Beispiel #1
0
 bool targetable(fpsent *d, fpsent *e, bool anyone)
 {
     if(d == e || !canmove(d)) return false;
     aistate &b = d->ai->getstate();
     if(b.type != AI_S_WAIT)
         return e->state == CS_ALIVE && (!anyone || !isteam(d->team, e->team));
     return false;
 }
Beispiel #2
0
void renderclients() {
	Sprite *d;
	for (int i = 0; i < players.size(); ++i) {
		if ((d = players[i]) && (!demoplayback || i != democlientnum))
			renderclient(d, isteam(player1->team, d->team), "monster/ogro",
					false, 1.0f);
	}
}
Beispiel #3
0
void renderclients()
{
    dynent *d;
    loopv(players)
    {
	if((d = players[i]) && (!demoplayback || i!=democlientnum))
	    renderclient(d, isteam(player1->team, d->team), "monster/ogro", false, 1.0f, selected_player(i));
    }
};
Beispiel #4
0
 bool checkothers(vector<int> &targets, fpsent *d, int state, int targtype, int target, bool teams)
 { // checks the states of other ai for a match
     targets.setsizenodelete(0);
     loopv(players)
     {
         fpsent *e = players[i];
         if(e == d || !e->ai || e->state != CS_ALIVE) continue;
         if(targets.find(e->clientnum) >= 0) continue;
         if(teams && d && !isteam(d->team, e->team)) continue;
         aistate &b = e->ai->getstate();
         if(state >= 0 && b.type != state) continue;
         if(target >= 0 && b.target != target) continue;
         if(targtype >=0 && b.targtype != targtype) continue;
         targets.add(e->clientnum);
     }
     return !targets.empty();
 }
Beispiel #5
0
    void renderscoreboard(g3d_gui &g, bool firstpass)
    {
        const ENetAddress *address = connectedpeer();
        if(showservinfo && address)
        {
            string hostname;
            if(enet_address_get_host_ip(address, hostname, sizeof(hostname)) >= 0)
            {
                if(servinfo[0]) g.titlef("%.25s", 0xFFFF80, NULL, servinfo);
                else g.titlef("%s:%d", 0xFFFF80, NULL, hostname, address->port);
            }
        }
     
        g.pushlist(0);
        g.text(server::modename(gamemode), 0xFFFF80);
        g.separator();
        const char *mname = getclientmap();
        g.text(mname[0] ? mname : "[new map]", 0xFFFF80);
        if(m_timed && mname[0] && (maplimit >= 0 || intermission))
        {
            g.separator();
            if(intermission) g.text("intermission", 0xFFFF80);
            else 
            {
                int secs = max(maplimit-lastmillis, 0)/1000, mins = secs/60;
                secs %= 60;
                g.pushlist();
                g.strut(mins >= 10 ? 4.5f : 3.5f);
                g.textf("%d:%02d", 0xFFFF80, NULL, mins, secs);
                g.poplist();
            }
        }
        if(paused || ispaused()) { g.separator(); g.text("paused", 0xFFFF80); }
        g.poplist();

        g.separator();
 
        int numgroups = groupplayers();
        loopk(numgroups)
        {
            if((k%2)==0) g.pushlist(); // horizontal
            
            scoregroup &sg = *groups[k];
            int bgcolor = sg.team && m_teammode ? (isteam(player1->team, sg.team) ? 0x3030C0 : 0xC03030) : 0,
                fgcolor = 0xFFFF80;

            g.pushlist(); // vertical
            g.pushlist(); // horizontal

            #define loopscoregroup(o, b) \
                loopv(sg.players) \
                { \
                    fpsent *o = sg.players[i]; \
                    b; \
                }    

            g.pushlist();
            if(sg.team && m_teammode)
            {
                g.pushlist();
                g.background(bgcolor, numgroups>1 ? 3 : 5);
                g.strut(1);
                g.poplist();
            }
            g.text("", 0, " ");
            loopscoregroup(o,
            {
                if(o==player1 && highlightscore && (multiplayer(false) || demoplayback || players.length() > 1))
                {
                    g.pushlist();
                    g.background(0x808080, numgroups>1 ? 3 : 5);
                }
                const playermodelinfo &mdl = getplayermodelinfo(o);
                const char *icon = sg.team && m_teammode ? (isteam(player1->team, sg.team) ? mdl.blueicon : mdl.redicon) : mdl.ffaicon;
                g.text("", 0, icon);
                if(o==player1 && highlightscore && (multiplayer(false) || demoplayback || players.length() > 1)) g.poplist();
            });
            g.poplist();

