/* * Abuse - dark 2D side-scrolling platform game * Copyright (c) 1995 Crack dot Com * Copyright (c) 2005-2011 Sam Hocevar * * This software was released into the Public Domain. As with most public * domain software, no warranty is made or implied by Crack dot Com, by * Jonathan Clark, or by Sam Hocevar. */ #if defined HAVE_CONFIG_H # include "config.h" #endif #include #include "common.h" #include "game.h" #include "view.h" #include "lisp.h" #include "jwindow.h" #include "configuration.h" #include "scroller.h" #include "id.h" #include "dev.h" #include "jrand.h" #include "dprint.h" #include "transp.h" #include "clisp.h" #include "demo.h" #include "sbar.h" #include "nfserver.h" #include "chat.h" #define SHIFT_DOWN_DEFAULT 15 #define SHIFT_RIGHT_DEFAULT 0 extern int get_key_binding( char const *dir, int i ); view *player_list=NULL; int morph_sel_frame_color; view::~view() { if (local_player()) sbar.associate(NULL); if (total_weapons) { free(weapons); free(last_weapons); } } extern uint8_t bright_tint[256]; void view::add_ammo(int weapon_type, int total) { if (weapon_type>=total_weapons || weapon_type<0) { printf("weapon out of range\n"); return ; } if (weapons[weapon_type]==-1) return ; // don't have weapon yet, can't give ammo weapons[weapon_type]+=total; if (weapons[weapon_type]<0) weapons[weapon_type]=0; if (weapons[weapon_type]>999) weapons[weapon_type]=999; if (weapon_total(current_weapon)==0 && current_weapon) { suggest.send_weapon_change=1; if (DEFINEDP(symbol_value(l_switch_to_powerful)) && symbol_value(l_switch_to_powerful)) { int x=total_weapons-1; while (x>0 && (x==3 || weapons[x]<=0)) x--; suggest.new_weapon=x; } else suggest.new_weapon=0; } } void view::give_weapon(int type) { if (type>=total_weapons || type<0) { printf("weapon out of range\n"); return ; } if (weapons[type]==-1) { weapons[type]=0; sbar.need_refresh(); } } int view::weapon_total(int type) { if (type>=total_weapons || type<0) { printf("weapon out of range\n"); return 0; } if (god) return 100; else if (weapons[type]==-1) return 0; else return weapons[type]; } int32_t view::xoff() { if (focus) { int x=last_x-(cx2-cx1+1)/2+shift_right+pan_x; if (x<0) return 0; else return x; } else return pan_x; } int32_t view::interpolated_xoff() { if (focus) { int x=(last_last_x+last_x)/2-(cx2-cx1+1)/2+shift_right+pan_x; if (x<0) return 0; else return x; } else return pan_x; } int32_t view::yoff() { if (focus) { int y=last_y-(cy2-cy1+1)/2-shift_down+pan_y; if (y<0) return 0; else return y; } else return pan_y; } int32_t view::interpolated_yoff() { if (focus) { int y=(last_y+last_last_y)/2-(cy2-cy1+1)/2-shift_down+pan_y; if (y<0) return 0; else return y; } else return pan_y; } void view::update_scroll() { if (focus) { last_last_x=last_x; last_last_y=last_y; if (focus->x>last_x) { if (focus->x-last_x>=no_xright) last_x=focus->x-no_xright; } else if (focus->xx>=no_xleft) last_x=focus->x+no_xleft; } if (focus->y>last_y) { if (focus->y-last_y>=no_ybottom) last_y=focus->y-no_ybottom; } else if (focus->yy>=no_ytop) last_y=focus->y+no_ytop; } } } static char cur_user_name[20] = { 0 }; char const *get_login() { if (cur_user_name[0]) return cur_user_name; #if defined __CELLOS_LV2__ /* FIXME: retrieve login name */ return "Player"; #else char const *login = getlogin(); return login ? login : "unknown"; #endif } void set_login(char