ddnet/src/game/server/entities/character.cpp
2008-10-18 20:37:41 +00:00

884 lines
20 KiB
C++

#include <new>
#include <engine/e_server_interface.h>
#include <engine/e_config.h>
#include <game/server/gamecontext.hpp>
#include <game/mapitems.hpp>
#include "character.hpp"
#include "laser.hpp"
#include "projectile.hpp"
struct INPUT_COUNT
{
int presses;
int releases;
};
static INPUT_COUNT count_input(int prev, int cur)
{
INPUT_COUNT c = {0,0};
prev &= INPUT_STATE_MASK;
cur &= INPUT_STATE_MASK;
int i = prev;
while(i != cur)
{
i = (i+1)&INPUT_STATE_MASK;
if(i&1)
c.presses++;
else
c.releases++;
}
return c;
}
MACRO_ALLOC_POOL_ID_IMPL(CHARACTER, MAX_CLIENTS)
// player
CHARACTER::CHARACTER()
: ENTITY(NETOBJTYPE_CHARACTER)
{
proximity_radius = phys_size;
}
void CHARACTER::reset()
{
}
bool CHARACTER::spawn(PLAYER *player, vec2 pos, int team)
{
/*
~CHARACTER();
mem_zero(this, sizeof(CHARACTER));
new(this) CHARACTER();*/
player_state = PLAYERSTATE_UNKNOWN;
emote_stop = -1;
last_action = -1;
active_weapon = WEAPON_GUN;
last_weapon = WEAPON_HAMMER;
queued_weapon = -1;
//clear();
this->player = player;
this->pos = pos;
this->team = team;
core.reset();
core.world = &game.world.core;
core.pos = pos;
game.world.core.characters[player->client_id] = &core;
reckoning_tick = 0;
mem_zero(&sendcore, sizeof(sendcore));
mem_zero(&reckoningcore, sizeof(reckoningcore));
game.world.insert_entity(this);
alive = true;
player->force_balanced = false;
game.controller->on_character_spawn(this);
return true;
}
void CHARACTER::destroy()
{
game.world.core.characters[player->client_id] = 0;
alive = false;
}
void CHARACTER::set_weapon(int w)
{
if(w == active_weapon)
return;
last_weapon = active_weapon;
queued_weapon = -1;
active_weapon = w;
if(active_weapon < 0 || active_weapon >= NUM_WEAPONS)
active_weapon = 0;
game.create_sound(pos, SOUND_WEAPON_SWITCH);
}
bool CHARACTER::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;
}
int CHARACTER::handle_ninja()
{
if(active_weapon != WEAPON_NINJA)
return 0;
vec2 direction = normalize(vec2(latest_input.target_x, latest_input.target_y));
if ((server_tick() - ninja.activationtick) > (data->weapons.ninja.duration * server_tickspeed() / 1000))
{
// time's up, return
weapons[WEAPON_NINJA].got = false;
active_weapon = last_weapon;
if(active_weapon == WEAPON_NINJA)
active_weapon = WEAPON_GUN;
set_weapon(active_weapon);
return 0;
}
// force ninja weapon
set_weapon(WEAPON_NINJA);
ninja.currentmovetime--;
if (ninja.currentmovetime == 0)
{
// reset player velocity
core.vel *= 0.2f;
//return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
}
if (ninja.currentmovetime > 0)
{
// Set player velocity
core.vel = ninja.activationdir * data->weapons.ninja.velocity;
vec2 oldpos = pos;
move_box(&core.pos, &core.vel, vec2(phys_size, phys_size), 0.0f);
// reset velocity so the client doesn't predict stuff
core.vel = vec2(0.0f,0.0f);
if ((ninja.currentmovetime % 2) == 0)
{
//create_smoke(pos);
}
// check if we hit anything along the way
{
CHARACTER *ents[64];
vec2 dir = pos - oldpos;
float radius = phys_size * 2.0f; //length(dir * 0.5f);
vec2 center = oldpos + dir * 0.5f;
int num = game.world.find_entities(center, radius, (ENTITY**)ents, 64, NETOBJTYPE_CHARACTER);
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...
