ddnet/src/game/client/gameclient.cpp

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2010-11-20 10:37:14 +00:00
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <engine/editor.h>
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#include <engine/engine.h>
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#include <engine/friends.h>
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#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/demo.h>
#include <engine/map.h>
#include <engine/storage.h>
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#include <engine/sound.h>
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#include <engine/serverbrowser.h>
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#include <engine/shared/demo.h>
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#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
#include <game/localization.h>
#include <game/version.h>
#include "render.h"
#include "gameclient.h"
#include "components/binds.h"
#include "components/broadcast.h"
#include "components/camera.h"
#include "components/chat.h"
#include "components/console.h"
#include "components/controls.h"
#include "components/countryflags.h"
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#include "components/damageind.h"
#include "components/debughud.h"
#include "components/effects.h"
#include "components/emoticon.h"
#include "components/flow.h"
#include "components/hud.h"
#include "components/items.h"
#include "components/killmessages.h"
#include "components/mapimages.h"
#include "components/maplayers.h"
#include "components/menus.h"
#include "components/motd.h"
#include "components/particles.h"
#include "components/players.h"
#include "components/nameplates.h"
#include "components/scoreboard.h"
#include "components/skins.h"
#include "components/sounds.h"
#include "components/spectator.h"
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#include "components/voting.h"
#include <base/system.h>
#include "components/race_demo.h"
#include "components/ghost.h"
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#include <base/tl/sorted_array.h>
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CGameClient g_GameClient;
// instanciate all systems
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static CKillMessages gs_KillMessages;
static CCamera gs_Camera;
static CChat gs_Chat;
static CMotd gs_Motd;
static CBroadcast gs_Broadcast;
static CGameConsole gs_GameConsole;
static CBinds gs_Binds;
static CParticles gs_Particles;
static CMenus gs_Menus;
static CSkins gs_Skins;
static CCountryFlags gs_CountryFlags;
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static CFlow gs_Flow;
static CHud gs_Hud;
static CDebugHud gs_DebugHud;
static CControls gs_Controls;
static CEffects gs_Effects;
static CScoreboard gs_Scoreboard;
static CSounds gs_Sounds;
static CEmoticon gs_Emoticon;
static CDamageInd gsDamageInd;
static CVoting gs_Voting;
static CSpectator gs_Spectator;
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static CPlayers gs_Players;
static CNamePlates gs_NamePlates;
static CItems gs_Items;
static CMapImages gs_MapImages;
static CMapLayers gs_MapLayersBackGround(CMapLayers::TYPE_BACKGROUND);
static CMapLayers gs_MapLayersForeGround(CMapLayers::TYPE_FOREGROUND);
static CRaceDemo gs_RaceDemo;
static CGhost gs_Ghost;
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CGameClient::CStack::CStack() { m_Num = 0; }
void CGameClient::CStack::Add(class CComponent *pComponent) { m_paComponents[m_Num++] = pComponent; }
const char *CGameClient::Version() { return GAME_VERSION; }
const char *CGameClient::NetVersion() { return GAME_NETVERSION; }
const char *CGameClient::GetItemName(int Type) { return m_NetObjHandler.GetObjName(Type); }
int CGameClient::GetCountryIndex(int Code)
{
int Index = g_GameClient.m_pCountryFlags->Find(Code);
if(Index < 0)
{
Index = g_GameClient.m_pCountryFlags->Find(-1);
if(Index < 0)
Index = 0;
}
return Index;
}
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void CGameClient::OnConsoleInit()
{
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m_pEngine = Kernel()->RequestInterface<IEngine>();
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m_pClient = Kernel()->RequestInterface<IClient>();
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
m_pTextRender = Kernel()->RequestInterface<ITextRender>();
m_pSound = Kernel()->RequestInterface<ISound>();
m_pInput = Kernel()->RequestInterface<IInput>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
m_pStorage = Kernel()->RequestInterface<IStorage>();
m_pDemoPlayer = Kernel()->RequestInterface<IDemoPlayer>();
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m_pDemoRecorder = Kernel()->RequestInterface<IDemoRecorder>();
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m_pServerBrowser = Kernel()->RequestInterface<IServerBrowser>();
m_pEditor = Kernel()->RequestInterface<IEditor>();
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m_pFriends = Kernel()->RequestInterface<IFriends>();
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// setup pointers
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m_pBinds = &::gs_Binds;
m_pGameConsole = &::gs_GameConsole;
m_pParticles = &::gs_Particles;
m_pMenus = &::gs_Menus;
m_pSkins = &::gs_Skins;
m_pCountryFlags = &::gs_CountryFlags;
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m_pChat = &::gs_Chat;
m_pFlow = &::gs_Flow;
m_pCamera = &::gs_Camera;
m_pControls = &::gs_Controls;
m_pEffects = &::gs_Effects;
m_pSounds = &::gs_Sounds;
m_pMotd = &::gs_Motd;
m_pDamageind = &::gsDamageInd;
m_pMapimages = &::gs_MapImages;
m_pVoting = &::gs_Voting;
m_pScoreboard = &::gs_Scoreboard;
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m_pItems = &::gs_Items;
m_pRaceDemo = &::gs_RaceDemo;
m_pGhost = &::gs_Ghost;
// make a list of all the systems, make sure to add them in the corrent render order
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m_All.Add(m_pSkins);
