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assaultcube-/source/src/clientgame.cpp
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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1047 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-05-31 22:20:41 +00:00

656 lines
17 KiB
C++

// clientgame.cpp: core game related stuff
#include "cube.h"
#include "bot/bot.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
flaginfo flaginfos[2];
void mode(int n)
{
if(m_mp(n) || !multiplayer()) addmsg(SV_GAMEMODE, "ri", nextmode = n);
}
COMMAND(mode, ARG_1INT);
bool intermission = false;
bool autoteambalance = false;
playerent *player1 = newplayerent(); // our client
vector<playerent *> players; // other clients
int lastmillis = 0;
int curtime;
string clientmap;
extern int framesinmap;
char *getclientmap() { return clientmap; }
extern bool c2sinit, senditemstoserver;
extern int dblend;
void setskin(playerent *pl, uint skin)
{
if(!pl) return;
if(pl == player1) c2sinit=false;
const int maxskin[2] = { 3, 5 };
pl->skin = skin % (maxskin[team_int(pl->team)]+1);
}
void newname(char *name)
{
if(name[0])
{
c2sinit = false;
s_strncpy(player1->name, name, MAXNAMELEN+1);
}
else conoutf("your name is: %s", player1->name);
}
int smallerteam()
{
int teamsize[2] = {0, 0};
loopv(players) if(players[i]) teamsize[team_int(players[i]->team)]++;
teamsize[team_int(player1->team)]++;
if(teamsize[0] == teamsize[1]) return -1;
return teamsize[0] < teamsize[1] ? 0 : 1;
}
void changeteam(int team) // force team and respawn
{
c2sinit = false;
if(m_ctf) tryflagdrop(NULL);
s_strncpy(player1->team, team_string(team), MAXTEAMLEN+1);
deathstate(player1);
}
void newteam(char *name)
{
if(name[0])
{
if(m_teammode)
{
if(!strcmp(name, player1->team)) return; // same team
if(!team_valid(name)) { conoutf("\f3\"%s\" is not a valid team name (try CLA or RVSF)", name); return; }
bool checkteamsize = autoteambalance && players.length() >= 1 && !m_botmode;
int freeteam = smallerteam();
if(team_valid(name))
{
int team = team_int(name);
if(checkteamsize && team != freeteam)
{
conoutf("\f3the %s team is already full", name);
return;
}
changeteam(team);
}
else changeteam(checkteamsize ? (uint)freeteam : rnd(2)); // random assignement
}
}
else conoutf("your team is: %s", player1->team);
}
void newskin(int skin) { player1->nextskin = skin; }
COMMANDN(team, newteam, ARG_1STR);
COMMANDN(name, newname, ARG_1STR);
COMMANDN(skin, newskin, ARG_1INT);
extern void thrownade(playerent *d, const vec &vel, bounceent *p);
void deathstate(playerent *pl)
{
pl->lastaction = lastmillis;
pl->attacking = false;
pl->state = CS_DEAD;
pl->pitch = 0;
pl->roll = 60;
pl->strafe = 0;
dblend = 0;
if(pl == player1 && pl->inhandnade) thrownade(pl, vec(0,0,0), pl->inhandnade);
}
void spawnstate(playerent *d) // reset player state not persistent accross spawns
{
d->respawn();
//d->lastaction = lastmillis;
if(d==player1)
{
gun_changed = true;
if(player1->skin!=player1->nextskin) setskin(player1, player1->nextskin);
setscope(false);
}
equip(d);
if(m_osok) d->health = 1;
}
playerent *newplayerent() // create a new blank player
{
playerent *d = new playerent;
d->lastupdate = lastmillis;
setskin(d, rnd(6));
spawnstate(d);
return d;
}
botent *newbotent() // create a new blank player
{
botent *d = new botent;
d->lastupdate = lastmillis;
setskin(d, rnd(6));
spawnstate(d);
loopv(players) if(i!=getclientnum() && !players[i])
{
players[i] = d;
d->clientnum = i;
return d;
}
if(players.length()==getclientnum()) players.add(NULL);
d->clientnum = players.length();
players.add(d);
return d;
}
void freebotent(botent *d)
{
loopv(players) if(players[i]==d)
{
DELETEP(players[i]);
}
}
void respawnself()
{
spawnplayer(player1);
showscores(false);
}
void respawn()
{
if(player1->state==CS_DEAD && lastmillis>player1->lastpain+(m_ctf ? 5000 : 2000))
{
player1->attacking = false;
if(m_arena) { conoutf("waiting for new round to start..."); return; }
respawnself();
weaponswitch(player1->primary);