            if(sg.team && m_teammode)
            {
                g.pushlist(); // vertical

                if(sg.score>=10000) g.textf("%s: WIN", fgcolor, NULL, sg.team);
                else g.textf("%s: %d", fgcolor, NULL, sg.team, sg.score);

                g.pushlist(); // horizontal
            }

            if(!cmode || !cmode->hidefrags())
            { 
                g.pushlist();
                g.strut(7);
                g.text("frags", fgcolor);
                loopscoregroup(o, g.textf("%d", 0xFFFFDD, NULL, o->frags));
                g.poplist();
            }

            if(multiplayer(false) || demoplayback)
            {
                if(showpj)
                {
                    g.pushlist();
                    g.strut(6);
                    g.text("pj", fgcolor);
                    loopscoregroup(o,
                    {
                        if(o->state==CS_LAGGED) g.text("LAG", 0xFFFFDD);
                        else g.textf("%d", 0xFFFFDD, NULL, o->plag);
                    });
                    g.poplist();
                }
        
                if(showping)
                {
                    g.pushlist();
                    g.text("ping", fgcolor);
                    g.strut(6);
                    loopscoregroup(o, 
                    {
                        fpsent *p = o->ownernum >= 0 ? getclient(o->ownernum) : o;
                        if(!p) p = o;
                        if(!showpj && p->state==CS_LAGGED) g.text("LAG", 0xFFFFDD);
                        else g.textf("%d", 0xFFFFDD, NULL, p->ping);
                    });
                    g.poplist();
                }
Beispiel #6
0
 bool targetable(fpsent *d, fpsent *e)
 {
     if(d == e || !canmove(d)) return false;
     return e->state == CS_ALIVE && !isteam(d->team, e->team);
 }
Beispiel #7
0
void localservertoclient(uchar *buf, int len)   // processes any updates from the server
{
	if(ENET_NET_TO_HOST_16(*(ushort *)buf)!=len) neterr("packet length");
	incomingdemodata(buf, len);

	uchar *end = buf+len;
	uchar *p = buf+2;
	char text[MAXTRANS];
	int cn = -1, type;
	dynent *d = NULL;
	bool mapchanged = false;

	while(p<end) switch(type = getint(p))
	{
		case SV_INITS2C:                    // welcome messsage from the server
			{
				cn = getint(p);
				int prot = getint(p);
				if(prot!=PROTOCOL_VERSION)
				{
					conoutf("you are using a different game protocol (you: %d, server: %d)", PROTOCOL_VERSION, prot);
					disconnect();
					return;
				};
				toservermap[0] = 0;
				clientnum = cn;                 // we are now fully connected
				if(!getint(p)) strcpy_s(toservermap, getclientmap());   // we are the first client on this server, set map
				sgetstr();
				if(text[0] && strcmp(text, clientpassword))
				{
					conoutf("you need to set the correct password to join this server!");
					disconnect();
					return;
				};
				if(getint(p)==1)
				{
					conoutf("server is FULL, disconnecting..");
				};
				break;
			};

		case SV_POS:                        // position of another client
			{
				cn = getint(p);
				d = getclient(cn);
				if(!d) return;
				d->o.x   = getint(p)/DMF;
				d->o.y   = getint(p)/DMF;
				d->o.z   = getint(p)/DMF;
				d->yaw   = getint(p)/DAF;
				d->pitch = getint(p)/DAF;
				d->roll  = getint(p)/DAF;
				d->vel.x = getint(p)/DVF;
				d->vel.y = getint(p)/DVF;
				d->vel.z = getint(p)/DVF;
				int f = getint(p);
				d->strafe = (f&3)==3 ? -1 : f&3;
				f >>= 2;
				d->move = (f&3)==3 ? -1 : f&3;
				d->onfloor = (f>>2)&1;
				int state = f>>3;
				if(state==CS_DEAD && d->state!=CS_DEAD) d->lastaction = lastmillis;
				d->state = state;
				if(!demoplayback) updatepos(d);
				break;
			};

		case SV_SOUND:
			playsound(getint(p), &d->o);
			break;

		case SV_TEXT:
			sgetstr();
			conoutf("%s:\f %s", d->name, text);
			break;

		case SV_MAPCHANGE:
			sgetstr();
			changemapserv(text, getint(p));
			mapchanged = true;
			break;

