ddnet/src/game/client/gameclient.h

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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. */
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#ifndef GAME_CLIENT_GAMECLIENT_H
#define GAME_CLIENT_GAMECLIENT_H
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#include <base/color.h>
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#include <base/vmath.h>
#include <engine/client.h>
#include <engine/console.h>
#include <engine/shared/config.h>
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#include <game/layers.h>
#include <game/localization.h>
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#include <game/gamecore.h>
#include "render.h"
#include <game/teamscore.h>
#include <game/client/prediction/gameworld.h>
#include <game/client/prediction/entities/character.h>
#include <game/client/prediction/entities/laser.h>
#include <game/client/prediction/entities/pickup.h>
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class CGameClient;
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class CWeaponData
{
public:
int m_Tick;
vec2 m_Pos;
vec2 m_Direction;
vec2 StartPos() { return m_Pos + m_Direction * 28.0f * 0.75f; }
};
class CLocalProjectile
{
public:
int m_Active;
CGameClient *m_pGameClient;
CWorldCore *m_pWorld;
CCollision *m_pCollision;
vec2 m_Direction;
vec2 m_Pos;
int m_StartTick;
int m_Type;
int m_Owner;
int m_Weapon;
bool m_Explosive;
int m_Bouncing;
bool m_Freeze;
bool m_ExtraInfo;
vec2 GetPos(float Time);
void CreateExplosion(vec2 Pos, int LocalClientID);
void Tick(int CurrentTick, int GameTickSpeed, int LocalClientID);
void Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, const CNetObj_Projectile *pProj);
void Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, vec2 Vel, vec2 Pos, int StartTick, int Type, int Owner, int Weapon, bool Explosive, int Bouncing, bool Freeze, bool ExtraInfo);
bool GameLayerClipped(vec2 CheckPos);
void Deactivate() { m_Active = 0; }
};
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class CGameInfo
{
public:
bool m_FlagStartsRace;
bool m_TimeScore;
bool m_UnlimitedAmmo;
bool m_DDRaceRecordMessage;
bool m_RaceRecordMessage;
bool m_AllowEyeWheel;
bool m_AllowHookColl;
bool m_AllowZoom;
bool m_BugDDRaceGhost;
bool m_BugDDRaceInput;
bool m_BugFNGLaserRange;
bool m_BugVanillaBounce;
bool m_PredictFNG;
bool m_PredictDDRace;
bool m_PredictDDRaceTiles;
bool m_PredictVanilla;
bool m_EntitiesDDNet;
bool m_EntitiesDDRace;
bool m_EntitiesRace;
bool m_EntitiesFNG;
bool m_EntitiesVanilla;
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bool m_Race;
bool m_DontMaskEntities;
};
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class CGameClient : public IGameClient
{
class CStack
{
public:
enum
{
MAX_COMPONENTS = 64,
};
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CStack();
void Add(class CComponent *pComponent);
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class CComponent *m_paComponents[MAX_COMPONENTS];
int m_Num;
};
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CStack m_All;
CStack m_Input;
CNetObjHandler m_NetObjHandler;
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class IEngine *m_pEngine;
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class IInput *m_pInput;
class IGraphics *m_pGraphics;
class ITextRender *m_pTextRender;
class IClient *m_pClient;
class ISound *m_pSound;
class IConsole *m_pConsole;
class IStorage *m_pStorage;
class IDemoPlayer *m_pDemoPlayer;
class IServerBrowser *m_pServerBrowser;
class IEditor *m_pEditor;
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class IFriends *m_pFriends;
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class IFriends *m_pFoes;
class IUpdater *m_pUpdater;
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CLayers m_Layers;
class CCollision m_Collision;
CUI m_UI;
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void ProcessEvents();
void UpdatePositions();
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int m_PredictedTick;
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int m_LastNewPredictedTick[2];
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int m_LastRoundStartTick;
int m_LastFlagCarrierRed;
int m_LastFlagCarrierBlue;
int m_CheckInfo[2];
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static void ConTeam(IConsole::IResult *pResult, void *pUserData);
static void ConKill(IConsole::IResult *pResult, void *pUserData);
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static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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static void ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainClTextEntitiesSize(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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static void ConTuneZone(IConsole::IResult *pResult, void *pUserData);
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public:
IKernel *Kernel() { return IInterface::Kernel(); }
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IEngine *Engine() const { return m_pEngine; }
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class IGraphics *Graphics() const { return m_pGraphics; }
class IClient *Client() const { return m_pClient; }
class CUI *UI() { return &m_UI; }
class ISound *Sound() const { return m_pSound; }
class IInput *Input() const { return m_pInput; }
class IStorage *Storage() const { return m_pStorage; }
class IConsole *Console() { return m_pConsole; }
class ITextRender *TextRender() const { return m_pTextRender; }
class IDemoPlayer *DemoPlayer() const { return m_pDemoPlayer; }
class IDemoRecorder *DemoRecorder(int Recorder) const { return Client()->DemoRecorder(Recorder); }
