mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-14 03:58:18 +00:00
1861 lines
42 KiB
C++
1861 lines
42 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <engine/config.h>
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#include "../version.h"
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#include "game_server.h"
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#include "srv_common.h"
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#include "srv_ctf.h"
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#include "srv_tdm.h"
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#include "srv_dm.h"
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data_container *data = 0x0;
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class player* get_player(int index);
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void create_damageind(vec2 p, float angle_mod, int amount);
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void create_explosion(vec2 p, int owner, int weapon, bool bnodamage);
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void create_smoke(vec2 p);
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void create_spawn(vec2 p);
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void create_death(vec2 p);
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void create_sound(vec2 pos, int sound, int mask=-1);
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class player *intersect_player(vec2 pos0, vec2 pos1, vec2 &new_pos, class entity *notthis = 0);
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game_world *world;
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//////////////////////////////////////////////////
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// Event handler
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//////////////////////////////////////////////////
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event_handler::event_handler()
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{
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clear();
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}
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void *event_handler::create(int type, int size, int mask)
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{
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if(num_events == MAX_EVENTS)
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return 0;
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if(current_offset+size >= MAX_DATASIZE)
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return 0;
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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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client_masks[num_events] = mask;
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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 event_handler::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 event_handler::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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if(cmask_is_set(client_masks[i], snapping_client))
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{
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ev_common *ev = (ev_common *)&data[offsets[i]];
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if(distance(players[snapping_client].pos, vec2(ev->x, ev->y)) < 1500.0f)
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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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}
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event_handler events;
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//////////////////////////////////////////////////
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// Entity
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//////////////////////////////////////////////////
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entity::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 = FLAG_PHYSICS;
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proximity_radius = 0;
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id = snap_new_id();
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next_entity = 0;
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prev_entity = 0;
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prev_type_entity = 0;
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next_type_entity = 0;
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}
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entity::~entity()
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{
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snap_free_id(id);
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}
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//////////////////////////////////////////////////
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// game world
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//////////////////////////////////////////////////
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game_world::game_world()
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{
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paused = false;
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reset_requested = false;
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first_entity = 0x0;
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for(int i = 0; i < NUM_ENT_TYPES; i++)
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first_entity_types[i] = 0;
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}
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int game_world::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(!(ent->flags&entity::FLAG_PHYSICS))
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continue;
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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 game_world::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(int t = 0; t < maxtypes; t++)
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{
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for(entity *ent = first_entity_types[types[t]]; ent; ent = ent->next_type_entity)
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{
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if(!(ent->flags&entity::FLAG_PHYSICS))
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continue;
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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 game_world::insert_entity(entity *ent)
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{
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entity *cur = first_entity;
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while(cur)
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{
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dbg_assert(cur != ent, "err");
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cur = cur->next_entity;
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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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// into typelist aswell
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if(first_entity_types[ent->objtype])
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first_entity_types[ent->objtype]->prev_type_entity = ent;
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ent->next_type_entity = first_entity_types[ent->objtype];
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ent->prev_type_entity = 0x0;
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first_entity_types[ent->objtype] = ent;
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}
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void game_world::destroy_entity(entity *ent)
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{
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ent->set_flag(entity::FLAG_DESTROY);
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}
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void game_world::remove_entity(entity *ent)
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{
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// not in the list
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if(!ent->next_entity && !ent->prev_entity && first_entity != ent)
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return;
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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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if(ent->prev_type_entity)
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ent->prev_type_entity->next_type_entity = ent->next_type_entity;
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else
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first_entity_types[ent->objtype] = ent->next_type_entity;
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if(ent->next_type_entity)
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ent->next_type_entity->prev_type_entity = ent->prev_type_entity;
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ent->next_entity = 0;
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ent->prev_entity = 0;
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ent->next_type_entity = 0;
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ent->prev_type_entity = 0;
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}
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//
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void game_world::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 game_world::reset()
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{
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// reset all entities
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
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ent->reset();
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remove_entities();
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for(entity *ent = first_entity; ent; ent = ent->next_entity)
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ent->post_reset();
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remove_entities();
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reset_requested = false;
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}
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void game_world::remove_entities()
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{
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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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void game_world::tick()
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{
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if(reset_requested)
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reset();
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if(!paused)
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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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}
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remove_entities();
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}
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//////////////////////////////////////////////////
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// projectile
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//////////////////////////////////////////////////
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projectile::projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner,
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int damage, int flags, float force, int sound_impact, int weapon)
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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 * SERVER_TICK_SPEED; // TODO: remove this
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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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this->weapon = weapon;
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this->bounce = 0;
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this->start_tick = server_tick();
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world->insert_entity(this);
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}
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void projectile::reset()
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{
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world->destroy_entity(this);
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}
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void projectile::tick()
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{
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float gravity = -400;
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if(type != WEAPON_ROCKET)
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gravity = -100;
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float pt = (server_tick()-start_tick-1)/(float)SERVER_TICK_SPEED;
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float ct = (server_tick()-start_tick)/(float)SERVER_TICK_SPEED;
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vec2 prevpos = calc_pos(pos, vel, gravity, pt);
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vec2 curpos = calc_pos(pos, vel, gravity, ct);
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lifespan--;
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int collide = col_check_point((int)curpos.x, (int)curpos.y);
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vec2 new_pos;
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entity *targetplayer = (entity*)intersect_player(prevpos, curpos, new_pos, powner);
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if(targetplayer || collide || lifespan < 0 )
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{
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if (lifespan >= 0 || weapon == WEAPON_ROCKET)
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create_sound(pos, sound_impact);
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if (flags & PROJECTILE_FLAGS_EXPLODE)
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create_explosion(prevpos, owner, weapon, false);
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else if (targetplayer)
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{
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targetplayer->take_damage(normalize(vel) * max(0.001f, force), damage, owner, weapon);
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}
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world->destroy_entity(this);
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}
