balreadyhit = true;
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}
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if (balreadyhit)
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continue;
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// check so we are sufficiently close
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if (distance(ents[i]->pos, pos) > (phys_size * 2.0f))
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continue;
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// hit a player, give him damage and stuffs...
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game.create_sound(ents[i]->pos, SOUND_NINJA_HIT);
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// set his velocity to fast upward (for now)
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if(numobjectshit < 10)
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hitobjects[numobjectshit++] = ents[i];
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ents[i]->take_damage(vec2(0,10.0f), data->weapons.ninja.base->damage, player->client_id,WEAPON_NINJA);
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}
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}
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return 0;
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}
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return 0;
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}
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void CHARACTER::do_weaponswitch()
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{
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if(reload_timer != 0) // make sure we have reloaded
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return;
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if(queued_weapon == -1) // check for a queued weapon
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return;
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if(weapons[WEAPON_NINJA].got) // if we have ninja, no weapon selection is possible
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return;
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// switch weapon
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set_weapon(queued_weapon);
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}
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void CHARACTER::handle_weaponswitch()
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{
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int wanted_weapon = active_weapon;
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if(queued_weapon != -1)
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wanted_weapon = queued_weapon;
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// select weapon
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int next = count_input(latest_previnput.next_weapon, latest_input.next_weapon).presses;
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int prev = count_input(latest_previnput.prev_weapon, latest_input.prev_weapon).presses;
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if(next < 128) // make sure we only try sane stuff
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{
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while(next) // next weapon selection
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{
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wanted_weapon = (wanted_weapon+1)%NUM_WEAPONS;
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if(weapons[wanted_weapon].got)
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next--;
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}
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}
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if(prev < 128) // make sure we only try sane stuff
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{
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while(prev) // prev weapon selection
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{
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wanted_weapon = (wanted_weapon-1)<0?NUM_WEAPONS-1:wanted_weapon-1;
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if(weapons[wanted_weapon].got)
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prev--;
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}
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}
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// direct weapon selection
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if(latest_input.wanted_weapon)
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wanted_weapon = input.wanted_weapon-1;
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// check for insane values
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if(wanted_weapon >= 0 && wanted_weapon < NUM_WEAPONS && wanted_weapon != active_weapon && weapons[wanted_weapon].got)
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queued_weapon = wanted_weapon;
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do_weaponswitch();
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}
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void CHARACTER::fire_weapon()
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{
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if(reload_timer != 0 || active_weapon == WEAPON_NINJA)
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return;
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do_weaponswitch();
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vec2 direction = normalize(vec2(latest_input.target_x, latest_input.target_y));
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bool fullauto = false;
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if(active_weapon == WEAPON_GRENADE || active_weapon == WEAPON_SHOTGUN || active_weapon == WEAPON_RIFLE)
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fullauto = true;
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// check if we gonna fire
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bool will_fire = false;
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if(count_input(latest_previnput.fire, latest_input.fire).presses) will_fire = true;
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if(fullauto && (latest_input.fire&1) && weapons[active_weapon].ammo) will_fire = true;
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if(!will_fire)
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return;
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// check for ammo
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if(!weapons[active_weapon].ammo)
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{
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game.create_sound(pos, SOUND_WEAPON_NOAMMO);
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return;
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}
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vec2 projectile_startpos = pos+direction*phys_size*0.75f;
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switch(active_weapon)
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{
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case WEAPON_HAMMER:
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{
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// reset objects hit
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numobjectshit = 0;
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game.create_sound(pos, SOUND_HAMMER_FIRE);
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CHARACTER *ents[64];
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int num = game.world.find_entities(pos+direction*phys_size*0.75f, phys_size*0.5f, (ENTITY**)ents, 64, NETOBJTYPE_CHARACTER);
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for (int i = 0; i < num; i++)
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{
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CHARACTER *target = ents[i];
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if (target == this)
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continue;
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// hit a player, give him damage and stuffs...
