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assaultcube-/source/src/clientgame.cpp
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driAn 901adb217b no message
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@829 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-01-16 19:35:34 +00:00

716 lines
19 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
VARP(sensitivity, 0, 30, 10000);
VARP(sensitivityscale, 1, 10, 10000);
VARP(invmouse, 0, 0, 1);
int lastmillis = 0;
int curtime;
string clientmap;
extern int framesinmap;
char *getclientmap() { return clientmap; };
extern bool c2sinit;
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);
};
extern void throw_nade(playerent *d, const vec &vel, bounceent *p);
void deathstate(playerent *pl)
{
pl->lastaction = lastmillis;
pl->attacking = false;
pl->state = CS_DEAD;
pl->oldpitch = pl->pitch;
pl->pitch = 0;
pl->roll = 60;
pl->strafe = 0;
dblend = 0;
if(pl == player1 && pl->inhandnade) throw_nade(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;
return d;
};
if(players.length()==getclientnum()) players.add(NULL);
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->lastaction+(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++;
};
};
int arenarespawnwait = 0;
int arenadetectwait = 0;
void arenarespawn()
{
if(!m_arena || intermission) return;
if(arenarespawnwait)
{
if(arenarespawnwait<lastmillis)
{
arenarespawnwait = 0;
conoutf("new round starting... fight!");
respawnself();
// Added by Rick: Let all bots respawn if were the host
if(m_botmode) BotManager.RespawnBots();
//End add by Rick
clearbounceents();
};
}
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((m_botmode && player1->state==CS_DEAD) || (dead>0 && (alive<=1 || (m_teammode && oneteam))))
{
conoutf("arena round is over! next round in 5 seconds...");
if(alive)
{
if(m_botmode && player1->state==CS_DEAD)
conoutf("the bots have won the round!");
else if(m_teammode)
conoutf("team %s has won the round", lastteam);
else
conoutf("%s is the survior!", lastname);
}
else conoutf("everyone died!");
arenarespawnwait = lastmillis+5000;
arenadetectwait = lastmillis+10000;
player1->roll = 0;
};
};
};
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
};
mbounceents();
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
};
};
void entinmap(physent *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)", d->o.x, d->o.y);
// leave ent at original pos, possibly stuck
};
#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;
};
// 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->state==CS_DEAD) respawn();
else player1->attacking = on;
};
void jumpn(bool on)
{
if(intermission) return;
if(player1->state==CS_DEAD)
{
if(on) respawn();
}
else player1->jumpnext = on;
};
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 fixcamerarange(physent *cam)
{
const float MAXPITCH = 90.0f;
if(cam->pitch>MAXPITCH) cam->pitch = MAXPITCH;
if(cam->pitch<-MAXPITCH) cam->pitch = -MAXPITCH;
while(cam->yaw<0.0f) cam->yaw += 360.0f;
while(cam->yaw>=360.0f) cam->yaw -= 360.0f;
};
void mousemove(int dx, int dy)
{
if(intermission) return;
const float SENSF = 33.0f; // try match quake sens
camera1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
camera1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);
fixcamerarange();
if(camera1!=player1 && player1->state!=CS_DEAD)
{
player1->yaw = camera1->yaw;
player1->pitch = camera1->pitch;
};
};
void showteamkill() { player1->lastteamkill = lastmillis; };
// damage arriving from the network, monsters, yourself, all ends up here.
void selfdamage(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(gib) addgib(pl);
if(pl!=player1 || act->type==ENT_BOT) act->frags += gib ? 2 : 1;
}
else
{
playsound(S_PAIN6, pl!=player1 ? &pl->o : NULL);
};
};
void timeupdate(int 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);
return players[cn] ? players[cn] : (players[cn] = newplayerent());
};
playerent *getclient(int cn) // ensure valid entity
{
return players.inrange(cn) ? players[cn] : NULL;
};
void initclient()
{
clientmap[0] = 0;
initclientnet();
};
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;
};
};
};
};
extern void kickallbots(void);
void startmap(char *name) // called just after a map load
{
//if(netmapstart()) { gamemode = 0;}; //needs fixed to switch modes?
netmapstart(); //should work
//monsterclear();
// Added by Rick
kickallbots();
if(m_botmode) BotManager.BeginMap(name);
// End add by Rick
projreset();
resetspawns();
if(m_ctf) preparectf();
shotlinereset();
spawncycle = -1;
spawnplayer(player1);
player1->frags = 0;
player1->flagscore = 0;
//if(m_teammode) newteam(player1->team); // ensure valid team // TESTME
loopv(players) if(players[i]) players[i]->frags = players[i]->flagscore = 0;
s_strcpy(clientmap, name);
if(editmode) toggleedit();
setvar("gamespeed", 100);
setvar("fog", 180);
setvar("fogcolour", 0x8099B3);
showscores(false);
intermission = false;
conoutf("game mode is \"%s\"", modestr(gamemode));
clearbounceents();
};
COMMANDN(map, changemap, ARG_1STR);
void suicide()
{
if(player1->state==CS_DEAD) return;
selfdamage(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("you 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("you 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(char *claim, char *password)
{
int c = atoi(claim);
if(c < 0 || c > 1) return;
if(password[0])
{
if(strlen(password) > 15) { conoutf("the master password has a maximum length of 15 characters"); return; }
else addmsg(SV_SETMASTERLOGIN, "ris", c, password);
}
else addmsg(SV_SETMASTER, "ri", c);
};
void mastercommand(int cmd, int a) // one of MCMD_*
{
if(player1->ismaster) addmsg(SV_MASTERCMD, "rii", cmd, a);
else conoutf("\f3you have to be master to perform this action");
};
void kick(int player) { mastercommand(MCMD_KICK, player); };
void ban(int player) { mastercommand(MCMD_BAN, player); };
void removebans() { mastercommand(MCMD_REMBANS, 0); };
void autoteam(int enable) { mastercommand(MCMD_AUTOTEAM, enable); };
void mastermode(int mode) { mastercommand(MCMD_MASTERMODE, mode); };
COMMAND(setmaster, ARG_2STR);
COMMAND(kick, ARG_1INT);
COMMAND(ban, ARG_1INT);
COMMAND(removebans, ARG_NONE);
COMMAND(autoteam, ARG_1INT);
COMMAND(mastermode, ARG_1INT);
struct mline { string cmd; };
static vector<mline> mlines;
void *kickmenu = NULL, *banmenu = NULL;
void showmastermenu(int m) // 0=kick, 1=ban
{
void *menu = m==MCMD_KICK ? kickmenu : banmenu;
int item = 0;
mlines.setsize(0);
loopv(players) if(players[i])
{
string &s = mlines.add().cmd;
s_sprintf(s)("%s %d", m == MCMD_KICK ? "kick" : "ban", i);
menumanual(menu, item++, players[i]->name, s);
};
menuset(menu);
};
COMMAND(showmastermenu, ARG_1INT);