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}
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void projectile::snap(int snapping_client)
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{
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float ct = (server_tick()-start_tick)/(float)SERVER_TICK_SPEED;
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vec2 curpos = calc_pos(pos, vel, -7.5f*SERVER_TICK_SPEED, ct);
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if(distance(players[snapping_client].pos, curpos) > 1000.0f)
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return;
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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;
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proj->vy = (int)vel.y;
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proj->start_tick = start_tick;
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proj->type = type;
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}
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//////////////////////////////////////////////////
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// player
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//////////////////////////////////////////////////
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// TODO: move to separate file
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player::player()
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: entity(OBJTYPE_PLAYER_CHARACTER)
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{
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init();
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}
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void player::init()
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{
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proximity_radius = phys_size;
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client_id = -1;
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team = -1; // -1 == spectator
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extrapowerflags = 0;
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latency_accum = 0;
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latency_accum_min = 0;
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latency_accum_max = 0;
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latency_avg = 0;
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latency_min = 0;
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latency_max = 0;
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reset();
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}
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void player::reset()
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{
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pos = vec2(0.0f, 0.0f);
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core.vel = vec2(0.0f, 0.0f);
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//direction = vec2(0.0f, 1.0f);
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score = 0;
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dead = true;
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clear_flag(entity::FLAG_PHYSICS);
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spawning = false;
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die_tick = 0;
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damage_taken = 0;
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state = STATE_UNKNOWN;
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mem_zero(&input, sizeof(input));
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mem_zero(&previnput, sizeof(previnput));
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num_inputs = 0;
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last_action = -1;
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emote_stop = 0;
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damage_taken_tick = 0;
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attack_tick = 0;
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numobjectshit = 0;
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ninjaactivationtick = 0;
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currentmovetime = 0;
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active_weapon = WEAPON_GUN;
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last_weapon = WEAPON_HAMMER;
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wanted_weapon = WEAPON_GUN;
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}
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void player::destroy() { }
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void player::set_weapon(int w)
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{
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last_weapon = active_weapon;
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active_weapon = w;
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if(active_weapon < 0 || active_weapon >= NUM_WEAPONS)
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active_weapon = 0;
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}
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void player::respawn()
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{
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spawning = true;
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}
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void player::set_team(int new_team)
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{
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team = new_team;
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die(client_id, -1);
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dbg_msg("game", "cid=%d team=%d", client_id, team);
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if(team == -1)
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clear_flag(FLAG_PHYSICS);
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else
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set_flag(FLAG_PHYSICS);
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}
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bool try_spawntype(int t, vec2 *outpos)
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{
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// get spawn point
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int start, num;
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map_get_type(t, &start, &num);
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if(!num)
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return false;
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int id = rand()%num;
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mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + id, NULL, NULL);
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*outpos = vec2((float)sp->x, (float)sp->y);
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return true;
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}
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void player::try_respawn()
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{
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vec2 spawnpos = vec2(100.0f, -60.0f);
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// get spawn point
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if(gameobj->gametype == GAMETYPE_CTF)
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{
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// try first try own team spawn, then normal spawn and then enemy
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if(!try_spawntype(MAPRES_SPAWNPOINT_RED+(team&1), &spawnpos))
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{
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if(!try_spawntype(MAPRES_SPAWNPOINT, &spawnpos))
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try_spawntype(MAPRES_SPAWNPOINT_RED+((team+1)&1), &spawnpos);
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}
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}
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else
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{
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if(!try_spawntype(MAPRES_SPAWNPOINT, &spawnpos))
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try_spawntype(MAPRES_SPAWNPOINT_RED+(rand()&1), &spawnpos);
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}
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// check if the position is occupado
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entity *ents[2] = {0};
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int types[] = {OBJTYPE_PLAYER_CHARACTER};
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int num_ents = world->find_entities(spawnpos, 64, ents, 2, types, 1);
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for(int i = 0; i < num_ents; i++)
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{
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if(ents[i] != this)
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return;
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}
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spawning = false;
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pos = spawnpos;
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core.pos = pos;
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core.vel = vec2(0,0);
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core.hooked_player = -1;
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health = 10;
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armor = 0;
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jumped = 0;
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dead = false;
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set_flag(entity::FLAG_PHYSICS);
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state = STATE_PLAYING;
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core.hook_state = HOOK_IDLE;
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mem_zero(&input, sizeof(input));
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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 = data->weapons[WEAPON_GUN].maxammo;
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//weapons[WEAPON_SNIPER].got = true;
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//weapons[WEAPON_SNIPER].ammo = data->weapons[WEAPON_SNIPER].maxammo;
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active_weapon = WEAPON_GUN;
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last_weapon = WEAPON_HAMMER;
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wanted_weapon = WEAPON_GUN;
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reload_timer = 0;
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// Create sound and spawn effects
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create_sound(pos, SOUND_PLAYER_SPAWN);
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create_spawn(pos);
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gameobj->on_player_spawn(this);
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}
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bool player::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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struct input_count
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{
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int presses;
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int releases;
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};
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static input_count count_input(int prev, int cur)
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{
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input_count c = {0,0};
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prev &= INPUT_STATE_MASK;
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cur &= INPUT_STATE_MASK;
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int i = prev;
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while(i != cur)
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{
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i = (i+1)&INPUT_STATE_MASK;
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if(i&1)
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c.presses++;
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else
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c.releases++;
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}
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return c;
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}
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int player::handle_ninja()
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{
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vec2 direction = normalize(vec2(input.target_x, input.target_y));
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if ((server_tick() - ninjaactivationtick) > (data->weapons[WEAPON_NINJA].duration * server_tickspeed() / 1000))
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{
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// time's up, return
|
|
weapons[WEAPON_NINJA].got = false;
|
|
active_weapon = last_weapon;
|
|
set_weapon(active_weapon);
|
|
return 0;
|
|
}
|
|
|
|
// Check if it should activate
|
|
if (count_input(previnput.fire, input.fire).presses && (server_tick() > currentcooldown))
|
|
{
|
|
// ok then, activate ninja
|
|
attack_tick = server_tick();
|
|
activationdir = direction;
|
|
currentmovetime = data->weapons[WEAPON_NINJA].movetime * server_tickspeed() / 1000;
|
|
currentcooldown = data->weapons[WEAPON_NINJA].firedelay * server_tickspeed() / 1000 + server_tick();
|
|
|
|
// reset hit objects
|
|
numobjectshit = 0;
|
|
|
|
create_sound(pos, SOUND_NINJA_FIRE);
|
|
|
|
// release all hooks when ninja is activated
|
|
//release_hooked();
|
|
//release_hooks();
|
|
}
|
|
|
|
currentmovetime--;
|
|
|
|
if (currentmovetime == 0)
|
|
{
|
|
// reset player velocity
|
|
core.vel *= 0.2f;
|
|
//return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
|
|
}
|
|
|
|
if (currentmovetime > 0)
|
|
{
|
|
// Set player velocity
|
|
core.vel = activationdir * data->weapons[WEAPON_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 ((currentmovetime % 2) == 0)
|
|
{
|
|
create_smoke(pos);
|
|
}
|
|
|
|
// check if we hit anything along the way
|
|
{
|
|
int type = OBJTYPE_PLAYER_CHARACTER;
|
|
entity *ents[64];
|
|
vec2 dir = pos - oldpos;
|
|
float radius = phys_size * 2.0f; //length(dir * 0.5f);
|
|
vec2 center = oldpos + dir * 0.5f;
|
|
int num = world->find_entities(center, radius, ents, 64, &type, 1);
|
|
|
|
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...