m_All.Add(m_pCountryFlags);
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m_All.Add(m_pMapimages);
m_All.Add(m_pEffects); // doesn't render anything, just updates effects
m_All.Add(m_pParticles);
m_All.Add(m_pBinds);
m_All.Add(m_pControls);
m_All.Add(m_pCamera);
m_All.Add(m_pSounds);
m_All.Add(m_pVoting);
m_All.Add(m_pParticles); // doesn't render anything, just updates all the particles
m_All.Add(m_pRaceDemo);
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m_All.Add(&gs_MapLayersBackGround); // first to render
m_All.Add(&m_pParticles->m_RenderTrail);
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m_All.Add(m_pItems);
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m_All.Add(&gs_Players);
m_All.Add(m_pGhost);
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m_All.Add(&gs_MapLayersForeGround);
m_All.Add(&m_pParticles->m_RenderExplosions);
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m_All.Add(&gs_NamePlates);
m_All.Add(&m_pParticles->m_RenderGeneral);
m_All.Add(m_pDamageind);
m_All.Add(&gs_Hud);
m_All.Add(&gs_Spectator);
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m_All.Add(&gs_Emoticon);
m_All.Add(&gs_KillMessages);
m_All.Add(m_pChat);
m_All.Add(&gs_Broadcast);
m_All.Add(&gs_DebugHud);
m_All.Add(&gs_Scoreboard);
m_All.Add(m_pMotd);
m_All.Add(m_pMenus);
m_All.Add(m_pGameConsole);
// build the input stack
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m_Input.Add(&m_pMenus->m_Binder); // this will take over all input when we want to bind a key
m_Input.Add(&m_pBinds->m_SpecialBinds);
m_Input.Add(m_pGameConsole);
m_Input.Add(m_pChat); // chat has higher prio due to tha you can quit it by pressing esc
m_Input.Add(m_pMotd); // for pressing esc to remove it
m_Input.Add(m_pMenus);
m_Input.Add(&gs_Spectator);
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m_Input.Add(&gs_Emoticon);
m_Input.Add(m_pControls);
m_Input.Add(m_pBinds);
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// add the some console commands
Console()->Register("team", "i", CFGFLAG_CLIENT, ConTeam, this, "Switch team", IConsole::CONSOLELEVEL_USER);
Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself", IConsole::CONSOLELEVEL_USER);
// register server dummy commands for tab completion
Console()->Register("tune", "si", CFGFLAG_SERVER, ConServerDummy, 0, "Tune variable to value", IConsole::CONSOLELEVEL_USER);
Console()->Register("tune_reset", "", CFGFLAG_SERVER, ConServerDummy, 0, "Reset tuning", IConsole::CONSOLELEVEL_USER);
Console()->Register("tune_dump", "", CFGFLAG_SERVER, ConServerDummy, 0, "Dump tuning", IConsole::CONSOLELEVEL_USER);
Console()->Register("change_map", "?r", CFGFLAG_SERVER, ConServerDummy, 0, "Change map", IConsole::CONSOLELEVEL_USER);
Console()->Register("restart", "?i", CFGFLAG_SERVER, ConServerDummy, 0, "Restart in x seconds", IConsole::CONSOLELEVEL_USER);
Console()->Register("broadcast", "r", CFGFLAG_SERVER, ConServerDummy, 0, "Broadcast message", IConsole::CONSOLELEVEL_USER);
Console()->Register("say", "r", CFGFLAG_SERVER, ConServerDummy, 0, "Say in chat", IConsole::CONSOLELEVEL_USER);
Console()->Register("set_team", "vi", CFGFLAG_SERVER, ConServerDummy, 0, "Set team of player to team", IConsole::CONSOLELEVEL_USER);
Console()->Register("set_team_all", "i", CFGFLAG_SERVER, ConServerDummy, 0, "Set team of all players to team", IConsole::CONSOLELEVEL_USER);
Console()->Register("add_vote", "sr", CFGFLAG_SERVER, ConServerDummy, 0, "Add a voting option", IConsole::CONSOLELEVEL_USER);
Console()->Register("remove_vote", "s", CFGFLAG_SERVER, ConServerDummy, 0, "remove a voting option", IConsole::CONSOLELEVEL_USER);
Console()->Register("force_vote", "ss?r", CFGFLAG_SERVER, ConServerDummy, 0, "Force a voting option", IConsole::CONSOLELEVEL_USER);
Console()->Register("clear_votes", "", CFGFLAG_SERVER, ConServerDummy, 0, "Clears the voting options", IConsole::CONSOLELEVEL_USER);
Console()->Register("vote", "r", CFGFLAG_SERVER, ConServerDummy, 0, "Force a vote to yes/no", IConsole::CONSOLELEVEL_USER);
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// propagate pointers
m_UI.SetGraphics(Graphics(), TextRender());
m_RenderTools.m_pGraphics = Graphics();
m_RenderTools.m_pUI = UI();
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->m_pClient = this;
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// let all the other components register their console commands
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnConsoleInit();
//
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Console()->Chain("player_name", ConchainSpecialInfoupdate, this);
Console()->Chain("player_clan", ConchainSpecialInfoupdate, this);
Console()->Chain("player_country", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_use_custom_color", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_body", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_feet", ConchainSpecialInfoupdate, this);
Console()->Chain("player_skin", ConchainSpecialInfoupdate, this);
//
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m_SuppressEvents = false;
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}
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void CGameClient::OnInit()
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{
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int64 Start = time_get();
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// set the language
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g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console());
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// TODO: this should be different
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// setup item sizes
for(int i = 0; i < NUM_NETOBJTYPES; i++)
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Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));
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// load default font
static CFont *pDefaultFont = 0;