const *name) { strncpy(cur_user_name, name, 20); } view::view(game_object *Focus, view *Next, int number) { chat_buf[0]=0; draw_solid=-1; no_xleft=0; no_xright=0; no_ytop=0; no_ybottom=0; if (Focus) { last_x=Focus->x; last_y=Focus->y; } else { last_x=last_y=0; } last_last_x=last_x; last_last_y=last_y; last_hp=last_ammo=-1; last_type=-1; tsecrets=secrets=0; tkills=kills=0; reset_keymap(); ambient=32; current_weapon=0; strcpy(name,get_login()); suggest.send_view=0; suggest.send_weapon_change=0; god=0; player_number=number; cx1=0; cy1=0; cx2=100; cy2=100; focus=Focus; next=Next; shift_down=SHIFT_DOWN_DEFAULT; shift_right=SHIFT_RIGHT_DEFAULT; x_suggestion=0; y_suggestion=0; b1_suggestion=0; b2_suggestion=0; b3_suggestion=0; b4_suggestion=0; pointer_x=0; pointer_y=0; pan_x=0; pan_y=0; last_type=0; freeze_time=0; if (total_weapons) { weapons=(int32_t *)malloc(total_weapons*sizeof(int32_t)); last_weapons=(int32_t *)malloc(total_weapons*sizeof(int32_t)); memset(weapons,0xff,total_weapons*sizeof(int32_t)); // set all to -1 memset(last_weapons,0xff,total_weapons*sizeof(int32_t)); // set all to -1 } if (total_weapons) weapons[0]=0; if (local_player()) sbar.associate(this); set_tint(number); set_team(-1); sbar.need_refresh(); } int32_t view::x_center() { if (!focus) return (cx1+cx2)/2; else return focus->x; } int32_t view::y_center() { if (!focus) return (cy1+cy2)/2; else return focus->y; } void view::draw_character_damage() { if (focus && drawable()) { if (last_hp!=focus->hp()) draw_hp(); int i; for (i=0; inext) { if (f->focus) { x^=(f->focus->x&0xffff); x^=(f->focus->y&0xffff); } } } x^=rand_on; return x; } void view::get_input() { int sug_x,sug_y,sug_b1,sug_b2,sug_b3,sug_b4; int32_t sug_px,sug_py; // NOTE:(AK) I have commented this out so we don't use the lisp // file "input.lsp" to get our key mappings. /* if( DEFINEDP( symbol_function( l_get_local_input ) ) ) { void *ret = ((LSymbol *)l_get_local_input->EvalFunction(NULL); sug_x = lnumber_value( CAR( ret ) ); ret = CDR( ret ); sug_y = lnumber_value( CAR( ret ) ); ret = CDR( ret ); if( CAR( ret ) ) sug_b1 = 1; else sug_b1 = 0; ret = CDR( ret ); if( CAR( ret ) ) sug_b2 = 1; else sug_b2 = 0; ret = CDR( ret ); int x = lnumber_value( CAR( ret ) ); ret = CDR( ret ); if( x < 0 ) sug_b3 = 1; else sug_b3 = 0; if( x > 0 ) sug_b4 = 1; else sug_b4 = 0; int32_t bx = lnumber_value( CAR( ret ) ); ret = CDR( ret ); int32_t by = lnumber_value( CAR( ret ) ); ret = CDR( ret ); the_game->mouse_to_game( bx, by, sug_px, sug_py, this ); } else*/ { get_movement( 0, sug_x, sug_y, sug_b1, sug_b2, sug_b3, sug_b4 ); if( focus ) { the_game->mouse_to_game( last_demo_mx, last_demo_my, sug_px, sug_py, this ); if( last_demo_mbut & 1 ) sug_b2 = 1; if( last_demo_mbut & 2 ) sug_b1 = 1; } else sug_px = sug_py = 0; } #if !defined __CELLOS_LV2__ if( view_changed() ) { base->packet.write_uint8( SCMD_VIEW_RESIZE ); base->packet.write_uint8( player_number ); base->packet.write_uint32( suggest.cx1 ); base->packet.write_uint32( suggest.cy1 ); base->packet.write_uint32( suggest.cx2 ); base->packet.write_uint32( suggest.cy2 ); base->packet.write_uint32( suggest.pan_x ); base->packet.write_uint32( suggest.pan_y ); base->packet.write_uint32( suggest.shift_down ); base->packet.write_uint32( suggest.shift_right ); } if( weapon_changed() ) { base->packet.write_uint8( SCMD_WEAPON_CHANGE ); base->packet.write_uint8( player_number ); base->packet.write_uint32( suggest.new_weapon ); } base->packet.write_uint8( SCMD_SET_INPUT ); base->packet.write_uint8( player_number ); uint8_t mflags = 0; if( sug_x > 0 ) mflags |= 1; else if ( sug_x < 0 ) mflags |= 2; if( sug_y > 0 ) mflags |= 4; else if( sug_y < 0 ) mflags |= 8; if( sug_b1 ) mflags |= 16; if( sug_b2 ) mflags |= 32; if( sug_b3 ) mflags |= 64; if( sug_b4 ) mflags |= 128; base->packet.write_uint8( mflags ); base->packet.write_uint16((uint16_t)((int16_t)sug_px)); base->packet.write_uint16((uint16_t)((int16_t)sug_py)); #endif } void view::add_chat_key(int key) // return string if buf is complete { int len=strlen(chat_buf); if (key==JK_BACKSPACE) { if (len) { chat_buf[len-1]=0; if (local_player() && chat) chat->draw_user(chat_buf); } } else if (key!=JK_ENTER) { chat_buf[len]=key; chat_buf[len+1]=0; if (local_player() && chat) chat->draw_user(chat_buf); } if (len>38 || key==JK_ENTER) { if (DEFINEDP(l_chat_input->GetFunction())) { game_object *o=current_object; current_object=focus; void *m=mark_heap(TMP_SPACE); void *list=NULL; push_onto_list(LString::Create(chat_buf),list); ((LSymbol *)l_chat_input)->EvalFunction(list); restore_heap(m,TMP_SPACE); current_object=o; } else { if (chat) chat->put_all(chat_buf); } chat_buf[0]=0; if (local_player() && chat) chat->draw_user(chat_buf); } } int view::process_input(char cmd, uint8_t *&pk) // return 0 if something went wrong { #if !defined __CELLOS_LV2__ switch (cmd) { case SCMD_CHAT_KEYPRESS : { add_chat_key(*(pk++)); } break; case SCMD_VIEW_RESIZE : { int32_t x[8]; memcpy(x,pk,8*4); pk+=8*4; cx1=lltl(x[0]); cy1=lltl(x[1]); cx2=lltl(x[2]); cy2=lltl(x[3]); pan_x=lltl(x[4]); pan_y=lltl(x[5]); shift_down=lltl(x[6]); shift_right=lltl(x[7]); if (small_render) { small_render->Scale(vec2i(cx2 - cx1 + 1, cy2 - cy1 + 1)); } suggest.send_view=0; if (local_player()) the_game->draw(); return 1; } case SCMD_WEAPON_CHANGE : { int32_t x; memcpy(&x,pk,4); pk+=4; current_weapon=lltl(x); if (local_player()) sbar.need_refresh(); suggest.send_weapon_change=0; return 1; } break; case SCMD_SET_INPUT : { uint8_t x=*(pk++); if (x&1) x_suggestion=1; else if (x&2) x_suggestion=-1; else x_suggestion=0; if (x&4) y_suggestion=1; else if (x&8) y_suggestion=-1; else y_suggestion=0; if (x&16) b1_suggestion=1; else b1_suggestion=0; if (x&32) b2_suggestion=1; else b2_suggestion=0; if (x&64) b3_suggestion=1; else b3_suggestion=0; if (x&128) b4_suggestion=1; else b4_suggestion=0; uint16_t p[2]; memcpy(p,pk,2*2); pk+=2*2; pointer_x=(int16_t)(lstl(p[0])); pointer_y=(int16_t)(lstl(p[1])); return 1; } break; case SCMD_KEYPRESS : set_key_down(*(pk++),1); break; case SCMD_EXT_KEYPRESS : set_key_down(*(pk++)+256,1); break; case SCMD_KEYRELEASE : set_key_down(*(pk++),0); break; case SCMD_EXT_KEYRELEASE : set_key_down(*(pk++)+256,0); break; } #endif return 1; } int view::local_player() { #if defined __CELLOS_LV2__ return 1; #else return player_number==client_number(); #endif } void view::next_weapon() { int c=current_weapon; while (c0) { suggest.send_weapon_change=1; suggest.new_weapon=c; return ; } } c=0; while (c!=current_weapon) { if (weapon_total(c)>0) { suggest.send_weapon_change=1; suggest.new_weapon=c; return ; } c++; } } void view::last_weapon() { int c=current_weapon; while (c>=1) { c--; if (weapon_total(c)>0 || c==0) { suggest.send_weapon_change=1; suggest.new_weapon=c; return ; } } c=total_weapons-1; while (c!