|
|
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[WEAPON_NINJA].meleedamage, client_id,WEAPON_NINJA);
|
|
}
|
|
}
|
|
return MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY | MODIFIER_RETURNFLAGS_OVERRIDEPOSITION | MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int player::handle_sniper()
|
|
{
|
|
return 0;
|
|
|
|
struct input_count button = count_input(previnput.fire, input.fire);
|
|
if (button.releases)
|
|
{
|
|
vec2 direction = normalize(vec2(input.target_x, input.target_y));
|
|
// Check if we were charging, if so fire
|
|
if (weapons[WEAPON_SNIPER].weaponstage >= WEAPONSTAGE_SNIPER_CHARGING)
|
|
{
|
|
new projectile(projectile::WEAPON_PROJECTILETYPE_SNIPER,
|
|
client_id, pos+vec2(0,0), direction*50.0f,
|
|
100 + weapons[WEAPON_SNIPER].weaponstage * 20,this, weapons[WEAPON_SNIPER].weaponstage, 0, 0, -1, WEAPON_SNIPER);
|
|
create_sound(pos, SOUND_SNIPER_FIRE);
|
|
}
|
|
// Add blowback
|
|
core.vel = -direction * 10.0f * weapons[WEAPON_SNIPER].weaponstage;
|
|
|
|
// update ammo and stuff
|
|
weapons[WEAPON_SNIPER].ammo = max(0,weapons[WEAPON_SNIPER].ammo - weapons[WEAPON_SNIPER].weaponstage);
|
|
weapons[WEAPON_SNIPER].weaponstage = WEAPONSTAGE_SNIPER_NEUTRAL;
|
|
weapons[WEAPON_SNIPER].chargetick = 0;
|
|
}
|
|
else if (input.fire & 1)
|
|
{
|
|
// Charge!! (if we are on the ground)
|
|
if (is_grounded() && weapons[WEAPON_SNIPER].ammo > 0)
|
|
{
|
|
if (!weapons[WEAPON_SNIPER].chargetick)
|
|
{
|
|
weapons[WEAPON_SNIPER].chargetick = server_tick();
|
|
dbg_msg("game", "Chargetick='%d:'", server_tick());
|
|
}
|
|
if ((server_tick() - weapons[WEAPON_SNIPER].chargetick) > server_tickspeed() * data->weapons[active_weapon].chargetime)
|
|
{
|
|
if (weapons[WEAPON_SNIPER].ammo > weapons[WEAPON_SNIPER].weaponstage)
|
|
{
|
|
weapons[WEAPON_SNIPER].weaponstage++;
|
|
weapons[WEAPON_SNIPER].chargetick = server_tick();
|
|
}
|
|
else if ((server_tick() - weapons[WEAPON_SNIPER].chargetick) > server_tickspeed() * data->weapons[active_weapon].overchargetime)
|
|
{
|
|
// Ooopsie, weapon exploded
|
|
create_explosion(pos, client_id, WEAPON_SNIPER, false);
|
|
create_sound(pos, SOUND_ROCKET_EXPLODE);
|
|
// remove this weapon and change weapon to gun
|
|
weapons[WEAPON_SNIPER].got = false;
|
|
weapons[WEAPON_SNIPER].ammo = 0;
|
|
last_weapon = active_weapon;
|
|
active_weapon = WEAPON_GUN;
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// While charging, don't move
|
|
return MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY|MODIFIER_RETURNFLAGS_NOHOOK;
|
|
}
|
|
else if (weapons[WEAPON_SNIPER].weaponstage)
|
|
weapons[WEAPON_SNIPER].weaponstage = WEAPONSTAGE_SNIPER_NEUTRAL;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int player::handle_weapons()
|
|
{
|
|
vec2 direction = normalize(vec2(input.target_x, 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--;
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
// select weapon
|
|
int next = count_input(previnput.next_weapon, input.next_weapon).presses;
|
|
int prev = count_input(previnput.prev_weapon, 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--;
|
|
}
|
|
}
|
|
|
|
if(input.wanted_weapon) // direct weapon selection
|
|
wanted_weapon = input.wanted_weapon-1;
|
|
|
|
if(wanted_weapon < 0 || wanted_weapon >= NUM_WEAPONS)
|
|
wanted_weapon = 0;
|
|
|
|
// switch weapon if wanted
|
|
if(data->weapons[active_weapon].duration <= 0)
|
|
{
|
|
if(wanted_weapon != -1 && wanted_weapon != active_weapon && wanted_weapon >= 0 && wanted_weapon < NUM_WEAPONS && weapons[wanted_weapon].got)
|
|
{
|
|
if(active_weapon != wanted_weapon)
|
|
create_sound(pos, SOUND_WEAPON_SWITCH);
|
|
|
|
set_weapon(wanted_weapon);
|
|
}
|
|
}
|
|
|
|
if (active_weapon == WEAPON_SNIPER)
|
|
{
|
|
// don't update other weapons while sniper is active
|
|
return handle_sniper();
|
|
}
|
|
|
|
if(count_input(previnput.fire, input.fire).presses) //previnput.fire != input.fire && (input.fire&1))
|
|
{
|
|
if(reload_timer == 0)
|
|
{
|
|
// fire!