player1->lastaction -= WEAPONCHANGE_TIME/2;
}
}
void arenacount(playerent *d, int &alive, int &dead, char *&lastteam, char *&lastname, bool &oneteam)
{
if(d->state!=CS_DEAD)
{
alive++;
if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
lastteam = d->team;
lastname = d->name;
}
else
{
dead++;
}
}
void checkakimbo()
{
if(player1->akimbo && player1->akimbomillis && player1->akimbomillis<=lastmillis)
{
player1->akimbo = 0;
player1->akimbomillis = 0;
player1->mag[GUN_PISTOL] = min(magsize(GUN_PISTOL), player1->mag[GUN_PISTOL]);
if(player1->gunselect==GUN_PISTOL) weaponswitch(GUN_PISTOL);
playsoundc(S_PUPOUT);
}
}
void zapplayer(playerent *&d)
{
DELETEP(d);
}
extern int democlientnum;
void otherplayers()
{
loopv(players) if(players[i] && players[i]->type==ENT_PLAYER && players[i]->state==CS_ALIVE)
{
const int lagtime = lastmillis-players[i]->lastupdate;
if(lagtime>1000)
{
players[i]->state = CS_LAGGED;
continue;
}
else if(!lagtime || intermission) continue;
if(!demoplayback || i!=democlientnum) moveplayer(players[i], 2, false); // use physics to extrapolate player position
}
}
struct scriptsleep { int wait; char *cmd; };
vector<scriptsleep> sleeps;
void addsleep(char *msec, char *cmd)
{
scriptsleep &s = sleeps.add();
s.wait = atoi(msec)+lastmillis;
s.cmd = newstring(cmd);
}
COMMANDN(sleep, addsleep, ARG_2STR);
void updateworld(int curtime, int lastmillis) // main game update loop
{
loopv(sleeps)
{
if(sleeps[i].wait && lastmillis > sleeps[i].wait)
{
execute(sleeps[i].cmd);
delete[] sleeps[i].cmd;
sleeps.remove(i--);
}
}
physicsframe();
checkakimbo();
checkweaponswitch();
//if(m_arena) arenarespawn();
//arenarespawn();
moveprojectiles((float)curtime);
demoplaybackstep();
if(!demoplayback)
{
if(getclientnum()>=0) shoot(player1, worldpos); // only shoot when connected to server
gets2c(); // do this first, so we have most accurate information when our player moves
}
movebounceents();
otherplayers();
if(!demoplayback)
{
//monsterthink();
// Added by Rick: let bots think
if(m_botmode) BotManager.Think();
//put game mode extra call here
if(player1->state==CS_DEAD)
{
if(lastmillis-player1->lastaction<2000)
{
player1->move = player1->strafe = 0;
moveplayer(player1, 10, false);
}
}
else if(!intermission)
{
moveplayer(player1, 20, true);
checkitems(player1);
}
c2sinfo(player1); // do this last, to reduce the effective frame lag
}
}
#define SECURESPAWNDIST 15
int spawncycle = -1;
int fixspawn = 2;
// returns -2 for a free place, else dist to the nearest enemy
float nearestenemy(vec place, char *team)
{
float nearestenemydist = -1;
loopv(players)
{
playerent *other = players[i];
if(!other || isteam(team, other->team)) continue;
float dist = place.dist(other->o);
if(dist < nearestenemydist || nearestenemydist == -1) nearestenemydist = dist;
}
if(nearestenemydist >= SECURESPAWNDIST || nearestenemydist == -1) return -2;
else return nearestenemydist;
}
int findplayerstart(playerent *d)
{
int r = fixspawn-->0 ? 4 : rnd(10)+1;
if(m_teammode) loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1, team_int(d->team));
else if(m_arena) loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1, 100);
else
{
int bestent = -1;
float bestdist = -1;
loopi(r)
{
spawncycle = findentity(PLAYERSTART, spawncycle+1);
if(spawncycle < 0 || spawncycle >= ents.length()) continue;
float dist = nearestenemy(vec(ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z), d->team);
if(dist == -2 || (bestdist != -2 && dist > bestdist) || bestent == -1) { bestent = spawncycle; bestdist = dist; }
}
return bestent;
}
return spawncycle;
}
void spawnplayer(playerent *d) // place at random spawn
{
int e = findplayerstart(d);
if(e!=-1)
{
d->o.x = ents[e].x;
d->o.y = ents[e].y;
d->o.z = ents[e].z;
d->yaw = ents[e].attr1;
d->pitch = 0;
d->roll = 0;
}
else
{
d->o.x = d->o.y = (float)ssize/2;
d->o.z = 4;
}
entinmap(d);
spawnstate(d);
d->state = CS_ALIVE;
}
void showteamkill() { player1->lastteamkill = lastmillis; }
// damage arriving from the network, monsters, yourself, all ends up here.