		case SV_ITEMLIST:
			{
				int n;
				if(mapchanged) { senditemstoserver = false; resetspawns(); };
				while((n = getint(p))!=-1) if(mapchanged) setspawn(n, true);
				break;
			};

		case SV_MAPRELOAD:          // server requests next map
			{
				getint(p);
				sprintf_sd(nextmapalias)("nextmap_%s", getclientmap());
				char *map = getalias(nextmapalias);     // look up map in the cycle
				changemap(map ? map : getclientmap());
				break;
			};

		case SV_INITC2S:            // another client either connected or changed name/team
			{
				sgetstr();
				if(d->name[0])          // already connected
				{
					if(strcmp(d->name, text))
						conoutf("%s is now known as %s", d->name, text);
				}
				else                    // new client
				{
					c2sinit = false;    // send new players my info again
					conoutf("connected: %s", text);
				};
				strcpy_s(d->name, text);
				sgetstr();
				strcpy_s(d->team, text);
				d->lifesequence = getint(p);
				break;
			};

		case SV_CDIS:
			cn = getint(p);
			if(!(d = getclient(cn))) break;
			conoutf("player %s disconnected", d->name[0] ? d->name : "[incompatible client]");
			zapdynent(players[cn]);
			break;

		case SV_SHOT:
			{
				int gun = getint(p);
				vec s, e;
				s.x = getint(p)/DMF;
				s.y = getint(p)/DMF;
				s.z = getint(p)/DMF;
				e.x = getint(p)/DMF;
				e.y = getint(p)/DMF;
				e.z = getint(p)/DMF;
				if(gun==GUN_SG) createrays(s, e);
				shootv(gun, s, e, d);
				break;
			};

		case SV_DAMAGE:
			{
				int target = getint(p);
				int damage = getint(p);
				int ls = getint(p);
				if(target==clientnum) { if(ls==player1->lifesequence) selfdamage(damage, cn, d); }
				else playsound(S_PAIN1+rnd(5), &getclient(target)->o);
				break;
			};

		case SV_DIED:
			{
				int actor = getint(p);
				if(actor==cn)
				{
					conoutf("%s suicided", d->name);
				}
				else if(actor==clientnum)
				{
					int frags;
					if(isteam(player1->team, d->team))
					{
						frags = -1;
						conoutf("you fragged a teammate (%s)", d->name);
					}
					else
					{
						frags = 1;
						conoutf("you fragged %s", d->name);
					};
					addmsg(1, 2, SV_FRAGS, player1->frags += frags);
				}
				else
				{
					dynent *a = getclient(actor);
					if(a)
					{
						if(isteam(a->team, d->name))
						{
							conoutf("%s fragged his teammate (%s)", a->name, d->name);
						}
						else
						{
							conoutf("%s fragged %s", a->name, d->name);
						};
					};
				};
				playsound(S_DIE1+rnd(2), &d->o);
				d->lifesequence++;
				break;
			};

		case SV_FRAGS:
			players[cn]->frags = getint(p);
			break;

		case SV_ITEMPICKUP:
			setspawn(getint(p), false);
			getint(p);
			break;

		case SV_ITEMSPAWN:
			{
				uint i = getint(p);
				setspawn(i, true);
				if(i>=(uint)ents.length()) break;
				vec v = { ents[i].x, ents[i].y, ents[i].z };
				playsound(S_ITEMSPAWN, &v);
				break;
			};

		case SV_ITEMACC:            // server acknowledges that I picked up this item
			realpickup(getint(p), player1);
			break;

		case SV_PING:
			getint(p);
			break;

		case SV_PONG:
			addmsg(0, 2, SV_CLIENTPING, player1->ping = (player1->ping*5+lastmillis-getint(p))/6);
			break;

		case SV_CLIENTPING:
			players[cn]->ping = getint(p);
			break;

		case SV_GAMEMODE:
			nextmode = getint(p);
			break;

		case SV_TIMEUP:
			timeupdate(getint(p));
			break;

		case SV_RECVMAP:
			{
				sgetstr();
				conoutf("received map \"%s\" from server, reloading..", text);
				int mapsize = getint(p);
				writemap(text, mapsize, p);
				p += mapsize;
				changemapserv(text, gamemode);
				break;
			};

		case SV_SERVMSG:
			sgetstr();
			conoutf("%s", text);
			break;

		case SV_EXT:        // so we can messages without breaking previous clients/servers, if necessary
			{
				for(int n = getint(p); n; n--) getint(p);
				break;
			};