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vec2 fdir = normalize(ents[i]->pos - pos);
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// set his velocity to fast upward (for now)
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game.create_sound(pos, SOUND_HAMMER_HIT);
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ents[i]->take_damage(vec2(0,-1.0f), data->weapons.hammer.base->damage, player->client_id, active_weapon);
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vec2 dir;
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if (length(target->pos - pos) > 0.0f)
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dir = normalize(target->pos - pos);
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else
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dir = vec2(0,-1);
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target->core.vel += normalize(dir + vec2(0,-1.1f)) * 10.0f;
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}
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} break;
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case WEAPON_GUN:
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{
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PROJECTILE *proj = new PROJECTILE(WEAPON_GUN,
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player->client_id,
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projectile_startpos,
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direction,
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(int)(server_tickspeed()*tuning.gun_lifetime),
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this,
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1, 0, 0, -1, WEAPON_GUN);
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// pack the projectile and send it to the client directly
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NETOBJ_PROJECTILE p;
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proj->fill_info(&p);
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msg_pack_start(NETMSGTYPE_SV_EXTRAPROJECTILE, 0);
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msg_pack_int(1);
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for(unsigned i = 0; i < sizeof(NETOBJ_PROJECTILE)/sizeof(int); i++)
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msg_pack_int(((int *)&p)[i]);
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msg_pack_end();
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server_send_msg(player->client_id);
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game.create_sound(pos, SOUND_GUN_FIRE);
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} break;
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case WEAPON_SHOTGUN:
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{
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int shotspread = 2;
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msg_pack_start(NETMSGTYPE_SV_EXTRAPROJECTILE, 0);
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msg_pack_int(shotspread*2+1);
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for(int i = -shotspread; i <= shotspread; i++)
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{
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float spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
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float a = get_angle(direction);
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a += spreading[i+2];
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float v = 1-(abs(i)/(float)shotspread);
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float speed = mix((float)tuning.shotgun_speeddiff, 1.0f, v);
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PROJECTILE *proj = new PROJECTILE(WEAPON_SHOTGUN,
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player->client_id,
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projectile_startpos,
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vec2(cosf(a), sinf(a))*speed,
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(int)(server_tickspeed()*tuning.shotgun_lifetime),
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this,
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1, 0, 0, -1, WEAPON_SHOTGUN);
