2010-11-20 10:37:14 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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2010-11-16 23:38:20 +00:00
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#include <engine/demo.h>
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2011-02-27 16:56:03 +00:00
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#include <engine/engine.h>
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2010-05-29 07:25:38 +00:00
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#include <engine/graphics.h>
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#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/generated/client_data.h>
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#include <game/gamecore.h> // get_angle
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#include <game/client/animstate.h>
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#include <game/client/gameclient.h>
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#include <game/client/ui.h>
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#include <game/client/render.h>
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#include <game/client/components/flow.h>
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#include <game/client/components/skins.h>
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#include <game/client/components/effects.h>
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#include <game/client/components/sounds.h>
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#include <game/client/components/controls.h>
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#include "players.h"
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2011-04-09 06:41:31 +00:00
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#include <base/tl/sorted_array.h>
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2010-05-29 07:25:38 +00:00
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void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset)
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2008-01-12 17:09:00 +00:00
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{
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// for drawing hand
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//const skin *s = skin_get(skin_id);
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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float BaseSize = 10.0f;
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2008-01-12 17:09:00 +00:00
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//dir = normalize(hook_pos-pos);
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2010-05-29 07:25:38 +00:00
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vec2 HandPos = CenterPos + Dir;
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float Angle = GetAngle(Dir);
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if (Dir.x < 0)
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Angle -= AngleOffset;
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2008-01-12 17:09:00 +00:00
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else
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2010-05-29 07:25:38 +00:00
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Angle += AngleOffset;
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2008-01-12 17:09:00 +00:00
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2010-05-29 07:25:38 +00:00
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vec2 DirX = Dir;
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vec2 DirY(-Dir.y,Dir.x);
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2008-01-12 17:09:00 +00:00
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2010-05-29 07:25:38 +00:00
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if (Dir.x < 0)
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DirY = -DirY;
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2008-01-12 17:09:00 +00:00
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2010-05-29 07:25:38 +00:00
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HandPos += DirX * PostRotOffset.x;
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HandPos += DirY * PostRotOffset.y;
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2008-01-12 17:09:00 +00:00
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2010-05-29 07:25:38 +00:00
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//Graphics()->TextureSet(data->m_aImages[IMAGE_CHAR_DEFAULT].id);
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Graphics()->TextureSet(pInfo->m_Texture);
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2009-10-27 14:38:53 +00:00
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Graphics()->QuadsBegin();
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2010-05-29 07:25:38 +00:00
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Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, pInfo->m_ColorBody.a);
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2008-01-12 17:09:00 +00:00
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// two passes
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for (int i = 0; i < 2; i++)
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{
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2010-05-29 07:25:38 +00:00
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bool OutLine = i == 0;
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2008-01-12 17:09:00 +00:00
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2010-05-29 07:25:38 +00:00
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RenderTools()->SelectSprite(OutLine?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0);
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Graphics()->QuadsSetRotation(Angle);
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IGraphics::CQuadItem QuadItem(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize);
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Graphics()->QuadsDraw(&QuadItem, 1);
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2008-01-12 17:09:00 +00:00
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}
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2009-10-27 14:38:53 +00:00
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Graphics()->QuadsSetRotation(0);