		default:
			neterr("type");
			return;
	};
};
Beispiel #8
0
void localservertoclient(uchar *buf, int len) // processes any updates from the server
{
	if (ENET_NET_TO_HOST_16(*(ushort *)buf) != len)
		neterr("packet length");
	incomingdemodata(buf, len);

	uchar *end = buf + len;
	uchar *p = buf + 2;
	char text[MAXTRANS];
	int cn = -1, type;
	Sprite *spr = NULL;
	bool mapchanged = false;

	while (p < end)
		switch (type = getint(p)) {
		case SV_INITS2C:                    // welcome messsage from the server
		{
			cn = getint(p);
			int prot = getint(p);
			if (prot != PROTOCOL_VERSION) {
				conoutf( "you are using a different game protocol (you: %d, server: %d)", PROTOCOL_VERSION, prot);
				disconnect();
				return;
			};
			toservermap = "";
			clientnum = cn;                 // we are now fully connected
			if (!getint(p)) {
				toservermap = getclientmap(); // we are the first client on this server, set map
			}
			sgetstr();

			if (text[0] && strcmp(text, clientpassword)) {
				conoutf( "you need to set the correct password to join this server!");
				disconnect();
				return;
			};
			if (getint(p) == 1) {
				conoutf("server is FULL, disconnecting..");
			};
			break;
		}
		case SV_POS:                        // position of another client
		{
			cn = getint(p);
			spr = getclient(cn);
			if (!spr)
				return;
			spr->o.x = getint(p) / DMF;
			spr->o.y = getint(p) / DMF;
			spr->o.z = getint(p) / DMF;
			spr->yaw = getint(p) / DAF;
			spr->pitch = getint(p) / DAF;
			spr->roll = getint(p) / DAF;
			spr->vel.x = getint(p) / DVF;
			spr->vel.y = getint(p) / DVF;
			spr->vel.z = getint(p) / DVF;
			int f = getint(p);
			spr->strafe = (f & 3) == 3 ? -1 : f & 3;
			f >>= 2;
			spr->move = (f & 3) == 3 ? -1 : f & 3;
			spr->onfloor = (f >> 2) & 1;
			int state = f >> 3;
			if (state == CS_DEAD && spr->state != CS_DEAD)
				spr->lastaction = lastmillis;
			spr->state = state;
			if (!demoplayback)
				updatepos(spr);
			break;
		}
		case SV_SOUND:
			playsound(getint(p), &spr->o);
			break;
		case SV_TEXT:
			sgetstr();
			conoutf("%s:\f %s", spr->name, text);
			break;
		case SV_MAPCHANGE:
			sgetstr();
			changemapserv(text, getint(p));
			mapchanged = true;
			break;
		case SV_ITEMLIST: {
			int n;
			if (mapchanged) {
				senditemstoserver = false;
				resetspawns();
			};
			while ((n = getint(p)) != -1) {
				if (mapchanged)
					setspawn(n, true);
			}
			break;
		}

		case SV_MAPRELOAD:          // server requests next map
		{
			getint(p);
			std::string nextmapalias = std::string("nextmap_") + getclientmap();
			std::string map = getalias(nextmapalias);     // look up map in the cycle
			changemap(map.empty() ? getclientmap() : map);
			break;
		}

		case SV_INITC2S: // another client either connected or changed name/team
		{
			sgetstr();

			if (spr->name[0]) {         // already connected
				if (strcmp(spr->name, text))
					conoutf("%s is now known as %s", spr->name, text);
			} else {                   // new client
				c2sinit = false;    // send new players my info again 
				conoutf("connected: %s", text);
			};
			strcpy_s(spr->name, text);
			sgetstr();

			strcpy_s(spr->team, text);
			spr->lifesequence = getint(p);
			break;
		}

		case SV_CDIS:
			cn = getint(p);
			if (!(spr = getclient(cn)))
				break;
			conoutf("player %s disconnected", spr->name[0] ? spr->name : "[incompatible client]");
			zapSprite(players[cn]);
			break;

		case SV_SHOT: {
			int gun = getint(p);
			Vec3 s, e;
			s.x = getint(p) / DMF;
			s.y = getint(p) / DMF;
			s.z = getint(p) / DMF;
			e.x = getint(p) / DMF;
			e.y = getint(p) / DMF;
			e.z = getint(p) / DMF;
			if (gun == GUN_SG)
				createrays(s, e);
			shootv(gun, s, e, spr);
			break;
		}