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char aFilename[512];
IOHANDLE File = Storage()->OpenFile("fonts/DejaVuSans.ttf", IOFLAG_READ, IStorage::TYPE_ALL, aFilename, sizeof(aFilename));
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if(File)
{
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io_close(File);
pDefaultFont = TextRender()->LoadFont(aFilename);
TextRender()->SetDefaultFont(pDefaultFont);
}
if(!pDefaultFont)
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "gameclient", "failed to load font. filename='fonts/DejaVuSans.ttf'");
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// init all components
for(int i = m_All.m_Num-1; i >= 0; --i)
m_All.m_paComponents[i]->OnInit();
// setup load amount// load textures
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for(int i = 0; i < g_pData->m_NumImages; i++)
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{
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g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
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g_GameClient.m_pMenus->RenderLoading();
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}
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
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int64 End = time_get();
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "initialisation finished after %.2fms", ((End-Start)*1000)/(float)time_freq());
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "gameclient", aBuf);
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m_ServerMode = SERVERMODE_PURE;
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m_DDRaceMsgSent = false;
}
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void CGameClient::DispatchInput()
{
// handle mouse movement
float x = 0.0f, y = 0.0f;
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Input()->MouseRelative(&x, &y);
if(x != 0.0f || y != 0.0f)
{
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for(int h = 0; h < m_Input.m_Num; h++)
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{
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if(m_Input.m_paComponents[h]->OnMouseMove(x, y))
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break;
}
}
// handle key presses
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for(int i = 0; i < Input()->NumEvents(); i++)
{
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IInput::CEvent e = Input()->GetEvent(i);
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for(int h = 0; h < m_Input.m_Num; h++)
{
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if(m_Input.m_paComponents[h]->OnInput(e))
{
//dbg_msg("", "%d char=%d key=%d flags=%d", h, e.ch, e.key, e.flags);
break;
}
}
}
// clear all events for this frame
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Input()->ClearEvents();
}
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int CGameClient::OnSnapInput(int *pData)
{
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return m_pControls->SnapInput(pData);
}
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void CGameClient::OnConnected()
{
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m_Layers.Init(Kernel());
m_Collision.Init(Layers());
RenderTools()->RenderTilemapGenerateSkip(Layers());
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for(int i = 0; i < m_All.m_Num; i++)
{
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m_All.m_paComponents[i]->OnMapLoad();
m_All.m_paComponents[i]->OnReset();
}
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CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
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m_ServerMode = SERVERMODE_PURE;
m_LastSendInfo = 0;
// send the inital info
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SendInfo(true);
}
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void CGameClient::OnReset()
{
// clear out the invalid pointers
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m_LastNewPredictedTick = -1;
mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
for(int i = 0; i < MAX_CLIENTS; i++)
m_aClients[i].Reset();
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
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m_DemoSpecID = SPEC_FREEVIEW;
m_Teams.Reset();
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m_DDRaceMsgSent = false;
}
void CGameClient::UpdatePositions()
{
// local character position
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if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
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if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
// don't use predicted
}
else
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m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
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else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
{
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m_LocalCharacterPos = mix(
vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick());
}
// spectator position
if(m_Snap.m_SpecInfo.m_Active)
{
if(Client()->State() == IClient::STATE_DEMOPLAYBACK && DemoPlayer()->GetDemoType() == IDemoPlayer::DEMOTYPE_SERVER &&
m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
{
m_Snap.m_SpecInfo.m_Position = mix(
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_Y),
Client()->IntraGameTick());
m_Snap.m_SpecInfo.m_UsePosition = true;
}
else if(m_Snap.m_pSpectatorInfo && (Client()->State() == IClient::STATE_DEMOPLAYBACK || m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW))
{
if(m_Snap.m_pPrevSpectatorInfo)
m_Snap.m_SpecInfo.m_Position = mix(vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), Client()->IntraGameTick());
else
m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
m_Snap.m_SpecInfo.m_UsePosition = true;
}
}
}
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static void Evolve(CNetObj_Character *pCharacter, int Tick)
{
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CWorldCore TempWorld;
