1 // clientgame.cpp: core game related stuff
2
3 #include "cube.h"
4
5 int nextmode = 0; // nextmode becomes gamemode after next map load
6 VAR(gamemode, 1, 0, 0);
7
mode(int n)8 void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
9 COMMAND(mode, ARG_1INT);
10
11 bool intermission = false;
12
13 dynent *player1 = newdynent(); // our client
14 dvector players; // other clients
15
16 VARP(sensitivity, 0, 10, 10000);
17 VARP(sensitivityscale, 1, 1, 10000);
18 VARP(invmouse, 0, 0, 1);
19
20 int lastmillis = 0;
21 int curtime = 10;
22 string clientmap;
23
24 extern int framesinmap;
25
getclientmap()26 char *getclientmap() { return clientmap; };
27
resetmovement(dynent * d)28 void resetmovement(dynent *d)
29 {
30 d->k_left = false;
31 d->k_right = false;
32 d->k_up = false;
33 d->k_down = false;
34 d->jumpnext = false;
35 d->strafe = 0;
36 d->move = 0;
37 };
38
spawnstate(dynent * d)39 void spawnstate(dynent *d) // reset player state not persistent accross spawns
40 {
41 resetmovement(d);
42 d->vel.x = d->vel.y = d->vel.z = 0;
43 d->onfloor = false;
44 d->timeinair = 0;
45 d->health = 100;
46 d->armour = 50;
47 d->armourtype = A_BLUE;
48 d->quadmillis = 0;
49 d->lastattackgun = d->gunselect = GUN_SG;
50 d->gunwait = 0;
51 d->attacking = false;
52 d->lastaction = 0;
53 loopi(NUMGUNS) d->ammo[i] = 0;
54 d->ammo[GUN_FIST] = 1;
55 if(m_noitems)
56 {
57 d->gunselect = GUN_RIFLE;
58 d->armour = 0;
59 if(m_noitemsrail)
60 {
61 d->health = 1;
62 d->ammo[GUN_RIFLE] = 100;
63 }
64 else
65 {
66 if(gamemode==12) { d->gunselect = GUN_FIST; return; }; // eihrul's secret "instafist" mode
67 d->health = 256;
68 if(m_tarena)
69 {
70 int gun1 = rnd(4)+1;
71 baseammo(d->gunselect = gun1);
72 for(;;)
73 {
74 int gun2 = rnd(4)+1;
75 if(gun1!=gun2) { baseammo(gun2); break; };
76 };
77 }
78 else if(m_arena) // insta arena
79 {
80 d->ammo[GUN_RIFLE] = 100;
81 }
82 else // efficiency
83 {
84 loopi(4) baseammo(i+1);
85 d->gunselect = GUN_CG;
86 };
87 d->ammo[GUN_CG] /= 2;
88 };
89 }
90 else
91 {
92 d->ammo[GUN_SG] = 5;
93 };
94 };
95
newdynent()96 dynent *newdynent() // create a new blank player or monster
97 {
98 dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
99 d->o.x = 0;
100 d->o.y = 0;
101 d->o.z = 0;
102 d->yaw = 270;
103 d->pitch = 0;
104 d->roll = 0;
105 d->maxspeed = 22;
106 d->outsidemap = false;
107 d->inwater = false;
108 d->radius = 1.1f;
109 d->eyeheight = 3.2f;
110 d->aboveeye = 0.7f;
111 d->frags = 0;
112 d->plag = 0;
113 d->ping = 0;
114 d->lastupdate = lastmillis;
115 d->enemy = NULL;
116 d->monsterstate = 0;
117 d->name[0] = d->team[0] = 0;
118 d->blocked = false;
119 d->lifesequence = 0;
120 d->state = CS_ALIVE;
121 spawnstate(d);
122 return d;
123 };
124
respawnself()125 void respawnself()
126 {
127 spawnplayer(player1);
128 showscores(false);
129 };
130
arenacount(dynent * d,int & alive,int & dead,char * & lastteam,bool & oneteam)131 void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
132 {
133 if(d->state!=CS_DEAD)
134 {
135 alive++;
136 if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
137 lastteam = d->team;
138 }
139 else
140 {
141 dead++;
142 };
143 };
144
145 int arenarespawnwait = 0;
146 int arenadetectwait = 0;
147
arenarespawn()148 void arenarespawn()
149 {
150 if(arenarespawnwait)
151 {
152 if(arenarespawnwait<lastmillis)
153 {
154 arenarespawnwait = 0;
155 conoutf("new round starting... fight!");
156 respawnself();
157 };
158 }
159 else if(arenadetectwait==0 || arenadetectwait<lastmillis)
160 {
