Differences From Artifact [12fef2cf63]:
- File
src/clientgame.m
— part of check-in
[304230c1e1]
at
2025-03-23 21:52:54
on branch trunk
— Avoid pointless pointers
Passing OFVector3D by reference is annoying and is worse at passing via registers. (user: js, size: 9768) [annotate] [blame] [check-ins using]
To Artifact [d1273c7a21]:
- File src/clientgame.m — part of check-in [5b7b7d2fc5] at 2025-03-24 22:14:24 on branch trunk — Convert player into a class (user: js, size: 10009) [annotate] [blame] [check-ins using]
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 | // clientgame.cpp: core game related stuff #include "cube.h" #import "Command.h" #import "DynamicEntity.h" #import "Entity.h" #import "Monster.h" #import "OFString+Cube.h" int nextmode = 0; // nextmode becomes gamemode after next map load VAR(gamemode, 1, 0, 0); COMMAND(mode, ARG_1INT, ^(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); }) bool intermission = false; | > < < | < | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 | // clientgame.cpp: core game related stuff #include "cube.h" #import "Command.h" #import "DynamicEntity.h" #import "Entity.h" #import "Monster.h" #import "OFString+Cube.h" #import "Player.h" int nextmode = 0; // nextmode becomes gamemode after next map load VAR(gamemode, 1, 0, 0); COMMAND(mode, ARG_1INT, ^(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); }) bool intermission = false; OFMutableArray *players; // other clients void initPlayers() { players = [[OFMutableArray alloc] init]; } VARP(sensitivity, 0, 10, 10000); VARP(sensitivityscale, 1, 1, 10000); VARP(invmouse, 0, 0, 1); int lastmillis = 0; int curtime = 10; OFString *clientmap; OFString * getclientmap() { return clientmap; } void respawnself() { spawnplayer(Player.player1); showscores(false); } static void arenacount(Player *d, int *alive, int *dead, OFString **lastteam, bool *oneteam) { if (d.state != CS_DEAD) { (*alive)++; if (![*lastteam isEqual:d.team]) *oneteam = false; *lastteam = d.team; } else |
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78 79 80 81 82 83 84 | int alive = 0, dead = 0; OFString *lastteam = nil; bool oneteam = true; for (id player in players) if (player != [OFNull null]) arenacount( player, &alive, &dead, &lastteam, &oneteam); | | | > | | | | | | | | | | | | | | | | 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 | int alive = 0, dead = 0; OFString *lastteam = nil; bool oneteam = true; for (id player in players) if (player != [OFNull null]) arenacount( player, &alive, &dead, &lastteam, &oneteam); arenacount(Player.player1, &alive, &dead, &lastteam, &oneteam); if (dead > 0 && (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; Player.player1.roll = 0; } } } extern int democlientnum; void otherplayers() { [players enumerateObjectsUsingBlock:^(Player *player, size_t i, bool *stop) { if ([player isKindOfClass:Player.class]) return; const int lagtime = lastmillis - player.lastUpdate; if (lagtime > 1000 && player.state == CS_ALIVE) { player.state = CS_LAGGED; return; } if (lagtime && player.state != CS_DEAD && (!demoplayback || i != democlientnum)) // use physics to extrapolate player position moveplayer(player, 2, false); }]; } void respawn() { if (Player.player1.state == CS_DEAD) { Player.player1.attacking = false; if (m_arena) { conoutf(@"waiting for new round to start..."); return; } if (m_sp) { nextmode = gamemode; changemap(clientmap); |
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156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 | } physicsframe(); checkquad(curtime); if (m_arena) arenarespawn(); moveprojectiles((float)curtime); demoplaybackstep(); if (!demoplayback) { if (getclientnum() >= 0) // only shoot when connected to server shoot(player1, worldpos); // do this first, so we have most accurate information // when our player moves gets2c(); } otherplayers(); if (!demoplayback) { [Monster thinkAll]; 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(); } // do this last, to reduce the effective frame lag c2sinfo(player1); } } lastmillis = millis; } | > > > | 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 | } physicsframe(); checkquad(curtime); if (m_arena) arenarespawn(); moveprojectiles((float)curtime); demoplaybackstep(); Player *player1 = Player.player1; if (!demoplayback) { if (getclientnum() >= 0) // only shoot when connected to server shoot(player1, worldpos); // do this first, so we have most accurate information // when our player moves gets2c(); } otherplayers(); if (!demoplayback) { [Monster thinkAll]; 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(); } // do this last, to reduce the effective frame lag c2sinfo(player1); } } lastmillis = millis; } |
