Files
assaultcube-/source/src/clientgame.cpp
T
driAn 814106359d *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@261 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2006-04-26 16:24:47 +00:00

625 lines
17 KiB
C++

// clientgame.cpp: core game related stuff
#include "cube.h"
#define sleep my_sleep
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
flaginfo flaginfos[2];
void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
COMMAND(mode, ARG_1INT);
bool intermission = false;
dynent *player1 = newdynent(); // our client
dvector players; // other clients
vector <physent *>physents;
VAR(sensitivity, 0, 10, 1000);
VAR(sensitivityscale, 1, 1, 100);
VAR(invmouse, 0, 0, 1);
int lastmillis = 0;
int curtime;
string clientmap;
extern int framesinmap;
char *getclientmap() { return clientmap; };
void resetmovement(dynent *d)
{
d->k_left = false;
d->k_right = false;
d->k_up = false;
d->k_down = false;
d->jumpnext = false;
d->strafe = 0;
d->move = 0;
};
void spawnstate(dynent *d) // reset player state not persistent accross spawns
{
resetmovement(d);
d->vel.x = d->vel.y = d->vel.z = 0;
d->onfloor = false;
d->timeinair = 0;
d->health = 100;
d->armour = 0;
//d->hasarmour = false;
//d->armourtype = A_BLUE;
//d->quadmillis = 0;
d->gunselect = GUN_PISTOL;
d->mag[6]=10;
d->gunwait = 0;
d->attacking = false;
d->lastaction = 0;
if(d==player1)
{
gun_changed = true;
player1->primary = player1->nextprimary;
scoped = false;
};
radd(d);
d->akimbo = false;
};
dynent *newdynent() // create a new blank player or monster
{
dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
d->o.x = 0;
d->o.y = 0;
d->o.z = 0;
d->yaw = 270;
d->pitch = 0;
d->roll = 0;
d->maxspeed = 16; //16 max speed, 14 max with armour
d->outsidemap = false;
d->inwater = false;
d->radius = 1.1f;
d->eyeheight = 4.25f;
d->aboveeye = 0.7f;
d->frags = 0;
d->flagscore = 0; // EDIT: AH
d->plag = 0;
d->ping = 0;
d->lastupdate = lastmillis;
d->enemy = NULL;
d->monsterstate = 0;
d->name[0] = d->team[0] = 0;
d->blocked = false;
d->lifesequence = 0;
d->state = CS_ALIVE;
d->shots = 0;
d->reloading = false;
d->primary = d->nextprimary = GUN_ASSULT;
d->hasarmour = false;
d->gunselect = GUN_PISTOL;
d->onladder = false;
d->isphysent = false;
spawnstate(d);
return d;
};
void ctf_death() // EDIT: AH
{
int flag = rb_opposite(rb_team_int(player1->team));
flaginfo &f = flaginfos[flag];
if(f.state==CTFF_STOLEN && f.thief==player1)
{
addmsg(1, 2, SV_FLAGDROP, flag);
f.flag->spawned = false;
f.state = CTFF_DROPPED;
};
};
void respawnself()
{
spawnplayer(player1);
showscores(false);
};
void respawn()
{
if(player1->state==CS_DEAD)
{
player1->attacking = false;
if(m_arena) { conoutf("waiting for new round to start..."); return; };
respawnself();
};
};
void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, char *&lastname, bool &oneteam)
//void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
if(d->state!=CS_DEAD)
{
alive++;
if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
lastteam = d->team;
lastname = d->name;
}
else
{
dead++;
};
};
int arenarespawnwait = 0;
int arenadetectwait = 0;
void arenarespawn()
{
if (!m_arena) return;
if(arenarespawnwait)
{
if(arenarespawnwait<lastmillis)
{
arenarespawnwait = 0;
conoutf("new round starting... fight!");
respawnself();
};
}
else if(arenadetectwait==0 || arenadetectwait<lastmillis)
{
arenadetectwait = 0;
int alive = 0, dead = 0;
char *lastteam = NULL;
char *lastname = NULL;
bool oneteam = true;
loopv(players) if(players[i]) arenacount(players[i], alive, dead, lastteam, lastname, oneteam);
arenacount(player1, alive, dead, lastteam, lastname, oneteam);
if(dead>0 && (alive<=1 || (m_teammode && oneteam)))
{
conoutf("arena round is over! next round in 5 seconds...");