CCharacterCore TempCore;
CTeamsCore TempTeams;
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mem_zero(&TempCore, sizeof(TempCore));
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mem_zero(&TempTeams, sizeof(TempTeams));
TempCore.Init(&TempWorld, g_GameClient.Collision(), &TempTeams);
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TempCore.Read(pCharacter);
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while(pCharacter->m_Tick < Tick)
{
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pCharacter->m_Tick++;
TempCore.Tick(false);
TempCore.Move();
TempCore.Quantize();
}
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TempCore.Write(pCharacter);
}
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void CGameClient::OnRender()
{
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/*Graphics()->Clear(1,0,0);
menus->render_background();
return;*/
/*
Graphics()->Clear(1,0,0);
Graphics()->MapScreen(0,0,100,100);
Graphics()->QuadsBegin();
Graphics()->SetColor(1,1,1,1);
Graphics()->QuadsDraw(50, 50, 30, 30);
Graphics()->QuadsEnd();
return;*/
// update the local character and spectate position
UpdatePositions();
// dispatch all input to systems
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DispatchInput();
// render all systems
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnRender();
// clear new tick flags
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m_NewTick = false;
m_NewPredictedTick = false;
// check if client info has to be resent
if(m_LastSendInfo && Client()->State() == IClient::STATE_ONLINE && !m_pMenus->IsActive() && m_LastSendInfo+time_freq()*5 < time_get())
{
// resend if client info differs
if(str_comp(g_Config.m_PlayerName, m_aClients[m_Snap.m_LocalClientID].m_aName) ||
str_comp(g_Config.m_PlayerClan, m_aClients[m_Snap.m_LocalClientID].m_aClan) ||
g_Config.m_PlayerCountry != m_aClients[m_Snap.m_LocalClientID].m_Country ||
str_comp(g_Config.m_PlayerSkin, m_aClients[m_Snap.m_LocalClientID].m_aSkinName) ||
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(m_Snap.m_pGameInfoObj && !(m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) && // no teamgame?
(g_Config.m_PlayerUseCustomColor != m_aClients[m_Snap.m_LocalClientID].m_UseCustomColor ||
g_Config.m_PlayerColorBody != m_aClients[m_Snap.m_LocalClientID].m_ColorBody ||
g_Config.m_PlayerColorFeet != m_aClients[m_Snap.m_LocalClientID].m_ColorFeet)))
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{
SendInfo(false);
}
m_LastSendInfo = 0;
}
}
void CGameClient::OnRelease()
{
// release all systems
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnRelease();
}
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void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker)
{
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// special messages
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if(MsgId == NETMSGTYPE_SV_EXTRAPROJECTILE)
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{
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int Num = pUnpacker->GetInt();
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for(int k = 0; k < Num; k++)
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{
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CNetObj_Projectile Proj;
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
((int *)&Proj)[i] = pUnpacker->GetInt();
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if(pUnpacker->Error())
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return;
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g_GameClient.m_pItems->AddExtraProjectile(&Proj);
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}
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return;
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}
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else if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
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{
// unpack the new tuning
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CTuningParams NewTuning;
int *pParams = (int *)&NewTuning;
for(unsigned i = 0; i < sizeof(CTuningParams)/sizeof(int); i++)
pParams[i] = pUnpacker->GetInt();
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// check for unpacking errors
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if(pUnpacker->Error())
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return;
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m_ServerMode = SERVERMODE_PURE;
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// apply new tuning
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m_Tuning = NewTuning;
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return;
}
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void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
if(!pRawMsg)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", aBuf);
return;
}
// TODO: this should be done smarter
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnMessage(MsgId, pRawMsg);
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if(MsgId == NETMSGTYPE_SV_READYTOENTER)
{
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Client()->EnterGame();
}
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else if (MsgId == NETMSGTYPE_SV_EMOTICON)
{
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CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
// apply
m_aClients[pMsg->m_ClientID].m_Emoticon = pMsg->m_Emoticon;
m_aClients[pMsg->m_ClientID].m_EmoticonStart = Client()->GameTick();
}
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else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
{
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if(m_SuppressEvents)
return;
// don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
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CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
if(pMsg->m_SoundID == SOUND_CTF_DROP || pMsg->m_SoundID == SOUND_CTF_RETURN ||