void dodamage(int damage, int actor, playerent *act, bool gib, playerent *pl)
{
if(!act) return;
if(pl->state!=CS_ALIVE || editmode || intermission) return;
if(pl==player1)
{
damageblend(damage);
demoblend(damage);
}
int ad = damage*30/100; // let armour absorb when possible
if(ad>pl->armour) ad = pl->armour;
pl->armour -= ad;
damage -= ad;
float droll = damage/0.5f;
pl->roll += pl->roll>0 ? droll : (pl->roll<0 ? -droll : (rnd(2) ? droll : -droll)); // give player a kick depending on amount of damage
if((pl->health -= damage)<=0)
{
s_sprintfd(death)("%s", gib ? "gibbed" : "fragged");
if(pl->type==ENT_BOT)
{
if(pl==act)
{
--pl->frags;
conoutf("\f2%s suicided", pl->name);
}
else if(isteam(pl->team, act->team))
{
--act->frags;
conoutf("\f2%s %s %s teammate (%s)", act==player1 ? "you" : act->name, death, act==player1 ? "a" : "his", pl->name);
if(act==player1) showteamkill();
}
else
{
act->frags += gib ? 2 : 1;
conoutf("\f2%s %s %s", act==player1 ? "you" : act->name, death, pl->name);
}
}
else if(act==pl)
{
actor = getclientnum();
conoutf("\f2you suicided!");
addmsg(SV_FRAGS, "ri", --pl->frags);
}
else if(act)
{
if(isteam(act->team, player1->team)) conoutf("\f2you got %s by a teammate (%s)", death, act->name);
else conoutf("\f2you got %s by %s", death, act->name);
}
if(pl==player1)
{
showscores(true);
setscope(false);
addmsg(gib ? SV_GIBDIED : SV_DIED, "ri", actor);
if(m_ctf) tryflagdrop(act && isteam(act->team, player1->team));
}
deathstate(pl);
pl->lifesequence++;
playsound(S_DIE1+rnd(2), pl!=player1 ? &pl->o : NULL);
if(act && act->gunselect == GUN_SNIPER && gib) playsound(S_HEADSHOT);
if(gib) addgib(pl);
if(pl!=player1 || act->type==ENT_BOT) act->frags += gib ? 2 : 1;
}
else
{
playsound(S_PAIN6, pl!=player1 ? &pl->o : NULL);
}
}
VAR(minutesremaining, 1, 0, 0);
void timeupdate(int timeremain)
{
minutesremaining = timeremain;
if(!timeremain)
{
intermission = true;
player1->attacking = false;
conoutf("intermission:");
conoutf("game has ended!");
showscores(true);
execute("start_intermission");
}
else
{
conoutf("time remaining: %d minutes", timeremain);
}
}
playerent *newclient(int cn) // ensure valid entity
{
if(cn<0 || cn>=MAXCLIENTS)
{
neterr("clientnum");
return NULL;
}
while(cn>=players.length()) players.add(NULL);
playerent *d = players[cn];
if(d) return d;
d = newplayerent();
players[cn] = d;
d->clientnum = cn;
return d;
}
playerent *getclient(int cn) // ensure valid entity
{
return players.inrange(cn) ? players[cn] : NULL;
}
void initclient()
{
clientmap[0] = 0;
newname("unnamed");
changeteam(rnd(2));
}
entity flagdummies[2]; // in case the map does not provide flags
void preparectf(bool cleanonly=false)
{
loopi(2) flaginfos[i].flag = &flagdummies[i];
if(!cleanonly)
{
loopv(ents)
{
entity &e = ents[i];
if(e.type==CTF_FLAG)
{
e.spawned = true;
if(e.attr2>2) { conoutf("\f3invalid ctf-flag entity (%i)", i); e.attr2 = 0; }
flaginfo &f = flaginfos[e.attr2];
f.team = e.attr2;
f.flag = &e;
f.state = CTFF_INBASE;
f.originalpos.x = (float) e.x;
f.originalpos.y = (float) e.y;
f.originalpos.z = (float) e.z;
}
}
}
}
void startmap(char *name) // called just after a map load
{
clearminimap();
//if(netmapstart()) { gamemode = 0;} //needs fixed to switch modes?