161 arenadetectwait = 0;
162 int alive = 0, dead = 0;
163 char *lastteam = NULL;
164 bool oneteam = true;
165 loopv(players) if(players[i]) arenacount(players[i], alive, dead, lastteam, oneteam);
166 arenacount(player1, alive, dead, lastteam, oneteam);
167 if(dead>0 && (alive<=1 || (m_teammode && oneteam)))
168 {
169 conoutf("arena round is over! next round in 5 seconds...");
170 if(alive) conoutf("team %s is last man standing", lastteam);
171 else conoutf("everyone died!");
172 arenarespawnwait = lastmillis+5000;
173 arenadetectwait = lastmillis+10000;
174 player1->roll = 0;
175 };
176 };
177 };
178
zapdynent(dynent * & d)179 void zapdynent(dynent *&d)
180 {
181 if(d) gp()->dealloc(d, sizeof(dynent));
182 d = NULL;
183 };
184
185 extern int democlientnum;
186
otherplayers()187 void otherplayers()
188 {
189 loopv(players) if(players[i])
190 {
191 const int lagtime = lastmillis-players[i]->lastupdate;
192 if(lagtime>1000 && players[i]->state==CS_ALIVE)
193 {
194 players[i]->state = CS_LAGGED;
195 continue;
196 };
197 if(lagtime && players[i]->state != CS_DEAD && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false); // use physics to extrapolate player position
198 };
199 };
200
respawn()201 void respawn()
202 {
203 if(player1->state==CS_DEAD)
204 {
205 player1->attacking = false;
206 if(m_arena) { conoutf("waiting for new round to start..."); return; };
207 if(m_sp) { nextmode = gamemode; changemap(clientmap); return; }; // if we die in SP we try the same map again
208 respawnself();
209 };
210 };
211
212 int sleepwait = 0;
213 string sleepcmd;
sleepf(char * msec,char * cmd)214 void sleepf(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
215 COMMANDN(sleep, sleepf, ARG_2STR);
216
updateworld(int millis)217 void updateworld(int millis) // main game update loop
218 {
219 if(lastmillis)
220 {
221 curtime = millis - lastmillis;
222 if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };
223 physicsframe();
224 checkquad(curtime);
225 if(m_arena) arenarespawn();
226 moveprojectiles((float)curtime);
227 demoplaybackstep();
228 if(!demoplayback)
229 {
230 if(getclientnum()>=0) shoot(player1, worldpos); // only shoot when connected to server
231 gets2c(); // do this first, so we have most accurate information when our player moves
232 };
233 otherplayers();
234 if(!demoplayback)
235 {
236 monsterthink();
237 if(player1->state==CS_DEAD)
238 {
239 if(lastmillis-player1->lastaction<2000)
240 {
241 player1->move = player1->strafe = 0;
242 moveplayer(player1, 10, false);
243 }
244 else if(!m_arena && !m_sp && lastmillis-player1->lastaction>10000) respawn();
245 }
246 else if(!intermission)
247 {
248 moveplayer(player1, 20, true);
249 checkitems();
250 };
251 c2sinfo(player1); // do this last, to reduce the effective frame lag
252 };
253 };
254 lastmillis = millis;
255 };
256
entinmap(dynent * d)257 void entinmap(dynent *d) // brute force but effective way to find a free spawn spot in the map
258 {
259 loopi(100) // try max 100 times
260 {
261 float dx = (rnd(21)-10)/10.0f*i; // increasing distance
262 float dy = (rnd(21)-10)/10.0f*i;
263 d->o.x += dx;
264 d->o.y += dy;
265 if(collide(d, true, 0, 0)) return;
266 d->o.x -= dx;
267 d->o.y -= dy;
268 };
269 conoutf("can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
270 // leave ent at original pos, possibly stuck
271 };
272
273 int spawncycle = -1;
274 int fixspawn = 2;
275
spawnplayer(dynent * d)276 void spawnplayer(dynent *d) // place at random spawn. also used by monsters!