=current_weapon) { if (weapon_total(c)>0 || c==0) { suggest.send_weapon_change=1; suggest.new_weapon=c; return ; } c--; } } int view::handle_event(event &ev) { if( ev.type == EV_KEY ) { if( ev.key == (int)',' ) { if( total_weapons ) { last_weapon(); } return 1; } else if( ev.key == (int)'.' ) { if( total_weapons ) { next_weapon(); } return 1; } else if( ev.key == get_key_binding( "b3", 0 ) ) { if( total_weapons ) { last_weapon(); } return 1; } else if( ev.key == get_key_binding( "b4", 0 ) ) { if( total_weapons ) { next_weapon(); } return 1; } switch( ev.key ) { case '1': case '2': case '3': case '4': case '5': case '6': case '7': { if((( dev & EDIT_MODE ) == 0 ) && ( weapon_total( ev.key - '1' ) > 0 )) { suggest.send_weapon_change = 1; suggest.new_weapon=ev.key - '1'; } } break; case JK_HOME: case JK_CTRL_L: case JK_CTRL_R: { if( total_weapons ) { last_weapon(); } return 1; } break; case JK_PAGEUP: case JK_INSERT: { if( total_weapons ) { next_weapon(); } return 1; } break; } } return 0; } void view::draw_hp() { if (focus) { int h = focus->hp(); last_hp=h; sbar.draw_health( screen, focus->hp() ); } else { sbar.draw_health( screen, 0 ); } } int view::drawable() { return local_player(); } void recalc_local_view_space() // calculates view areas for local players, should be called // when adding or deleting local players { if (screen) { int t=total_local_players(); if (!t) return ; int Xres=small_render ? xres/2 : xres; int Yres=small_render ? yres/2 : yres; int h=Yres/t; int w=h*320/200,y=5; if (w<300) w=300; for (view *f=player_list; f; f=f->next) { if (f->local_player()) { f->suggest.cx1=Xres/2-w/2; f->suggest.cx2=Xres/2+w/2; if (f->suggest.cx1<2) f->suggest.cx1=2; if (f->suggest.cx2>Xres-2) f->suggest.cx2=Xres-2; f->suggest.cy1=y; f->suggest.cy2=h-(total_weapons ? 33 : 0); f->suggest.shift_down=f->shift_down; f->suggest.shift_right=f->shift_right; f->suggest.pan_x=f->pan_x; f->suggest.pan_y=f->pan_y; f->suggest.send_view=1; if (!player_list->next) { f->cx1=f->suggest.cx1; f->cy1=f->suggest.cy1; f->cx2=f->suggest.cx2; f->cy2=f->suggest.cy2; f->suggest.send_view=0; } y+=h; } } } } void set_local_players(int total) { int rdw=0; if (total<1) return ; view *last=NULL; for (view *f=player_list; f; f=f->next) { if (total && f->local_player()) total--; else if (!total && f->local_player()) // too many local players, delete this one { view *n=last->next; while (n && !n->local_player()) n=n->next; // find next local player if (last) last->next=n; else { if (n) // make sure we have at least one local player player_list=n; } last=f; rdw=1; } } while (total) // see if we need to add new players { game_object *o=create(current_start_type,50,50); view *v; if (!player_list) { player_list=new view(o,NULL,0); v=player_list; } else { view *f=player_list; for (; f && f->next; f=f->next); f->next=new view(o,NULL,f->player_number+1); v=f->next; } v->cx1=320/2-155; v->cy1=200/2-95; v->cx2=320/2+155; v->cy2=200/2+(total_weapons ? 60 : 95); v->focus->set_controller(v); total--; rdw=1; } if (rdw) recalc_local_view_space(); } int total_local_players() { int t=0; for (view *f=player_list; f; f=f->next) if (f->local_player()) t++; return t; } void view::resize_view(int32_t Cx1, int32_t Cy1, int32_t Cx2, int32_t Cy2) { if (cx1!