senditemstoserver = true;
//monsterclear();
// Added by Rick
if(m_botmode) BotManager.BeginMap(name);
else kickallbots();
// End add by Rick
projreset();
resetspawns();
if(m_ctf) preparectf();
particlereset();
spawncycle = -1;
spawnplayer(player1);
player1->frags = player1->flagscore = player1->lifesequence = 0;
loopv(players) if(players[i]) players[i]->frags = players[i]->flagscore = players[i]->lifesequence = 0;
s_strcpy(clientmap, name);
if(editmode) toggleedit();
setvar("gamespeed", 100);
setvar("fog", 180);
setvar("fogcolour", 0x8099B3);
showscores(false);
intermission = false;
if(*clientmap) conoutf("game mode is \"%s\"", modestr(gamemode));
clearbounceents();
}
COMMANDN(map, changemap, ARG_1STR);
void suicide()
{
if(player1->state==CS_DEAD) return;
dodamage(1000, -1, player1);
demodamage(1000, player1->o);
}
COMMAND(suicide, ARG_NONE);
// console and audio feedback
void flagmsg(int flag, int action)
{
flaginfo &f = flaginfos[flag];
if(!f.actor || !f.ack) return;
bool own = flag == team_int(player1->team);
switch(action)
{
case SV_FLAGPICKUP:
{
playsound(S_FLAGPICKUP);
if(f.actor==player1) conoutf("\f2you got the enemy flag");
else conoutf("\f2%s got %s flag", f.actor->name, (own ? "your": "the enemy"));
break;
}
case SV_FLAGDROP:
{
playsound(S_FLAGDROP);
if(f.actor==player1) conoutf("\f2you lost the flag");
else conoutf("\f2%s lost %s flag", f.actor->name, (own ? "your" : "the enemy"));
break;
}
case SV_FLAGRETURN:
{
playsound(S_FLAGRETURN);
if(f.actor==player1) conoutf("\f2you returned your flag");
else conoutf("\f2%s returned %s flag", f.actor->name, (own ? "your" : "the enemy"));
break;
}
case SV_FLAGSCORE:
{
playsound(S_FLAGSCORE);
if(f.actor==player1)
{
conoutf("\f2you scored");
addmsg(SV_FLAGS, "ri", ++player1->flagscore);
}
else conoutf("\f2%s scored for %s team", f.actor->name, (own ? "the enemy" : "your"));
break;
}
case SV_FLAGRESET:
{
playsound(S_FLAGRETURN);
conoutf("the server reset the flag");
break;
}
default: break;
}
}
// server administration
void setmaster(int claim)
{
addmsg(SV_SETMASTER, "ri", claim != 0 ? 1 : 0);
}
void setadmin(char *claim, char *password)
{
if(!claim) return;
if(strlen(password) > 15) { conoutf("the admin password has a maximum length of 15 characters"); return; }
else addmsg(SV_SETADMIN, "ris", atoi(claim) != 0 ? 1 : 0, password);
}
void serveropcommand(int cmd, int a) // one of MCMD_*
{
addmsg(SV_SERVOPCMD, "rii", cmd, a);
}
void kick(int player) { serveropcommand(SOPCMD_KICK, player); }
void ban(int player) { serveropcommand(SOPCMD_BAN, player); }
void removebans() { serveropcommand(SOPCMD_REMBANS, 0); }
void autoteam(int enable) { serveropcommand(SOPCMD_AUTOTEAM, enable); }
void mastermode(int mode) { serveropcommand(SOPCMD_MASTERMODE, mode); }
void forceteam(int player) { serveropcommand(SOPCMD_FORCETEAM, player); }
void givemaster(int player) { serveropcommand(SOPCMD_GIVEMASTER, player); }
COMMAND(setmaster, ARG_1INT);
COMMAND(setadmin, ARG_2STR);
COMMAND(kick, ARG_1INT);
COMMAND(ban, ARG_1INT);
COMMAND(removebans, ARG_NONE);
COMMAND(autoteam, ARG_1INT);
COMMAND(mastermode, ARG_1INT);
COMMAND(forceteam, ARG_1INT);
COMMAND(givemaster, ARG_1INT);
struct mline { string cmd; };
static vector<mline> mlines;
void *kickmenu = NULL, *banmenu = NULL;
void refreshmastermenu(void *menu, bool init)
{
if(!init) return;
int item = 0;
mlines.setsize(0);
loopv(players) if(players[i])
{
string &s = mlines.add().cmd;
s_sprintf(s)("%s %d", menu==kickmenu ? "kick" : "ban", i);
menumanual(menu, item++, players[i]->name, s);
}
}