|
|
if(weapons[active_weapon].ammo)
|
|
{
|
|
switch(active_weapon)
|
|
{
|
|
case WEAPON_HAMMER:
|
|
// reset objects hit
|
|
numobjectshit = 0;
|
|
create_sound(pos, SOUND_HAMMER_FIRE);
|
|
break;
|
|
|
|
case WEAPON_GUN:
|
|
new projectile(WEAPON_GUN,
|
|
client_id,
|
|
pos+vec2(0,0),
|
|
direction*30.0f,
|
|
100,
|
|
this,
|
|
1, 0, 0, -1, WEAPON_GUN);
|
|
create_sound(pos, SOUND_GUN_FIRE);
|
|
break;
|
|
case WEAPON_ROCKET:
|
|
{
|
|
new projectile(WEAPON_ROCKET,
|
|
client_id,
|
|
pos+vec2(0,0),
|
|
direction*15.0f,
|
|
100,
|
|
this,
|
|
1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, SOUND_ROCKET_EXPLODE, WEAPON_ROCKET);
|
|
create_sound(pos, SOUND_ROCKET_FIRE);
|
|
break;
|
|
}
|
|
case WEAPON_SHOTGUN:
|
|
{
|
|
int shotspread = 2;
|
|
for(int i = -shotspread; i <= shotspread; i++)
|
|
{
|
|
float spreading[] = {-0.12f, -0.05f, 0, 0.05f, 0.12f};
|
|
float a = get_angle(direction);
|
|
float v = 1.0f-fabs(i/(float)shotspread);
|
|
a += spreading[i+2];
|
|
new projectile(WEAPON_SHOTGUN,
|
|
client_id,
|
|
pos+vec2(0,0),
|
|
vec2(cosf(a), sinf(a))*(30.0f + 15.0f*v),
|
|
//vec2(cosf(a), sinf(a))*20.0f,
|
|
(int)(server_tickspeed()*0.3f),
|
|
this,
|
|
1, 0, 0, -1, WEAPON_SHOTGUN);
|
|
}
|
|
create_sound(pos, SOUND_SHOTGUN_FIRE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
weapons[active_weapon].ammo--;
|
|
attack_tick = server_tick();
|
|
reload_timer = data->weapons[active_weapon].firedelay * server_tickspeed() / 1000;
|
|
}
|
|
else
|
|
{
|
|
create_sound(pos, SOUND_WEAPON_NOAMMO);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update weapons
|
|
if (active_weapon == WEAPON_HAMMER && reload_timer > 0)
|
|
{
|
|
// Handle collisions
|
|
// only one that needs update (for now)
|
|
// do selection for the weapon and bash anything in it
|
|
// check if we hit anything along the way
|
|
int type = OBJTYPE_PLAYER_CHARACTER;
|
|
entity *ents[64];
|
|
vec2 lookdir(direction.x > 0.0f ? 1.0f : -1.0f, 0.0f);
|
|
vec2 dir = lookdir * data->weapons[active_weapon].meleereach;
|
|
float radius = length(dir * 0.5f);
|
|
vec2 center = pos + dir * 0.5f;
|
|
int num = world->find_entities(center, radius, ents, 64, &type, 1);
|
|
|
|
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...
|
|
// create sound for bash
|
|
//create_sound(ents[i]->pos, sound_impact);
|
|
vec2 fdir = normalize(ents[i]->pos- pos);
|
|
|
|
// set his velocity to fast upward (for now)
|
|
create_smoke(ents[i]->pos);
|
|
create_sound(pos, SOUND_HAMMER_HIT);
|
|
if(numobjectshit < 10)
|
|
hitobjects[numobjectshit++] = ents[i];
|
|
ents[i]->take_damage(vec2(0,-1.0f), data->weapons[active_weapon].meleedamage, client_id, active_weapon);
|
|
player* target = (player*)ents[i];
|
|
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;
|
|
}
|
|
}
|
|
|
|
if (data->weapons[active_weapon].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) >= data->weapons[active_weapon].ammoregentime * server_tickspeed() / 1000)
|
|
{
|
|
// Add some ammo
|
|
weapons[active_weapon].ammo = min(weapons[active_weapon].ammo + 1, data->weapons[active_weapon].maxammo);
|
|
weapons[active_weapon].ammoregenstart = -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weapons[active_weapon].ammoregenstart = -1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void player::tick()
|
|
{
|
|
// check if we have enough input
|
|
// this is to prevent initial weird clicks
|
|
if(num_inputs < 2)
|
|
previnput = input;
|
|
|
|
// do latency stuff
|
|
{
|
|
CLIENT_INFO info;
|
|
if(server_getclientinfo(client_id, &info))
|
|
{
|
|
latency_accum += info.latency;
|
|
latency_accum_max = max(latency_accum_max, info.latency);
|
|
latency_accum_min = min(latency_accum_min, info.latency);
|
|
}
|
|
|
|
if(server_tick()%server_tickspeed() == 0)
|
|
{
|
|
latency_avg = latency_accum/server_tickspeed();
|
|
latency_max = latency_accum_max;
|
|
latency_min = latency_accum_min;
|
|
latency_accum = 0;
|
|
latency_accum_min = 1000;
|
|
latency_accum_max = 0;
|
|
}
|
|
}
|
|
|
|
// enable / disable physics
|
|
if(team == -1 || dead)
|
|
world->core.players[client_id] = 0;
|
|
else
|
|
world->core.players[client_id] = &core;