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class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; }
class CRenderTools *RenderTools() { return &m_RenderTools; }
class CLayers *Layers() { return &m_Layers; };
class CCollision *Collision() { return &m_Collision; };
class IEditor *Editor() { return m_pEditor; }
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class IFriends *Friends() { return m_pFriends; }
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class IFriends *Foes() { return m_pFoes; }
class IUpdater *Updater() { return m_pUpdater; }
int NetobjNumCorrections() { return m_NetObjHandler.NumObjCorrections(); }
const char *NetobjCorrectedOn() { return m_NetObjHandler.CorrectedObjOn(); }
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bool m_SuppressEvents;
bool m_NewTick;
bool m_NewPredictedTick;
int m_FlagDropTick[2];
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// TODO: move this
CTuningParams m_Tuning[2];
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enum
{
SERVERMODE_PURE=0,
SERVERMODE_MOD,
SERVERMODE_PUREMOD,
};
int m_ServerMode;
CGameInfo m_GameInfo;
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int m_DemoSpecID;
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vec2 m_LocalCharacterPos;
// predicted players
CCharacterCore m_PredictedPrevChar;
CCharacterCore m_PredictedChar;
// snap pointers
struct CSnapState
{
const CNetObj_Character *m_pLocalCharacter;
const CNetObj_Character *m_pLocalPrevCharacter;
const CNetObj_PlayerInfo *m_pLocalInfo;
const CNetObj_SpectatorInfo *m_pSpectatorInfo;
const CNetObj_SpectatorInfo *m_pPrevSpectatorInfo;
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const CNetObj_Flag *m_paFlags[2];
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const CNetObj_GameInfo *m_pGameInfoObj;
const CNetObj_GameData *m_pGameDataObj;
int m_GameDataSnapID;
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const CNetObj_PlayerInfo *m_paPlayerInfos[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_paInfoByScore[MAX_CLIENTS];
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const CNetObj_PlayerInfo *m_paInfoByName[MAX_CLIENTS];
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//const CNetObj_PlayerInfo *m_paInfoByTeam[MAX_CLIENTS];
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const CNetObj_PlayerInfo *m_paInfoByDDTeam[MAX_CLIENTS];
int m_LocalClientID;
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int m_NumPlayers;
int m_aTeamSize[2];
// spectate data
struct CSpectateInfo
{
bool m_Active;
int m_SpectatorID;
bool m_UsePosition;
vec2 m_Position;
} m_SpecInfo;
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//
struct CCharacterInfo
{
bool m_Active;
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// snapshots
CNetObj_Character m_Prev;
CNetObj_Character m_Cur;
CNetObj_DDNetCharacter m_ExtendedData;
bool m_HasExtendedData;
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// interpolated position
vec2 m_Position;
};
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CCharacterInfo m_aCharacters[MAX_CLIENTS];
};
CSnapState m_Snap;
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// client data
struct CClientData
{
int m_UseCustomColor;
int m_ColorBody;
int m_ColorFeet;
char m_aName[MAX_NAME_LENGTH];
char m_aClan[MAX_CLAN_LENGTH];
int m_Country;
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char m_aSkinName[64];
int m_SkinID;
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int m_SkinColor;
int m_Team;
int m_Emoticon;
int m_EmoticonStart;
bool m_Solo;
bool m_Jetpack;
bool m_NoCollision;
bool m_EndlessHook;
bool m_EndlessJump;
bool m_NoHammerHit;
bool m_NoGrenadeHit;
bool m_NoLaserHit;
bool m_NoShotgunHit;
bool m_NoHookHit;
bool m_Super;
bool m_HasTelegunGun;
bool m_HasTelegunGrenade;
bool m_HasTelegunLaser;
int m_FreezeEnd;
bool m_DeepFrozen;
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CCharacterCore m_Predicted;
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CCharacterCore m_PrevPredicted;
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CTeeRenderInfo m_SkinInfo; // this is what the server reports
CTeeRenderInfo m_RenderInfo; // this is what we use
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float m_Angle;
bool m_Active;
bool m_ChatIgnore;
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bool m_Friend;
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bool m_Foe;
int m_AuthLevel;
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bool m_Afk;
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bool m_Paused;
bool m_Spec;
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CNetObj_Character m_Snapped;
CNetObj_Character m_Evolved;
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void UpdateRenderInfo();
void Reset();
// DDRace
int m_Score;
// rendered characters
CNetObj_Character m_RenderCur;
CNetObj_Character m_RenderPrev;
vec2 m_RenderPos;
bool m_IsPredicted;
bool m_IsPredictedLocal;
int64 m_SmoothStart[2];
int64 m_SmoothLen[2];
vec2 m_PredPos[200];
int m_PredTick[200];
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};
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CClientData m_aClients[MAX_CLIENTS];
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class CClientStats
{
int m_IngameTicks;
int m_JoinTick;
bool m_Active;
public:
CClientStats();
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int m_aFragsWith[NUM_WEAPONS];
int m_aDeathsFrom[NUM_WEAPONS];
int m_Frags;
int m_Deaths;
int m_Suicides;
int m_BestSpree;
int m_CurrentSpree;
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int m_FlagGrabs;
int m_FlagCaptures;
