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

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/* (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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#include <engine/demo.h>
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#include <engine/shared/config.h>
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#include <game/generated/client_data.h>
#include <game/client/components/damageind.h>
#include <game/client/components/flow.h>
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#include <game/client/components/particles.h>
#include <game/client/components/sounds.h>
#include <game/client/gameclient.h>
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#include "effects.h"
inline vec2 RandomDir() { return normalize(vec2(random_float() - 0.5f, random_float() - 0.5f)); }
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CEffects::CEffects()
{
m_Add5hz = false;
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m_Add50hz = false;
m_Add100hz = false;
}
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void CEffects::AirJump(vec2 Pos)
{
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_AIRJUMP;
p.m_Pos = Pos + vec2(-6.0f, 16.0f);
p.m_Vel = vec2(0, -200);
p.m_LifeSpan = 0.5f;
p.m_StartSize = 48.0f;
p.m_EndSize = 0;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = pi * 2;
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p.m_Gravity = 500;
p.m_Friction = 0.7f;
p.m_FlowAffected = 0.0f;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
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p.m_Pos = Pos + vec2(6.0f, 16.0f);
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
if(g_Config.m_SndGame)
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m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, Pos);
}
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void CEffects::DamageIndicator(vec2 Pos, vec2 Dir)
{
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m_pClient->m_DamageInd.Create(Pos, Dir);
}
void CEffects::ResetDamageIndicator()
{
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m_pClient->m_DamageInd.Reset();
}
void CEffects::PowerupShine(vec2 Pos, vec2 Size)
{
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if(!m_Add50hz)
return;
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SLICE;
p.m_Pos = Pos + vec2((random_float() - 0.5f) * Size.x, (random_float() - 0.5f) * Size.y);
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p.m_Vel = vec2(0, 0);
p.m_LifeSpan = 0.5f;
p.m_StartSize = 16.0f;
p.m_EndSize = 0;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = pi * 2;
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p.m_Gravity = 500;
p.m_Friction = 0.9f;
p.m_FlowAffected = 0.0f;
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
void CEffects::FreezingFlakes(vec2 Pos, vec2 Size)
{
if(!m_Add5hz)
return;
CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SNOWFLAKE;
p.m_Pos = Pos + vec2((random_float() - 0.5f) * Size.x, (random_float() - 0.5f) * Size.y);
p.m_Vel = vec2(0, 0);
p.m_LifeSpan = 1.5f;
p.m_StartSize = (random_float() + 0.5f) * 16.0f;
p.m_EndSize = p.m_StartSize * 0.5f;
p.m_UseAlphaFading = true;
p.m_StartAlpha = 1.0f;
p.m_EndAlpha = 0.0f;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = pi;
p.m_Gravity = random_float() * 250.0f;
p.m_Friction = 0.9f;
p.m_FlowAffected = 0.0f;
p.m_Collides = false;
m_pClient->m_Particles.Add(CParticles::GROUP_EXTRA, &p);
}
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void CEffects::SmokeTrail(vec2 Pos, vec2 Vel, float Alpha, float TimePassed)
{
if(!m_Add50hz && TimePassed < 0.001f)
return;
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SMOKE;
p.m_Pos = Pos;
p.m_Vel = Vel + RandomDir() * 50.0f;
p.m_LifeSpan = 0.5f + random_float() * 0.5f;
p.m_StartSize = 12.0f + random_float() * 8;
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p.m_EndSize = 0;
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p.m_Friction = 0.7f;
p.m_Gravity = random_float() * -500.0f;
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p.m_Color.a *= Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed);
}
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void CEffects::SkidTrail(vec2 Pos, vec2 Vel)
{
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if(!m_Add100hz)
return;
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SMOKE;
p.m_Pos = Pos;
p.m_Vel = Vel + RandomDir() * 50.0f;
p.m_LifeSpan = 0.5f + random_float() * 0.5f;
p.m_StartSize = 24.0f + random_float() * 12;
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p.m_EndSize = 0;
p.m_Friction = 0.7f;
p.m_Gravity = random_float() * -500.0f;
p.m_Color = ColorRGBA(0.75f, 0.75f, 0.75f, 1.0f);
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
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void CEffects::BulletTrail(vec2 Pos, float Alpha, float TimePassed)
{
if(!m_Add100hz && TimePassed < 0.001f)
return;
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_BALL;
p.m_Pos = Pos;
p.m_LifeSpan = 0.25f + random_float() * 0.25f;
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p.m_StartSize = 8.0f;
p.m_EndSize = 0;
p.m_Friction = 0.7f;
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p.m_Color.a *= Alpha;
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m_pClient->m_Particles.Add(CParticles::GROUP_PROJECTILE_TRAIL, &p, TimePassed);
}
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void CEffects::PlayerSpawn(vec2 Pos)
{
for(int i = 0; i < 32; i++)
{
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SHELL;
p.m_Pos = Pos;
p.m_Vel = RandomDir() * (powf(random_float(), 3) * 600.0f);
p.m_LifeSpan = 0.3f + random_float() * 0.3f;
p.m_StartSize = 64.0f + random_float() * 32;
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p.m_EndSize = 0;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = random_float();
p.m_Gravity = random_float() * -400.0f;
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p.m_Friction = 0.7f;
p.m_Color = ColorRGBA(0xb5 / 255.0f, 0x50 / 255.0f, 0xcb / 255.0f, 1.0f);
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
if(g_Config.m_SndGame)
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m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SPAWN, 1.0f, Pos);
}
void CEffects::PlayerDeath(vec2 Pos, int ClientID)
{
ColorRGBA BloodColor(1.0f, 1.0f, 1.0f);
if(ClientID >= 0)
{
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// Use m_RenderInfo.m_CustomColoredSkin instead of m_UseCustomColor
// m_UseCustomColor says if the player's skin has a custom color (value sent from the client side)
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// m_RenderInfo.m_CustomColoredSkin Defines if in the context of the game the color is being customized,
// Using this value if the game is teams (red and blue), this value will be true even if the skin is with the normal color.