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// pack the projectile and send it to the client directly
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NETOBJ_PROJECTILE p;
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proj->fill_info(&p);
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for(unsigned i = 0; i < sizeof(NETOBJ_PROJECTILE)/sizeof(int); i++)
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msg_pack_int(((int *)&p)[i]);
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}
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msg_pack_end();
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server_send_msg(player->client_id);
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game.create_sound(pos, SOUND_SHOTGUN_FIRE);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case WEAPON_GRENADE:
|
|
|
|
{
|
|
|
|
PROJECTILE *proj = new PROJECTILE(WEAPON_GRENADE,
|
|
|
|
player->client_id,
|
|
|
|
projectile_startpos,
|
|
|
|
direction,
|
|
|
|
(int)(server_tickspeed()*tuning.grenade_lifetime),
|
|
|
|
this,
|
|
|
|
1, PROJECTILE::PROJECTILE_FLAGS_EXPLODE, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);
|
|
|
|
|
|
|
|
// pack the projectile and send it to the client directly
|
|
|
|
NETOBJ_PROJECTILE p;
|
|
|
|
proj->fill_info(&p);
|
|
|
|
|
|
|
|
msg_pack_start(NETMSGTYPE_SV_EXTRAPROJECTILE, 0);
|
|
|
|
msg_pack_int(1);
|
|
|
|
for(unsigned i = 0; i < sizeof(NETOBJ_PROJECTILE)/sizeof(int); i++)
|
|
|
|
msg_pack_int(((int *)&p)[i]);
|
|
|
|
msg_pack_end();
|
|
|
|
server_send_msg(player->client_id);
|
|
|
|
|
|
|
|
game.create_sound(pos, SOUND_GRENADE_FIRE);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
case WEAPON_RIFLE:
|
|
|
|
{
|
|
|
|
new LASER(pos, direction, tuning.laser_reach, this);
|
|
|
|
game.create_sound(pos, SOUND_RIFLE_FIRE);
|
|
|
|
} break;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
if(weapons[active_weapon].ammo > 0) // -1 == unlimited
|
|
|
|
weapons[active_weapon].ammo--;
|
|
|
|
attack_tick = server_tick();
|
|
|
|
reload_timer = data->weapons.id[active_weapon].firedelay * server_tickspeed() / 1000;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CHARACTER::handle_weapons()
|
|
|
|
{
|
|
|
|
vec2 direction = normalize(vec2(latest_input.target_x, latest_input.target_y));
|
|
|
|
|
|
|
|
/*
|
|
|
|
if(config.dbg_stress)
|
|
|
|
{
|
|
|
|
for(int i = 0; i < NUM_WEAPONS; i++)
|
|
|
|
{
|
|
|
|
weapons[i].got = true;
|
|
|
|
weapons[i].ammo = 10;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(reload_timer) // twice as fast reload
|
|
|
|
reload_timer--;
|
|
|
|
} */
|
|
|
|
|
|
|
|
// check reload timer
|
|
|
|
if(reload_timer)
|
|
|
|
{
|
|
|
|
reload_timer--;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (active_weapon == WEAPON_NINJA)
|
|
|
|
{
|
|
|
|
// don't update other weapons while ninja is active
|
|
|
|
return handle_ninja();
|
|
|
|
}
|
|
|
|
|
|
|
|
// fire weapon, if wanted
|
|
|
|
fire_weapon();
|
|
|
|
|
|
|
|
// ammo regen
|
|
|
|
int ammoregentime = data->weapons.id[active_weapon].ammoregentime;
|
|
|
|
if(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) >= ammoregentime * server_tickspeed() / 1000)
|
|
|
|
{
|
|
|
|
// Add some ammo
|
|
|
|
weapons[active_weapon].ammo = min(weapons[active_weapon].ammo + 1, 10);
|
|
|
|
weapons[active_weapon].ammoregenstart = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
weapons[active_weapon].ammoregenstart = -1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHARACTER::on_predicted_input(NETOBJ_PLAYER_INPUT *new_input)
|
|
|
|
{
|
|
|
|
// check for changes
|
|
|
|
if(mem_comp(&input, new_input, sizeof(NETOBJ_PLAYER_INPUT)) != 0)
|
|
|
|
last_action = server_tick();
|
|
|
|
|
|
|
|
// copy new input
|
|
|
|
mem_copy(&input, new_input, sizeof(input));
|
|
|
|
num_inputs++;
|
|
|
|
|
|
|
|
// or are not allowed to aim in the center
|
|
|
|
if(input.target_x == 0 && input.target_y == 0)
|
|
|
|
input.target_y = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHARACTER::on_direct_input(NETOBJ_PLAYER_INPUT *new_input)
|
|
|
|
{
|
|
|
|
mem_copy(&latest_previnput, &latest_input, sizeof(latest_input));
|
|
|
|
mem_copy(&latest_input, new_input, sizeof(latest_input));