|
|
|
|
// 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()*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;
|
|
}
|
|
|
|
//player_core core;
|
|
//core.pos = pos;
|
|
//core.jumped = jumped;
|
|
core.input = input;
|
|
core.tick();
|
|
|
|
// handle weapons
|
|
handle_weapons();
|
|
|
|
state = input.state;
|
|
|
|
// Previnput
|
|
previnput = input;
|
|
return;
|
|
}
|
|
|
|
void player::tick_defered()
|
|
{
|
|
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(client_id);
|
|
|
|
if(events&COREEVENT_GROUND_JUMP) create_sound(pos, SOUND_PLAYER_JUMP, mask);
|
|
if(events&COREEVENT_AIR_JUMP)
|
|
{
|
|
create_sound(pos, SOUND_PLAYER_JUMP, mask);
|
|
ev_common *c = (ev_common *)::events.create(EVENT_AIR_JUMP, sizeof(ev_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) create_sound(pos, SOUND_HOOK_ATTACH_PLAYER, mask);
|
|
if(events&COREEVENT_HOOK_ATTACH_GROUND) create_sound(pos, SOUND_HOOK_ATTACH_GROUND, 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;
|
|
}
|
|
}
|
|
|
|
void player::die(int killer, int weapon)
|
|
{
|
|
int mode_special = gameobj->on_player_death(this, get_player(killer), weapon);
|
|
|
|
dbg_msg("game", "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
|
|
killer, server_clientname(killer),
|
|
client_id, server_clientname(client_id), weapon, mode_special);
|
|
|
|
// 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_int(mode_special);
|
|
msg_pack_end();
|
|
server_send_msg(-1);
|
|
|
|
// a nice sound
|
|
create_sound(pos, SOUND_PLAYER_DIE);
|
|
|
|
// set dead state
|
|
dead = true;
|
|
die_tick = server_tick();
|
|
clear_flag(FLAG_PHYSICS);
|
|
create_death(pos);
|
|
}
|
|
|
|
bool player::take_damage(vec2 force, int dmg, int from, int weapon)
|
|
{
|
|
core.vel += force;
|
|
|
|
if(gameobj->is_friendly_fire(client_id, from) && !config.sv_teamdamage)
|
|
return false;
|
|
|
|
// player only inflicts half damage on self
|
|
if(from == client_id)
|
|
dmg = max(1, dmg/2);
|
|
|
|
// CTF and TDM (TODO: check for FF)
|
|
//if (gameobj->gametype != GAMETYPE_DM && from >= 0 && players[from].team == team)
|
|
//return false;
|
|
|
|
damage_taken++;
|
|
|
|
// create healthmod indicator
|
|
if(server_tick() < damage_taken_tick+25)
|
|
{
|
|
// make sure that the damage indicators doesn't group together
|
|
create_damageind(pos, damage_taken*0.25f, dmg);
|
|
}
|
|
else
|
|
{
|
|
damage_taken = 0;
|
|
create_damageind(pos, 0, dmg);
|
|
}
|
|
|
|
if(armor)
|
|
{
|
|
armor -= 1;
|
|
dmg--;
|
|
}
|
|
|
|
if(dmg > armor)
|
|
{
|
|
dmg -= armor;
|
|
armor = 0;
|
|
health -= dmg;
|
|
}
|
|
else
|
|
armor -= dmg;
|
|
|
|
damage_taken_tick = server_tick();
|
|
|
|
// do damage hit sound
|
|
if(from >= 0)
|
|
create_sound(get_player(from)->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 != client_id)
|
|
{
|
|
player *p = get_player(from);
|
|
|
|
p->emote_type = EMOTE_HAPPY;
|
|
p->emote_stop = server_tick() + server_tickspeed();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (dmg > 2)
|
|
create_sound(pos, SOUND_PLAYER_PAIN_LONG);
|
|
else
|
|
create_sound(pos, SOUND_PLAYER_PAIN_SHORT);
|
|
|
|
emote_type = EMOTE_PAIN;
|
|
emote_stop = server_tick() + 500 * server_tickspeed() / 1000;
|
|
|
|
// spawn blood?
|
|
return true;
|
|
}
|
|
|
|
void player::snap(int snaping_client)
|
|
{
|
|
if(1)
|
|
{
|
|
obj_player_info *info = (obj_player_info *)snap_new_item(OBJTYPE_PLAYER_INFO, client_id, sizeof(obj_player_info));
|
|
|
|
info->latency = latency_avg;
|
|
info->latency_flux = latency_max-latency_min;
|
|
info->local = 0;
|
|
info->clientid = client_id;
|
|
info->score = score;
|
|
info->team = team;
|
|
|
|
if(client_id == snaping_client)
|
|
info->local = 1;
|
|
}
|
|
|
|
if(health > 0 && distance(players[snaping_client].pos, pos) < 1000.0f)
|
|
{
|
|
obj_player_character *character = (obj_player_character *)snap_new_item(OBJTYPE_PLAYER_CHARACTER, client_id, sizeof(obj_player_character));
|
|
|
|
core.write(character);
|
|
|
|
// this is to make sure that players that are just standing still
|
|
// isn't sent. this is because the physics keep bouncing between
|
|
// 0-128 when just standing.
