mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-11 02:28:18 +00:00
1170 lines
23 KiB
C++
1170 lines
23 KiB
C++
#include <stdlib.h>
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#include <string.h>
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#include "../game.h"
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#include "data.h"
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using namespace baselib;
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// ---------
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const bool debug_bots = false;
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// --------- PHYSICS TWEAK! --------
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const float ground_control_speed = 7.0f;
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const float ground_control_accel = 2.0f;
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const float ground_friction = 0.5f;
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const float ground_jump_speed = 12.0f;
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const float air_control_speed = 3.5f;
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const float air_control_accel = 1.2f;
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const float air_friction = 0.95f;
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const float hook_length = 32*10.0f;
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const float hook_fire_speed = 45.0f;
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const float hook_drag_accel = 3.0f;
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const float hook_drag_speed = 15.0f;
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const float gravity = 0.5f;
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class player* get_player(int index);
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void create_healthmod(vec2 p, int amount);
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void create_explosion(vec2 p, int owner = -1, bool bnodamage = false);
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void create_smoke(vec2 p);
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void create_sound(vec2 pos, int sound, int loopflags = 0);
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class player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, class entity* notthis = 0);
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template<typename T>
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T saturated_add(T min, T max, T current, T modifier)
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{
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if(modifier < 0)
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{
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if(current < min)
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return current;
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current += modifier;
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if(current < min)
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current = min;
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return current;
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}
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else
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{
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if(current > max)
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return current;
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current += modifier;
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if(current > max)
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current = max;
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return current;
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}
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}
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// TODO: rewrite this smarter!
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void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
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{
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// do the move
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vec2 pos = *inout_pos;
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vec2 vel = *inout_vel;
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float distance = length(vel);
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int max = (int)distance;
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vec2 offsets[4] = { vec2(-size.x/2, -size.y/2), vec2( size.x/2, -size.y/2),
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vec2(-size.x/2, size.y/2), vec2( size.x/2, size.y/2)};
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if(distance > 0.00001f)
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{
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vec2 old_pos = pos;
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for(int i = 0; i <= max; i++)
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{
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float amount = i/(float)max;
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if(max == 0)
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amount = 0;
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vec2 new_pos = pos + vel*amount; // TODO: this row is not nice
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for(int p = 0; p < 4; p++)
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{
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vec2 np = new_pos+offsets[p];
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vec2 op = old_pos+offsets[p];
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if(col_check_point(np))
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{
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int affected = 0;
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if(col_check_point(np.x, op.y))
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{
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vel.x = -vel.x*elasticity;
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pos.x = old_pos.x;
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new_pos.x = old_pos.x;
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affected++;
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}
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if(col_check_point(op.x, np.y))
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{
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vel.y = -vel.y*elasticity;
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pos.y = old_pos.y;
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new_pos.y = old_pos.y;
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affected++;
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}
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if(!affected)
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{
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new_pos = old_pos;
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pos = old_pos;
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vel *= -elasticity;
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}
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}
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}
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old_pos = new_pos;
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}
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pos = old_pos;
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}
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*inout_pos = pos;
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*inout_vel = vel;
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}
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//
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class event_handler
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{
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static const int MAX_EVENTS = 128;
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static const int MAX_DATASIZE = 128*4;
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int types[MAX_EVENTS]; // TODO: remove some of these arrays
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int offsets[MAX_EVENTS];
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int sizes[MAX_EVENTS];
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char data[MAX_DATASIZE];
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int current_offset;
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int num_events;
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public:
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event_handler()
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{
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clear();
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}
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void *create(int type, int size)
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{
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void *p = &data[current_offset];
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offsets[num_events] = current_offset;
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types[num_events] = type;
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sizes[num_events] = size;
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current_offset += size;
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num_events++;
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return p;
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}
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void clear()
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{
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num_events = 0;
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current_offset = 0;
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}
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void snap(int snapping_client)
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{
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for(int i = 0; i < num_events; i++)
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{
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void *d = snap_new_item(types[i], i, sizes[i]);
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mem_copy(d, &data[offsets[i]], sizes[i]);
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}
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}
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};
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static event_handler events;
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// a basic entity
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class entity
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{
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private:
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friend class game_world;
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friend class player;
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entity *prev_entity;
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entity *next_entity;
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int index;
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static int current_id;
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protected:
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int id;
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public:
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float proximity_radius;
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unsigned flags;
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int objtype;
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vec2 pos;
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enum
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{
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FLAG_DESTROY=0x00000001,
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};
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entity(int objtype)
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{
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this->objtype = objtype;
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pos = vec2(0,0);
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flags = 0;
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proximity_radius = 0;
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current_id++;
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id = current_id;
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}
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virtual ~entity()
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{
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}
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virtual void destroy() { delete this; }
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virtual void tick() {}