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Graphics()->QuadsEnd();
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2008-01-12 17:09:00 +00:00
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}
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2010-05-29 07:25:38 +00:00
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inline float NormalizeAngular(float f)
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2008-09-03 20:03:01 +00:00
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{
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2008-10-18 10:30:03 +00:00
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return fmod(f+pi*2, pi*2);
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2008-09-03 20:03:01 +00:00
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}
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2010-05-29 07:25:38 +00:00
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inline float AngularMixDirection (float Src, float Dst) { return sinf(Dst-Src) >0?1:-1; }
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inline float AngularDistance(float Src, float Dst) { return asinf(sinf(Dst-Src)); }
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2008-10-18 10:30:03 +00:00
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2010-05-29 07:25:38 +00:00
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inline float AngularApproach(float Src, float Dst, float Amount)
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2008-09-03 20:03:01 +00:00
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{
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2010-05-29 07:25:38 +00:00
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float d = AngularMixDirection (Src, Dst);
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float n = Src + Amount*d;
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if(AngularMixDirection (n, Dst) != d)
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return Dst;
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2008-10-18 10:30:03 +00:00
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return n;
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2008-09-03 20:03:01 +00:00
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}
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2010-05-29 07:25:38 +00:00
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void CPlayers::RenderHook(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CNetObj_PlayerInfo *pPrevInfo,
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const CNetObj_PlayerInfo *pPlayerInfo
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2008-01-12 17:09:00 +00:00
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)
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{
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2010-05-29 07:25:38 +00:00
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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2008-01-12 17:09:00 +00:00
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2010-05-29 07:25:38 +00:00
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CNetObj_PlayerInfo pInfo = *pPlayerInfo;
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2011-02-12 10:40:36 +00:00
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CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientID].m_RenderInfo;
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2008-03-23 13:51:11 +00:00
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// check for teamplay modes
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2010-05-29 07:25:38 +00:00
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bool IsTeamplay = false;
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2011-03-04 16:08:10 +00:00
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if(m_pClient->m_Snap.m_pGameInfoObj)
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IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0;
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2008-03-23 13:51:11 +00:00
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2011-04-13 18:37:12 +00:00
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// check for ninja
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2010-05-29 07:25:38 +00:00
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if (Player.m_Weapon == WEAPON_NINJA)
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2008-03-23 13:51:11 +00:00
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{
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// change the skin for the player to the ninja
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2010-05-29 07:25:38 +00:00
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int Skin = m_pClient->m_pSkins->Find("x_ninja");
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if(Skin != -1)
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2008-03-23 13:51:11 +00:00
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{
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2010-05-29 07:25:38 +00:00
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if(IsTeamplay)
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RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
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2008-03-23 13:51:11 +00:00
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else
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{
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2010-05-29 07:25:38 +00:00
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RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
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RenderInfo.m_ColorBody = vec4(1,1,1,1);
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RenderInfo.m_ColorFeet = vec4(1,1,1,1);
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}
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2011-04-13 18:37:12 +00:00
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}
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2010-05-29 07:25:38 +00:00
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}
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float IntraTick = Client()->IntraGameTick();
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// set size
