// 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 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); } bool duplicatename(playerent *d, char *name = NULL) { if(!name) name = d->name; if(d!=player1 && !strcmp(name, player1->name)) return true; loopv(players) if(players[i] && d!=players[i] && !strcmp(name, players[i]->name)) return true; return false; } char *colorname(playerent *d, int num, char *name, char *prefix) { if(!name) name = d->name; if(name[0] && !duplicatename(d, name)) return name; static string cname[4]; s_sprintf(cname[num])("%s%s \fs\f6(%d)\fr", prefix, name, d->clientnum); return cname[num]; } void newname(char *name) { if(name[0]) { c2sinit = false; filtertext(player1->name, name, false, MAXNAMELEN); if(!player1->name[0]) s_strcpy(player1->name, "unarmed"); } 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); filtertext(player1->team, team_string(team), false, MAXTEAMLEN); 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 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); } pl->lastpain = lastmillis; 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", colorname(pl)); } else if(isteam(pl->team, act->team)) { --act->frags; conoutf("\f2%s %s %s teammate (%s)", act==player1 ? "you" : colorname(act, 0), death, act==player1 ? "a" : "his", colorname(pl, 1)); if(act==player1) showteamkill(); } else { act->frags += gib ? 2 : 1; conoutf("\f2%s %s %s", act==player1 ? "you" : colorname(act, 0), death, colorname(pl, 1)); } } 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, colorname(act)); else conoutf("\f2you got %s by %s", death, colorname(act)); } 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("unnarmed"); 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", colorname(f.actor), (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", colorname(f.actor), (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", colorname(f.actor), (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", colorname(f.actor), (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 name, cmd; }; static vector mlines; void *kickmenu = NULL, *banmenu = NULL, *forceteammenu = NULL, *givemastermenu = NULL; void refreshsopmenu(void *menu, bool init) { int item = 0; mlines.setsize(0); loopv(players) if(players[i]) { mline &m = mlines.add(); s_strcpy(m.name, colorname(players[i])); s_sprintf(m.cmd)("%s %d", menu==kickmenu ? "kick" : (menu==banmenu ? "ban" : (menu==forceteammenu ? "forceteam" : "givemaster")), i); menumanual(menu, item++, m.name, m.cmd); } }