game.create_sound(ents[i]->pos, SOUND_NINJA_HIT);
// set his velocity to fast upward (for now)
if(numobjectshit < 10)
hitobjects[numobjectshit++] = ents[i];
ents[i]->take_damage(vec2(0,10.0f), data->weapons.ninja.base->damage, player->client_id,WEAPON_NINJA);
}
}
return 0;
}
return 0;
}
void CHARACTER::do_weaponswitch()
{
if(reload_timer != 0) // make sure we have reloaded
return;
if(queued_weapon == -1) // check for a queued weapon
return;
if(weapons[WEAPON_NINJA].got) // if we have ninja, no weapon selection is possible
return;
// switch weapon
set_weapon(queued_weapon);
}
void CHARACTER::handle_weaponswitch()
{
int wanted_weapon = active_weapon;
if(queued_weapon != -1)
wanted_weapon = queued_weapon;
// select weapon
int next = count_input(latest_previnput.next_weapon, latest_input.next_weapon).presses;
int prev = count_input(latest_previnput.prev_weapon, latest_input.prev_weapon).presses;
if(next < 128) // make sure we only try sane stuff
{
while(next) // next weapon selection
{
wanted_weapon = (wanted_weapon+1)%NUM_WEAPONS;
if(weapons[wanted_weapon].got)
next--;
}
}
if(prev < 128) // make sure we only try sane stuff
{
while(prev) // prev weapon selection
{
wanted_weapon = (wanted_weapon-1)<0?NUM_WEAPONS-1:wanted_weapon-1;
if(weapons[wanted_weapon].got)
prev--;
}
}
// direct weapon selection
if(latest_input.wanted_weapon)
wanted_weapon = input.wanted_weapon-1;
// check for insane values
if(wanted_weapon >= 0 && wanted_weapon < NUM_WEAPONS && wanted_weapon != active_weapon && weapons[wanted_weapon].got)
queued_weapon = wanted_weapon;
do_weaponswitch();
}
void CHARACTER::fire_weapon()
{
if(reload_timer != 0)
return;
do_weaponswitch();
vec2 direction = normalize(vec2(latest_input.target_x, latest_input.target_y));
bool fullauto = false;
if(active_weapon == WEAPON_GRENADE || active_weapon == WEAPON_SHOTGUN || active_weapon == WEAPON_RIFLE)
fullauto = true;
// check if we gonna fire
bool will_fire = false;
if(count_input(latest_previnput.fire, latest_input.fire).presses) will_fire = true;
if(fullauto && (latest_input.fire&1) && weapons[active_weapon].ammo) will_fire = true;
if(!will_fire)
return;
// check for ammo
if(!weapons[active_weapon].ammo)
{
game.create_sound(pos, SOUND_WEAPON_NOAMMO);
return;
}
vec2 projectile_startpos = pos+direction*phys_size*0.75f;
switch(active_weapon)
{
case WEAPON_HAMMER:
{
// reset objects hit
numobjectshit = 0;
game.create_sound(pos, SOUND_HAMMER_FIRE);
CHARACTER *ents[64];
int num = game.world.find_entities(pos+direction*phys_size*0.75f, phys_size*0.5f, (ENTITY**)ents, 64, NETOBJTYPE_CHARACTER);
for (int i = 0; i < num; i++)
{
CHARACTER *target = ents[i];
if (target == this)
continue;
// hit a player, give him damage and stuffs...