=Cx1 || cx2!=Cx2 || cy1!=Cy1 || cy2!=Cy2) { cx1=Cx1; cy1=Cy1; cx2=Cx2; cy2=Cy2; if (playing_state(the_game->state) && local_player()) the_game->draw(0); } } void view::set_input(int cx, int cy, int b1, int b2, int b3, int b4, int px, int py) { x_suggestion=cx; y_suggestion=cy; b1_suggestion=b1; b2_suggestion=b2; b3_suggestion=b3; b4_suggestion=b4; pointer_x=px; pointer_y=py; } void view::reset_player() { if (focus) { game_object *start=current_level ? current_level->get_random_start(320,focus->controller()) : 0; focus->defaults(); if (start) { focus->x=start->x; focus->y=start->y; dprintf("reset player position to %d %d\n",start->x,start->y); } focus->set_state(stopped); focus->set_tint(_tint); focus->set_team(_team); memset(weapons,0xff,total_weapons*sizeof(int32_t)); memset(last_weapons,0xff,total_weapons*sizeof(int32_t)); shift_down=SHIFT_DOWN_DEFAULT; shift_right=SHIFT_RIGHT_DEFAULT; if (total_weapons) weapons[0]=0; // give him the first weapon current_weapon=0; memset(focus->lvars,0,figures[focus->otype]->tv*4); focus->set_aistate(0); if (figures[focus->otype]->get_fun(OFUN_CONSTRUCTOR)) { game_object *o=current_object; current_object=focus; ((LSymbol *)figures[focus->otype]->get_fun(OFUN_CONSTRUCTOR))->EvalUserFunction(NULL); current_object=o; } sbar.redraw(screen); int i; for (i=0; itotal_objects(); i++) // reset the vars for the attached objects { game_object *o=focus->get_object(i); memset(o->lvars,0,figures[o->otype]->tv*4); } } } object_node *make_player_onodes(int player_num) { object_node *first=NULL,*last=NULL; for (view *o=player_list; o; o=o->next) { if (o->focus && (player_num==-1 || o->player_number==player_num)) { if (!object_to_number_in_list(o->focus,first)) { object_node *q=new object_node(o->focus,NULL); if (first) last->next=q; else first=q; last=q; } for (int i=0; ifocus->total_objects(); i++) { game_object *p=o->focus->get_object(i); if (!object_to_number_in_list(p,first)) { object_node *q=new object_node(p,NULL); if (first) last->next=q; else first=q; last=q; } } } } return first; } enum { V_CX1, V_CY1, V_CX2, V_CY2, V_SHIFT_DOWN, V_SHIFT_RIGHT, V_GOD, V_PLAYER_NUMBER, V_DRAW_SOLID, V_LIVES, V_CURRENT_WEAPON, V_X_SUGGESTION, V_Y_SUGGESTION, V_B1_SUGGESTION, V_B2_SUGGESTION, V_B3_SUGGESTION, V_B4_SUGGESTION, V_PAN_X, V_PAN_Y, V_NO_XLEFT, V_NO_XRIGHT, V_NO_YTOP, V_NO_YBOTTOM, V_LAST_X, V_LAST_Y, V_LAST_LEFT, V_LAST_RIGHT, V_LAST_UP, V_LAST_DOWN, V_LAST_B1, V_LAST_B2, V_LAST_B3, V_LAST_B4, V_LAST_HP, V_SECRETS, V_KILLS, V_TSECRETS, V_TKILLS, V_AMBIENT, V_POINTER_X, V_POINTER_Y, V_LAST_LAST_X, V_LAST_LAST_Y, V_FREEZE_TIME }; #define TVV (V_FREEZE_TIME+1) static char const *vv_names[TVV] = { "view.cx1", "view.cy1", "view.cx2", "view.cy2", "view.shift_down", "view.shift_right", "view.god", "view.player_number", "view.draw_solid", "view.lives", "view.current_weapon", "view.x_suggestion", "view.y_suggestion", "view.b1_suggestion", "view.b2_suggestion", "view.b3_suggestion", "view.b4_suggestion", "view.pan_x", "view.pan_y", "view.no_xleft", "view.no_xright", "view.no_ytop", "view.no_ybottom", "view.last_x", "view.last_y", "view.last_left", "view.last_right", "view.last_up", "view.last_down", "view.last_b1", "view.last_b2", "view.last_b3", "view.last_b4", "view.last_hp", "view.secrets", "view.kills", "view.tsecrets", "view.tkills", "view.ambient", "view.pointer_x", "view.pointer_y", "view.last_last_x", "view.last_last_y", "view.freeze_time" }; int