kill messages and other fixes and features

This commit is contained in:
Magnus Auvinen 2007-07-14 22:35:00 +00:00
parent 14e612249c
commit 94fe893150
4 changed files with 165 additions and 130 deletions

View file

@ -236,11 +236,9 @@ public:
void disconnect()
{
/*
send_error("disconnected");
set_state(STATE_OFFLINE);
map_unload();
*/
}
void connect(netaddr4 *server_address)

View file

@ -366,11 +366,36 @@ void chat_add_line(int client_id, const char *line)
sprintf(chat_lines[chat_current_line].text, "%s: %s", client_datas[client_id].name, line); // TODO: abit nasty
}
struct killmsg
{
int weapon;
int victim;
int killer;
int tick;
};
static const int killmsg_max = 5;
killmsg killmsgs[killmsg_max];
static int killmsg_current = 0;
void modc_init()
{
// load the data container
data = load_data_container("data/client.dat");
for(int i = 0; i < data->gui.num_boxes; i++)
{
dbg_msg("gui", "%d %d %d %d",
data->gui.boxes[i].rect.x,
data->gui.boxes[i].rect.y,
data->gui.boxes[i].center.x,
data->gui.boxes[i].center.y);
}
dbg_msg("gui", "%d %d", data->gui.boxes[GUI_BOX_BUTTON].rect.x, data->gui.boxes[GUI_BOX_BUTTON].rect.y);
dbg_msg("gui", "%d %d",
data->gui.misc[GUI_MISC_CHECKBOX_UNCHECKED].x, data->gui.misc[GUI_MISC_CHECKBOX_UNCHECKED].y);
// load sounds
for(int s = 0; s < data->num_sounds; s++)
for(int i = 0; i < data->sounds[s].num_sounds; i++)
@ -390,6 +415,10 @@ void modc_entergame()
for(int i = 0; i < MAX_CLIENTS; i++)
client_datas[i].name[0] = 0;
for(int i = 0; i < killmsg_max; i++)
killmsgs[i].tick = -100000;
}
void modc_shutdown()
@ -622,7 +651,6 @@ static void anim_eval_add(animstate *state, animation *anim, float time, float a
static void render_tee(animstate *anim, int skin, vec2 dir, vec2 pos)
{
vec2 direction = dir;
//float angle = info->angle;
vec2 position = pos;
gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
@ -633,7 +661,6 @@ static void render_tee(animstate *anim, int skin, vec2 dir, vec2 pos)
{
// first pass we draw the outline
// second pass we draw the filling
int outline = p==0 ? 1 : 0;
int shift = charids[skin%16];
@ -642,6 +669,7 @@ static void render_tee(animstate *anim, int skin, vec2 dir, vec2 pos)
float basesize = 10.0f;
if(f == 1)
{
gfx_quads_setrotation(anim->body.angle*pi*2);
// draw body
select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, shift*4);
gfx_quads_draw(position.x+anim->body.x, position.y+anim->body.y, 4*basesize, 4*basesize);
@ -664,7 +692,7 @@ static void render_tee(animstate *anim, int skin, vec2 dir, vec2 pos)
float w = basesize*2.5f;
float h = basesize*1.425f;
gfx_quads_setrotation(foot->angle);
gfx_quads_setrotation(foot->angle*pi*2);
gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h);
}
}
@ -770,65 +798,53 @@ static void render_player(obj_player *prev, obj_player *player)
gfx_quads_end();
}
// render the tee
render_tee(&state, player->clientid, direction, position);
/*
gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
gfx_quads_begin();
// draw foots
for(int p = 0; p < 2; p++)
{
// first pass we draw the outline
// second pass we draw the filling
int outline = p==0 ? 1 : 0;
int shift = charids[player->clientid%16];
for(int f = 0; f < 2; f++)
{
float basesize = 10.0f;
if(f == 1)
{
// draw body
select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, shift*4);
gfx_quads_draw(position.x+state.body.x, position.y+state.body.y, 4*basesize, 4*basesize);
// draw eyes
if(p == 1)
{
vec2 md = get_direction(player->angle);
float mouse_dir_x = md.x;
float mouse_dir_y = md.y;
// normal
select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, shift*4);
gfx_quads_draw(position.x-4+mouse_dir_x*4, position.y-8+mouse_dir_y*3, basesize, basesize);
gfx_quads_draw(position.x+4+mouse_dir_x*4, position.y-8+mouse_dir_y*3, basesize, basesize);
}
}
// draw feet
select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, shift*4);
keyframe *foot = f ? &state.front_foot : &state.back_foot;
float w = basesize*2.5f;
float h = basesize*1.425f;
gfx_quads_setrotation(foot->angle);
gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h);
}
}
gfx_quads_end();
*/
}
void render_sun(float x, float y)
{
vec2 pos(x, y);
gfx_texture_set(-1);
gfx_blend_additive();
gfx_quads_begin();
const int rays = 10;
gfx_quads_setcolor(1.0f,1.0f,1.0f,0.025f);
for(int r = 0; r < rays; r++)
{
float a = r/(float)rays + client_localtime()*0.025f;
float size = (1.0f/(float)rays)*0.25f;
vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
gfx_quads_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
gfx_quads_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
const float range = 1000.0f;
gfx_quads_draw_freeform(
pos.x+dir0.x, pos.y+dir0.y,