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RenderInfo.m_Size = 64.0f;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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// use preditect players if needed
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if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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2011-03-04 16:08:10 +00:00
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if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
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2010-05-29 07:25:38 +00:00
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{
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}
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else
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{
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// apply predicted results
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m_pClient->m_PredictedChar.Write(&Player);
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m_pClient->m_PredictedPrevChar.Write(&Prev);
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IntraTick = Client()->PredIntraGameTick();
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}
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}
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vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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// draw hook
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if (Prev.m_HookState>0 && Player.m_HookState>0)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
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Graphics()->QuadsBegin();
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//Graphics()->QuadsBegin();
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vec2 Pos = Position;
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vec2 HookPos;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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if(pPlayerChar->m_HookedPlayer != -1)
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{
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2011-02-12 10:40:36 +00:00
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if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientID)
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2010-05-29 07:25:38 +00:00
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{
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if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed
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HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y);
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else
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HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y),
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vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick());
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}
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2010-09-08 00:54:03 +00:00
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else if(pInfo.m_Local)
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{
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HookPos = mix(vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_X,
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m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_Y),
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vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_X,
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m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_Y),
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Client()->IntraGameTick());
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}
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2010-05-29 07:25:38 +00:00
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else
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HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick());
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}
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else
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HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
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float d = distance(Pos, HookPos);
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vec2 Dir = normalize(Pos-HookPos);
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Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);
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// render head
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RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
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IGraphics::CQuadItem QuadItem(HookPos.x, HookPos.y, 24,16);
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Graphics()->QuadsDraw(&QuadItem, 1);
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// render chain
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RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN);
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IGraphics::CQuadItem Array[1024];
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int i = 0;
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for(float f = 24; f < d && i < 1024; f += 24, i++)
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{
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vec2 p = HookPos + Dir*f;
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Array[i] = IGraphics::CQuadItem(p.x, p.y,24,16);
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}
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Graphics()->QuadsDraw(Array, i);
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Graphics()->QuadsSetRotation(0);
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Graphics()->QuadsEnd();
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RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0));
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}
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}
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void CPlayers::RenderPlayer(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CNetObj_PlayerInfo *pPrevInfo,
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const CNetObj_PlayerInfo *pPlayerInfo
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)