|
|
// TODO: fix the physics so this isn't needed
|
|
if(snaping_client != client_id && abs(character->vy) < 256.0f)
|
|
character->vy = 0;
|
|
|
|
if (emote_stop < server_tick())
|
|
{
|
|
emote_type = EMOTE_NORMAL;
|
|
emote_stop = -1;
|
|
}
|
|
|
|
character->emote = emote_type;
|
|
|
|
character->ammocount = weapons[active_weapon].ammo;
|
|
character->health = 0;
|
|
character->armor = 0;
|
|
character->weapon = active_weapon;
|
|
character->weaponstage = weapons[active_weapon].weaponstage;
|
|
character->attacktick = attack_tick;
|
|
|
|
if(client_id == snaping_client)
|
|
{
|
|
character->health = health;
|
|
character->armor = armor;
|
|
}
|
|
|
|
if(dead)
|
|
character->health = -1;
|
|
|
|
//if(length(vel) > 15.0f)
|
|
// player->emote = EMOTE_HAPPY;
|
|
|
|
//if(damage_taken_tick+50 > server_tick())
|
|
// player->emote = EMOTE_PAIN;
|
|
|
|
if (character->emote == EMOTE_NORMAL)
|
|
{
|
|
if(250 - ((server_tick() - last_action)%(250)) < 5)
|
|
character->emote = EMOTE_BLINK;
|
|
}
|
|
|
|
character->state = state;
|
|
}
|
|
}
|
|
|
|
player *players;
|
|
|
|
//////////////////////////////////////////////////
|
|
// 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()
|
|
{
|
|
if (data->powerupinfo[type].startspawntime > 0)
|
|
spawntick = server_tick() + server_tickspeed() * data->powerupinfo[type].startspawntime;
|
|
else
|
|
spawntick = -1;
|
|
}
|
|
|
|
|
|
void send_weapon_pickup(int cid, int weapon);
|
|
|
|
void powerup::tick()
|
|
{
|
|
// wait for respawn
|
|
if(spawntick > 0)
|
|
{
|
|
if(server_tick() > spawntick)
|
|
{
|
|
// respawn
|
|
spawntick = -1;
|
|
|
|
if(type == POWERUP_WEAPON)
|
|
create_sound(pos, SOUND_WEAPON_SPAWN);
|
|
}
|
|
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_HEALTH:
|
|
if(pplayer->health < 10)
|
|
{
|
|
create_sound(pos, SOUND_PICKUP_HEALTH);
|
|
pplayer->health = min(10, pplayer->health + data->powerupinfo[type].amount);
|
|
respawntime = data->powerupinfo[type].respawntime;
|
|
}
|
|
break;
|
|
case POWERUP_ARMOR:
|
|
if(pplayer->armor < 10)
|
|
{
|
|
create_sound(pos, SOUND_PICKUP_ARMOR);
|
|
pplayer->armor = min(10, pplayer->armor + data->powerupinfo[type].amount);
|
|
respawntime = data->powerupinfo[type].respawntime;
|
|
}
|
|
break;
|
|
|
|
case POWERUP_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 + data->powerupinfo[type].amount);
|
|
respawntime = data->powerupinfo[type].respawntime;
|
|
|
|
// TODO: data compiler should take care of stuff like this
|
|
if(subtype == WEAPON_ROCKET)
|
|
create_sound(pos, SOUND_PICKUP_ROCKET);
|
|
else if(subtype == WEAPON_SHOTGUN)
|
|
create_sound(pos, SOUND_PICKUP_SHOTGUN);
|
|
|
|
send_weapon_pickup(pplayer->client_id, subtype);
|
|
}
|
|
}
|
|
break;
|
|
case POWERUP_NINJA:
|
|
{
|
|
// activate ninja on target player
|
|
pplayer->ninjaactivationtick = server_tick();
|
|
pplayer->weapons[WEAPON_NINJA].got = true;
|
|
pplayer->last_weapon = pplayer->active_weapon;
|
|
pplayer->active_weapon = WEAPON_NINJA;
|
|
respawntime = data->powerupinfo[type].respawntime;
|
|
create_sound(pos, SOUND_PICKUP_NINJA);
|
|
|
|
// loop through all players, setting their emotes
|
|
entity *ents[64];
|
|
const int types[] = {OBJTYPE_PLAYER_CHARACTER};
|
|
int num = world->find_entities(vec2(0, 0), 1000000, ents, 64, types, 1);
|
|
for (int i = 0; i < num; i++)
|
|
{
|
|
player *p = (player *)ents[i];
|
|
if (p != pplayer)
|
|
{
|
|
p->emote_type = EMOTE_SURPRISE;
|
|
p->emote_stop = server_tick() + server_tickspeed();
|
|
}
|
|
}
|
|
|
|
pplayer->emote_type = EMOTE_ANGRY;
|
|
pplayer->emote_stop = server_tick() + 1200 * server_tickspeed() / 1000;
|
|
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
};
|
|
|
|
if(respawntime >= 0)
|
|
{
|
|
dbg_msg("game", "pickup player='%d:%s' item=%d/%d",
|
|
pplayer->client_id, server_clientname(pplayer->client_id), type, subtype);
|
|
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, float angle, int amount)
|
|
{
|
|
float a = 3 * 3.14159f / 2 + angle;
|
|
//float a = get_angle(dir);
|
|
float s = a-pi/3;
|
|
float e = a+pi/3;
|
|
for(int i = 0; i < amount; i++)
|
|
{
|
|
float f = mix(s, e, float(i+1)/float(amount+2));
|
|
ev_damageind *ev = (ev_damageind *)events.create(EVENT_DAMAGEINDICATION, sizeof(ev_damageind));
|
|
if(ev)
|
|
{
|
|
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));
|
|
if(ev)
|
|
{
|
|
ev->x = (int)p.x;
|
|
ev->y = (int)p.y;
|
|
}
|
|
|
|
if (!bnodamage)
|
|
{
|
|
// deal damage
|
|
entity *ents[64];
|
|
const float radius = 128.0f;
|
|
const float innerradius = 42.0f;
|
|
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);
|
|
float l = length(diff);
|
|
if(l)
|
|
forcedir = normalize(diff);