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209 210 211 212 213 214 215 | } int spawncycle = -1; int fixspawn = 2; // place at random spawn. also used by monsters! void | | | 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 | } int spawncycle = -1; int fixspawn = 2; // place at random spawn. also used by monsters! void spawnplayer(Player *d) { int r = fixspawn-- > 0 ? 4 : rnd(10) + 1; for (int i = 0; i < r; i++) spawncycle = findentity(PLAYERSTART, spawncycle + 1); if (spawncycle != -1) { d.origin = OFMakeVector3D( ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z); |
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232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 | d.state = CS_ALIVE; } // movement input code #define dir(name, v, d, s, os) \ COMMAND(name, ARG_DOWN, ^(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); COMMAND(attack, ARG_DOWN, ^(bool on) { if (intermission) return; if (editmode) editdrag(on); | > | | > > > | | | | 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 | d.state = CS_ALIVE; } // movement input code #define dir(name, v, d, s, os) \ COMMAND(name, ARG_DOWN, ^(bool isDown) { \ Player *player1 = Player.player1; \ 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); COMMAND(attack, ARG_DOWN, ^(bool on) { if (intermission) return; if (editmode) editdrag(on); else if ((Player.player1.attacking = on)) respawn(); }) COMMAND(jump, ARG_DOWN, ^(bool on) { if (!intermission && (Player.player1.jumpNext = on)) respawn(); }) COMMAND(showscores, ARG_DOWN, ^(bool isDown) { showscores(isDown); }) void fixplayer1range() { const float MAXPITCH = 90.0f; Player *player1 = Player.player1; 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) { Player *player1 = Player.player1; 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, DynamicEntity *act) { Player *player1 = Player.player1; if (player1.state != CS_ALIVE || editmode || intermission) return; damageblend(damage); demoblend(damage); // let armour absorb when possible int ad = damage * (player1.armourType + 1) * 20 / 100; if (ad > Player.player1.armour) ad = Player.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 %@!", act.name); } else if (actor == -1) { actor = getclientnum(); conoutf(@"you suicided!"); addmsg(1, 2, SV_FRAGS, --player1.frags); } else { Player *a = getclient(actor); if (a != nil) { if (isteam(a.team, player1.team)) conoutf(@"you got fragged by a " @"teammate (%@)", a.name); else conoutf( |
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347 348 349 350 351 352 353 | } void timeupdate(int timeremain) { if (!timeremain) { intermission = true; | | | | | 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 | } void timeupdate(int timeremain) { if (!timeremain) { intermission = true; Player.player1.attacking = false; conoutf(@"intermission:"); conoutf(@"game has ended!"); showscores(true); } else { conoutf(@"time remaining: %d minutes", timeremain); } } Player * getclient(int cn) // ensure valid entity { if (cn < 0 || cn >= MAXCLIENTS) { neterr(@"clientnum"); return nil; } while (cn >= players.count) [players addObject:[OFNull null]]; id player = players[cn]; if (player == [OFNull null]) { player = [Player player]; players[cn] = player; } return player; } void |
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404 405 406 407 408 409 410 | gamemode = 0; conoutf(@"coop sp not supported yet"); } sleepwait = 0; [Monster resetAll]; projreset(); spawncycle = -1; | | | | 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 | gamemode = 0; conoutf(@"coop sp not supported yet"); } sleepwait = 0; [Monster resetAll]; projreset(); spawncycle = -1; spawnplayer(Player.player1); Player.player1.frags = 0; for (id player in players) if (player != [OFNull null]) [player setFrags:0]; resetspawns(); clientmap = name; if (editmode) toggleedit(); |
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