|
|
|
|
|
|
|
|
if(num_inputs > 2 && team != -1)
|
|
|
|
{
|
|
|
|
handle_weaponswitch();
|
|
|
|
fire_weapon();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHARACTER::tick()
|
|
|
|
{
|
|
|
|
//input = latest_input;
|
|
|
|
|
|
|
|
// grab latest input
|
|
|
|
/*
|
|
|
|
{
|
|
|
|
int size = 0;
|
|
|
|
int *input = server_latestinput(client_id, &size);
|
|
|
|
if(input)
|
|
|
|
{
|
|
|
|
mem_copy(&latest_previnput, &latest_input, sizeof(latest_input));
|
|
|
|
mem_copy(&latest_input, input, sizeof(latest_input));
|
|
|
|
}
|
|
|
|
}*/
|
|
|
|
|
|
|
|
// check if we have enough input
|
|
|
|
// this is to prevent initial weird clicks
|
|
|
|
/*
|
|
|
|
if(num_inputs < 2)
|
|
|
|
{
|
|
|
|
latest_previnput = latest_input;
|
|
|
|
previnput = input;
|
|
|
|
}*/
|
|
|
|
|
|
|
|
//game.world.core.players[player->client_id] = &core;
|
|
|
|
|
|
|
|
// enable / disable physics
|
|
|
|
/*
|
|
|
|
if(team == -1 || dead)
|
|
|
|
{
|
|
|
|
game.world.core.players[client_id] = 0;
|
|
|
|
//game.world.remove_entity(this);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
game.world.core.players[client_id] = &core;
|
|
|
|
//game.world._entity(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
// spectator
|
|
|
|
if(team == -1)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if(spawning)
|
|
|
|
try_respawn();
|
|
|
|
|
|
|
|
// TODO: rework the input to be more robust
|
|
|
|
if(dead)
|
|
|
|
{
|
|
|
|
if(server_tick()-die_tick >= server_tickspeed()/2 && count_input(latest_previnput.fire, latest_input.fire).presses)
|
|
|
|
die_tick = -1;
|
|
|
|
if(server_tick()-die_tick >= server_tickspeed()*5) // auto respawn after 3 sec
|
|
|
|
respawn();
|
|
|
|
//if((input.fire&1) && server_tick()-die_tick >= server_tickspeed()/2) // auto respawn after 0.5 sec
|
|
|
|
//respawn();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
* */
|
|
|
|
|
|
|
|
//player_core core;
|
|
|
|
//core.pos = pos;
|
|
|
|
//core.jumped = jumped;
|
|
|
|
core.input = input;
|
|
|
|
core.tick();
|
|
|
|
|
|
|
|
// handle weapons
|
|
|
|
handle_weapons();
|
|
|
|
|
|
|
|
player_state = input.player_state;
|
|
|
|
|
|
|
|
// Previnput
|
|
|
|
previnput = input;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHARACTER::tick_defered()
|
|
|
|
{
|
|
|
|
/*if(!dead)
|
|
|
|
{*/
|
|
|
|
vec2 start_pos = core.pos;
|
|
|
|
vec2 start_vel = core.vel;
|
|
|
|
bool stuck_before = test_box(core.pos, vec2(28.0f, 28.0f));
|
|
|
|
|
|
|
|
core.move();
|
|
|
|
bool stuck_after_move = test_box(core.pos, vec2(28.0f, 28.0f));
|
|
|
|
core.quantize();
|
|
|
|
bool stuck_after_quant = test_box(core.pos, vec2(28.0f, 28.0f));
|
|
|
|
pos = core.pos;
|
|
|
|
|
|
|
|
if(!stuck_before && (stuck_after_move || stuck_after_quant))
|
|
|
|
{
|
|
|
|
dbg_msg("player", "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
|
|
|
|
stuck_before,
|
|
|
|
stuck_after_move,
|
|
|
|
stuck_after_quant,
|
|
|
|
start_pos.x, start_pos.y,
|
|
|
|
start_vel.x, start_vel.y,
|
|
|
|
*((unsigned *)&start_pos.x), *((unsigned *)&start_pos.y),
|
|
|
|
*((unsigned *)&start_vel.x), *((unsigned *)&start_vel.y));
|
|
|
|
}
|
|
|
|
|
|
|
|
int events = core.triggered_events;
|
|
|
|
int mask = cmask_all_except_one(player->client_id);
|
|
|
|
|
|
|
|
if(events&COREEVENT_GROUND_JUMP) game.create_sound(pos, SOUND_PLAYER_JUMP, mask);
|
|
|
|
if(events&COREEVENT_AIR_JUMP)
|
|
|
|
{
|
|
|
|
game.create_sound(pos, SOUND_PLAYER_AIRJUMP, mask);
|
|
|
|
NETEVENT_COMMON *c = (NETEVENT_COMMON *)game.events.create(NETEVENTTYPE_AIRJUMP, sizeof(NETEVENT_COMMON), mask);
|
|
|
|
if(c)
|
|
|
|
{
|
|
|
|
c->x = (int)pos.x;
|
|
|
|
c->y = (int)pos.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
|
|
|
|
if(events&COREEVENT_HOOK_ATTACH_PLAYER) game.create_sound(pos, SOUND_HOOK_ATTACH_PLAYER, cmask_all());
|
|
|
|
if(events&COREEVENT_HOOK_ATTACH_GROUND) game.create_sound(pos, SOUND_HOOK_ATTACH_GROUND, mask);
|
|
|
|
//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
|
|
|
|
//}
|
|
|
|
|
|
|
|
if(team == -1)
|
|
|
|
{
|
|
|
|
pos.x = input.target_x;
|
|
|
|
pos.y = input.target_y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CHARACTER::increase_health(int amount)
|
|
|
|
{
|
|
|
|
if(health >= 10)
|
|
|
|
return false;
|
|
|
|