pos.x+dir1.x, pos.y+dir1.y,
pos.x+dir0.x*range, pos.y+dir0.y*range,
pos.x+dir1.x*range, pos.y+dir1.y*range);
}
gfx_quads_end();
gfx_blend_normal();
gfx_texture_set(data->images[IMAGE_SUN].id);
gfx_quads_begin();
gfx_quads_draw(pos.x, pos.y, 256, 256);
gfx_quads_end();
}
void modc_render()
{
animstate idlestate;
anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
if(inp_key_down(input::enter))
{
if(chat_active)
@ -973,38 +989,7 @@ void modc_render()
// draw the sun
{
vec2 pos(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
gfx_texture_set(-1);
gfx_blend_additive();
gfx_quads_begin();
const int rays = 10;
gfx_quads_setcolor(1.0f,1.0f,1.0f,0.025f);
for(int r = 0; r < rays; r++)
{
float a = r/(float)rays + client_localtime()*0.05f;
float size = (1.0f/(float)rays)*0.25f;
vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
gfx_quads_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
gfx_quads_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
const float range = 1000.0f;
gfx_quads_draw_freeform(
pos.x+dir0.x, pos.y+dir0.y,
pos.x+dir1.x, pos.y+dir1.y,
pos.x+dir0.x*range, pos.y+dir0.y*range,
pos.x+dir1.x*range, pos.y+dir1.y*range);
}
gfx_quads_end();
gfx_blend_normal();
gfx_texture_set(data->images[IMAGE_SUN].id);
gfx_quads_begin();
gfx_quads_draw(pos.x, pos.y, 256, 256);
gfx_quads_end();
render_sun(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
}
// render map
@ -1090,22 +1075,64 @@ void modc_render()
gfx_quads_end();
}
// render gui stuff
gfx_mapscreen(0,0,400,300);
// render kill messages
{
gfx_mapscreen(0, 0, width*1.5f, height*1.5f);
float startx = width*1.5f-10.0f;
float y = 10.0f;
for(int i = 0; i < killmsg_max; i++)
{
int r = (killmsg_current+i+1)%killmsg_max;
if(client_tick() > killmsgs[r].tick+50*10)
continue;
float font_size = 48.0f;
float killername_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].killer].name);
float victimname_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].victim].name);
float x = startx;
// render victim name
x -= victimname_w;
gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].victim].name);
// render victim tee
x -= 24.0f;
render_tee(&idlestate, killmsgs[r].victim, vec2(1,0), vec2(x, y+28));
x -= 32.0f;
// render weapon
x -= 44.0f;
gfx_texture_set(data->images[IMAGE_WEAPONS].id);
gfx_quads_begin();
select_sprite(data->weapons[killmsgs[r].weapon].sprite_body);
draw_sprite(x, y+28, 96);
gfx_quads_end();
x -= 52.0f;
// render killer tee
x -= 24.0f;
render_tee(&idlestate, killmsgs[r].killer, vec2(1,0), vec2(x, y+28));
x -= 32.0f;
// render killer name
x -= killername_w;
gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].killer].name);
y += 44;
}
}
// render chat
{
gfx_mapscreen(0,0,400,300);
float x = 10.0f;
float y = 300.0f-50.0f;
float starty = -1;
if(chat_active)
{
/*gfx_texture_set(-1); // TODO: remove when the font looks better
gfx_quads_begin();
gfx_quads_setcolor(0,0,0,0.4f);
gfx_quads_drawTL(x-2, y+1, 300, 8);
gfx_quads_end();*/
// render chat input
char buf[sizeof(chat_input)+16];
sprintf(buf, "Chat: %s_", chat_input);
@ -1122,21 +1149,13 @@ void modc_render()
if(client_tick() > chat_lines[r].tick+50*15)
break;
/*
gfx_texture_set(-1); // TODO: remove when the font looks better
gfx_quads_begin();
gfx_quads_setcolor(0,0,0,0.4f);
gfx_quads_drawTL(x-2, y+1, gfx_pretty_text_width(10, chat_lines[r].text)+3, 8);
gfx_quads_end();
*/
gfx_pretty_text(x, y, 10, chat_lines[r].text);
y -= 8;
}
}
// render score board
if(inp_key_pressed(baselib::input::tab))
if(inp_key_pressed(baselib::input::tab) || (local_player && local_player->health == -1))
{
gfx_mapscreen(0, 0, width, height);
@ -1157,10 +1176,6 @@ void modc_render()
//gfx_texture_set(-1);
//gfx_quads_text(10, 50, 8, "Score Board");
animstate state;
anim_eval(&data->animations[ANIM_BASE], 0, &state);
anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f);
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
@ -1177,7 +1192,7 @@ void modc_render()
gfx_pretty_text(x+60-gfx_pretty_text_width(48,buf), y, 48, buf);
gfx_pretty_text(x+128, y, 48, client_datas[player->clientid].name);
render_tee(&state, player->clientid, vec2(1,0), vec2(x+90, y+24));
render_tee(&idlestate, player->clientid, vec2(1,0), vec2(x+90, y+24));
y += 58.0f;
}
}
@ -1200,4 +1215,12 @@ void modc_message(int msg)
const char *name = msg_unpack_string();
strncpy(client_datas[cid].name, name, 64);
}
else if(msg == MSG_KILLMSG)
{
killmsg_current = (killmsg_current+1)%killmsg_max;
killmsgs[killmsg_current].killer = msg_unpack_int();
killmsgs[killmsg_current].victim = msg_unpack_int();
killmsgs[killmsg_current].weapon = msg_unpack_int();
killmsgs[killmsg_current].tick = client_tick();
}
}