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virtual void tick_defered() {}
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virtual void snap(int snapping_client) {}
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virtual bool take_damage(vec2 force, int dmg, int from) { return true; }
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};
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int entity::current_id = 1;
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// game world. handles all entities
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class game_world
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{
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public:
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entity *first_entity;
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game_world()
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{
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first_entity = 0x0;
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}
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int find_entities(vec2 pos, float radius, entity **ents, int max)
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{
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int num = 0;
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
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{
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if(distance(ent->pos, pos) < radius+ent->proximity_radius)
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{
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ents[num] = ent;
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num++;
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if(num == max)
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break;
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}
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}
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return num;
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}
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int find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes)
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{
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int num = 0;
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
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{
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for (int i = 0; i < maxtypes; i++)
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{
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if (ent->objtype != types[i])
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continue;
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// TODO: this seams like it could be done several times unnessesary
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if(distance(ent->pos, pos) < radius+ent->proximity_radius)
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{
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ents[num] = ent;
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num++;
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if(num == max)
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break;
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}
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}
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}
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return num;
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}
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void insert_entity(entity *ent)
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{
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// insert it
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if(first_entity)
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first_entity->prev_entity = ent;
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ent->next_entity = first_entity;
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ent->prev_entity = 0x0;
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first_entity = ent;
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}
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void destroy_entity(entity *ent)
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{
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ent->flags |= entity::FLAG_DESTROY;
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}
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void remove_entity(entity *ent)
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{
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// remove
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if(ent->prev_entity)
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ent->prev_entity->next_entity = ent->next_entity;
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else
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first_entity = ent->next_entity;
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if(ent->next_entity)
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ent->next_entity->prev_entity = ent->prev_entity;
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}
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//
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void snap(int snapping_client)
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{
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
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ent->snap(snapping_client);
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}
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void tick()
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{
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// update all objects
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
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ent->tick();
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
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ent->tick_defered();
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// destroy objects marked for destruction
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entity *ent = first_entity;
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while(ent)
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{
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entity *next = ent->next_entity;
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if(ent->flags&entity::FLAG_DESTROY)
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{
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remove_entity(ent);
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ent->destroy();
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}
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ent = next;
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}
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}
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};
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static game_world world;
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// TODO: move to seperate file
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class powerup : public entity
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{
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public:
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static const int phys_size = 14;
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int type;
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int subtype; // weapon type for instance?
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int spawntick;
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powerup(int _type, int _subtype = 0);
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virtual void tick();
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virtual void snap(int snapping_client);
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};
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// projectile entity
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class projectile : public entity
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{
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public:
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enum
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{
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PROJECTILE_FLAGS_EXPLODE = 1 << 0,
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};
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vec2 vel;
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entity *powner; // this is nasty, could be removed when client quits
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int lifespan;
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int owner;
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int type;
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int flags;
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int damage;
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int sound_impact;
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float force;
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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)
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: entity(OBJTYPE_PROJECTILE)
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{
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this->type = type;
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this->pos = pos;
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this->vel = vel;
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this->lifespan = span;
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this->owner = owner;
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this->powner = powner;
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this->flags = flags;
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this->force = force;
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this->damage = damage;
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this->sound_impact = sound_impact;
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world.insert_entity(this);
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}
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void tick()
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{
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vec2 oldpos = pos;
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vel.y += 0.25f;
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pos += vel;
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lifespan--;
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// check player intersection as well
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entity *targetplayer = (entity*)intersect_player(oldpos, pos, oldpos, powner);
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if(targetplayer || lifespan < 0 || col_check_point((int)pos.x, (int)pos.y))
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{
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if (lifespan >= 0)
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create_sound(pos, sound_impact);
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if (flags & PROJECTILE_FLAGS_EXPLODE)
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create_explosion(oldpos, owner);
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else if (targetplayer)
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targetplayer->take_damage(normalize(vel) * force, damage, owner);
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world.destroy_entity(this);
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}
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}
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void snap(int snapping_client)
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{
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obj_projectile *proj = (obj_projectile *)snap_new_item(OBJTYPE_PROJECTILE, id, sizeof(obj_projectile));
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proj->x = (int)pos.x;
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proj->y = (int)pos.y;
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proj->vx = (int)vel.x; // TODO: should be an angle
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proj->vy = (int)vel.y;
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proj->type = type;
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}
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};
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// player entity
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// TODO: move to separate file
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class player : public entity
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{
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public:
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static const int phys_size = 28;
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enum // what are these?
