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#include <new>
#include <engine/e_server_interface.h>
#include "player.hpp"
#include "gamecontext.hpp"
PLAYER::PLAYER()
{
}
void PLAYER::init(int client_id)
{
// clear everything
mem_zero(this, sizeof(*this));
new(this) PLAYER();
this->client_id = client_id;
}
void PLAYER::tick()
{
server_setclientscore(client_id, score);
// do latency stuff
{
CLIENT_INFO info;
if(server_getclientinfo(client_id, &info))
{
latency.accum += info.latency;
latency.accum_max = max(latency.accum_max, info.latency);
latency.accum_min = min(latency.accum_min, info.latency);
}
if(server_tick()%server_tickspeed() == 0)
{
latency.avg = latency.accum/server_tickspeed();
latency.max = latency.accum_max;
latency.min = latency.accum_min;
latency.accum = 0;
latency.accum_min = 1000;
latency.accum_max = 0;
}
}
if(spawning && !get_character())
try_respawn();
if(get_character())
view_pos = get_character()->pos;
}
void PLAYER::snap(int snaping_client)
{
NETOBJ_PLAYER_INFO *info = (NETOBJ_PLAYER_INFO *)snap_new_item(NETOBJTYPE_PLAYER_INFO, client_id, sizeof(NETOBJ_PLAYER_INFO));
info->latency = latency.min;
info->latency_flux = latency.max-latency.min;
info->local = 0;
info->cid = client_id;
info->score = score;
info->team = team;
if(client_id == snaping_client)
info->local = 1;
}
void PLAYER::on_disconnect()
{
kill_character();
//game.controller->on_player_death(&game.players[client_id], 0, -1);
char buf[512];
str_format(buf, sizeof(buf), "%s has left the game", server_clientname(client_id));
game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf);
dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id));
// clear this whole structure
init(-1);
/*game.world.remove_entity(&game.players[client_id]);
game.world.core.players[client_id] = 0x0;
game.players[client_id].client_id = -1; */
}
void PLAYER::on_predicted_input(NETOBJ_PLAYER_INPUT *new_input)
{
CHARACTER *chr = get_character();
if(chr)
chr->on_predicted_input(new_input);
}
void PLAYER::on_direct_input(NETOBJ_PLAYER_INPUT *new_input)
{
CHARACTER *chr = get_character();
if(chr)
chr->on_direct_input(new_input);
if(!chr && team >= 0 && (new_input->fire&1))
{
spawning = true;
dbg_msg("", "I wanna spawn");
}
}
CHARACTER *PLAYER::get_character()
{
if(character.alive)
return &character;
return 0;
}
void PLAYER::kill_character()
{
CHARACTER *chr = get_character();
if(chr)
chr->die(-1, -1);
}
void PLAYER::respawn()
{
spawning = true;
}
void PLAYER::set_team(int new_team)
{
// clamp the team
new_team = game.controller->clampteam(new_team);
if(team == new_team)
return;
char buf[512];
str_format(buf, sizeof(buf), "%s joined the %s", server_clientname(client_id), game.controller->get_team_name(new_team));
game.send_chat(-1, GAMECONTEXT::CHAT_ALL, buf);
kill_character();
team = new_team;
score = 0;
dbg_msg("game", "team_join player='%d:%s' team=%d", client_id, server_clientname(client_id), team);
game.controller->on_player_info_change(&game.players[client_id]);
// send all info to this client
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(game.players[i].client_id != -1)
game.send_info(i, -1);
}
}
vec2 spawn_points[3][64];
int num_spawn_points[3] = {0};
struct SPAWNEVAL
{
SPAWNEVAL()
{
got = false;
friendly_team = -1;
// die_pos = vec2(0,0);
pos = vec2(100,100);
}
vec2 pos;
bool got;
int friendly_team;
float score;
// vec2 die_pos;
};
static float evaluate_spawn(SPAWNEVAL *eval, vec2 pos)
{
float score = 0.0f;
CHARACTER *c = (CHARACTER *)game.world.find_first(NETOBJTYPE_CHARACTER);
for(; c; c = (CHARACTER *)c->typenext())
{
// team mates are not as dangerous as enemies
float scoremod = 1.0f;
if(eval->friendly_team != -1 && c->team == eval->friendly_team)
scoremod = 0.5f;
float d = distance(pos, c->pos);
if(d == 0)
score += 1000000000.0f;
else
score += 1.0f/d;
}
// weight in the die posititon
/*
float d = distance(pos, eval->die_pos);
if(d == 0)
score += 1000000000.0f;
else
score += 1.0f/d;*/
return score;
}
static void evaluate_spawn_type(SPAWNEVAL *eval, int t)
{
// get spawn point
/*
int start, num;
map_get_type(t, &start, &num);
if(!num)
return;
*/
for(int i = 0; i < num_spawn_points[t]; i++)
{
//num_spawn_points[t]
//mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + i, NULL, NULL);
vec2 p = spawn_points[t][i];// vec2((float)sp->x, (float)sp->y);
float s = evaluate_spawn(eval, p);
if(!eval->got || eval->score > s)
{
eval->got = true;
eval->score = s;
eval->pos = p;
}
}
}
void PLAYER::try_respawn()
{
vec2 spawnpos = vec2(100.0f, -60.0f);
// get spawn point
SPAWNEVAL eval;
//eval.die_pos = die_pos;
eval.pos = vec2(100, 100);
if(game.controller->gametype == GAMETYPE_CTF)
{
eval.friendly_team = team;
// try first try own team spawn, then normal spawn and then enemy
evaluate_spawn_type(&eval, 1+(team&1));
if(!eval.got)
{
evaluate_spawn_type(&eval, 0);
if(!eval.got)
evaluate_spawn_type(&eval, 1+((team+1)&1));
}
}
else
{
if(game.controller->gametype == GAMETYPE_TDM)
eval.friendly_team = team;
evaluate_spawn_type(&eval, 0);
evaluate_spawn_type(&eval, 1);
evaluate_spawn_type(&eval, 2);
}
spawnpos = eval.pos;
// check if the position is occupado
ENTITY *ents[2] = {0};
int num_ents = game.world.find_entities(spawnpos, 64, ents, 2, NETOBJTYPE_CHARACTER);
if(num_ents == 0)
{
spawning = false;
character.spawn(this, spawnpos, team);
}
/*
pos = spawnpos;
core.pos = pos;
core.vel = vec2(0,0);
core.hooked_player = -1;
health = 10;
armor = 0;
jumped = 0;
mem_zero(&ninja, sizeof(ninja));
dead = false;
player_state = PLAYERSTATE_PLAYING;
game.world.insert_entity(this);
core.hook_state = HOOK_IDLE;
mem_zero(&input, sizeof(input));
// init weapons
mem_zero(&weapons, sizeof(weapons));
weapons[WEAPON_HAMMER].got = true;
weapons[WEAPON_HAMMER].ammo = -1;
weapons[WEAPON_GUN].got = true;
weapons[WEAPON_GUN].ammo = 10;
active_weapon = WEAPON_GUN;
last_weapon = WEAPON_HAMMER;
queued_weapon = 0;
reload_timer = 0;
// Create sound and spawn effects
game.create_sound(pos, SOUND_PLAYER_SPAWN);
game.create_playerspawn(pos);
game.controller->on_player_spawn(player);
*/
}
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