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{
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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CNetObj_PlayerInfo pInfo = *pPlayerInfo;
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2011-02-12 10:40:36 +00:00
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CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientID].m_RenderInfo;
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2010-05-29 07:25:38 +00:00
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// check for teamplay modes
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bool IsTeamplay = false;
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bool NewTick = m_pClient->m_NewTick;
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2011-03-04 16:08:10 +00:00
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if(m_pClient->m_Snap.m_pGameInfoObj)
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IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0;
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2010-05-29 07:25:38 +00:00
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2011-04-13 18:37:12 +00:00
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// check for ninja
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2010-05-29 07:25:38 +00:00
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if (Player.m_Weapon == WEAPON_NINJA)
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{
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// change the skin for the player to the ninja
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int Skin = m_pClient->m_pSkins->Find("x_ninja");
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if(Skin != -1)
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{
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if(IsTeamplay)
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RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
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else
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{
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RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
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RenderInfo.m_ColorBody = vec4(1,1,1,1);
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RenderInfo.m_ColorFeet = vec4(1,1,1,1);
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2008-03-23 13:51:11 +00:00
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}
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2011-04-13 18:37:12 +00:00
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}
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2008-03-23 13:51:11 +00:00
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}
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2011-04-13 18:37:12 +00:00
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2008-03-22 10:59:36 +00:00
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// set size
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2010-05-29 07:25:38 +00:00
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RenderInfo.m_Size = 64.0f;
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2008-01-12 17:09:00 +00:00
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2010-05-29 07:25:38 +00:00
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float IntraTick = Client()->IntraGameTick();
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f;
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2011-04-13 18:37:12 +00:00
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2009-01-21 00:05:07 +00:00
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//float angle = 0;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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2008-10-18 10:30:03 +00:00
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{
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// just use the direct input if it's local player we are rendering
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2010-05-29 07:25:38 +00:00
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Angle = GetAngle(m_pClient->m_pControls->m_MousePos);
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2008-10-18 10:30:03 +00:00
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}
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else
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{
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2009-01-21 00:05:07 +00:00
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/*
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2010-05-29 07:25:38 +00:00
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float mixspeed = Client()->FrameTime()*2.5f;
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2008-10-18 10:30:03 +00:00
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if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
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mixspeed *= 15.0f;
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2011-04-13 18:37:12 +00:00
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2008-10-18 10:30:03 +00:00
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// move the delta on a constant speed on a x^2 curve
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2010-05-29 07:25:38 +00:00
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float current = g_GameClient.m_aClients[info.cid].angle;
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2008-10-18 10:30:03 +00:00
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float target = player.angle/256.0f;
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float delta = angular_distance(current, target);
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float sign = delta < 0 ? -1 : 1;
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float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2008-10-18 10:30:03 +00:00
|
|
|
// make sure that it doesn't vibrate when it's still
|
|
|
|
if(fabs(delta) < 2/256.0f)
|
|
|
|
angle = target;
|
|
|
|
else
|
|
|
|
angle = angular_approach(current, target, fabs(delta-new_delta));
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
g_GameClient.m_aClients[info.cid].angle = angle;*/
|
2008-10-18 10:30:03 +00:00
|
|
|
}
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2008-10-18 10:30:03 +00:00