pMsg->m_SoundID == SOUND_CTF_CAPTURE || pMsg->m_SoundID == SOUND_CTF_GRAB_EN ||
pMsg->m_SoundID == SOUND_CTF_GRAB_PL)
g_GameClient.m_pSounds->Enqueue(pMsg->m_SoundID);
else
g_GameClient.m_pSounds->Play(CSounds::CHN_GLOBAL, pMsg->m_SoundID, 1.0f, vec2(0,0));
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}
else if(MsgId == NETMSGTYPE_CL_TEAMSSTATE)
{
CNetMsg_Cl_TeamsState *pMsg = (CNetMsg_Cl_TeamsState *)pRawMsg;
m_Teams.Team(0, pMsg->m_Tee0);
m_Teams.Team(1, pMsg->m_Tee1);
m_Teams.Team(2, pMsg->m_Tee2);
m_Teams.Team(3, pMsg->m_Tee3);
m_Teams.Team(4, pMsg->m_Tee4);
m_Teams.Team(5, pMsg->m_Tee5);
m_Teams.Team(6, pMsg->m_Tee6);
m_Teams.Team(7, pMsg->m_Tee7);
m_Teams.Team(8, pMsg->m_Tee8);
m_Teams.Team(9, pMsg->m_Tee9);
m_Teams.Team(10, pMsg->m_Tee10);
m_Teams.Team(11, pMsg->m_Tee11);
m_Teams.Team(12, pMsg->m_Tee12);
m_Teams.Team(13, pMsg->m_Tee13);
m_Teams.Team(14, pMsg->m_Tee14);
m_Teams.Team(15, pMsg->m_Tee15);
}
else if(MsgId == NETMSGTYPE_SV_PLAYERTIME)
{
CNetMsg_Sv_PlayerTime *pMsg = (CNetMsg_Sv_PlayerTime *)pRawMsg;
m_aClients[pMsg->m_ClientID].m_Score = pMsg->m_Time;
}
}
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void CGameClient::OnStateChange(int NewState, int OldState)
{
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// reset everything when not already connected (to keep gathered stuff)
if(NewState < IClient::STATE_ONLINE)
OnReset();
// then change the state
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnStateChange(NewState, OldState);
}
void CGameClient::OnShutdown()
{
m_pRaceDemo->OnShutdown();
}
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void CGameClient::OnEnterGame() {}
void CGameClient::OnGameOver()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
Client()->AutoScreenshot_Start();
}
void CGameClient::OnStartGame()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
Client()->DemoRecorder_HandleAutoStart();
}
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void CGameClient::OnRconLine(const char *pLine)
{
m_pGameConsole->PrintLine(CGameConsole::CONSOLETYPE_REMOTE, pLine);
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}
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void CGameClient::ProcessEvents()
{
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if(m_SuppressEvents)
return;
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int SnapType = IClient::SNAP_CURRENT;
int Num = Client()->SnapNumItems(SnapType);
for(int Index = 0; Index < Num; Index++)
{
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IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(SnapType, Index, &Item);
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if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
{
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NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)pData;
g_GameClient.m_pEffects->DamageIndicator(vec2(ev->m_X, ev->m_Y), GetDirection(ev->m_Angle));
}
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else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
{
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NETEVENT_EXPLOSION *ev = (NETEVENT_EXPLOSION *)pData;
g_GameClient.m_pEffects->Explosion(vec2(ev->m_X, ev->m_Y));
}
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else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
{
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NETEVENT_HAMMERHIT *ev = (NETEVENT_HAMMERHIT *)pData;
g_GameClient.m_pEffects->HammerHit(vec2(ev->m_X, ev->m_Y));
}
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else if(Item.m_Type == NETEVENTTYPE_SPAWN)
{
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NETEVENT_SPAWN *ev = (NETEVENT_SPAWN *)pData;
g_GameClient.m_pEffects->PlayerSpawn(vec2(ev->m_X, ev->m_Y));
}
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else if(Item.m_Type == NETEVENTTYPE_DEATH)
{
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NETEVENT_DEATH *ev = (NETEVENT_DEATH *)pData;
g_GameClient.m_pEffects->PlayerDeath(vec2(ev->m_X, ev->m_Y), ev->m_ClientID);
}
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else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
{
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NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)pData;
g_GameClient.m_pSounds->Play(CSounds::CHN_WORLD, ev->m_SoundID, 1.0f, vec2(ev->m_X, ev->m_Y));
}
}
}
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void CGameClient::OnNewSnapshot()
{
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m_NewTick = true;
// clear out the invalid pointers
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mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
m_Snap.m_LocalClientID = -1;
// secure snapshot
{
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int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int Index = 0; Index < Num; Index++)
{
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IClient::CSnapItem Item;
void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
if(m_NetObjHandler.ValidateObj(Item.m_Type, pData, Item.m_DataSize) != 0)
{
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if(g_Config.m_Debug)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "invalidated index=%d type=%d (%s) size=%d id=%d", Index, Item.m_Type, m_NetObjHandler.GetObjName(Item.m_Type), Item.m_DataSize, Item.m_ID);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
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Client()->SnapInvalidateItem(IClient::SNAP_CURRENT, Index);
}
}
}
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ProcessEvents();
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if(g_Config.m_DbgStress)
{
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if((Client()->GameTick()%100) == 0)
{
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char aMessage[64];
int MsgLen = rand()%(sizeof(aMessage)-1);
for(int i = 0; i < MsgLen; i++)
aMessage[i] = 'a'+(rand()%('z'-'a'));
aMessage[MsgLen] = 0;