health = clamp(health+amount, 0, 10);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CHARACTER::increase_armor(int amount)
|
|
|
|
{
|
|
|
|
if(armor >= 10)
|
|
|
|
return false;
|
|
|
|
armor = clamp(armor+amount, 0, 10);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHARACTER::die(int killer, int weapon)
|
|
|
|
{
|
|
|
|
/*if (dead || team == -1)
|
|
|
|
return;*/
|
|
|
|
int mode_special = game.controller->on_character_death(this, &game.players[killer], weapon);
|
|
|
|
|
|
|
|
dbg_msg("game", "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
|
|
|
|
killer, server_clientname(killer),
|
|
|
|
player->client_id, server_clientname(player->client_id), weapon, mode_special);
|
|
|
|
|
|
|
|
// send the kill message
|
|
|
|
NETMSG_SV_KILLMSG msg;
|
|
|
|
msg.killer = killer;
|
|
|
|
msg.victim = player->client_id;
|
|
|
|
msg.weapon = weapon;
|
|
|
|
msg.mode_special = mode_special;
|
|
|
|
msg.pack(MSGFLAG_VITAL);
|
|
|
|
server_send_msg(-1);
|
|
|
|
|
|
|
|
// a nice sound
|
|
|
|
game.create_sound(pos, SOUND_PLAYER_DIE);
|
|
|
|
|
|
|
|
// set dead state
|
|
|
|
// TODO: do stuff here
|
|
|
|
/*
|
|
|
|
die_pos = pos;
|
|
|
|
dead = true;
|
|
|
|
die_tick = server_tick();
|
|
|
|
*/
|
|
|
|
alive = false;
|
|
|
|
game.world.remove_entity(this);
|
|
|
|
game.create_death(pos, player->client_id);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CHARACTER::take_damage(vec2 force, int dmg, int from, int weapon)
|
|
|
|
{
|
|
|
|
core.vel += force;
|
|
|
|
|
|
|
|
if(game.controller->is_friendly_fire(player->client_id, from) && !config.sv_teamdamage)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// player only inflicts half damage on self
|
|
|
|
if(from == player->client_id)
|
|
|
|
dmg = max(1, dmg/2);
|
|
|
|
|
|
|
|
// CTF and TDM (TODO: check for FF)
|
|
|
|
//if (gameobj->gametype != GAMETYPE_DM && from >= 0 && players[from].team == team)
|
|
|
|
//return false;
|
|
|
|
|
|
|
|
damage_taken++;
|
|
|
|
|
|
|
|
// create healthmod indicator
|
|
|
|
if(server_tick() < damage_taken_tick+25)
|
|
|
|
{
|
|
|
|
// make sure that the damage indicators doesn't group together
|
|
|
|
game.create_damageind(pos, damage_taken*0.25f, dmg);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
damage_taken = 0;
|
|
|
|
game.create_damageind(pos, 0, dmg);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(dmg)
|
|
|
|
{
|
|
|
|
if(armor)
|
|
|
|
{
|
|
|
|
if(dmg > 1)
|
|
|
|
{
|
|
|
|
health--;
|
|
|
|
dmg--;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(dmg > armor)
|
|
|
|
{
|
|
|
|
dmg -= armor;
|
|
|
|
armor = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
armor -= dmg;
|
|
|
|
dmg = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
health -= dmg;
|
|
|
|
}
|
|
|
|
|
|
|
|
damage_taken_tick = server_tick();
|
|
|
|
|
|
|
|
// do damage hit sound
|
|
|
|
if(from >= 0 && from != player->client_id)
|
|
|
|
game.create_sound(game.players[from].view_pos, SOUND_HIT, cmask_one(from));
|
|
|
|
|
|
|
|
// check for death
|
|
|
|
if(health <= 0)
|
|
|
|
{
|
|
|
|
die(from, weapon);
|
|
|
|
|
|
|
|
// set attacker's face to happy (taunt!)
|
|
|
|
if (from >= 0 && from != player->client_id)
|
|
|
|
{
|
|
|
|
CHARACTER *chr = &game.players[from].character;
|
|
|
|
chr->emote_type = EMOTE_HAPPY;
|
|
|
|
chr->emote_stop = server_tick() + server_tickspeed();
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dmg > 2)
|
|
|
|
game.create_sound(pos, SOUND_PLAYER_PAIN_LONG);
|
|
|
|
else
|
|
|
|
game.create_sound(pos, SOUND_PLAYER_PAIN_SHORT);
|
|
|
|
|
|
|
|
emote_type = EMOTE_PAIN;
|
|
|
|
emote_stop = server_tick() + 500 * server_tickspeed() / 1000;
|
|
|
|
|
|
|
|
// spawn blood?
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHARACTER::snap(int snaping_client)
|
|
|
|
{
|
|
|
|
if(distance(game.players[snaping_client].view_pos, pos) > 1000.0f)
|
|
|
|
return;
|
|
|
|
|
|
|
|
NETOBJ_CHARACTER *character = (NETOBJ_CHARACTER *)snap_new_item(NETOBJTYPE_CHARACTER, player->client_id, sizeof(NETOBJ_CHARACTER));
|
|
|
|
|
|
|
|
core.write(character);
|
|
|
|
|
|
|
|
// this is to make sure that players that are just standing still
|
|
|
|
// isn't sent. this is because the physics keep bouncing between
|
|
|
|
// 0-128 when just standing.