		case SV_DAMAGE: {
			int target = getint(p);
			int damage = getint(p);
			int ls = getint(p);
			if (target == clientnum) {
				if (ls == player1->lifesequence)
					selfdamage(damage, cn, spr);
			} else
				playsound(S_PAIN1 + rnd(5), &getclient(target)->o);
			break;
		}

		case SV_DIED: {
			int actor = getint(p);
			if (actor == cn) {
				conoutf("%s suicided", spr->name);
			} else if (actor == clientnum) {
				int frags;
				if (isteam(player1->team, spr->team)) {
					frags = -1;
					conoutf("you fragged a teammate (%s)", spr->name);
				} else {
					frags = 1;
					conoutf("you fragged %s", spr->name);
				};
				addmsg(1, 2, SV_FRAGS, player1->frags += frags);
			} else {
				Sprite *a = getclient(actor);
				if (a) {
					if (isteam(a->team, spr->name)) {
						conoutf("%s fragged his teammate (%s)", a->name, spr->name);
					} else {
						conoutf("%s fragged %s", a->name, spr->name);
					};
				};
			};
			playsound(S_DIE1 + rnd(2), &spr->o);
			spr->lifesequence++;
			break;
		}
		case SV_FRAGS:
			players[cn]->frags = getint(p);
			break;
		case SV_ITEMPICKUP:
			setspawn(getint(p), false);
			getint(p);
			break;
		case SV_ITEMSPAWN: {
			int i = getint(p);
			setspawn(i, true);
			if (i >= entityList.size())
				break;
			Vec3 v = { entityList[i].x, entityList[i].y, entityList[i].z };
			playsound(S_ITEMSPAWN, &v);
			break;
		}
		case SV_ITEMACC:       // server acknowledges that I picked up this item
			realpickup(getint(p), player1);
			break;
		case SV_EDITH: // coop editing messages, should be extended to include all possible editing ops
		case SV_EDITT:
		case SV_EDITS:
		case SV_EDITD:
		case SV_EDITE: {
			int x = getint(p);
			int y = getint(p);
			int xs = getint(p);
			int ys = getint(p);
			int v = getint(p);
			Rect b = { x, y, xs, ys };
			switch (type) {
			case SV_EDITH:
				editheightxy(v != 0, getint(p), b);
				break;
			case SV_EDITT:
				edittexxy(v, getint(p), b);
				break;
			case SV_EDITS:
				edittypexy(v, b);
				break;
			case SV_EDITD:
				setvdeltaxy(v, b);
				break;
			case SV_EDITE:
				editequalisexy(v != 0, b);
				break;
			};
			break;
		}

		case SV_EDITENT:            // coop edit of ent
		{
			int i = getint(p);
			while (entityList.size() <= i) {
				entityList.emplace_back(Entity());
				entityList.back().type = NOTUSED;
			}
			int to = entityList[i].type;
			entityList[i].type = getint(p);
			entityList[i].x = getint(p);
			entityList[i].y = getint(p);
			entityList[i].z = getint(p);
			entityList[i].attr1 = getint(p);
			entityList[i].attr2 = getint(p);
			entityList[i].attr3 = getint(p);
			entityList[i].attr4 = getint(p);
			entityList[i].spawned = false;
			if (entityList[i].type == LIGHT || to == LIGHT)
				calclight();
			break;
		}
		case SV_PING:
			getint(p);
			break;
		case SV_PONG:
			addmsg(0, 2, SV_CLIENTPING, player1->ping = (player1->ping * 5 + lastmillis - getint(p)) / 6);
			break;
		case SV_CLIENTPING:
			players[cn]->ping = getint(p);
			break;
		case SV_GAMEMODE:
			nextmode = getint(p);
			break;
		case SV_TIMEUP:
			timeupdate(getint(p));
			break;
		case SV_RECVMAP: {
			sgetstr();

			conoutf("received map \"%s\" from server, reloading..", text);
			int mapsize = getint(p);
			writemap(text, mapsize, p);
			p += mapsize;
			changemapserv(text, gamemode);
			break;
		}
		case SV_SERVMSG:
			sgetstr();
			conoutf("%s", text);
			break;
		case SV_EXT: // so we can messages without breaking previous clients/servers, if necessary
		{
			for (int n = getint(p); n; n--)
				getint(p);
			break;
		}
		default:
			neterr("type");
			return;
		}
}