277 {
278 int r = fixspawn-->0 ? 4 : rnd(10)+1;
279 loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1);
280 if(spawncycle!=-1)
281 {
282 d->o.x = ents[spawncycle].x;
283 d->o.y = ents[spawncycle].y;
284 d->o.z = ents[spawncycle].z;
285 d->yaw = ents[spawncycle].attr1;
286 d->pitch = 0;
287 d->roll = 0;
288 }
289 else
290 {
291 d->o.x = d->o.y = (float)ssize/2;
292 d->o.z = 4;
293 };
294 entinmap(d);
295 spawnstate(d);
296 d->state = CS_ALIVE;
297 };
298
299 // movement input code
300
301 #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; };
302
303 dir(backward, move, -1, k_down, k_up);
304 dir(forward, move, 1, k_up, k_down);
305 dir(left, strafe, 1, k_left, k_right);
306 dir(right, strafe, -1, k_right, k_left);
307
attack(bool on)308 void attack(bool on)
309 {
310 if(intermission) return;
311 if(editmode) editdrag(on);
312 else if(player1->attacking = on) respawn();
313 };
314
jumpn(bool on)315 void jumpn(bool on) { if(!intermission && (player1->jumpnext = on)) respawn(); };
316
317 COMMAND(backward, ARG_DOWN);
318 COMMAND(forward, ARG_DOWN);
319 COMMAND(left, ARG_DOWN);
320 COMMAND(right, ARG_DOWN);
321 COMMANDN(jump, jumpn, ARG_DOWN);
322 COMMAND(attack, ARG_DOWN);
323 COMMAND(showscores, ARG_DOWN);
324
fixplayer1range()325 void fixplayer1range()
326 {
327 const float MAXPITCH = 90.0f;
328 if(player1->pitch>MAXPITCH) player1->pitch = MAXPITCH;
329 if(player1->pitch<-MAXPITCH) player1->pitch = -MAXPITCH;
330 while(player1->yaw<0.0f) player1->yaw += 360.0f;
331 while(player1->yaw>=360.0f) player1->yaw -= 360.0f;
332 };
333
mousemove(int dx,int dy)334 void mousemove(int dx, int dy)
335 {
336 if(player1->state==CS_DEAD || intermission) return;
337 const float SENSF = 33.0f; // try match quake sens
338 player1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
339 player1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);
340 fixplayer1range();
341 };
342
343 // damage arriving from the network, monsters, yourself, all ends up here.
344
selfdamage(int damage,int actor,dynent * act)345 void selfdamage(int damage, int actor, dynent *act)
346 {
347 if(player1->state!=CS_ALIVE || editmode || intermission) return;
348 damageblend(damage);
349 demoblend(damage);
350 int ad = damage*(player1->armourtype+1)*20/100; // let armour absorb when possible
351 if(ad>player1->armour) ad = player1->armour;
352 player1->armour -= ad;
353 damage -= ad;
354 float droll = damage/0.5f;
355 player1->roll += player1->roll>0 ? droll : (player1->roll<0 ? -droll : (rnd(2) ? droll : -droll)); // give player a kick depending on amount of damage
356 if((player1->health -= damage)<=0)
357 {
358 if(actor==-2)
359 {
360 conoutf("you got killed by %s!", act->name);
361 }
362 else if(actor==-1)
363 {
364 actor = getclientnum();
365 conoutf("you suicided!");
366 addmsg(1, 2, SV_FRAGS, --player1->frags);
367 }
368 else
369 {
370 dynent *a = getclient(actor);
371 if(a)
372 {
373 if(isteam(a->team, player1->team))
374 {
375 conoutf("you got fragged by a teammate (%s)", a->name);
376 }
377 else
378 {
379 conoutf("you got fragged by %s", a->name);
380 };
381 };
382 };
383 showscores(true);
384 addmsg(1, 2, SV_DIED, actor);
385 player1->lifesequence++;
386 player1->attacking = false;
387 player1->state = CS_DEAD;
388 player1->pitch = 0;
389 player1->roll = 60;
390 playsound(S_DIE1+rnd(2));
391 spawnstate(player1);
392 player1->lastaction = lastmillis;
393 }
394 else
395 {
396 playsound(S_PAIN6);
397 };
398 };
399
timeupdate(int timeremain)400 void timeupdate(int timeremain)
401 {
402 if(!timeremain)
403 {
404 intermission = true;
405 player1->attacking = false;
406 conoutf("intermission:");
407 conoutf("game has ended!");
408 showscores(true);
409 }
410 else
411 {
412 conoutf("time remaining: %d minutes", timeremain);
413 };
414 };
415
getclient(int cn)416 dynent *getclient(int cn) // ensure valid entity
417 {
418 if(cn<0 || cn>=MAXCLIENTS)
419 {
420 neterr("clientnum");
421 return NULL;
422 };
423 while(cn>=players.length()) players.add(NULL);
424 return players[cn] ? players[cn] : (players[cn] = newdynent());
425 };
426
initclient()427 void initclient()
428 {
429 clientmap[0] = 0;
430 initclientnet();
431 };
432
startmap(char * name)433 void startmap(char *name) // called just after a map load
434 {
435 if(netmapstart() && m_sp) { gamemode = 0; conoutf("coop sp not supported yet"); };
436 sleepwait = 0;
437 monsterclear();
438 projreset();
439 spawncycle = -1;
440 spawnplayer(player1);
441 player1->frags = 0;
442 loopv(players) if(players[i]) players[i]->frags = 0;
443 resetspawns();
444 strcpy_s(clientmap, name);
445 if(editmode) toggleedit();
446 setvar("gamespeed", 100);
447 setvar("fog", 180);
448 setvar("fogcolour", 0x8099B3);
449 showscores(false);
450 intermission = false;
451 framesinmap = 0;
452 conoutf("game mode is %s", modestr(gamemode));
453 };
454
455 COMMANDN(map, changemap, ARG_1STR);
456