total_view_vars() { return TVV; } char const *get_view_var_name(int num) { return vv_names[num]; } int32_t view::get_view_var_value(int num) { switch (num) { case V_CX1 : return cx1; break; case V_CY1 : return cy1; break; case V_CX2 : return cx2; break; case V_CY2 : return cy2; break; case V_SHIFT_DOWN : return shift_down; break; case V_SHIFT_RIGHT : return shift_right; break; case V_GOD : return god; break; case V_PLAYER_NUMBER : return player_number; break; case V_DRAW_SOLID : return draw_solid; break; case V_CURRENT_WEAPON : return current_weapon; break; case V_X_SUGGESTION : return x_suggestion; break; case V_Y_SUGGESTION : return y_suggestion; break; case V_B1_SUGGESTION : return b1_suggestion; break; case V_B2_SUGGESTION : return b2_suggestion; break; case V_B3_SUGGESTION : return b3_suggestion; break; case V_B4_SUGGESTION : return b4_suggestion; break; case V_PAN_X : return pan_x; break; case V_PAN_Y : return pan_y; break; case V_NO_XLEFT : return no_xleft; break; case V_NO_XRIGHT : return no_xright; break; case V_NO_YTOP : return no_ytop; break; case V_NO_YBOTTOM : return no_ybottom; break; case V_LAST_X : return last_x; break; case V_LAST_Y : return last_y; break; case V_LAST_LEFT : return last_left; break; case V_LAST_RIGHT : return last_right; break; case V_LAST_UP : return last_up; break; case V_LAST_DOWN : return last_down; break; case V_LAST_B1 : return last_b1; break; case V_LAST_B2 : return last_b2; break; case V_LAST_B3 : return last_b3; break; case V_LAST_B4 : return last_b4; break; case V_LAST_HP : return last_hp; break; case V_SECRETS : return secrets; break; case V_KILLS : return kills; break; case V_TSECRETS : return tsecrets; break; case V_TKILLS : return tkills; break; case V_AMBIENT : return ambient; break; case V_POINTER_X : return pointer_x; break; case V_POINTER_Y : return pointer_y; break; case V_LAST_LAST_X : return last_last_x; break; case V_LAST_LAST_Y : return last_last_y; break; case V_FREEZE_TIME : return freeze_time; break; } return 0; } int32_t view::set_view_var_value(int num, int32_t x) { switch (num) { case V_CX1 : cx1=x; break; case V_CY1 : cy1=x; break; case V_CX2 : cx2=x; break; case V_CY2 : cy2=x; break; case V_SHIFT_DOWN : shift_down=x; break; case V_SHIFT_RIGHT : shift_right=x; break; case V_GOD : god=x; break; case V_PLAYER_NUMBER : { player_number=x; if (local_player()) sbar.associate(this); } break; case V_DRAW_SOLID : draw_solid=x; break; case V_CURRENT_WEAPON : { current_weapon=x; sbar.need_refresh(); } break; case V_X_SUGGESTION : x_suggestion=x; break; case V_Y_SUGGESTION : y_suggestion=x; break; case V_B1_SUGGESTION : b1_suggestion=x; break; case V_B2_SUGGESTION : b2_suggestion=x; break; case V_B3_SUGGESTION : b3_suggestion=x; break; case V_B4_SUGGESTION : b4_suggestion=x; break; case V_PAN_X : pan_x=x; break; case V_PAN_Y : pan_y=x; break; case V_NO_XLEFT : no_xleft=x; break; case V_NO_XRIGHT : no_xright=x; break; case V_NO_YTOP : no_ytop=x; break; case V_NO_YBOTTOM : no_ybottom=x; break; case V_LAST_X : last_x=x; break; case V_LAST_Y : last_y=x; break; case V_LAST_LEFT : last_left=x; break; case V_LAST_RIGHT : last_right=x; break; case V_LAST_UP : last_up=x; break; case V_LAST_DOWN : last_down=x; break; case V_LAST_B1 : last_b1=x; break; case V_LAST_B2 : last_b2=x; break; case V_LAST_B3 : last_b3=x; break; case V_LAST_B4 : last_b4=x; break; case V_LAST_HP : last_hp=x; break; case V_SECRETS : secrets=x; break; case V_KILLS : kills=x; break; case V_TSECRETS : tsecrets=x; break; case V_TKILLS : tkills=x; break; case V_AMBIENT : ambient=x; break; case V_POINTER_X : pointer_x=x; break; case V_POINTER_Y : pointer_y=x; break; case V_LAST_LAST_X : last_last_x=x; break; case V_LAST_LAST_Y : last_last_y=x; break; case V_FREEZE_TIME : freeze_time=x; break; } return 1; } void view::configure_for_area(area_controller *a) { if (a->ambient>=0 && a->ambient!=ambient) { if (ambient>a->ambient) { ambient-=a->ambient_speed; if (ambientambient) ambient=a->ambient; } else { ambient+=a->ambient_speed; if (ambient>a->ambient) ambient=a->ambient; } } if (!view_shift_disabled) { if (a->view_xoff!=pan_x) { if (pan_x>a->view_xoff) { pan_x-=a->view_xoff_speed; if (pan_xview_xoff) pan_x=a->view_xoff; } else { pan_x+=a->view_xoff_speed; if (pan_x>a->view_xoff) pan_x=a->view_xoff; } } if (a->view_yoff!=pan_y) { if (pan_y>a->view_yoff) { pan_y-=a->view_yoff_speed; if (pan_yview_yoff) pan_y=a->view_yoff; } else { pan_y+=a->view_yoff_speed; if (pan_y>a->view_yoff) pan_y=a->view_yoff; } } } } void process_packet_commands(uint8_t *pk, int size) { #if !defined __CELLOS_LV2__ int32_t sync_uint16=-1; if (!size) return ; pk[size]=SCMD_END_OF_PACKET; uint8_t cmd; int already_reloaded=0; do { cmd=*(pk++); switch (cmd) { case SCMD_WEAPON_CHANGE : case SCMD_SET_INPUT : case SCMD_VIEW_RESIZE : case SCMD_KEYPRESS : case SCMD_KEYRELEASE : case SCMD_EXT_KEYPRESS : case SCMD_EXT_KEYRELEASE : case SCMD_CHAT_KEYPRESS : { uint8_t player_num=*(pk++); view *v=player_list; for (; v && v->player_number!=player_num; v=v->next); if (v) { if (v->player_number==player_num) v->process_input(cmd,pk); } else { dprintf("Evil error : bad player number in packet\n"); return ; } } break; case SCMD_RELOAD : { if (!already_reloaded) { net_reload(); already_reloaded=1; } } break; case SCMD_SYNC : { uint16_t x; memcpy(&x,pk,2); pk+=2; x=lstl(x); if (demo_man.current_state()==demo_manager::PLAYING) sync_uint16=make_sync(); if (sync_uint16==-1) sync_uint16=x; else if (x!=sync_uint16 && !already_reloaded) { dprintf("out of sync %d (packet=%d, calced=%d)\n",current_level->tick_counter(),x,sync_uint16); if (demo_man.current_state()==demo_manager::NORMAL) net_reload(); already_reloaded=1; } } break; case SCMD_DELETE_CLIENT : { uint8_t player_num=*(pk++); view *v=player_list,*last=NULL; for (; v && v->player_number!=player_num; v=v->next) last=v; if (!v) dprintf("evil : delete client %d, but no such client\n"); else { // make a list of all objects associated with this player object_node *on=make_player_onodes(player_num); while (on) { current_level->delete_object(on->me); object_node *last=on; on=on->next; delete last; } v->focus=NULL; if (last) last->next=v->next; else player_list=player_list->next; delete v; } } break; default : dprintf("Unknown net command %d\n",cmd); } } while (cmd!=SCMD_END_OF_PACKET); #endif } void view::set_tint(int tint) { if(tint < 0) tint = 0; _tint = tint; focus->set_tint(tint); } int view::get_tint() { return _tint; } void view::set_team(int team) { if(team < 0) team = 0; _team = team; focus->set_team(team); } int view::get_team() { return _team; }