vec2 fdir = normalize(ents[i]->pos - pos);
// set his velocity to fast upward (for now)
game.create_hammerhit(pos);
ents[i]->take_damage(vec2(0,-1.0f), data->weapons.hammer.base->damage, player->client_id, active_weapon);
vec2 dir;
if (length(target->pos - pos) > 0.0f)
dir = normalize(target->pos - pos);
else
dir = vec2(0,-1);
target->core.vel += normalize(dir + vec2(0,-1.1f)) * 10.0f;
}
} break;
case WEAPON_GUN:
{
PROJECTILE *proj = new PROJECTILE(WEAPON_GUN,
player->client_id,
projectile_startpos,
direction,
(int)(server_tickspeed()*tuning.gun_lifetime),
this,
1, 0, 0, -1, WEAPON_GUN);
// 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_GUN_FIRE);
} break;
case WEAPON_SHOTGUN:
{
int shotspread = 2;
msg_pack_start(NETMSGTYPE_SV_EXTRAPROJECTILE, 0);
msg_pack_int(shotspread*2+1);
for(int i = -shotspread; i <= shotspread; i++)
{
float spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
float a = get_angle(direction);
a += spreading[i+2];
float v = 1-(abs(i)/(float)shotspread);
float speed = mix((float)tuning.shotgun_speeddiff, 1.0f, v);
PROJECTILE *proj = new PROJECTILE(WEAPON_SHOTGUN,
player->client_id,
projectile_startpos,
vec2(cosf(a), sinf(a))*speed,
(int)(server_tickspeed()*tuning.shotgun_lifetime),
this,
1, 0, 0, -1, WEAPON_SHOTGUN);
// pack the projectile and send it to the client directly
NETOBJ_PROJECTILE p;
proj->fill_info(&p);
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_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;
case WEAPON_NINJA:
{
attack_tick = server_tick();
ninja.activationdir = direction;
ninja.currentmovetime = data->weapons.ninja.movetime * server_tickspeed() / 1000;
//reload_timer = data->weapons.ninja.base->firedelay * server_tickspeed() / 1000 + server_tick();
// reset hit objects
numobjectshit = 0;
game.create_sound(pos, SOUND_NINJA_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--;
} */
//if(active_weapon == WEAPON_NINJA)
handle_ninja();
// 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();
}
mem_copy(&latest_previnput, &latest_input, sizeof(latest_input));
}
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;
}
* */
if(player->force_balanced)
{
char buf[128];
str_format(buf, sizeof(buf), "You were moved to %s due to team balancing", game.controller->get_team_name(team));
game.send_broadcast(buf, player->client_id);
player->force_balanced = false;
}
//player_core core;
//core.pos = pos;
//core.jumped = jumped;
core.input = input;
core.tick(true);
// handle death-tiles
if(col_get((int)pos.x, (int)pos.y)&COLFLAG_DEATH)
die(player->client_id, -1);
// handle weapons
handle_weapons();
player_state = input.player_state;
// Previnput
previnput = input;
return;
}
void CHARACTER::tick_defered()
{
// advance the dummy
{
WORLD_CORE tempworld;
reckoningcore.world = &tempworld;
reckoningcore.tick(false);
reckoningcore.move();
reckoningcore.quantize();
}
//lastsentcore;
/*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_HIT_NOHOOK) game.create_sound(pos, SOUND_HOOK_NOATTACH, 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;
}
// update the sendcore if needed
{
NETOBJ_CHARACTER predicted;
NETOBJ_CHARACTER current;
mem_zero(&predicted, sizeof(predicted));
mem_zero(&current, sizeof(current));
reckoningcore.write(&predicted);
core.write(&current);
// only allow dead reackoning for a top of 3 seconds
if(reckoning_tick+server_tickspeed()*3 < server_tick() || mem_comp(&predicted, &current, sizeof(NETOBJ_CHARACTER)) != 0)
{
reckoning_tick = server_tick();
sendcore = core;
reckoningcore = core;
}
}
}
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.world.core.characters[player->client_id] = 0;
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);
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]->get_character();
if (chr)
{
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 snapping_client)
{
if(networkclipped(snapping_client))
return;
NETOBJ_CHARACTER *character = (NETOBJ_CHARACTER *)snap_new_item(NETOBJTYPE_CHARACTER, player->client_id, sizeof(NETOBJ_CHARACTER));
// write down the core
character->tick = reckoning_tick;
sendcore.write(character);
// set emote
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->direction = input.direction;
if(player->client_id == snapping_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;
}