View file

@ -41,6 +41,7 @@ enum
MSG_SAY,
MSG_CHAT,
MSG_SETNAME,
MSG_KILLMSG,
};
enum
@ -64,6 +65,7 @@ struct player_input
int activeweapon;
};
struct ev_explosion
{
int x, y;

View file

@ -24,7 +24,7 @@ const float gravity = 0.5f;
class player* get_player(int index);
void create_damageind(vec2 p, vec2 dir, int amount);
void create_explosion(vec2 p, int owner = -1, bool bnodamage = false);
void create_explosion(vec2 p, int owner, int weapon, bool bnodamage);
void create_smoke(vec2 p);
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);
@ -225,7 +225,7 @@ public:
virtual void snap(int snapping_client) {}
virtual bool take_damage(vec2 force, int dmg, int from) { return true; }
virtual bool take_damage(vec2 force, int dmg, int from, int weapon) { return true; }
};
int entity::current_id = 1;
@ -397,9 +397,10 @@ public:
int flags;
int damage;
int sound_impact;
int weapon;
float force;
projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner, int damage, int flags = 0, float force = 0.0f, int sound_impact = -1)
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;
@ -412,6 +413,7 @@ public:
this->force = force;
this->damage = damage;
this->sound_impact = sound_impact;
this->weapon = weapon;
world.insert_entity(this);
}
@ -430,9 +432,9 @@ public:
create_sound(pos, sound_impact);
if (flags & PROJECTILE_FLAGS_EXPLODE)
create_explosion(oldpos, owner);
create_explosion(oldpos, owner, weapon, false);
else if (targetplayer)
targetplayer->take_damage(normalize(vel) * max(0.001f, force), damage, owner);
targetplayer->take_damage(normalize(vel) * max(0.001f, force), damage, owner, weapon);
world.destroy_entity(this);
}
@ -642,7 +644,7 @@ public:
direction*30.0f,
100,
this,
1, 0, 0, -1);
1, 0, 0, -1, WEAPON_GUN);
break;
case WEAPON_ROCKET:
new projectile(WEAPON_PROJECTILETYPE_ROCKET,
@ -651,7 +653,7 @@ public:
direction*15.0f,
100,
this,
1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1);
1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1, WEAPON_ROCKET);
break;
case WEAPON_SHOTGUN:
for(int i = 0; i < 3; i++)
@ -662,7 +664,7 @@ public:
direction*(20.0f+(i+1)*2.0f),
100,
this,
1, 0, 0, -1);
1, 0, 0, -1, WEAPON_SHOTGUN);
}
break;
}
@ -799,7 +801,7 @@ public:
if(ent && ent->objtype == OBJTYPE_PLAYER)
{
player *p = (player*)ent;
if(p == this)
if(p == this || !(p->flags&FLAG_ALIVE))
continue; // make sure that we don't nudge our self
// handle player <-> player collision
@ -842,20 +844,30 @@ public:
pos = defered_pos;
}
void die()
void 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();
// TODO: insert timer here
// set dead state
dead = true;
die_tick = server_tick();
clear_flag(entity::FLAG_ALIVE);
}
virtual bool take_damage(vec2 force, int dmg, int from)
virtual bool take_damage(vec2 force, int dmg, int from, int weapon)
{
vel += force;
@ -894,7 +906,7 @@ public:
}
}
die();
die(from, weapon);
return false;
}
@ -1062,7 +1074,7 @@ void create_damageind(vec2 p, vec2 dir, int amount)
}
}
void create_explosion(vec2 p, int owner, bool bnodamage)
void create_explosion(vec2 p, int owner, int weapon, bool bnodamage)
{
// create the event
ev_explosion *ev = (ev_explosion *)events.create(EVENT_EXPLOSION, sizeof(ev_explosion));
@ -1084,7 +1096,7 @@ void create_explosion(vec2 p, int owner, bool bnodamage)
float l = length(diff);
float dmg = 5 * (1 - (l/radius));
if((int)dmg)
ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner);
ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner, weapon);
}
}
}