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void Reset();
bool IsActive() const { return m_Active; }
void JoinGame(int Tick) { m_Active = true; m_JoinTick = Tick; };
void JoinSpec(int Tick) { m_Active = false; m_IngameTicks += Tick - m_JoinTick; };
int GetIngameTicks(int Tick) const { return m_IngameTicks + Tick - m_JoinTick; };
float GetFPM(int Tick, int TickSpeed) const { return (float)(m_Frags * TickSpeed * 60) / GetIngameTicks(Tick); };
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};
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CClientStats m_aStats[MAX_CLIENTS];
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CRenderTools m_RenderTools;
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void OnReset();
// hooks
virtual void OnConnected();
virtual void OnRender();
virtual void OnUpdate();
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virtual void OnDummyDisconnect();
virtual void OnRelease();
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virtual void OnInit();
virtual void OnConsoleInit();
virtual void OnStateChange(int NewState, int OldState);
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virtual void OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy = 0);
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virtual void OnNewSnapshot();
virtual void OnPredict();
virtual void OnActivateEditor();
virtual void OnDummySwap();
virtual int OnSnapInput(int *pData, bool Dummy, bool Force);
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virtual void OnShutdown();
virtual void OnEnterGame();
virtual void OnRconType(bool UsernameReq);
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virtual void OnRconLine(const char *pLine);
virtual void OnGameOver();
virtual void OnStartGame();
virtual void OnFlagGrab(int TeamID);
void OnWindowResize();
static void OnWindowResizeCB(void *pUser);
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virtual const char *GetItemName(int Type);
virtual const char *Version();
virtual const char *NetVersion();
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// actions
// TODO: move these
void SendSwitchTeam(int Team);
void SendInfo(bool Start);
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virtual void SendDummyInfo(bool Start);
void SendKill(int ClientID);
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// pointers to all systems
class CGameConsole *m_pGameConsole;
class CBinds *m_pBinds;
class CParticles *m_pParticles;
class CMenus *m_pMenus;
class CSkins *m_pSkins;
class CCountryFlags *m_pCountryFlags;
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class CFlow *m_pFlow;
class CChat *m_pChat;
class CDamageInd *m_pDamageind;
class CCamera *m_pCamera;
class CControls *m_pControls;
class CEffects *m_pEffects;
class CSounds *m_pSounds;
class CMotd *m_pMotd;
class CMapImages *m_pMapimages;
class CVoting *m_pVoting;
class CScoreboard *m_pScoreboard;
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class CStatboard *m_pStatboard;
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class CItems *m_pItems;
class CMapLayers *m_pMapLayersBackGround;
class CMapLayers *m_pMapLayersForeGround;
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class CBackground *m_pBackGround;
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class CMapSounds *m_pMapSounds;
class CPlayers *m_pPlayers;
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// DDRace
int m_LocalIDs[2];
CNetObj_PlayerInput m_DummyInput;
CNetObj_PlayerInput m_HammerInput;
int m_DummyFire;
class CRaceDemo *m_pRaceDemo;
class CGhost *m_pGhost;
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class CTeamsCore m_Teams;
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int IntersectCharacter(vec2 Pos0, vec2 Pos1, vec2& NewPos, int ownID);
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virtual int GetLastRaceTick();
bool AntiPingPlayers() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingPlayers && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_Tuning[g_Config.m_ClDummy].m_PlayerHooking); }
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bool AntiPingGrenade() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingGrenade && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; }
bool AntiPingWeapons() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingWeapons && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; }
bool AntiPingGunfire() { return AntiPingGrenade() && AntiPingWeapons() && g_Config.m_ClAntiPingGunfire; }
bool Predict() { return g_Config.m_ClPredict && !(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER) && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_pLocalCharacter; }
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CGameWorld m_GameWorld;
CGameWorld m_PredictedWorld;
CGameWorld m_PrevPredictedWorld;
void Echo(const char *pString);
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bool IsOtherTeam(int ClientID);
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private:
bool m_DDRaceMsgSent[2];
int m_ShowOthers[2];
void UpdatePrediction();
void UpdateRenderedCharacters();
void DetectStrongHook();
vec2 GetSmoothPos(int ClientID);
CCharOrder m_CharOrder;
class CCharacter m_aLastWorldCharacters[MAX_CLIENTS];
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enum
{
NUM_TUNEZONES = 256
};
void LoadMapSettings();
CTuningParams m_aTuningList[NUM_TUNEZONES];
CTuningParams *TuningList() { return m_aTuningList; }
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};
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ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL);
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#endif