#include #include #include #include "../game.h" #include "data.h" #include "game_server.h" using namespace baselib; // --------- DEBUG STUFF --------- const bool debug_bots = true; // --------- 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); void create_damageind(vec2 p, vec2 dir, int amount); 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); template 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; } } // 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() { clear(); } 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; } void event_handler::clear() { num_events = 0; current_offset = 0; } void event_handler::snap(int snapping_client) { for(int i = 0; i < num_events; i++) { void *d = snap_new_item(types[i], i, sizes[i]); mem_copy(d, &data[offsets[i]], sizes[i]); } } event_handler events; ////////////////////////////////////////////////// // Entity ////////////////////////////////////////////////// entity::entity(int objtype) { this->objtype = objtype; pos = vec2(0,0); flags = FLAG_ALIVE; proximity_radius = 0; current_id++; id = current_id; next_entity = 0; prev_entity = 0; prev_type_entity = 0; next_type_entity = 0; } entity::~entity() { } int entity::current_id = 1; ////////////////////////////////////////////////// // game world ////////////////////////////////////////////////// game_world::game_world() { paused = false; reset_requested = false; first_entity = 0x0; for(int i = 0; i < NUM_ENT_TYPES; i++) first_entity_types[i] = 0; } 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) { if(!(ent->flags&entity::FLAG_ALIVE)) continue; if(distance(ent->pos, pos) < radius+ent->proximity_radius) { ents[num] = ent; num++; if(num == max) break; } } 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++) { for(entity *ent = first_entity_types[types[t]]; ent; ent = ent->next_type_entity) { if(!(ent->flags&entity::FLAG_ALIVE)) continue; 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(); for(entity *ent = first_entity; ent; ent = ent->next_entity) ent->post_reset(); remove_entities(); reset_requested = false; } void game_world::remove_entities() { // destroy objects marked for destruction entity *ent = first_entity; while(ent) { entity *next = ent->next_entity; if(ent->flags&entity::FLAG_DESTROY) { remove_entity(ent); ent->destroy(); } ent = next; } } void game_world::tick() { if(reset_requested) reset(); if(!paused) { // update all objects for(entity *ent = first_entity; ent; ent = ent->next_entity) ent->tick(); for(entity *ent = first_entity; ent; ent = ent->next_entity) ent->tick_defered(); } remove_entities(); } game_world world; ////////////////////////////////////////////////// // game object ////////////////////////////////////////////////// gameobject::gameobject() : entity(OBJTYPE_GAME) { game_over_tick = -1; sudden_death = 0; round_start_tick = server_tick(); } void gameobject::endround() { world.paused = true; game_over_tick = server_tick(); sudden_death = 0; } void gameobject::resetgame() { world.reset_requested = true; } void gameobject::startround() { resetgame(); 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++) { if(players[i].client_id != -1) players[i].respawn(); } } void gameobject::tick() { if(game_over_tick == -1) { // game is running // gather some stats int topscore = 0; int topscore_count = 0; for(int i = 0; i < MAX_CLIENTS; i++) { 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; } } else { // game over.. wait for restart if(server_tick() > game_over_tick+server_tickspeed()*10) startround(); } } void gameobject::snap(int snapping_client) { 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; game->score_limit = config.scorelimit; game->time_limit = config.timelimit; game->round_start_tick = round_start_tick; } 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--; // check player intersection as well entity *targetplayer = (entity*)intersect_player(oldpos, pos, oldpos, powner); if(targetplayer || lifespan < 0 || col_check_point((int)pos.x, (int)pos.y)) { 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); } } 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; } ////////////////////////////////////////////////// // 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; reset(); } void player::reset() { release_hooked(); release_hooks(); 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; } void player::destroy() { } void player::respawn() { health = PLAYER_MAXHEALTH; armor = 0; jumped = 0; dead = false; set_flag(entity::FLAG_ALIVE); mem_zero(&input, sizeof(input)); vel = vec2(0.0f, 0.0f); // get spawn point int start, num; map_get_type(1, &start, &num); if(num) { mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + (rand()%num), NULL, NULL); pos = vec2((float)sp->x, (float)sp->y); } 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; weapons[WEAPON_GUN].ammo = 10; active_weapon = WEAPON_GUN; reload_timer = 0; create_sound(pos, SOUND_PLAYER_SPAWN); } 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; } // 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) { if(ent && ent->objtype == OBJTYPE_PLAYER) { player *p = (player*)ent; if(p->hooked_player == this) p->release_hooked(); } } } void player::handle_weapons() { // check reload timer if(reload_timer) { reload_timer--; return; } // switch weapon if wanted if(input.activeweapon >= 0 && input.activeweapon < NUM_WEAPONS && weapons[input.activeweapon].got) active_weapon = input.activeweapon; if(input.fire) { if(reload_timer == 0) { // fire! if(weapons[active_weapon].ammo) { switch(active_weapon) { case WEAPON_HAMMER: break; case WEAPON_GUN: new projectile(WEAPON_PROJECTILETYPE_GUN, client_id, pos+vec2(0,0), direction*30.0f, 100, this, 1, 0, 0, -1, WEAPON_GUN); break; case WEAPON_ROCKET: new projectile(WEAPON_PROJECTILETYPE_ROCKET, client_id, pos+vec2(0,0), direction*15.0f, 100, this, 1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1, WEAPON_ROCKET); break; case WEAPON_SHOTGUN: for(int i = -2; i <= 2; i++) { float a = get_angle(direction); a += i*0.075f; new projectile(WEAPON_PROJECTILETYPE_SHOTGUN, client_id, pos+vec2(0,0), vec2(cosf(a), sinf(a))*25.0f, //vec2(cosf(a), sinf(a))*20.0f, server_tickspeed()/3, this, 1, 0, 0, -1, WEAPON_SHOTGUN); } break; } weapons[active_weapon].ammo--; } else { // click!!! click } attack_tick = server_tick(); reload_timer = 10; // make this variable depending on weapon } } } void player::tick() { // TODO: rework the input to be more robust // TODO: remove this tick count, it feels weird if(dead) { if(server_tick()-die_tick >= server_tickspeed()*3) // 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 = get_direction(input.angle); 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) { if(!jumped && grounded) { create_sound(pos, SOUND_PLAYER_JUMP); vel.y = -ground_jump_speed; jumped++; } } else jumped = 0; // do hook if(input.hook) { if(hook_state == HOOK_IDLE) { hook_state = HOOK_FLYING; hook_pos = pos; hook_dir = direction; } else if(hook_state == HOOK_FLYING) { vec2 new_pos = hook_pos+hook_dir*hook_fire_speed; // Check against other players first for(entity *ent = world.first_entity; ent; ent = ent->next_entity) { if(ent && ent->objtype == OBJTYPE_PLAYER) { player *p = (player*)ent; if(p != this && distance(p->pos, new_pos) < p->phys_size) { hook_state = HOOK_GRABBED; hooked_player = p; break; } } } if(hook_state == HOOK_FLYING) { // check against ground if(col_intersect_line(hook_pos, new_pos, &new_pos)) { hook_state = HOOK_GRABBED; hook_pos = new_pos; } else if(distance(pos, new_pos) > hook_length) { hook_state = HOOK_RETRACTED; } else hook_pos = new_pos; } if(hook_state == HOOK_GRABBED) create_sound(pos, SOUND_HOOK_ATTACH); } } else { release_hooked(); hook_pos = pos; } if(hook_state == HOOK_GRABBED) { if(hooked_player) hook_pos = hooked_player->pos; float d = distance(pos, hook_pos); vec2 dir = normalize(pos - hook_pos); if(d > 10.0f) // TODO: fix tweakable variable { 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); } } // 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) { 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) { 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 { 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); } } } } // handle weapons handle_weapons(); // add gravity vel.y += gravity; // do the move defered_pos = pos; move_box(&defered_pos, &vel, vec2(phys_size, phys_size), 0); return; } void player::tick_defered() { // apply the new position pos = defered_pos; } 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); } bool player::take_damage(vec2 force, int dmg, int from, int weapon) { vel += force; // create healthmod indicator create_damageind(pos, normalize(force), dmg); if(armor) { 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) { if(from == client_id) score--; else { player *p = get_player(from); p->score++; } } 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; 