if(alive)
{
if(m_teammode)
conoutf("team %s has won the round", (int)lastteam);
else
conoutf("%s is the survior!", (int)lastname);
}
else conoutf("everyone died!");
arenarespawnwait = lastmillis+5000;
arenadetectwait = lastmillis+10000;
player1->roll = 0;
};
};
};
void checkquad(int time)
{
/* if(player1->quadmillis && (player1->quadmillis -= time)<0)
{
player1->quadmillis = 0;
playsoundc(S_PUPOUT);
conoutf("quad damage is over");
};
*/
};
void zapdynent(dynent *&d)
{
if(d) gp()->dealloc(d, sizeof(dynent));
d = NULL;
};
extern int democlientnum;
void otherplayers()
{
loopv(players) if(players[i])
{
const int lagtime = lastmillis-players[i]->lastupdate;
if(lagtime>1000 && players[i]->state==CS_ALIVE)
{
players[i]->state = CS_LAGGED;
continue;
};
if(lagtime && players[i]->state != CS_DEAD && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false); // use physics to extrapolate player position
};
};
extern void explode_nade(physent *i);
void mphysents()
{
loopv(physents) if(physents[i])
{
physent *p = physents[i];
if(p->state == NADE_THROWED) moveplayer(p, 2, false);
if(lastmillis - p->millis >= p->timetolife)
{
if(p->state==NADE_ACTIVATED || p->state==NADE_THROWED) explode_nade(physents[i]);
physents.remove(i);
i--;
};
};
};
int sleepwait = 0;
string sleepcmd;
void sleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
COMMAND(sleep, ARG_2STR);
void updateworld(int millis) // main game update loop
{
if(lastmillis)
{
curtime = millis - lastmillis;
if(sleepwait && lastmillis>sleepwait) { execute(sleepcmd); sleepwait = 0; };
physicsframe();
//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
};
mphysents();
otherplayers();
if(!demoplayback)
{
//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();
};
c2sinfo(player1); // do this last, to reduce the effective frame lag
};
};
lastmillis = millis;
};
void entinmap(dynent *d) // brute force but effective way to find a free spawn spot in the map
{
loopi(100) // try max 100 times
{
float dx = (rnd(21)-10)/10.0f*i; // increasing distance
float dy = (rnd(21)-10)/10.0f*i;
d->o.x += dx;
d->o.y += dy;
if(collide(d, true, 0, 0)) return;
d->o.x -= dx;
d->o.y -= dy;
};
conoutf("can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
// leave ent at original pos, possibly stuck
};
// EDIT: AH
int securespawndist = 15;
// Returns -1 for a free place, if not it returns the vdist to the nearest enemy
int nearestenemy(vec *v, string team)
{
float nearestPlayerDistSquared = -1;
loopv(players)
{
dynent *other = players[i];
if(!other) continue;
if(isteam(team,other->team))continue; // its a teammate
vec place = {v->x, v->y, v->z};
vdistsquared(distsquared, t, place, other->o);
if(nearestPlayerDistSquared == -1) nearestPlayerDistSquared = distsquared; // first run
else if(distsquared < nearestPlayerDistSquared) nearestPlayerDistSquared = distsquared; // if a player is closer
};
if(nearestPlayerDistSquared >= securespawndist * securespawndist || nearestPlayerDistSquared == -1) return -1; // a distance more than securespawndist means the place is free
else return sqrt(nearestPlayerDistSquared);
};
int spawncycle = -1;
int fixspawn = 2;
void spawnplayer(dynent *d, bool secure) // place at random spawn
{
loopj(10) // EDIT: AH
{
int r = fixspawn-->0 ? 4 : rnd(10)+1;
loopi(r) spawncycle = m_ctf ? findteamplayerstart(rb_team_int(d->team), spawncycle+1) : findentity(PLAYERSTART, spawncycle+1);
if(spawncycle!=-1 && secure)
{
entity &e = ents[spawncycle];
vec pos = { e.x, e.y, e.z };
if(nearestenemy(&pos, d->team) == -1) break;
} else break;
};
if(spawncycle!=-1)
{
d->o.x = ents[spawncycle].x;
d->o.y = ents[spawncycle].y;
d->o.z = ents[spawncycle].z;