|
|
l = 1-clamp((l-innerradius)/(radius-innerradius), 0.0f, 1.0f);
|
|
float dmg = 6 * l;
|
|
if((int)dmg)
|
|
ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner, weapon);
|
|
}
|
|
}
|
|
}
|
|
|
|
void create_smoke(vec2 p)
|
|
{
|
|
// create the event
|
|
ev_explosion *ev = (ev_explosion *)events.create(EVENT_SMOKE, sizeof(ev_explosion));
|
|
if(ev)
|
|
{
|
|
ev->x = (int)p.x;
|
|
ev->y = (int)p.y;
|
|
}
|
|
}
|
|
|
|
void create_spawn(vec2 p)
|
|
{
|
|
// create the event
|
|
ev_spawn *ev = (ev_spawn *)events.create(EVENT_SPAWN, sizeof(ev_spawn));
|
|
if(ev)
|
|
{
|
|
ev->x = (int)p.x;
|
|
ev->y = (int)p.y;
|
|
}
|
|
}
|
|
|
|
void create_death(vec2 p)
|
|
{
|
|
// create the event
|
|
ev_death *ev = (ev_death *)events.create(EVENT_DEATH, sizeof(ev_death));
|
|
if(ev)
|
|
{
|
|
ev->x = (int)p.x;
|
|
ev->y = (int)p.y;
|
|
}
|
|
}
|
|
|
|
void create_sound(vec2 pos, int sound, int mask)
|
|
{
|
|
if (sound < 0)
|
|
return;
|
|
|
|
// create a sound
|
|
ev_sound *ev = (ev_sound *)events.create(EVENT_SOUND_WORLD, sizeof(ev_sound), mask);
|
|
if(ev)
|
|
{
|
|
ev->x = (int)pos.x;
|
|
ev->y = (int)pos.y;
|
|
ev->sound = sound;
|
|
}
|
|
}
|
|
|
|
void create_sound_global(int sound, int target)
|
|
{
|
|
if (sound < 0)
|
|
return;
|
|
|
|
msg_pack_start(MSG_SOUND_GLOBAL, MSGFLAG_VITAL);
|
|
msg_pack_int(sound);
|
|
server_send_msg(-1);
|
|
}
|
|
|
|
// 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_CHARACTER};
|
|
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;
|
|
}
|
|
|
|
|
|
void send_chat(int cid, int team, const char *msg)
|
|
{
|
|
if(cid >= 0 && cid < MAX_CLIENTS)
|
|
dbg_msg("chat", "%d:%d:%s: %s", cid, team, server_clientname(cid), msg);
|
|
else
|
|
dbg_msg("chat", "*** %s", msg);
|
|
|
|
if(team == -1)
|
|
{
|
|
msg_pack_start(MSG_CHAT, MSGFLAG_VITAL);
|
|
msg_pack_int(cid);
|
|
msg_pack_int(0);
|
|
msg_pack_string(msg, 512);
|
|
msg_pack_end();
|
|
server_send_msg(-1);
|
|
}
|
|
else
|
|
{
|
|
msg_pack_start(MSG_CHAT, MSGFLAG_VITAL);
|
|
msg_pack_int(cid);
|
|
msg_pack_int(1);
|
|
msg_pack_string(msg, 512);
|
|
msg_pack_end();
|
|
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(players[i].client_id != -1 && players[i].team == team)
|
|
server_send_msg(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// 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(config.sv_restart)
|
|
{
|
|
if(config.sv_restart > 1)
|
|
gameobj->do_warmup(config.sv_restart);
|
|
else
|
|
gameobj->startround();
|
|
|
|
config.sv_restart = 0;
|
|
}
|
|
|
|
if(config.sv_msg[0] != 0)
|
|
{
|
|
send_chat(-1, 0, config.sv_msg);
|
|
config.sv_msg[0] = 0;
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (memcmp(&players[client_id].input, input, sizeof(player_input)) != 0)
|
|
players[client_id].last_action = server_tick();
|
|
|
|
//players[client_id].previnput = players[client_id].input;
|
|
players[client_id].input = *(player_input*)input;
|
|
players[client_id].num_inputs++;
|
|
}
|
|
}
|
|
|
|
void send_info(int who, int to_who)
|
|
{
|
|
msg_pack_start(MSG_SETINFO, MSGFLAG_VITAL);
|
|
msg_pack_int(who);
|
|
msg_pack_string(server_clientname(who), 64);
|
|
msg_pack_string(players[who].skin_name, 64);
|
|
msg_pack_int(players[who].use_custom_color);
|
|
msg_pack_int(players[who].color_body);
|
|
msg_pack_int(players[who].color_feet);
|
|
msg_pack_end();
|
|
server_send_msg(to_who);
|
|
}
|
|
|
|
void send_emoticon(int cid, int emoticon)
|
|
{
|
|
msg_pack_start(MSG_EMOTICON, MSGFLAG_VITAL);
|
|
msg_pack_int(cid);
|
|
msg_pack_int(emoticon % 16);
|
|
msg_pack_end();
|
|
server_send_msg(-1);
|
|
}
|
|
|
|
void send_weapon_pickup(int cid, int weapon)
|
|
{
|
|
msg_pack_start(MSG_WEAPON_PICKUP, MSGFLAG_VITAL);
|
|
msg_pack_int(weapon);
|
|
msg_pack_end();
|
|
server_send_msg(cid);
|
|
}
|
|
|
|
void mods_client_enter(int client_id)
|
|
{
|
|
world->insert_entity(&players[client_id]);
|
|
players[client_id].respawn();
|
|
dbg_msg("game", "join player='%d:%s'", client_id, server_clientname(client_id));
|
|
|
|
char buf[512];
|
|
sprintf(buf, "%s has joined the game", server_clientname(client_id));
|
|
send_chat(-1, -1, buf);
|
|
}
|
|
|
|
void mods_connected(int client_id)
|
|
{
|
|
players[client_id].init();
|
|
players[client_id].client_id = client_id;
|
|
|
|
//dbg_msg("game", "connected player='%d:%s'", client_id, server_clientname(client_id));
|
|
|
|
// Check which team the player should be on
|
|
if(gameobj->gametype == GAMETYPE_DM)
|
|
players[client_id].team = 0;
|
|
else
|
|
players[client_id].team = gameobj->getteam(client_id);
|
|
}
|
|
|
|
void mods_client_drop(int client_id)
|
|
{
|
|
char buf[512];
|
|
sprintf(buf, "%s has left the game", server_clientname(client_id));
