ddnet/src/game/client/components/ghost.cpp

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/* (c) Rajh, Redix and Sushi. */
#include <engine/ghost.h>
#include <engine/graphics.h>
#include <engine/storage.h>
#include <engine/shared/config.h>
#include <game/generated/client_data.h>
#include <game/client/animstate.h>
#include "race.h"
#include "skins.h"
#include "menus.h"
#include "ghost.h"
CGhost::CGhost()
{
m_CurPos = 0;
m_Recording = false;
m_Rendering = false;
m_StartRenderTick = -1;
}
void CGhost::GetGhostCharacter(CGhostCharacter_NoTick *pGhostChar, const CNetObj_Character *pChar)
{
pGhostChar->m_X = pChar->m_X;
pGhostChar->m_Y = pChar->m_Y;
pGhostChar->m_VelX = pChar->m_VelX;
pGhostChar->m_VelY = 0;
pGhostChar->m_Angle = pChar->m_Angle;
pGhostChar->m_Direction = pChar->m_Direction;
pGhostChar->m_Weapon = pChar->m_Weapon;
pGhostChar->m_HookState = pChar->m_HookState;
pGhostChar->m_HookX = pChar->m_HookX;
pGhostChar->m_HookY = pChar->m_HookY;
pGhostChar->m_AttackTick = pChar->m_AttackTick;
}
void CGhost::AddInfos(const CNetObj_Character *pChar)
{
// Just to be sure it doesnt eat too much memory, the first test should be enough anyway
if(m_CurGhost.m_lPath.size() > Client()->GameTickSpeed()*60*20)
{
dbg_msg("ghost", "20 minutes elapsed. stopping ghost record");
StopRecord();
return;
}
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CGhostCharacter_NoTick GhostChar;
GetGhostCharacter(&GhostChar, pChar);
m_CurGhost.m_lPath.add(GhostChar);
if(GhostRecorder()->IsRecording())
GhostRecorder()->WriteData(GHOSTDATA_TYPE_CHARACTER_NO_TICK, (const char*)&GhostChar, sizeof(GhostChar));
}
int CGhost::GetSlot() const
{
for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
if(m_aActiveGhosts[i].Empty())
return i;
return -1;
}
void CGhost::OnRender()
{
if(!g_Config.m_ClRaceGhost || Client()->State() != IClient::STATE_ONLINE)
return;
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// Check if the race line is crossed then start the render of the ghost if one
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bool Start = false;
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std::list < int > Indices = m_pClient->Collision()->GetMapIndices(m_pClient->m_PredictedPrevChar.m_Pos, m_pClient->m_LocalCharacterPos);
if(!Indices.empty())
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{
for(std::list < int >::iterator i = Indices.begin(); i != Indices.end(); i++)
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if(m_pClient->Collision()->GetTileIndex(*i) == TILE_BEGIN) Start = true;
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}
else
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{
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Start = m_pClient->Collision()->GetTileIndex(m_pClient->Collision()->GetPureMapIndex(m_pClient->m_LocalCharacterPos)) == TILE_BEGIN;
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}
if(!m_Recording && Start)
{
StartRender();
StartRecord();
}
CNetObj_Character Char = m_pClient->m_Snap.m_aCharacters[m_pClient->m_Snap.m_LocalClientID].m_Cur;
m_pClient->m_PredictedChar.Write(&Char);
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if(m_pClient->m_NewPredictedTick && m_Recording)
AddInfos(&Char);
// Play the ghost
if(!m_Rendering || !g_Config.m_ClRaceShowGhost)
return;