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; } player->hook_active = hook_state>0?1:0; player->hook_x = (int)hook_pos.x; player->hook_y = (int)hook_pos.y; player->angle = input.angle; player->score = score; } player players[MAX_CLIENTS]; ////////////////////////////////////////////////// // powerup ////////////////////////////////////////////////// powerup::powerup(int _type, int _subtype) : entity(OBJTYPE_POWERUP) { type = _type; subtype = _subtype; proximity_radius = phys_size; reset(); // TODO: should this be done here? world.insert_entity(this); } void powerup::reset() { spawntick = -1; } 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) { case POWERUP_TYPE_HEALTH: if(pplayer->health < PLAYER_MAXHEALTH) { pplayer->health = min((int)PLAYER_MAXHEALTH, pplayer->health + 1); respawntime = 20; } break; case POWERUP_TYPE_ARMOR: if(pplayer->armor < PLAYER_MAXARMOR) { pplayer->armor = min((int)PLAYER_MAXARMOR, pplayer->armor + 1); respawntime = 20; } break; case POWERUP_TYPE_WEAPON: if(subtype >= 0 && subtype < NUM_WEAPONS) { if(pplayer->weapons[subtype].ammo < 10 || !pplayer->weapons[subtype].got) { pplayer->weapons[subtype].got = true; pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + 5); respawntime = 20; } } break; default: break; }; if(respawntime >= 0) spawntick = server_tick() + server_tickspeed() * respawntime; } } void powerup::snap(int snapping_client) { if(spawntick != -1) return; 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; } // POWERUP END /////////////////////// player *get_player(int index) { return &players[index]; } void create_damageind(vec2 p, vec2 dir, int amount) { float a = 3 * 3.14159f / 2; //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)); 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); } } 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)); ev->x = (int)p.x; ev->y = (int)p.y; if (!bnodamage) { // deal damage entity *ents[64]; const float radius = 128.0f; 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); if (length(diff)) forcedir = normalize(diff); float l = length(diff); float dmg = 5 * (1 - (l/radius)); 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)); ev->x = (int)p.x; ev->y = (int)p.y; } 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; } // TODO: should be more general 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; const int types[] = {OBJTYPE_PLAYER}; int num = world.find_entities(center, radius, ents, 64, types, 1); for (int i = 0; i < num; i++) { // Check if entity is a player if (ents[i] != notthis) { 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(); if(debug_bots) { static int count = 0; if(count >= 0) { count++; if(count == 10) { for(int i = 0; i < 1; i++) { mods_client_enter(MAX_CLIENTS-i-1); strcpy(players[MAX_CLIENTS-i-1].name, "(bot)"); } count = -1; } } } } 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) { players[client_id].previnput = players[client_id].input; players[client_id].input = *(player_input*)input; } } void mods_client_enter(int client_id) { players[client_id].init(); players[client_id].client_id = client_id; world.insert_entity(&players[client_id]); players[client_id].respawn(); client_info info; // fetch login name if(server_getclientinfo(client_id, &info)) strcpy(players[client_id].name, info.name); else strcpy(players[client_id].name, "(bot)"); 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); } } } void mods_client_drop(int client_id) { players[client_id].client_id = -1; world.remove_entity(&players[client_id]); } 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); } } void mods_init() { col_init(32); int start, num; map_get_type(MAPRES_ITEM, &start, &num); // TODO: this is way more complicated then it should be 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: type = POWERUP_TYPE_WEAPON; subtype = WEAPON_TYPE_GUN; break; case ITEM_WEAPON_SHOTGUN: type = POWERUP_TYPE_WEAPON; subtype = WEAPON_TYPE_SHOTGUN; break; case ITEM_WEAPON_ROCKET: type = POWERUP_TYPE_WEAPON; subtype = WEAPON_TYPE_ROCKET; break; case ITEM_WEAPON_HAMMER: type = POWERUP_TYPE_WEAPON; subtype = WEAPON_TYPE_MELEE; break; case ITEM_HEALTH: type = POWERUP_TYPE_HEALTH; break; case ITEM_ARMOR: type = POWERUP_TYPE_ARMOR; break; }; powerup *ppower = new powerup(type, subtype); ppower->pos = vec2(it->x, it->y); } world.insert_entity(&gameobj); } void mods_shutdown() {} void mods_presnap() {} void mods_postsnap() {}