|
|
send_chat(-1, -1, buf);
|
|
|
|
dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id));
|
|
|
|
gameobj->on_player_death(&players[client_id], 0, -1);
|
|
world->remove_entity(&players[client_id]);
|
|
world->core.players[client_id] = 0x0;
|
|
players[client_id].client_id = -1;
|
|
}
|
|
|
|
void mods_message(int msg, int client_id)
|
|
{
|
|
if(msg == MSG_SAY)
|
|
{
|
|
int team = msg_unpack_int();
|
|
const char *text = msg_unpack_string();
|
|
if(team)
|
|
team = players[client_id].team;
|
|
else
|
|
team = -1;
|
|
send_chat(client_id, team, text);
|
|
}
|
|
else if (msg == MSG_SETTEAM)
|
|
{
|
|
// Switch team on given client and kill/respawn him
|
|
players[client_id].set_team(msg_unpack_int());
|
|
gameobj->on_player_info_change(&players[client_id]);
|
|
|
|
// send all info to this client
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(players[i].client_id != -1)
|
|
send_info(i, -1);
|
|
}
|
|
}
|
|
else if (msg == MSG_CHANGEINFO || msg == MSG_STARTINFO)
|
|
{
|
|
const char *name = msg_unpack_string();
|
|
const char *skin_name = msg_unpack_string();
|
|
players[client_id].use_custom_color = msg_unpack_int();
|
|
players[client_id].color_body = msg_unpack_int();
|
|
players[client_id].color_feet = msg_unpack_int();
|
|
|
|
// check for invalid chars
|
|
const char *p = name;
|
|
while (*p)
|
|
{
|
|
if(*p < 32)
|
|
return;
|
|
p++;
|
|
}
|
|
|
|
//
|
|
if(msg == MSG_CHANGEINFO && strcmp(name, server_clientname(client_id)) != 0)
|
|
{
|
|
char msg[256];
|
|
sprintf(msg, "*** %s changed name to %s", server_clientname(client_id), name);
|
|
send_chat(-1, -1, msg);
|
|
}
|
|
|
|
//send_set_name(client_id, players[client_id].name, name);
|
|
strncpy(players[client_id].skin_name, skin_name, 64);
|
|
server_setclientname(client_id, name);
|
|
|
|
gameobj->on_player_info_change(&players[client_id]);
|
|
|
|
if(msg == MSG_STARTINFO)
|
|
{
|
|
// send all info to this client
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(players[i].client_id != -1)
|
|
send_info(i, client_id);
|
|
}
|
|
|
|
msg_pack_start(MSG_READY_TO_ENTER, MSGFLAG_VITAL);
|
|
msg_pack_end();
|
|
server_send_msg(client_id);
|
|
}
|
|
|
|
send_info(client_id, -1);
|
|
}
|
|
else if (msg == MSG_EMOTICON)
|
|
{
|
|
int emoteicon = msg_unpack_int();
|
|
send_emoticon(client_id, emoteicon % 16);
|
|
}
|
|
}
|
|
|
|
extern unsigned char internal_data[];
|
|
|
|
void mods_init()
|
|
{
|
|
if(!data) /* only load once */
|
|
data = load_data_from_memory(internal_data);
|
|
|
|
col_init(32);
|
|
|
|
world = new game_world;
|
|
players = new player[MAX_CLIENTS];
|
|
|
|
// select gametype
|
|
if(strcmp(config.sv_gametype, "ctf") == 0)
|
|
gameobj = new gameobject_ctf;
|
|
else if(strcmp(config.sv_gametype, "tdm") == 0)
|
|
gameobj = new gameobject_tdm;
|
|
else
|
|
gameobj = new gameobject_dm;
|
|
|
|
// setup core world
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
players[i].core.world = &world->core;
|
|
|
|
//
|
|
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 = 0;
|
|
|
|
switch(it->type)
|
|
{
|
|
case ITEM_WEAPON_GUN:
|
|
type = POWERUP_WEAPON;
|
|
subtype = WEAPON_GUN;
|
|
break;
|
|
case ITEM_WEAPON_SHOTGUN:
|
|
type = POWERUP_WEAPON;
|
|
subtype = WEAPON_SHOTGUN;
|
|
break;
|
|
case ITEM_WEAPON_ROCKET:
|
|
type = POWERUP_WEAPON;
|
|
subtype = WEAPON_ROCKET;
|
|
break;
|
|
case ITEM_WEAPON_HAMMER:
|
|
type = POWERUP_WEAPON;
|
|
subtype = WEAPON_HAMMER;
|
|
break;
|
|
|
|
case ITEM_HEALTH:
|
|
type = POWERUP_HEALTH;
|
|
break;
|
|
|
|
case ITEM_ARMOR:
|
|
type = POWERUP_ARMOR;
|
|
break;
|
|
|
|
case ITEM_NINJA:
|
|
if(config.sv_powerups)
|
|
{
|
|
type = POWERUP_NINJA;
|
|
subtype = WEAPON_NINJA;
|
|
}
|
|
break;
|
|
};
|
|
|
|
if(type != -1)
|
|
{
|
|
// LOL, the only new in the entire game code
|
|
// perhaps we can get rid of it. seems like a stupid thing to have
|
|
powerup *ppower = new powerup(type, subtype);
|
|
ppower->pos = vec2(it->x, it->y);
|
|
}
|
|
}
|
|
|
|
if(gameobj->gametype == GAMETYPE_CTF)
|
|
{
|
|
}
|
|
|
|
world->insert_entity(gameobj);
|
|
|
|
|
|
if(config.dbg_bots)
|
|
{
|
|
|
|
for(int i = 0; i < config.dbg_bots ; i++)
|
|
{
|
|
mods_connected(MAX_CLIENTS-i-1);
|
|
mods_client_enter(MAX_CLIENTS-i-1);
|
|
if(gameobj->gametype != GAMETYPE_DM)
|
|
players[MAX_CLIENTS-i-1].team = i&1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void mods_shutdown()
|
|
{
|
|
delete [] players;
|
|
delete gameobj;
|
|
delete world;
|
|
gameobj = 0;
|
|
players = 0;
|
|
world = 0;
|
|
}
|
|
|
|
void mods_presnap() {}
|
|
void mods_postsnap() {}
|
|
|
|
extern "C" const char *mods_net_version() { return TEEWARS_NETVERSION; }
|