|
|
|
|
// TODO: fix the physics so this isn't needed
|
|
|
|
if(snaping_client != player->client_id && abs(character->vy) < 256.0f)
|
|
|
|
character->vy = 0;
|
|
|
|
|
|
|
|
if (emote_stop < server_tick())
|
|
|
|
{
|
|
|
|
emote_type = EMOTE_NORMAL;
|
|
|
|
emote_stop = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
character->emote = emote_type;
|
|
|
|
|
|
|
|
character->ammocount = 0;
|
|
|
|
character->health = 0;
|
|
|
|
character->armor = 0;
|
|
|
|
|
|
|
|
character->weapon = active_weapon;
|
|
|
|
character->attacktick = attack_tick;
|
|
|
|
|
|
|
|
character->wanted_direction = input.direction;
|
|
|
|
/*
|
|
|
|
if(input.left && !input.right)
|
|
|
|
character->wanted_direction = -1;
|
|
|
|
else if(!input.left && input.right)
|
|
|
|
character->wanted_direction = 1;*/
|
|
|
|
|
|
|
|
|
|
|
|
if(player->client_id == snaping_client)
|
|
|
|
{
|
|
|
|
character->health = health;
|
|
|
|
character->armor = armor;
|
|
|
|
if(weapons[active_weapon].ammo > 0)
|
|
|
|
character->ammocount = weapons[active_weapon].ammo;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (character->emote == EMOTE_NORMAL)
|
|
|
|
{
|
|
|
|
if(250 - ((server_tick() - last_action)%(250)) < 5)
|
|
|
|
character->emote = EMOTE_BLINK;
|
|
|
|
}
|
|
|
|
|
|
|
|
character->player_state = player_state;
|
|
|
|
}
|
|
|
|
|
|
|
|
PLAYER::PLAYER()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::init(int client_id)
|
|
|
|
{
|
|
|
|
// clear everything
|
|
|
|
mem_zero(this, sizeof(*this));
|
|
|
|
new(this) PLAYER();
|
|
|
|
this->client_id = client_id;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::tick()
|
|
|
|
{
|
|
|
|
server_setclientscore(client_id, score);
|
|
|
|
|
|
|
|
// do latency stuff
|
|
|
|
{
|
|
|
|
CLIENT_INFO info;
|
|
|
|
if(server_getclientinfo(client_id, &info))
|
|
|
|
{
|
|
|
|
latency.accum += info.latency;
|
|
|
|
latency.accum_max = max(latency.accum_max, info.latency);
|
|
|
|
latency.accum_min = min(latency.accum_min, info.latency);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(server_tick()%server_tickspeed() == 0)
|
|
|
|
{
|
|
|
|
latency.avg = latency.accum/server_tickspeed();
|
|
|
|
latency.max = latency.accum_max;
|
|
|
|
latency.min = latency.accum_min;
|
|
|
|
latency.accum = 0;
|
|
|
|
latency.accum_min = 1000;
|
|
|
|
latency.accum_max = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(spawning && !get_character())
|
|
|
|
try_respawn();
|
|
|
|
|
|
|
|
if(get_character())
|
|
|
|
view_pos = get_character()->pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::snap(int snaping_client)
|
|
|
|
{
|
|
|
|
NETOBJ_PLAYER_INFO *info = (NETOBJ_PLAYER_INFO *)snap_new_item(NETOBJTYPE_PLAYER_INFO, client_id, sizeof(NETOBJ_PLAYER_INFO));
|
|
|
|
|
|
|
|
info->latency = latency.min;
|
|
|
|
info->latency_flux = latency.max-latency.min;
|
|
|
|
info->local = 0;
|
|
|
|
info->cid = client_id;
|
|
|
|
info->score = score;
|
|
|
|
info->team = team;
|
|
|
|
|
|
|
|
if(client_id == snaping_client)
|
|
|
|
info->local = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::on_disconnect()
|
|
|
|
{
|
|
|
|
kill_character();
|
|
|
|
|
|
|
|
//game.controller->on_player_death(&game.players[client_id], 0, -1);
|
|
|
|
|
|
|
|
char buf[512];
|
|
|
|
