// clientgame.cpp: core game related stuff #include "cube.h" int nextmode = 0; // nextmode becomes gamemode after next map load VAR(gamemode, 1, 0, 0); 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 VARP(sensitivity, 0, 10, 10000); VARP(sensitivityscale, 1, 1, 10000); VARP(invmouse, 0, 0, 1); int lastmillis = 0; int curtime = 10; 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 = 50; d->armourtype = A_BLUE; d->quadmillis = 0; d->lastattackgun = d->gunselect = GUN_SG; d->gunwait = 0; d->attacking = false; d->lastaction = 0; loopi(NUMGUNS) d->ammo[i] = 0; d->ammo[GUN_FIST] = 1; if(m_noitems) { d->gunselect = GUN_RIFLE; d->armour = 0; if(m_noitemsrail) { d->health = 1; d->ammo[GUN_RIFLE] = 100; } else { if(gamemode==12) { d->gunselect = GUN_FIST; return; }; // eihrul's secret "instafist" mode d->health = 256; if(m_tarena) { int gun1 = rnd(4)+1; baseammo(d->gunselect = gun1); for(;;) { int gun2 = rnd(4)+1; if(gun1!=gun2) { baseammo(gun2); break; }; }; } else if(m_arena) // insta arena { d->ammo[GUN_RIFLE] = 100; } else // efficiency { loopi(4) baseammo(i+1); d->gunselect = GUN_CG; }; d->ammo[GUN_CG] /= 2; }; } else { d->ammo[GUN_SG] = 5; }; }; 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 = 22; d->outsidemap = false; d->inwater = false; d->radius = 1.1f; d->eyeheight = 3.2f; d->aboveeye = 0.7f; d->frags = 0; 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; spawnstate(d); return d; }; void respawnself() { spawnplayer(player1); showscores(false); }; 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; } else { dead++; }; }; int arenarespawnwait = 0; int arenadetectwait = 0; void arenarespawn() { if(arenarespawnwait) { if(arenarespawnwait0 && (alive<=1 || (m_teammode && oneteam))) { conoutf("arena round is over! next round in 5 seconds..."); if(alive) conoutf("team %s is last man standing", lastteam); else conoutf("everyone died!"); arenarespawnwait = lastmillis+5000; arenadetectwait = lastmillis+10000; player1->roll = 0; }; }; }; 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 }; }; void respawn() { if(player1->state==CS_DEAD) { player1->attacking = false; if(m_arena) { conoutf("waiting for new round to start..."); return; }; if(m_sp) { nextmode = gamemode; changemap(clientmap); return; }; // if we die in SP we try the same map again respawnself(); }; }; int sleepwait = 0; string sleepcmd; void sleepf(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); }; COMMANDN(sleep, sleepf, ARG_2STR); void updateworld(int millis) // main game update loop { if(lastmillis) { curtime = millis - lastmillis; if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); }; physicsframe(); checkquad(curtime); if(m_arena) 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 }; otherplayers(); if(!demoplayback) { monsterthink(); if(player1->state==CS_DEAD) { if(lastmillis-player1->lastaction<2000) { player1->move = player1->strafe = 0; moveplayer(player1, 10, false); } else if(!m_arena && !m_sp && lastmillis-player1->lastaction>10000) respawn(); } 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 }; int spawncycle = -1; int fixspawn = 2; void spawnplayer(dynent *d) // place at random spawn. also used by monsters! { int r = fixspawn-->0 ? 4 : rnd(10)+1; loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1); 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*(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!", 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)", a->name); } else { conoutf("you got fragged by %s", a->name); }; }; }; showscores(true); addmsg(1, 2, SV_DIED, actor); player1->lifesequence++; player1->attacking = false; player1->state = CS_DEAD; 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 startmap(char *name) // called just after a map load { if(netmapstart() && m_sp) { gamemode = 0; conoutf("coop sp not supported yet"); }; sleepwait = 0; monsterclear(); projreset(); spawncycle = -1; spawnplayer(player1); player1->frags = 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", modestr(gamemode)); }; COMMANDN(map, changemap, ARG_1STR);