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m_CurPos = Client()->PredGameTick() - m_StartRenderTick;
if(m_CurPos < 0)
{
StopRender();
return;
}
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for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
{
CGhostItem *pGhost = &m_aActiveGhosts[i];
if(m_CurPos >= pGhost->m_lPath.size())
continue;
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int PrevPos = max(0, m_CurPos-1);
CGhostCharacter_NoTick Player = pGhost->m_lPath[m_CurPos];
CGhostCharacter_NoTick Prev = pGhost->m_lPath[PrevPos];
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RenderGhostHook(&Player, &Prev);
RenderGhost(&Player, &Prev, &pGhost->m_RenderInfo);
}
}
void CGhost::RenderGhost(const CGhostCharacter_NoTick *pPlayer, const CGhostCharacter_NoTick *pPrev, CTeeRenderInfo *pInfo)
{
float IntraTick = Client()->PredIntraGameTick();
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float Angle = mix((float)pPrev->m_Angle, (float)pPlayer->m_Angle, IntraTick)/256.0f;
vec2 Direction = GetDirection((int)(Angle*256.0f));
vec2 Position = mix(vec2(pPrev->m_X, pPrev->m_Y), vec2(pPlayer->m_X, pPlayer->m_Y), IntraTick);
vec2 Vel = mix(vec2(pPrev->m_VelX/256.0f, pPrev->m_VelY/256.0f), vec2(pPlayer->m_VelX/256.0f, pPlayer->m_VelY/256.0f), IntraTick);
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bool Stationary = pPlayer->m_VelX <= 1 && pPlayer->m_VelX >= -1;
bool InAir = !Collision()->CheckPoint(pPlayer->m_X, pPlayer->m_Y+16);
bool WantOtherDir = (pPlayer->m_Direction == -1 && Vel.x > 0) || (pPlayer->m_Direction == 1 && Vel.x < 0);
float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f;
CAnimState State;
State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);
if(InAir)
State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f);
else if(Stationary)
State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f);
else if(!WantOtherDir)
State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);
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if (pPlayer->m_Weapon == WEAPON_GRENADE)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->QuadsBegin();
Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
// normal weapons
int iw = clamp(pPlayer->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);
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vec2 Dir = Direction;
float Recoil = 0.0f;
// TODO: is this correct?
float a = (Client()->PredGameTick()-pPlayer->m_AttackTick+IntraTick)/5.0f;
if(a < 1)
Recoil = sinf(a*pi);
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vec2 p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Direction*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);
Graphics()->QuadsEnd();
}
// Render ghost
RenderTools()->RenderTee(&State, pInfo, 0, Direction, Position, true);
}
void CGhost::RenderGhostHook(const CGhostCharacter_NoTick *pPlayer, const CGhostCharacter_NoTick *pPrev)
{
if(pPrev->m_HookState<=0 || pPlayer->m_HookState<=0)
return;
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float IntraTick = Client()->PredIntraGameTick();
vec2 Pos = mix(vec2(pPrev->m_X, pPrev->m_Y), vec2(pPlayer->m_X, pPlayer->m_Y), IntraTick);
vec2 HookPos = mix(vec2(pPrev->m_HookX, pPrev->m_HookY), vec2(pPlayer->m_HookX, pPlayer->m_HookY), IntraTick);
float d = distance(Pos, HookPos);
vec2 Dir = normalize(Pos-HookPos);
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->QuadsBegin();
Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
// render head
RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
IGraphics::CQuadItem QuadItem(HookPos.x, HookPos.y, 24, 16);
Graphics()->QuadsDraw(&QuadItem, 1);
// render chain
RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN);
IGraphics::CQuadItem Array[1024];
int j = 0;
for(float f = 24; f < d && j < 1024; f += 24, j++)
{
vec2 p = HookPos + Dir*f;
Array[j] = IGraphics::CQuadItem(p.x, p.y, 24, 16);
}
Graphics()->QuadsDraw(Array, j);
Graphics()->QuadsSetRotation(0);
Graphics()->QuadsEnd();
}
void CGhost::InitRenderInfos(CTeeRenderInfo *pRenderInfo, const char *pSkinName, int UseCustomColor, int ColorBody, int ColorFeet)
{
int SkinId = m_pClient->m_pSkins->Find(pSkinName);
if(SkinId < 0)
{
SkinId = m_pClient->m_pSkins->Find("default");
if(SkinId < 0)
SkinId = 0;
}
pRenderInfo->m_ColorBody = m_pClient->m_pSkins->GetColorV4(ColorBody);
pRenderInfo->m_ColorFeet = m_pClient->m_pSkins->GetColorV4(ColorFeet);
if(UseCustomColor)
pRenderInfo->m_Texture = m_pClient->m_pSkins->Get(SkinId)->m_ColorTexture;
else
{
pRenderInfo->m_Texture = m_pClient->m_pSkins->Get(SkinId)->m_OrgTexture;
pRenderInfo->m_ColorBody = vec4(1, 1, 1, 1);
pRenderInfo->m_ColorFeet = vec4(1, 1, 1, 1);
}
pRenderInfo->m_ColorBody.a = 0.5f;
pRenderInfo->m_ColorFeet.a = 0.5f;
pRenderInfo->m_Size = 64;
}
void CGhost::StartRecord()
{
m_Recording = true;
m_CurGhost.Reset();
CGameClient::CClientData ClientData = m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID];
InitRenderInfos(&m_CurGhost.m_RenderInfo, ClientData.m_aSkinName, ClientData.m_UseCustomColor, ClientData.m_ColorBody, ClientData.m_ColorFeet);
if(g_Config.m_ClRaceSaveGhost)
{
Client()->GhostRecorder_Start();
CGhostSkin Skin;
StrToInts(&Skin.m_Skin0, 6, ClientData.m_aSkinName);
Skin.m_UseCustomColor = ClientData.m_UseCustomColor;
Skin.m_ColorBody = ClientData.m_ColorBody;
Skin.m_ColorFeet = ClientData.m_ColorFeet;
GhostRecorder()->WriteData(GHOSTDATA_TYPE_SKIN, (const char*)&Skin, sizeof(Skin));
}
}
void CGhost::StopRecord(int Time)
{
m_Recording = false;
bool RecordingToFile = GhostRecorder()->IsRecording();
if(RecordingToFile)
GhostRecorder()->Stop(m_CurGhost.m_lPath.size(), Time);
char aTmpFilename[128];
Client()->Ghost_GetPath(aTmpFilename, sizeof(aTmpFilename));
CMenus::CGhostItem *pOwnGhost = m_pClient->m_pMenus->GetOwnGhost();
if(Time > 0 && (!pOwnGhost || Time < pOwnGhost->m_Time))
{
// add to active ghosts
int Slot = pOwnGhost ? pOwnGhost->m_Slot : GetSlot();
if(Slot != -1)
m_aActiveGhosts[Slot] = m_CurGhost;
char aFilename[128] = { 0 };
if(RecordingToFile)
{
// remove old ghost
if(pOwnGhost && pOwnGhost->HasFile())
Storage()->RemoveFile(pOwnGhost->m_aFilename, IStorage::TYPE_SAVE);
// save new ghost
Client()->Ghost_GetPath(aFilename, sizeof(aFilename), Time);
Storage()->RenameFile(aTmpFilename, aFilename, IStorage::TYPE_SAVE);
}
// update menu list item
if(!pOwnGhost)
{
int Index = m_pClient->m_pMenus->m_lGhosts.add(CMenus::CGhostItem());
pOwnGhost = &m_pClient->m_pMenus->m_lGhosts[Index];
}
str_copy(pOwnGhost->m_aFilename, aFilename, sizeof(pOwnGhost->m_aFilename));
str_copy(pOwnGhost->m_aPlayer, g_Config.m_PlayerName, sizeof(pOwnGhost->m_aPlayer));
pOwnGhost->m_Time = Time;
pOwnGhost->m_Slot = Slot;
pOwnGhost->m_Own = true;
m_pClient->m_pMenus->m_lGhosts.sort_range();
