ddnet/src/game/server/gamecontext.cpp

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#include <new>
#include <engine/e_server_interface.h>
#include "gamecontext.hpp"
GAMECONTEXT game;
GAMECONTEXT::GAMECONTEXT()
{
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for(int i = 0; i < MAX_CLIENTS; i++)
{
players[i] = 0;
/*players = new PLAYER();
players[i].init(-1);*/
}
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}
GAMECONTEXT::~GAMECONTEXT()
{
}
void GAMECONTEXT::clear()
{
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this->~GAMECONTEXT();
mem_zero(this, sizeof(*this));
new (this) GAMECONTEXT();
// reset all players
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/*
for(int i = 0; i < MAX_CLIENTS; i++)
players[i].init(-1);
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world.~GAMEWORLD();
mem_zero(&world, sizeof(world));
world.GAMEWORLD();
*/
}
void GAMECONTEXT::create_damageind(vec2 p, float angle, int amount)
{
float a = 3 * 3.14159f / 2 + angle;
//float a = get_angle(dir);
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));
NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)events.create(NETEVENTTYPE_DAMAGEIND, sizeof(NETEVENT_DAMAGEIND));
if(ev)
{
ev->x = (int)p.x;
ev->y = (int)p.y;
ev->angle = (int)(f*256.0f);
}
}
}
void GAMECONTEXT::create_explosion(vec2 p, int owner, int weapon, bool bnodamage)
{
// create the event
NETEVENT_EXPLOSION *ev = (NETEVENT_EXPLOSION *)events.create(NETEVENTTYPE_EXPLOSION, sizeof(NETEVENT_EXPLOSION));
if(ev)
{
ev->x = (int)p.x;
ev->y = (int)p.y;
}
if (!bnodamage)
{
// deal damage
CHARACTER *ents[64];
float radius = 128.0f;
float innerradius = 42.0f;
int num = game.world.find_entities(p, radius, (ENTITY**)ents, 64, NETOBJTYPE_CHARACTER);
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;
if((int)dmg)
ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner, weapon);
}
}
}
/*
void create_smoke(vec2 p)
{
// create the event
EV_EXPLOSION *ev = (EV_EXPLOSION *)events.create(EVENT_SMOKE, sizeof(EV_EXPLOSION));
if(ev)
{
ev->x = (int)p.x;
ev->y = (int)p.y;
}
}*/
void GAMECONTEXT::create_playerspawn(vec2 p)
{
// create the event
NETEVENT_SPAWN *ev = (NETEVENT_SPAWN *)events.create(NETEVENTTYPE_SPAWN, sizeof(NETEVENT_SPAWN));
if(ev)
{
ev->x = (int)p.x;
ev->y = (int)p.y;
}
}
void GAMECONTEXT::create_death(vec2 p, int cid)
{
// create the event
NETEVENT_DEATH *ev = (NETEVENT_DEATH *)events.create(NETEVENTTYPE_DEATH, sizeof(NETEVENT_DEATH));
if(ev)
{
ev->x = (int)p.x;
ev->y = (int)p.y;
ev->cid = cid;
}
}
void GAMECONTEXT::create_sound(vec2 pos, int sound, int mask)
{
if (sound < 0)
return;
// create a sound
NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)events.create(NETEVENTTYPE_SOUNDWORLD, sizeof(NETEVENT_SOUNDWORLD), mask);
if(ev)
{
ev->x = (int)pos.x;
ev->y = (int)pos.y;
ev->soundid = sound;
}
}
void GAMECONTEXT::create_sound_global(int sound, int target)
{
if (sound < 0)
return;
NETMSG_SV_SOUNDGLOBAL msg;
msg.soundid = sound;
msg.pack(MSGFLAG_VITAL);
server_send_msg(target);
}
void GAMECONTEXT::send_chat(int chatter_cid, int team, const char *text)
{
if(chatter_cid >= 0 && chatter_cid < MAX_CLIENTS)
dbg_msg("chat", "%d:%d:%s: %s", chatter_cid, team, server_clientname(chatter_cid), text);
else
dbg_msg("chat", "*** %s", text);
if(team == CHAT_ALL)
{
NETMSG_SV_CHAT msg;
msg.team = 0;
msg.cid = chatter_cid;
msg.message = text;
msg.pack(MSGFLAG_VITAL);
server_send_msg(-1);
}
else
{
NETMSG_SV_CHAT msg;
msg.team = 1;
msg.cid = chatter_cid;
msg.message = text;
msg.pack(MSGFLAG_VITAL);
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(game.players[i] && game.players[i]->team == team)
server_send_msg(i);
}
}
}
void GAMECONTEXT::send_info(int who, int to_who)
{
NETMSG_SV_SETINFO msg;
msg.cid = who;
msg.name = server_clientname(who);
msg.skin = players[who]->skin_name;
msg.use_custom_color = players[who]->use_custom_color;
msg.color_body = players[who]->color_body;
msg.color_feet = players[who]->color_feet;
msg.pack(MSGFLAG_VITAL);
server_send_msg(to_who);
}
void GAMECONTEXT::send_emoticon(int cid, int emoticon)
{
NETMSG_SV_EMOTICON msg;
msg.cid = cid;
msg.emoticon = emoticon;
msg.pack(MSGFLAG_VITAL);
server_send_msg(-1);
}
void GAMECONTEXT::send_weapon_pickup(int cid, int weapon)
{
NETMSG_SV_WEAPONPICKUP msg;
msg.weapon = weapon;
msg.pack(MSGFLAG_VITAL);
server_send_msg(cid);
}
void GAMECONTEXT::send_broadcast(const char *text, int cid)
{
NETMSG_SV_BROADCAST msg;
msg.message = text;
msg.pack(MSGFLAG_VITAL);
server_send_msg(cid);
}
void GAMECONTEXT::tick()
{
world.core.tuning = tuning;
world.tick();
//if(world.paused) // make sure that the game object always updates
controller->tick();
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i])
players[i]->tick();
}
}
void GAMECONTEXT::snap(int client_id)
{
world.snap(client_id);
controller->snap(client_id);
events.snap(client_id);
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(players[i])
players[i]->snap(client_id);
}
}