d->yaw = ents[spawncycle].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;
};
// movement input code
#define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; };
dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);
void attack(bool on)
{
if(intermission) return;
if(editmode) editdrag(on);
else if(player1->attacking = on) respawn();
};
void jumpn(bool on) { if(!intermission && (player1->jumpnext = on) ) respawn(); };
COMMAND(backward, ARG_DOWN);
COMMAND(forward, ARG_DOWN);
COMMAND(left, ARG_DOWN);
COMMAND(right, ARG_DOWN);
COMMANDN(jump, jumpn, ARG_DOWN);
COMMAND(attack, ARG_DOWN);
COMMAND(showscores, ARG_DOWN);
void fixplayer1range()
{
const float MAXPITCH = 90.0f;
if(player1->pitch>MAXPITCH) player1->pitch = MAXPITCH;
if(player1->pitch<-MAXPITCH) player1->pitch = -MAXPITCH;
while(player1->yaw<0.0f) player1->yaw += 360.0f;
while(player1->yaw>=360.0f) player1->yaw -= 360.0f;
};
void mousemove(int dx, int dy)
{
if(player1->state==CS_DEAD || intermission) return;
const float SENSF = 33.0f; // try match quake sens
player1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
player1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);
fixplayer1range();
};
// damage arriving from the network, monsters, yourself, all ends up here.
void selfdamage(int damage, int actor, dynent *act)
{
if(player1->state!=CS_ALIVE || editmode || intermission) return;
damageblend(damage);
demoblend(damage);
int ad = damage*30/100;//int ad = damage*(player1->armourtype+1)*20/100; // let armour absorb when possible
if(ad>player1->armour) ad = player1->armour;
player1->armour -= ad;
damage -= ad;
float droll = damage/0.5f;
player1->roll += player1->roll>0 ? droll : (player1->roll<0 ? -droll : (rnd(2) ? droll : -droll)); // give player a kick depending on amount of damage
if((player1->health -= damage)<=0)
{
if(actor==-2)
{
conoutf("you got killed by %s!", (int)&act->name);
}
else if(actor==-1)
{
actor = getclientnum();
conoutf("you suicided!");
addmsg(1, 2, SV_FRAGS, --player1->frags);
}
else
{
dynent *a = getclient(actor);
if(a)
{
if(isteam(a->team, player1->team))
{
conoutf("you got fragged by a teammate (%s)", (int)a->name);
}
else
{
conoutf("you got fragged by %s", (int)a->name);
};
};
};
// EDIT: AH
if(m_ctf) ctf_death();
showscores(true);
addmsg(1, 2, SV_DIED, actor);
player1->lifesequence++;
player1->attacking = false;
player1->state = CS_DEAD;
player1->oldpitch = player1->pitch;
player1->pitch = 0;
player1->roll = 60;
playsound(S_DIE1+rnd(2));
spawnstate(player1);
player1->lastaction = lastmillis;
}
else
{
playsound(S_PAIN6);
};
};
void timeupdate(int timeremain)
{
if(!timeremain)
{
intermission = true;
player1->attacking = false;
conoutf("intermission:");
conoutf("game has ended!");
showscores(true);
}
else
{
conoutf("time remaining: %d minutes", timeremain);
};
};
dynent *getclient(int cn) // ensure valid entity
{
if(cn<0 || cn>=MAXCLIENTS)
{
neterr("clientnum");
return NULL;
};
while(cn>=players.length()) players.add(NULL);
return players[cn] ? players[cn] : (players[cn] = newdynent());
};
void initclient()
{
clientmap[0] = 0;
initclientnet();
};
void preparectf(bool cleanonly = false)
{
loopi(2) flaginfos[i].flag = NULL;
if(!cleanonly)
{
loopv(ents)
{
entity &e = ents[i];
if(e.type==CTF_FLAG)
{
e.spawned = true;
if(e.attr2<0||e.attr2>2) { conoutf("invalid ctf-flag entity (%i)", i); e.attr2 = 0; };
flaginfo &f = flaginfos[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;
};
};
};
loopi(2) // ignore missing flags
{
flaginfo &f = flaginfos[i];
if(f.flag == NULL) f.flag = new entity();
}
ctf_team(player1->team); // ensure valid team
};
void startmap(char *name) // called just after a map load
{
//if(netmapstart()) { gamemode = 0;}; //needs fixed to switch modes?