|
|
|
// use preditect players if needed
|
2010-05-29 07:25:38 +00:00
|
|
|
if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2011-03-04 16:08:10 +00:00
|
|
|
if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// apply predicted results
|
2010-05-29 07:25:38 +00:00
|
|
|
m_pClient->m_PredictedChar.Write(&Player);
|
|
|
|
m_pClient->m_PredictedPrevChar.Write(&Prev);
|
|
|
|
IntraTick = Client()->PredIntraGameTick();
|
|
|
|
NewTick = m_pClient->m_NewPredictedTick;
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
}
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
vec2 Direction = GetDirection((int)(Angle*256.0f));
|
|
|
|
vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
|
|
|
|
vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick);
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f);
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1;
|
2011-04-13 18:37:12 +00:00
|
|
|
|
|
|
|
|
2009-01-11 15:51:43 +00:00
|
|
|
// detect events
|
2010-05-29 07:25:38 +00:00
|
|
|
if(NewTick)
|
2009-01-11 15:51:43 +00:00
|
|
|
{
|
|
|
|
// detect air jump
|
2010-05-29 07:25:38 +00:00
|
|
|
if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2))
|
|
|
|
m_pClient->m_pEffects->AirJump(Position);
|
2009-01-11 15:51:43 +00:00
|
|
|
}
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1;
|
|
|
|
bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y+16);
|
|
|
|
bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
|
|
|
// evaluate animation
|
2010-06-11 11:20:45 +00:00
|
|
|
float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f;
|
2010-05-29 07:25:38 +00:00
|
|
|
CAnimState State;
|
|
|
|
State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);
|
|
|
|
|
|
|
|
if(InAir)
|
|
|
|
State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
|
|
|
|
else if(Stationary)
|
|
|
|
State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
|
|
|
|
else if(!WantOtherDir)
|
|
|
|
State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);
|
|
|
|
|
|
|
|
if (Player.m_Weapon == WEAPON_HAMMER)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime();
|
|
|
|
State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
2010-05-29 07:25:38 +00:00
|
|
|
if (Player.m_Weapon == WEAPON_NINJA)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime();
|
|
|
|
State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f);
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2008-03-16 22:32:17 +00:00
|
|
|
// do skidding
|
2010-05-29 07:25:38 +00:00
|
|
|
if(!InAir && WantOtherDir && length(Vel*50) > 500.0f)
|
2008-03-16 22:32:17 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
static int64 SkidSoundTime = 0;
|
|
|
|
if(time_get()-SkidSoundTime > time_freq()/10)
|
2008-03-16 22:32:17 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
m_pClient->m_pSounds->Play(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
|
|
|
|
SkidSoundTime = time_get();
|
2008-03-16 22:32:17 +00:00
|
|
|
}
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
m_pClient->m_pEffects->SkidTrail(
|
|
|
|
Position+vec2(-Player.m_Direction*6,12),
|
|
|
|
vec2(-Player.m_Direction*100*length(Vel),-50)
|
2008-03-16 22:32:17 +00:00
|
|
|
);
|
|
|
|
}
|
2008-01-12 17:09:00 +00:00
|
|
|
|
|
|
|
// draw gun
|
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
|
2009-10-27 14:38:53 +00:00
|
|
|
Graphics()->QuadsBegin();
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
|
|
|
// normal weapons
|
2010-05-29 07:25:38 +00:00
|
|
|
int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1);
|
|
|
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_pSpriteBody, Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
vec2 Dir = Direction;
|
|
|
|
float Recoil = 0.0f;
|
2008-01-12 17:09:00 +00:00
|
|
|
vec2 p;
|
2010-05-29 07:25:38 +00:00
|
|
|
if (Player.m_Weapon == WEAPON_HAMMER)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
|
|
|
// Static position for hammer
|
2010-05-29 07:25:38 +00:00
|
|
|
p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y);
|
|
|
|
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
|
2008-01-12 17:09:00 +00:00
|
|
|
// if attack is under way, bash stuffs
|
2010-05-29 07:25:38 +00:00
|
|
|
if(Direction.x < 0)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
|
|
|
|
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
2010-05-29 07:25:38 +00:00
|
|
|
RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
2010-05-29 07:25:38 +00:00
|
|
|
else if (Player.m_Weapon == WEAPON_NINJA)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
p = Position;
|
|
|
|
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
if(Direction.x < 0)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
|
|
|
|
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
|
|
|
|
m_pClient->m_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12));
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
|
|
|
|
m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12));
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
2010-05-29 07:25:38 +00:00
|
|
|
RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
|
|
|
// HADOKEN
|
2010-05-29 07:25:38 +00:00
|
|
|
if ((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
|
2010-11-16 23:38:20 +00:00
|
|
|
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
|
|
|
|
{
|
|
|
|
static int s_LastIteX = IteX;
|
|
|
|
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
|
|
|
|
if(pInfo->m_Paused)
|
|
|
|
IteX = s_LastIteX;
|
|
|
|
else
|
|
|
|
s_LastIteX = IteX;
|
|
|
|
}
|
|
|
|
if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
|
|
|
|
Dir = normalize(Dir);
|
2011-04-13 18:37:12 +00:00
|
|
|
float HadOkenAngle = GetAngle(Dir);
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->QuadsSetRotation(HadOkenAngle );
|
2008-01-12 17:09:00 +00:00
|
|
|
//float offsety = -data->weapons[iw].muzzleoffsety;
|
2010-05-29 07:25:38 +00:00
|
|
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], 0);
|
|
|
|
vec2 DirY(-Dir.y,Dir.x);
|
|
|
|
p = Position;
|
|
|
|
float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
|
|
|
|
p -= Dir * OffsetX;
|
|
|
|
RenderTools()->DrawSprite(p.x, p.y, 160.0f);
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// TODO: should be an animation
|
2010-05-29 07:25:38 +00:00
|
|
|
Recoil = 0;
|
|
|
|
float a = (Client()->GameTick()-Player.m_AttackTick+IntraTick)/5.0f;
|
2008-01-12 17:09:00 +00:00