}
else if(RecordingToFile) // no new record
Storage()->RemoveFile(aTmpFilename, IStorage::TYPE_SAVE);
m_CurGhost.Reset();
}
void CGhost::StartRender()
{
m_CurPos = 0;
m_Rendering = true;
m_StartRenderTick = Client()->PredGameTick();
}
void CGhost::StopRender()
{
m_Rendering = false;
}
int CGhost::Load(const char *pFilename)
{
int Slot = GetSlot();
if(Slot == -1)
return -1;
if(!Client()->GhostLoader_Load(pFilename))
return -1;
const CGhostHeader *pHeader = GhostLoader()->GetHeader();
int NumTicks = GhostLoader()->GetTicks(pHeader);
int Time = GhostLoader()->GetTime(pHeader);
if(NumTicks <= 0 || Time <= 0)
{
GhostLoader()->Close();
return -1;
}
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// select ghost
CGhostItem *pGhost = &m_aActiveGhosts[Slot];
pGhost->m_lPath.set_size(NumTicks);
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int Index = 0;
bool FoundSkin = false;
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int Type;
while(GhostLoader()->ReadNextType(&Type))
{
if(Index == NumTicks && Type == GHOSTDATA_TYPE_CHARACTER_NO_TICK)
{
Index = -1;
break;
}
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if(Type == GHOSTDATA_TYPE_SKIN)
{
CGhostSkin Skin;
if(GhostLoader()->ReadData(Type, (char*)&Skin, sizeof(Skin)) && !FoundSkin)
{
FoundSkin = true;
char aSkinName[64];
IntsToStr(&Skin.m_Skin0, 6, aSkinName);
InitRenderInfos(&pGhost->m_RenderInfo, aSkinName, Skin.m_UseCustomColor, Skin.m_ColorBody, Skin.m_ColorFeet);
}
}
else if(Type == GHOSTDATA_TYPE_CHARACTER_NO_TICK)
{
CGhostCharacter_NoTick Char;
GhostLoader()->ReadData(Type, (char*)&pGhost->m_lPath[Index++], sizeof(Char));
}
}
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GhostLoader()->Close();
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if(Index != NumTicks)
{
pGhost->Reset();
return -1;
}
if(!FoundSkin)
InitRenderInfos(&pGhost->m_RenderInfo, "default", 0, 0, 0);
return Slot;
}
void CGhost::Unload(int Slot)
{
m_aActiveGhosts[Slot].Reset();
}
void CGhost::ConGPlay(IConsole::IResult *pResult, void *pUserData)
{
((CGhost *)pUserData)->StartRender();
}
void CGhost::OnConsoleInit()
{
m_pGhostLoader = Kernel()->RequestInterface<IGhostLoader>();
m_pGhostRecorder = Kernel()->RequestInterface<IGhostRecorder>();
Console()->Register("gplay", "", CFGFLAG_CLIENT, ConGPlay, this, "");
}
void CGhost::OnMessage(int MsgType, void *pRawMsg)
{
if(!g_Config.m_ClRaceGhost || Client()->State() != IClient::STATE_ONLINE || m_pClient->m_Snap.m_SpecInfo.m_Active)
return;
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// check for messages from server
if(MsgType == NETMSGTYPE_SV_KILLMSG)
{
CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
if(pMsg->m_Victim == m_pClient->m_Snap.m_LocalClientID)
OnReset();
}
else if(MsgType == NETMSGTYPE_SV_CHAT)
{
CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
if(pMsg->m_ClientID == -1 && m_Recording)
{
char aName[MAX_NAME_LENGTH];
int Time = CRaceHelper::TimeFromFinishMessage(pMsg->m_pMessage, aName, sizeof(aName));
if(Time > 0 && str_comp(aName, m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID].m_aName) == 0)
{
StopRecord(Time);
StopRender();
}
}
}
}
void CGhost::OnReset()
{
StopRecord();
StopRender();
}
void CGhost::OnMapLoad()
{
OnReset();
for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
Unload(i);
m_pClient->m_pMenus->GhostlistPopulate();
}