netmapstart(); //should work
sleepwait = 0;
//put call to clear/restart game mode extras here
projreset();
if(m_ctf) preparectf();
shotlinereset();
spawncycle = -1;
spawnplayer(player1, true);
player1->frags = 0;
player1->flagscore = 0;
loopv(players) if(players[i]) players[i]->frags = 0;
resetspawns();
strcpy_s(clientmap, name);
if(editmode) toggleedit();
setvar("gamespeed", 100);
setvar("fog", 180);
setvar("fogcolour", 0x8099B3);
showscores(false);
intermission = false;
framesinmap = 0;
conoutf("game mode is %s", (int)modestr(gamemode));
};
COMMANDN(map, changemap, ARG_1STR);
void suicide()
{
if (multiplayer()) conoutf("there are others willing to kill you...");
else conoutf("this is not the answer");
selfdamage(1000, -1, player1);
//if(d==player1) selfdamage(dm, -1, d);
//else { addmsg(1, 4, SV_DAMAGE, d, dm, d->lifesequence); playsound(S_FALL1+rnd(5), &d->o); };
//particle_splash(3, 1000, 1000, player1->o); //edit out?
demodamage(1000, player1->o);
playsound(S_SUICIDE, &player1->o);
};
COMMAND(suicide, ARG_NONE);
void killdummies()
{
loopv(players) if(strcmp(players[i]->name, "dummy") == 0) { players[i]->lastaction = lastmillis; players[i]->health=1; };
}; COMMAND(killdummies, ARG_NONE);
// EDIT: AH
void flagaction(int flag, int action)
{
flaginfo &f = flaginfos[flag];
if(!f.thief) return;
bool ownflag = flag == rb_team_int(player1->team);
switch(action)
{
case SV_FLAGPICKUP:
{
playsound(S_FLAGPICKUP);
if(f.thief==player1)
{
conoutf("you got the enemy flag");
f.pick_ack = true;
}
else conoutf("%s got %s flag", (int) f.thief->name, (int)(ownflag ? "your": "the enemy"));
break;
};
case SV_FLAGDROP:
{
playsound(S_FLAGDROP);
if(f.thief==player1) conoutf("you lost the flag");
else conoutf("%s lost %s flag", (int) f.thief->name, (int)(ownflag ? "your" : "the enemy"));
break;
};
case SV_FLAGRETURN:
{
playsound(S_FLAGRETURN);
if(f.thief==player1) conoutf("you returned your flag");
else conoutf("%s returned %s flag", (int) f.thief->name, (int)(ownflag ? "your" : "the enemy"));
break;
};
case SV_FLAGSCORE:
{
playsound(S_FLAGSCORE);
if(f.thief==player1)
{
conoutf("you scored");
addmsg(1, 2, SV_FLAGS, ++player1->flagscore);
}
else conoutf("%s scored for %s team", (int) f.thief->name, (int)(ownflag ? "the enemy" : "your"));
break;
};
default: break;
};
};