// And will use the team body color to create player death effect instead of tee color
if(m_pClient->m_aClients[ClientID].m_RenderInfo.m_CustomColoredSkin)
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BloodColor = m_pClient->m_aClients[ClientID].m_RenderInfo.m_ColorBody;
else
{
BloodColor = m_pClient->m_aClients[ClientID].m_RenderInfo.m_BloodColor;
}
}
for(int i = 0; i < 64; i++)
{
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_SPLAT01 + (rand() % 3);
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p.m_Pos = Pos;
p.m_Vel = RandomDir() * ((random_float() + 0.1f) * 900.0f);
p.m_LifeSpan = 0.3f + random_float() * 0.3f;
p.m_StartSize = 24.0f + random_float() * 16;
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p.m_EndSize = 0;
p.m_Rot = random_float() * pi * 2;
p.m_Rotspeed = (random_float() - 0.5f) * pi;
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p.m_Gravity = 800.0f;
p.m_Friction = 0.8f;
ColorRGBA c = BloodColor.v4() * (0.75f + random_float() * 0.25f);
p.m_Color = ColorRGBA(c.r, c.g, c.b, 0.75f);
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
}
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void CEffects::Explosion(vec2 Pos)
{
// add to flow
for(int y = -8; y <= 8; y++)
for(int x = -8; x <= 8; x++)
{
if(x == 0 && y == 0)
continue;
float a = 1 - (length(vec2(x, y)) / length(vec2(8, 8)));
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m_pClient->m_Flow.Add(Pos + vec2(x, y) * 16, normalize(vec2(x, y)) * 5000.0f * a, 10.0f);
}
// add the explosion
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_EXPL01;
p.m_Pos = Pos;
p.m_LifeSpan = 0.4f;
p.m_StartSize = 150.0f;
p.m_EndSize = 0;
p.m_Rot = random_float() * pi * 2;
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m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
// add the smoke
for(int i = 0; i < 24; i++)
{
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p.SetDefault();
p.m_Spr = SPRITE_PART_SMOKE;
p.m_Pos = Pos;
p.m_Vel = RandomDir() * ((1.0f + random_float() * 0.2f) * 1000.0f);
p.m_LifeSpan = 0.5f + random_float() * 0.4f;
p.m_StartSize = 32.0f + random_float() * 8;
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p.m_EndSize = 0;
p.m_Gravity = random_float() * -800.0f;
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p.m_Friction = 0.4f;
p.m_Color = mix(vec4(0.75f, 0.75f, 0.75f, 1.0f), vec4(0.5f, 0.5f, 0.5f, 1.0f), random_float());
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m_pClient->m_Particles.Add(CParticles::GROUP_GENERAL, &p);
}
}
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void CEffects::HammerHit(vec2 Pos)
{
// add the explosion
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CParticle p;
p.SetDefault();
p.m_Spr = SPRITE_PART_HIT01;
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p.m_Pos = Pos;
p.m_LifeSpan = 0.3f;
p.m_StartSize = 120.0f;
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p.m_EndSize = 0;
p.m_Rot = random_float() * pi * 2;
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m_pClient->m_Particles.Add(CParticles::GROUP_EXPLOSIONS, &p);
if(g_Config.m_SndGame)
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m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_HAMMER_HIT, 1.0f, Pos);
}
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void CEffects::OnRender()
{
static int64_t s_LastUpdate100hz = 0;
static int64_t s_LastUpdate50hz = 0;
static int64_t s_LastUpdate5hz = 0;
float Speed = 1.0f;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
Speed = DemoPlayer()->BaseInfo()->m_Speed;
if(time() - s_LastUpdate100hz > time_freq() / (100 * Speed))
{
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m_Add100hz = true;
s_LastUpdate100hz = time();
}
else
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m_Add100hz = false;
if(time() - s_LastUpdate50hz > time_freq() / (50 * Speed))
{
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m_Add50hz = true;
s_LastUpdate50hz = time();
}
else
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m_Add50hz = false;
if(time() - s_LastUpdate5hz > time_freq() / (5 * Speed))
{
m_Add5hz = true;
s_LastUpdate5hz = time();
}
else
m_Add5hz = false;
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if(m_Add50hz)
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m_pClient->m_Flow.Update();
}