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{
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WEAPON_PROJECTILETYPE_GUN = 0,
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WEAPON_PROJECTILETYPE_ROCKET = 1,
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WEAPON_PROJECTILETYPE_SHOTGUN = 2,
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};
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// weapon info
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struct weaponstat
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{
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bool got;
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int ammo;
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} weapons[NUM_WEAPONS];
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int active_weapon;
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int reload_timer;
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int attack_tick;
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// we need a defered position so we can handle the physics correctly
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vec2 defered_pos;
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vec2 vel;
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vec2 direction;
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//
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int client_id;
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char name[32];
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// input
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player_input previnput;
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player_input input;
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int jumped;
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int damage_taken_tick;
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int health;
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int armor;
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int score;
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// hooking stuff
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enum
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{
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HOOK_RETRACTED=-1,
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HOOK_IDLE=0,
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HOOK_FLYING,
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HOOK_GRABBED
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};
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int hook_state;
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player *hooked_player;
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vec2 hook_pos;
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vec2 hook_dir;
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//
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player()
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: entity(OBJTYPE_PLAYER)
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{
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reset();
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}
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void reset()
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{
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//equip_time = 0;
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release_hooked();
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release_hooks();
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proximity_radius = phys_size;
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name[0] = 'n';
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name[1] = 'o';
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name[2] = 'o';
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name[3] = 'b';
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name[4] = 0;
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pos = vec2(100.0f, 0.0f);
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vel = vec2(0.0f, 0.0f);
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direction = vec2(0.0f, 1.0f);
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client_id = -1;
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score = 0;
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}
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virtual void destroy() { }
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void respawn()
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{
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health = PLAYER_MAXHEALTH;
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armor = 0;
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jumped = 0;
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mem_zero(&input, sizeof(input));
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vel = vec2(0.0f, 0.0f);
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// get spawn point
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int start, num;
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map_get_type(1, &start, &num);
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if(num)
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{
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mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + (rand()%num), NULL, NULL);
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pos = vec2(sp->x, sp->y);
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}
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else
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pos = vec2(100.0f, -60.0f);
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// init weapons
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mem_zero(&weapons, sizeof(weapons));
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weapons[WEAPON_HAMMER].got = true;
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weapons[WEAPON_HAMMER].ammo = -1;
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weapons[WEAPON_GUN].got = true;
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weapons[WEAPON_GUN].ammo = 10;
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active_weapon = WEAPON_GUN;
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reload_timer = 0;
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create_sound(pos, SOUND_PLAYER_SPAWN);
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}
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bool 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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// releases the hooked player
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void release_hooked()
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{
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hook_state = HOOK_IDLE;
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hooked_player = 0x0;
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}
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// release all hooks to this player
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void release_hooks()
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{
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// TODO: loop thru players only
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for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
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{
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if(ent && ent->objtype == OBJTYPE_PLAYER)
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{
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player *p = (player*)ent;
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if(p->hooked_player == this)
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p->release_hooked();
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}
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}
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}
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void handle_weapons()
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{
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// check reload timer
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if(reload_timer)
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{
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reload_timer--;
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return;
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}
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// switch weapon if wanted
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if(input.activeweapon >= 0 && input.activeweapon < NUM_WEAPONS && weapons[input.activeweapon].got)
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active_weapon = input.activeweapon;
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if(input.fire)
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{
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if(reload_timer == 0)
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{
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// fire!