str_format(buf, sizeof(buf), "%s has left the game", server_clientname(client_id));
|
|
|
|
game.send_chat(-1, CHAT_ALL, buf);
|
|
|
|
|
|
|
|
dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id));
|
|
|
|
|
|
|
|
// clear this whole structure
|
|
|
|
init(-1);
|
|
|
|
|
|
|
|
/*game.world.remove_entity(&game.players[client_id]);
|
|
|
|
game.world.core.players[client_id] = 0x0;
|
|
|
|
game.players[client_id].client_id = -1; */
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::on_predicted_input(NETOBJ_PLAYER_INPUT *new_input)
|
|
|
|
{
|
|
|
|
CHARACTER *chr = get_character();
|
|
|
|
if(chr)
|
|
|
|
chr->on_predicted_input(new_input);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::on_direct_input(NETOBJ_PLAYER_INPUT *new_input)
|
|
|
|
{
|
|
|
|
CHARACTER *chr = get_character();
|
|
|
|
if(chr)
|
|
|
|
chr->on_direct_input(new_input);
|
|
|
|
|
|
|
|
if(!chr && team >= 0 && (new_input->fire&1))
|
|
|
|
{
|
|
|
|
spawning = true;
|
|
|
|
dbg_msg("", "I wanna spawn");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CHARACTER *PLAYER::get_character()
|
|
|
|
{
|
|
|
|
if(character.alive)
|
|
|
|
return &character;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::kill_character()
|
|
|
|
{
|
|
|
|
CHARACTER *chr = get_character();
|
|
|
|
if(chr)
|
|
|
|
chr->die(-1, -1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::respawn()
|
|
|
|
{
|
|
|
|
spawning = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::set_team(int new_team)
|
|
|
|
{
|
|
|
|
// clamp the team
|
|
|
|
new_team = game.controller->clampteam(new_team);
|
|
|
|
if(team == new_team)
|
|
|
|
return;
|
|
|
|
|
|
|
|
char buf[512];
|
|
|
|
str_format(buf, sizeof(buf), "%s joined the %s", server_clientname(client_id), game.controller->get_team_name(new_team));
|
|
|
|
game.send_chat(-1, CHAT_ALL, buf);
|
|
|
|
|
|
|
|
kill_character();
|
|
|
|
team = new_team;
|
|
|
|
score = 0;
|
|
|
|
dbg_msg("game", "team_join player='%d:%s' team=%d", client_id, server_clientname(client_id), team);
|
|
|
|
|
|
|
|
game.controller->on_player_info_change(&game.players[client_id]);
|
|
|
|
|
|
|
|
// send all info to this client
|
|
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
|
|
{
|
|
|
|
if(game.players[i].client_id != -1)
|
|
|
|
game.send_info(i, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
vec2 spawn_points[3][64];
|
|
|
|
int num_spawn_points[3] = {0};
|
|
|
|
|
|
|
|
struct SPAWNEVAL
|
|
|
|
{
|
|
|
|
SPAWNEVAL()
|
|
|
|
{
|
|
|
|
got = false;
|
|
|
|
friendly_team = -1;
|
|
|
|
// die_pos = vec2(0,0);
|
|
|
|
pos = vec2(100,100);
|
|
|
|
}
|
|
|
|
|
|
|
|
vec2 pos;
|
|
|
|
bool got;
|
|
|
|
int friendly_team;
|
|
|
|
float score;
|
|
|
|
// vec2 die_pos;
|
|
|
|
};
|
|
|
|
|
|
|
|
static float evaluate_spawn(SPAWNEVAL *eval, vec2 pos)
|
|
|
|
{
|
|
|
|
float score = 0.0f;
|
|
|
|
CHARACTER *c = (CHARACTER *)game.world.find_first(NETOBJTYPE_CHARACTER);
|
|
|
|
for(; c; c = (CHARACTER *)c->typenext())
|
|
|
|
{
|
|
|
|
// team mates are not as dangerous as enemies
|
|
|
|
float scoremod = 1.0f;
|
|
|
|
if(eval->friendly_team != -1 && c->team == eval->friendly_team)
|
|
|
|
scoremod = 0.5f;
|
|
|
|
|
|
|
|
float d = distance(pos, c->pos);
|
|
|
|
if(d == 0)
|
|
|
|
score += 1000000000.0f;
|
|
|
|
else
|
|
|
|
score += 1.0f/d;
|
|
|
|
}