|
|
|
if(a < 1)
|
2010-05-29 07:25:38 +00:00
|
|
|
Recoil = sinf(a*pi);
|
|
|
|
p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir*Recoil*10.0f;
|
|
|
|
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
|
|
|
|
RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
if (Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
|
|
|
// check if we're firing stuff
|
2010-05-29 07:25:38 +00:00
|
|
|
if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)//prev.attackticks)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
float Alpha = 0.0f;
|
|
|
|
int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick);
|
|
|
|
if (Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3))
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration);
|
|
|
|
Alpha = mix(2.0f, 0.0f, min(1.0f,max(0.0f,t)));
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
|
|
|
|
if (Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety;
|
|
|
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
|
|
|
|
if(Direction.x < 0)
|
|
|
|
OffsetY = -OffsetY;
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
vec2 DirY(-Dir.y,Dir.x);
|
|
|
|
vec2 MuzzlePos = p + Dir * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY;
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
RenderTools()->DrawSprite(MuzzlePos.x, MuzzlePos.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-10-27 14:38:53 +00:00
|
|
|
Graphics()->QuadsEnd();
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
switch (Player.m_Weapon)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
|
|
|
|
case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
|
|
|
|
case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// render the "shadow" tee
|
2010-05-29 07:25:38 +00:00
|
|
|
if(pInfo.m_Local && g_Config.m_Debug)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick());
|
|
|
|
CTeeRenderInfo Ghost = RenderInfo;
|
|
|
|
Ghost.m_ColorBody.a = 0.5f;
|
|
|
|
Ghost.m_ColorFeet.a = 0.5f;
|
2011-04-09 06:41:31 +00:00
|
|
|
RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition, true); // render ghost
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
RenderInfo.m_Size = 64.0f; // force some settings
|
|
|
|
RenderInfo.m_ColorBody.a = 1.0f;
|
|
|
|
RenderInfo.m_ColorFeet.a = 1.0f;
|
|
|
|
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2011-03-01 17:31:20 +00:00
|
|
|
if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
|
2009-10-27 14:38:53 +00:00
|
|
|
Graphics()->QuadsBegin();
|
2010-05-29 07:25:38 +00:00
|
|
|
RenderTools()->SelectSprite(SPRITE_DOTDOT);
|
|
|
|
IGraphics::CQuadItem QuadItem(Position.x + 24, Position.y - 40, 64,64);
|
|
|
|
Graphics()->QuadsDraw(&QuadItem, 1);
|
2009-10-27 14:38:53 +00:00
|
|
|
Graphics()->QuadsEnd();
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
|
2011-02-12 10:40:36 +00:00
|
|
|
if (m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
|
2008-01-12 17:09:00 +00:00
|
|
|
{
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
|
2009-10-27 14:38:53 +00:00
|
|
|
Graphics()->QuadsBegin();
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2011-02-12 10:40:36 +00:00
|
|
|
int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart;
|
|
|
|
int FromEnd = m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();
|
2008-01-12 17:09:00 +00:00
|
|
|
|
|
|
|
float a = 1;
|
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
if (FromEnd < Client()->GameTickSpeed() / 5)
|
|
|
|
a = FromEnd / (Client()->GameTickSpeed() / 5.0);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
|
|
|
float h = 1;
|
2010-05-29 07:25:38 +00:00
|
|
|
if (SinceStart < Client()->GameTickSpeed() / 10)
|
|
|
|
h = SinceStart / (Client()->GameTickSpeed() / 10.0);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
float Wiggle = 0;
|
|
|
|
if (SinceStart < Client()->GameTickSpeed() / 5)
|
|
|
|
Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
float WiggleAngle = sinf(5*Wiggle);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
Graphics()->QuadsSetRotation(pi/6*WiggleAngle);
|
2008-01-12 17:09:00 +00:00
|
|
|
|
2009-10-27 14:38:53 +00:00
|
|
|
Graphics()->SetColor(1.0f,1.0f,1.0f,a);
|
2008-01-12 17:09:00 +00:00
|
|
|
// client_datas::emoticon is an offset from the first emoticon
|
2011-02-12 10:40:36 +00:00
|
|
|
RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientID].m_Emoticon);
|
2010-05-29 07:25:38 +00:00
|
|
|
IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h);
|
|
|
|
Graphics()->QuadsDraw(&QuadItem, 1);
|
2009-10-27 14:38:53 +00:00
|
|
|
Graphics()->QuadsEnd();
|
2008-01-12 17:09:00 +00:00
|
|
|
}
|
|
|
|
}
|
2008-08-27 15:48:50 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
void CPlayers::OnRender()
|
2008-08-27 15:48:50 +00:00
|
|
|
{
|
2009-01-11 17:55:23 +00:00
|
|
|
// render other players in two passes, first pass we render the other, second pass we render our self
|
2010-05-29 07:25:38 +00:00
|
|
|
for(int p = 0; p < 4; p++)
|
2008-08-27 15:48:50 +00:00
|
|
|
{
|
2009-01-11 17:55:23 +00:00
|
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
|
|
{
|
|
|
|
// only render active characters
|
2010-05-29 07:25:38 +00:00
|
|
|
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active)
|
2009-01-11 17:55:23 +00:00
|
|
|
continue;
|
2008-08-27 15:48:50 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
|
|
|
|
const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
|
2008-08-27 15:48:50 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
if(pPrevInfo && pInfo)
|
2009-01-11 17:55:23 +00:00
|
|
|
{
|
|
|
|
//
|
2010-05-29 07:25:38 +00:00
|
|
|
bool Local = ((const CNetObj_PlayerInfo *)pInfo)->m_Local !=0;
|
|
|
|
if((p % 2) == 0 && Local) continue;
|
|
|
|
if((p % 2) == 1 && !Local) continue;
|
2011-04-13 18:37:12 +00:00
|
|
|
|
2010-05-29 07:25:38 +00:00
|
|
|
CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev;
|
|
|
|
CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur;
|
|
|
|
|
|
|
|
if(p<2)
|
|
|
|
RenderHook(
|
|
|
|
&PrevChar,
|
|
|
|
&CurChar,
|
|
|
|
(const CNetObj_PlayerInfo *)pPrevInfo,
|
|
|
|
(const CNetObj_PlayerInfo *)pInfo
|
|
|
|
);
|
|
|
|
else
|
|
|
|
RenderPlayer(
|
|
|
|
&PrevChar,
|
|
|
|
&CurChar,
|
|
|
|
(const CNetObj_PlayerInfo *)pPrevInfo,
|
|
|
|
(const CNetObj_PlayerInfo *)pInfo
|
|
|
|
);
|
2011-04-13 18:37:12 +00:00
|
|
|
}
|
2009-01-11 17:55:23 +00:00
|
|
|
}
|
2008-08-27 15:48:50 +00:00
|
|
|
}
|
|
|
|
}
|