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CNetMsg_Cl_Say Msg;
Msg.m_Team = rand()&1;
Msg.m_pMessage = aMessage;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
}
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// go trough all the items in the snapshot and gather the info we want
{
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m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
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int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int i = 0; i < Num; i++)
{
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IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item);
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if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
{
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const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)pData;
int ClientID = Item.m_ID;
IntsToStr(&pInfo->m_Name0, 4, m_aClients[ClientID].m_aName);
IntsToStr(&pInfo->m_Clan0, 3, m_aClients[ClientID].m_aClan);
m_aClients[ClientID].m_Country = GetCountryIndex(pInfo->m_Country);
IntsToStr(&pInfo->m_Skin0, 6, m_aClients[ClientID].m_aSkinName);
m_aClients[ClientID].m_UseCustomColor = pInfo->m_UseCustomColor;
m_aClients[ClientID].m_ColorBody = pInfo->m_ColorBody;
m_aClients[ClientID].m_ColorFeet = pInfo->m_ColorFeet;
// prepare the info
if(m_aClients[ClientID].m_aSkinName[0] == 'x' || m_aClients[ClientID].m_aSkinName[1] == '_')
str_copy(m_aClients[ClientID].m_aSkinName, "default", 64);
m_aClients[ClientID].m_SkinInfo.m_ColorBody = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorBody);
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorFeet);
m_aClients[ClientID].m_SkinInfo.m_Size = 64;
// find new skin
m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find(m_aClients[ClientID].m_aSkinName);
if(m_aClients[ClientID].m_SkinID < 0)
{
m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find("default");
if(m_aClients[ClientID].m_SkinID < 0)
m_aClients[ClientID].m_SkinID = 0;
}
if(m_aClients[ClientID].m_UseCustomColor)
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_ColorTexture;
else
{
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_OrgTexture;
m_aClients[ClientID].m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
}
m_aClients[ClientID].UpdateRenderInfo();
}
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else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
{
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const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData;
m_aClients[pInfo->m_ClientID].m_Team = pInfo->m_Team;
m_aClients[pInfo->m_ClientID].m_Active = true;
m_Snap.m_paPlayerInfos[pInfo->m_ClientID] = pInfo;
m_Snap.m_NumPlayers++;
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if(pInfo->m_Local)
{
m_Snap.m_LocalClientID = Item.m_ID;
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m_Snap.m_pLocalInfo = pInfo;
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if(pInfo->m_Team == TEAM_SPECTATORS)
{
m_Snap.m_SpecInfo.m_Active = true;
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
}
}
// calculate team-balance
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if(pInfo->m_Team != TEAM_SPECTATORS)
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m_Snap.m_aTeamSize[pInfo->m_Team]++;
}
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else if(Item.m_Type == NETOBJTYPE_CHARACTER)
{
const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID);
m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData);
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if(pOld)
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{
m_Snap.m_aCharacters[Item.m_ID].m_Active = true;
m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld);
if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick());
if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick());
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}
}
else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
{
m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)pData;
m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_SPECTATORINFO, Item.m_ID);
m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_pSpectatorInfo->m_SpectatorID;
}
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else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
{
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static bool s_GameOver = 0;
m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)pData;
if(!s_GameOver && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)
OnGameOver();
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else if(s_GameOver && !(m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
OnStartGame();
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s_GameOver = m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER;
}
else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
{
m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData;
m_Snap.m_GameDataSnapID = Item.m_ID;
}
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else if(Item.m_Type == NETOBJTYPE_FLAG)
m_Snap.m_paFlags[Item.m_ID%2] = (const CNetObj_Flag *)pData;
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}
}
// setup local pointers
if(m_Snap.m_LocalClientID >= 0)
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{
CSnapState::CCharacterInfo *c = &m_Snap.m_aCharacters[m_Snap.m_LocalClientID];
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if(c->m_Active)
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{
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m_Snap.m_pLocalCharacter = &c->m_Cur;
m_Snap.m_pLocalPrevCharacter = &c->m_Prev;
m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
}
else if(Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, m_Snap.m_LocalClientID))
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{
// player died
m_pControls->OnPlayerDeath();
}
}
else
{