|
|
|
|
|
|
|
|
// weight in the die posititon
|
|
|
|
/*
|
|
|
|
float d = distance(pos, eval->die_pos);
|
|
|
|
if(d == 0)
|
|
|
|
score += 1000000000.0f;
|
|
|
|
else
|
|
|
|
score += 1.0f/d;*/
|
|
|
|
|
|
|
|
return score;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void evaluate_spawn_type(SPAWNEVAL *eval, int t)
|
|
|
|
{
|
|
|
|
// get spawn point
|
|
|
|
/*
|
|
|
|
int start, num;
|
|
|
|
map_get_type(t, &start, &num);
|
|
|
|
if(!num)
|
|
|
|
return;
|
|
|
|
*/
|
|
|
|
for(int i = 0; i < num_spawn_points[t]; i++)
|
|
|
|
{
|
|
|
|
//num_spawn_points[t]
|
|
|
|
//mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + i, NULL, NULL);
|
|
|
|
vec2 p = spawn_points[t][i];// vec2((float)sp->x, (float)sp->y);
|
|
|
|
float s = evaluate_spawn(eval, p);
|
|
|
|
if(!eval->got || eval->score > s)
|
|
|
|
{
|
|
|
|
eval->got = true;
|
|
|
|
eval->score = s;
|
|
|
|
eval->pos = p;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PLAYER::try_respawn()
|
|
|
|
{
|
|
|
|
vec2 spawnpos = vec2(100.0f, -60.0f);
|
|
|
|
|
|
|
|
// get spawn point
|
|
|
|
SPAWNEVAL eval;
|
|
|
|
//eval.die_pos = die_pos;
|
|
|
|
|
|
|
|
eval.pos = vec2(100, 100);
|
|
|
|
|
|
|
|
if(game.controller->gametype == GAMETYPE_CTF)
|
|
|
|
{
|
|
|
|
eval.friendly_team = team;
|
|
|
|
|
|
|
|
// try first try own team spawn, then normal spawn and then enemy
|
|
|
|
evaluate_spawn_type(&eval, 1+(team&1));
|
|
|
|
if(!eval.got)
|
|
|
|
{
|
|
|
|
evaluate_spawn_type(&eval, 0);
|
|
|
|
if(!eval.got)
|
|
|
|
evaluate_spawn_type(&eval, 1+((team+1)&1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(game.controller->gametype == GAMETYPE_TDM)
|
|
|
|
eval.friendly_team = team;
|
|
|
|
|
|
|
|
evaluate_spawn_type(&eval, 0);
|
|
|
|
evaluate_spawn_type(&eval, 1);
|
|
|
|
evaluate_spawn_type(&eval, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
spawnpos = eval.pos;
|
|
|
|
|
|
|
|
// check if the position is occupado
|
|
|
|
ENTITY *ents[2] = {0};
|
|
|
|
int num_ents = game.world.find_entities(spawnpos, 64, ents, 2, NETOBJTYPE_CHARACTER);
|
|
|
|
|
|
|
|
if(num_ents == 0)
|
|
|
|
{
|
|
|
|
spawning = false;
|
|
|
|
character.spawn(this, spawnpos, team);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
pos = spawnpos;
|
|
|
|
|
|
|
|
core.pos = pos;
|
|
|
|
core.vel = vec2(0,0);
|
|
|
|
core.hooked_player = -1;
|
|
|
|
|
|
|
|
health = 10;
|
|
|
|
armor = 0;
|
|
|
|
jumped = 0;
|
|
|
|
|
|
|
|
mem_zero(&ninja, sizeof(ninja));
|
|
|
|
|
|
|
|
dead = false;
|
|
|
|
player_state = PLAYERSTATE_PLAYING;
|
|
|
|
|
|
|
|
game.world.insert_entity(this);
|
|
|
|
|
|
|
|
core.hook_state = HOOK_IDLE;
|
|
|
|
|
|
|
|
mem_zero(&input, sizeof(input));
|
|
|
|
|
|
|
|
// init weapons
|
|
|
|
mem_zero(&weapons, sizeof(weapons));
|
|
|
|
weapons[WEAPON_HAMMER].got = true;
|
|
|
|
weapons[WEAPON_HAMMER].ammo = -1;
|
|
|
|
weapons[WEAPON_GUN].got = true;
|
|
|
|
weapons[WEAPON_GUN].ammo = 10;
|
|
|
|
|
|
|
|
active_weapon = WEAPON_GUN;
|
|
|
|
last_weapon = WEAPON_HAMMER;
|
|
|
|
queued_weapon = 0;
|
|
|
|
|
|
|
|
reload_timer = 0;
|
|
|
|
|
|
|
|
// Create sound and spawn effects
|
|
|
|
game.create_sound(pos, SOUND_PLAYER_SPAWN);
|
|
|
|
game.create_playerspawn(pos);
|
|
|
|
|
|
|
|
game.controller->on_player_spawn(player);
|
|
|
|
*/
|
|
|
|
}
|