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/*
   core/gameinterface.cc
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#include <cstdlib>
#include <iostream>
#include <iomanip>

#include "auxiliary/functions.h"
#include "core/application.h"
#include "core/cvar.h"
#include "core/func.h"
#include "core/gameinterface.h"
#include "core/player.h"
#include "core/zone.h"
#include "model/model.h"
#include "sys/sys.h"

namespace core
{

void func_list_players(std::string const &args)
{
	game()->list_players();
}

const float MIN_DELTA = 10e-10;

Player GameInterface::game_localplayer;

EntityControlable *localcontrol()
{ 
	if (game()->localplayer())
		return game()->localplayer()->control();
	else
		return 0;
	
}
Player *localplayer()
{ 
	return game()->localplayer();
}

GameInterface::GameInterface()
{
	clear();
	
	game_localplayer.clear();
	if (Cvar::sv_dedicated->value()) {
		game_localplayer.player_name.assign("Console");
	} else {
		game_localplayer.player_name.assign("Player");
		game_localplayer.update_info();
	}

	Func *func = Func::add("list_players", func_list_players);
	func->set_info("get the local list of connected players");
}

GameInterface::~GameInterface()
{
	Func::remove("list_players");

	game_localplayer.clear();

	clear();
}

// clear all game related objects
void GameInterface::clear()
{
	//con_debug << "Clearing game data\n";

	// remove all entities
	for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
		delete (*it).second;
	}
	Entity::registry().clear();

	// remove all zones
	for (Zone::Registry::iterator it = Zone::registry().begin(); it != Zone::registry().end(); it++) {
		Zone *zone = (*it).second;
		delete zone;
	}
	Zone::registry().clear();

	// remove all game functions
	for (Func::Registry::iterator it = Func::registry().begin(); it != Func::registry().end();) {
		if ( ((*it).second->flags() & Func::Game) == Func::Game) {
			delete (*it).second;
			Func::registry().erase(it++);
		} else {
			++it;
		}
	}

	// remove all game cvars
	for (Cvar::Registry::iterator it = Cvar::registry().begin(); it != Cvar::registry().end(); ) {
		if ( ((*it).second->flags() & Cvar::Game) == Cvar::Game) {
			delete (*it).second;
			Cvar::registry().erase(it++);
		} else {
			++it;
		}
	}

	// remove all models
	model::Model::clear();

	// clear player list
	for (Players::iterator it = game_players.begin(); it != game_players.end(); it++) {
		Player *player = (*it);
		if (player != localplayer()) {
			delete player;
		}
	}

	game_players.clear();
}

void GameInterface::reset_clientstate()
{
//	game_previousframetime = prevtimestamp;
//	game_serverframetime = timestamp;
//	game_time = timestamp;
	
	for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
		
		Entity *entity = (*it).second;

		if (entity->state() && !(entity->flags() & Entity::Static))
			entity->state()->assign(entity);
	}

//	if ( game_clientframetime < game_previousframetime)
//		game_clientframetime = game_previousframetime;
//	else if ( game_clientframetime > game_serverframetime)
//		game_clientframetime = game_serverframetime;

}


void GameInterface::update_entity_clientstate(Entity *entity)
{
	if (!entity->state()) {
		entity->entity_clientstate = new ClientState(entity);
		entity->entity_clientstate->assign(entity);
	} else
		entity->state()->assign(entity);
	}

/*
	if (!(entity->flags() & Entity::Static)) {

		// clientstate location
		entity->state()->state_location = entity->state()->previouslocation() + 
		(entity->location() - entity->state()->previouslocation()) * timeoffset();

		if (game_clientframetime <= game_serverframetime) {
		
			if(Cvar::cl_prediction->value() > 1) {
				entity->state()->state_axis.assign(entity->state()->previousaxis());
	
				float cosangle;		// cosine of an angle
				float angle;		// angle in radians	
				math::Vector3f n;	// normal of a plane
	
				n.assign(math::crossproduct( entity->state()->axis().forward(), entity->axis().forward()));
				if (!(n.length() < MIN_DELTA)) {
					n.normalize();
					cosangle = math::dotproduct( entity->state()->axis().forward(),  entity->axis().forward());
					angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI;
					if (angle > MIN_DELTA)
						entity->state()->state_axis.rotate(n, -angle);
				}
				
				n.assign(math::crossproduct( entity->state()->axis().left(), entity->axis().left()));
				if (!(n.length() < MIN_DELTA)) {
					n.normalize();
					cosangle = math::dotproduct( entity->state()->axis().left(), entity->axis().left());
					angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI;
					if (angle > MIN_DELTA)
						entity->state()->state_axis.rotate(n, -angle);
				}
	
				n.assign(math::crossproduct( entity->state()->axis().up(), entity->axis().up()));
				if (!(n.length() < MIN_DELTA)) {
					n.normalize();
					cosangle = math::dotproduct( entity->state()->axis().up(), entity->axis().up());
					angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI;
					if (angle > MIN_DELTA)
						entity->state()->state_axis.rotate(n, -angle);
				} 
				
			} else {
				entity->state()->state_axis.assign(entity->axis());
			}
		} else {
			entity->state()->state_axis.assign(entity->axis());
		}
	
	} else {
		entity->state()->assign(entity);
	}
}
*/

void GameInterface::update_clientstate()
{
	for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
		update_entity_clientstate((*it).second);
	}
}

void GameInterface::list_players()
{
	using namespace std;
	stringstream msgstr;
	int count = 0;

	for (Players::iterator it = game_players.begin(); it != game_players.end(); it++) {
		msgstr.str("");
		con_print << setw(3) << (*it)->id() << aux::pad_left((*it)->name(), 24) << std::endl;
		count++;
	}

	con_print << count << " connected " << aux::plural("player", count) << std::endl;
}

}