m_Snap.m_SpecInfo.m_Active = true;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK && DemoPlayer()->GetDemoType() == IDemoPlayer::DEMOTYPE_SERVER &&
m_DemoSpecID != SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecID].m_Active)
m_Snap.m_SpecInfo.m_SpectatorID = m_DemoSpecID;
else
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
}
// clear out unneeded client data
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(!m_Snap.m_paPlayerInfos[i] && m_aClients[i].m_Active)
m_aClients[i].Reset();
}
2011-03-23 12:06:35 +00:00
// update friend state
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true))
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m_aClients[i].m_Friend = false;
else
m_aClients[i].m_Friend = true;
}
// sort player infos by score
mem_copy(m_Snap.m_paInfoByScore, m_Snap.m_paPlayerInfos, sizeof(m_Snap.m_paInfoByScore));
for(int k = 0; k < MAX_CLIENTS-1; k++) // ffs, bubblesort
{
for(int i = 0; i < MAX_CLIENTS-k-1; i++)
{
if(m_Snap.m_paInfoByScore[i+1] && (!m_Snap.m_paInfoByScore[i] || m_Snap.m_paInfoByScore[i]->m_Score < m_Snap.m_paInfoByScore[i+1]->m_Score))
{
const CNetObj_PlayerInfo *pTmp = m_Snap.m_paInfoByScore[i];
m_Snap.m_paInfoByScore[i] = m_Snap.m_paInfoByScore[i+1];
m_Snap.m_paInfoByScore[i+1] = pTmp;
}
}
}
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CTuningParams StandardTuning;
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
if(CurrentServerInfo.m_aGameType[0] != '0')
{
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if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0)
m_ServerMode = SERVERMODE_MOD;
else if(mem_comp(&StandardTuning, &m_Tuning, sizeof(CTuningParams)) == 0)
m_ServerMode = SERVERMODE_PURE;
else
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m_ServerMode = SERVERMODE_PUREMOD;
}
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if(!m_DDRaceMsgSent && m_Snap.m_pLocalInfo)
{
CNetMsg_Cl_IsDDRace Msg;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
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m_DDRaceMsgSent = true;
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if(g_Config.m_ClShowOthers)
Console()->ExecuteLine("rcon showothers 1", 4, IConsole::CONSOLELEVEL_USER);
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else
Console()->ExecuteLine("rcon showothers 0", 4, IConsole::CONSOLELEVEL_USER);
}
}
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void CGameClient::OnPredict()
{
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// store the previous values so we can detect prediction errors
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CCharacterCore BeforePrevChar = m_PredictedPrevChar;
CCharacterCore BeforeChar = m_PredictedChar;
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// we can't predict without our own id or own character
if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active)
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return;
// don't predict anything if we are paused
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if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
{
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if(m_Snap.m_pLocalCharacter)
m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
if(m_Snap.m_pLocalPrevCharacter)
m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
return;
}
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// repredict character
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CWorldCore World;
World.m_Tuning = m_Tuning;
// search for players
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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if(!m_Snap.m_aCharacters[i].m_Active || !m_Snap.m_paPlayerInfos[i])
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continue;
g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision(), &m_Teams);
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World.m_apCharacters[i] = &g_GameClient.m_aClients[i].m_Predicted;
World.m_apCharacters[i]->m_Id = m_Snap.m_paPlayerInfos[i]->m_ClientID;
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g_GameClient.m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur);
}
// predict
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for(int Tick = Client()->GameTick()+1; Tick <= Client()->PredGameTick(); Tick++)
{
// fetch the local
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
m_PredictedPrevChar = *World.m_apCharacters[m_Snap.m_LocalClientID];
// first calculate where everyone should move
for(int c = 0; c < MAX_CLIENTS; c++)
{
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if(!World.m_apCharacters[c])
continue;
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mem_zero(&World.m_apCharacters[c]->m_Input, sizeof(World.m_apCharacters[c]->m_Input));
if(m_Snap.m_LocalClientID == c)
{
// apply player input
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int *pInput = Client()->GetInput(Tick);
if(pInput)
World.m_apCharacters[c]->m_Input = *((CNetObj_PlayerInput*)pInput);
World.m_apCharacters[c]->Tick(true);
}
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else
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World.m_apCharacters[c]->Tick(false);
}
// move all players and quantize their data
for(int c = 0; c < MAX_CLIENTS; c++)
{
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if(!World.m_apCharacters[c])
continue;
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World.m_apCharacters[c]->Move();
World.m_apCharacters[c]->Quantize();
}
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// check if we want to trigger effects
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if(Tick > m_LastNewPredictedTick)
{
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m_LastNewPredictedTick = Tick;
m_NewPredictedTick = true;
if(m_Snap.m_LocalClientID != -1 && World.m_apCharacters[m_Snap.m_LocalClientID])
{
vec2 Pos = World.m_apCharacters[m_Snap.m_LocalClientID]->m_Pos;
int Events = World.m_apCharacters[m_Snap.m_LocalClientID]->m_TriggeredEvents;