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if(weapons[active_weapon].ammo)
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{
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switch(active_weapon)
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{
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case WEAPON_HAMMER:
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break;
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case WEAPON_GUN:
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new projectile(WEAPON_PROJECTILETYPE_GUN,
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client_id,
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pos+vec2(0,0),
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direction*30.0f,
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100,
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this,
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1, 0, 0, -1);
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break;
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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);
|
|
break;
|
|
case WEAPON_SHOTGUN:
|
|
for(int i = 0; i < 3; i++)
|
|
{
|
|
new projectile(WEAPON_PROJECTILETYPE_SHOTGUN,
|
|
client_id,
|
|
pos+vec2(0,0),
|
|
direction*(20.0f+(i+1)*2.0f),
|
|
100,
|
|
this,
|
|
1, 0, 0, -1);
|
|
}
|
|
break;
|
|
}
|
|
|
|
weapons[active_weapon].ammo--;
|
|
}
|
|
else
|
|
{
|
|
// click!!! click
|
|
}
|
|
|
|
attack_tick = server_tick();
|
|
reload_timer = 10; // make this variable depending on weapon
|
|
}
|
|
}
|
|
}
|
|
|
|
virtual void tick()
|
|
{
|
|
// TODO: rework the input to be more robust
|
|
// TODO: remove this tick count, it feels weird
|
|
|
|
// 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)
|
|
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;
|
|
}
|
|
|
|
virtual void tick_defered()
|
|
{
|
|
// apply the new position
|
|
pos = defered_pos;
|
|
}
|
|
|
|
void die()
|
|
{
|
|
create_sound(pos, SOUND_PLAYER_DIE);
|
|
|
|
release_hooked();
|
|
release_hooks();
|
|
|
|
// TODO: insert timer here
|
|
respawn();
|
|
}
|
|
|
|
virtual bool take_damage(vec2 force, int dmg, int from)
|
|
{
|
|
vel += force;
|
|
|
|
if(armor)
|
|
{
|
|
armor -= 1;
|
|
dmg--;
|
|
}
|
|
|
|
if(dmg > armor)
|
|
{
|
|
dmg -= armor;
|
|
armor = 0;
|
|
health -= dmg;
|
|
}
|
|
else
|
|
armor -= dmg;
|
|
|
|
// create healthmod indicator
|
|
create_healthmod(pos, 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();
|
|
return false;
|
|
}
|
|
|
|
if (dmg > 2)
|
|
create_sound(pos, SOUND_PLAYER_PAIN_LONG);
|
|
else
|
|
create_sound(pos, SOUND_PLAYER_PAIN_SHORT);
|
|
|
|
// spawn blood?
|
|
return true;
|
|
}
|
|
|
|
virtual void 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(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;
|
|
}
|
|
};
|
|
|
|
// POWERUP ///////////////////////
|
|
|
|
powerup::powerup(int _type, int _subtype)
|
|
: entity(OBJTYPE_POWERUP)
|
|
{
|
|
//static int current_id = 0;
|
|
type = _type;
|
|
subtype = _subtype;
|
|
// set radius (so it can collide and be hooked and stuff)
|
|
proximity_radius = phys_size;
|
|
spawntick = -1;
|
|
|
|
// TODO: should this be done here?
|
|
world.insert_entity(this);
|
|
}
|
|
|
|
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 ///////////////////////
|
|
|
|
static const int NUM_BOTS = 1;
|
|
static player players[MAX_CLIENTS+NUM_BOTS];
|
|
|
|
player *get_player(int index)
|
|
{
|
|
return &players[index];
|
|
}
|
|
|
|
void create_healthmod(vec2 p, int amount)
|
|
{
|
|
ev_healthmod *ev = (ev_healthmod *)events.create(EVENT_HEALTHMOD, sizeof(ev_healthmod));
|
|
ev->x = (int)p.x;
|
|
ev->y = (int)p.y;
|
|
ev->amount = amount;
|
|
}
|
|
|
|
void create_explosion(vec2 p, int owner, 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
int num = world.find_entities(center, radius, ents, 64);
|
|
for (int i = 0; i < num; i++)
|
|
{
|
|
// Check if entity is a player
|
|
if (ents[i] != notthis && ents[i]->objtype == OBJTYPE_PLAYER)
|
|
{
|
|
// temp, set hook pos to our position
|
|
new_pos = ents[i]->pos;
|
|
return (player*)ents[i];
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Server hooks
|
|
void mods_tick()
|
|
{
|
|
// clear all events
|
|
events.clear();
|
|
world.tick();
|
|
|
|
if(debug_bots)
|
|
{
|
|
static int count = 0;
|
|
if(count >= 0)
|
|
{
|
|
count++;
|
|
if(count == 10)
|
|
{
|
|
for(int i = 0; i < NUM_BOTS; i++)
|
|
mods_client_enter(MAX_CLIENTS+i);
|
|
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)
|
|
{
|
|
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].reset();
|
|
players[client_id].client_id = client_id;
|
|
players[client_id].respawn();
|
|
world.insert_entity(&players[client_id]);
|
|
}
|
|
|
|
void mods_client_drop(int client_id)
|
|
{
|
|
players[client_id].client_id = -1;
|
|
world.remove_entity(&players[client_id]);
|
|
}
|
|
|
|
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_1:
|
|
type = POWERUP_TYPE_HEALTH;
|
|
break;
|
|
|
|
case ITEM_ARMOR_1:
|
|
type = POWERUP_TYPE_ARMOR;
|
|
break;
|
|
};
|
|
|
|
powerup *ppower = new powerup(type, subtype);
|
|
ppower->pos = vec2(it->x, it->y);
|
|
}
|
|
}
|
|
|
|
void mods_shutdown() {}
|
|
void mods_presnap() {}
|
|
void mods_postsnap() {}
|