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if(Events&COREEVENT_GROUND_JUMP) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);
/*if(events&COREEVENT_AIR_JUMP)
{
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GameClient.effects->air_jump(pos);
GameClient.sounds->play_and_record(SOUNDS::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, pos);
}*/
//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
//if(events&COREEVENT_HOOK_ATTACH_PLAYER) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_PLAYER, 1.0f, pos);
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if(Events&COREEVENT_HOOK_ATTACH_GROUND) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
if(Events&COREEVENT_HOOK_HIT_NOHOOK) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
}
}
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
m_PredictedChar = *World.m_apCharacters[m_Snap.m_LocalClientID];
}
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if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick())
{
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CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
BeforeChar.Write(&Before);
BeforePrevChar.Write(&BeforePrev);
m_PredictedChar.Write(&Now);
m_PredictedPrevChar.Write(&NowPrev);
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if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
{
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error");
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for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++)
if(((int *)&Before)[i] != ((int *)&Now)[i])
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{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf);
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}
}
}
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m_PredictedTick = Client()->PredGameTick();
}
void CGameClient::OnActivateEditor()
{
OnRelease();
}
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void CGameClient::CClientData::UpdateRenderInfo()
{
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m_RenderInfo = m_SkinInfo;
// force team colors
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if(g_GameClient.m_Snap.m_pGameInfoObj && g_GameClient.m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
{
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m_RenderInfo.m_Texture = g_GameClient.m_pSkins->Get(m_SkinID)->m_ColorTexture;
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const int TeamColors[2] = {65387, 10223467};
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if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
{
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
}
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else
{
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(12895054);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(12895054);
}
}
}
void CGameClient::CClientData::Reset()
{
m_aName[0] = 0;
m_aClan[0] = 0;
m_Country = -1;
m_SkinID = 0;
m_Team = 0;
m_Angle = 0;
m_Emoticon = 0;
m_EmoticonStart = -1;
m_Active = false;
m_ChatIgnore = false;
m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture;
m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
UpdateRenderInfo();
}
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void CGameClient::SendSwitchTeam(int Team)
{
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CNetMsg_Cl_SetTeam Msg;
Msg.m_Team = Team;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
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void CGameClient::SendInfo(bool Start)
{
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if(Start)
{
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CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
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Msg.m_pSkin = g_Config.m_PlayerSkin;
Msg.m_UseCustomColor = g_Config.m_PlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_PlayerColorBody;
Msg.m_ColorFeet = g_Config.m_PlayerColorFeet;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
else
{
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CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
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Msg.m_pSkin = g_Config.m_PlayerSkin;
Msg.m_UseCustomColor = g_Config.m_PlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_PlayerColorBody;
Msg.m_ColorFeet = g_Config.m_PlayerColorFeet;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
// activate timer to resend the info if it gets filtered
if(!m_LastSendInfo || m_LastSendInfo+time_freq()*5 < time_get())
m_LastSendInfo = time_get();
}
}
void CGameClient::SendKill(int ClientID)
{
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CNetMsg_Cl_Kill Msg;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
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void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
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((CGameClient*)pUserData)->SendSwitchTeam(pResult->GetInteger(0));
}
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void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
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((CGameClient*)pUserData)->SendKill(-1);
}
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void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
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pfnCallback(pResult, pCallbackUserData, -1);
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if(pResult->NumArguments())
((CGameClient*)pUserData)->SendInfo(false);
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}
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IGameClient *CreateGameClient()
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{
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return &g_GameClient;
}
// DDRace
static void ConServerDummy(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
dbg_msg("client", "this command is not available on the client");
}