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/serverbrowser.h>
#include <engine/storage.h>
#include <engine/shared/config.h>
#include "players.h"
#include "race.h"
#include "skins.h"
#include "menus.h"
#include "ghost.h"
CGhost::CGhost() : m_StartRenderTick(-1), m_LastDeathTick(-1), m_Rendering(false), m_Recording(false) {}
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void CGhost::GetGhostSkin(CGhostSkin *pSkin, const char *pSkinName, int UseCustomColor, int ColorBody, int ColorFeet)
{
StrToInts(&pSkin->m_Skin0, 6, pSkinName);
pSkin->m_UseCustomColor = UseCustomColor;
pSkin->m_ColorBody = ColorBody;
pSkin->m_ColorFeet = ColorFeet;
}
void CGhost::GetGhostCharacter(CGhostCharacter *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;
pGhostChar->m_Tick = pChar->m_Tick;
}
void CGhost::GetNetObjCharacter(CNetObj_Character *pChar, const CGhostCharacter *pGhostChar)
{
mem_zero(pChar, sizeof(CNetObj_Character));
pChar->m_X = pGhostChar->m_X;
pChar->m_Y = pGhostChar->m_Y;
pChar->m_VelX = pGhostChar->m_VelX;
pChar->m_VelY = 0;
pChar->m_Angle = pGhostChar->m_Angle;
pChar->m_Direction = pGhostChar->m_Direction;
pChar->m_Weapon = pGhostChar->m_Weapon == WEAPON_GRENADE ? WEAPON_GRENADE : WEAPON_GUN;
pChar->m_HookState = pGhostChar->m_HookState;
pChar->m_HookX = pGhostChar->m_HookX;
pChar->m_HookY = pGhostChar->m_HookY;
pChar->m_AttackTick = pGhostChar->m_AttackTick;
pChar->m_HookedPlayer = -1;
pChar->m_Tick = pGhostChar->m_Tick;
}
void CGhost::AddInfos(const CNetObj_Character *pChar)
{
// Just to be sure it doesnt eat too much memory, the first test should be enough anyway
int NumTicks = m_CurGhost.m_lPath.size();
if(NumTicks > Client()->GameTickSpeed()*60*20)
{
StopRecord();
return;
}
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// do not start writing to file as long as we still touch the start line
if(g_Config.m_ClRaceSaveGhost && !GhostRecorder()->IsRecording() && NumTicks > 0)
{
Client()->GhostRecorder_Start(m_CurGhost.m_aPlayer);
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GhostRecorder()->WriteData(GHOSTDATA_TYPE_SKIN, (const char*)&m_CurGhost.m_Skin, sizeof(CGhostSkin));
for(int i = 0; i < NumTicks; i++)
GhostRecorder()->WriteData(GHOSTDATA_TYPE_CHARACTER, (const char*)&m_CurGhost.m_lPath[i], sizeof(CGhostCharacter));
}
CGhostCharacter GhostChar;
GetGhostCharacter(&GhostChar, pChar);
m_CurGhost.m_lPath.add(GhostChar);
if(GhostRecorder()->IsRecording())
GhostRecorder()->WriteData(GHOSTDATA_TYPE_CHARACTER, (const char*)&GhostChar, sizeof(CGhostCharacter));
}
int CGhost::GetSlot() const
{
for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
if(m_aActiveGhosts[i].Empty())
return i;
return -1;
}
int CGhost::FreeSlot() const
{
int Num = 0;
for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
if(m_aActiveGhosts[i].Empty())
Num++;
return Num;
}
void CGhost::OnRender()
{
// only for race
CServerInfo ServerInfo;
Client()->GetServerInfo(&ServerInfo);
if(!IsRace(&ServerInfo) || !g_Config.m_ClRaceGhost || Client()->State() != IClient::STATE_ONLINE)
return;
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if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalPrevCharacter)
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{
if(m_pClient->m_NewPredictedTick)
{
vec2 PrevPos = m_pClient->m_PredictedPrevChar.m_Pos;
vec2 Pos = m_pClient->m_PredictedChar.m_Pos;
if((!m_Rendering || !m_IsSolo) && CRaceHelper::IsStart(m_pClient, PrevPos, Pos))
StartRender();
}
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if(m_pClient->m_NewTick)
{
int PrevTick = m_pClient->m_Snap.m_pLocalPrevCharacter->m_Tick;
vec2 PrevPos = vec2(m_pClient->m_Snap.m_pLocalPrevCharacter->m_X, m_pClient->m_Snap.m_pLocalPrevCharacter->m_Y);
vec2 Pos = vec2(m_pClient->m_Snap.m_pLocalCharacter->m_X, m_pClient->m_Snap.m_pLocalCharacter->m_Y);
// detecting death, needed because race allows immediate respawning
if((!m_Recording || !m_IsSolo) && CRaceHelper::IsStart(m_pClient, PrevPos, Pos) && m_LastDeathTick < PrevTick)
{
if(m_Recording)
GhostRecorder()->Stop(0, -1);
StartRecord();
}
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if(m_Recording)
AddInfos(m_pClient->m_Snap.m_pLocalCharacter);
}
}
// Play the ghost
if(!m_Rendering || !g_Config.m_ClRaceShowGhost)
return;
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int ActiveGhosts = 0;
int PlaybackTick = Client()->PredGameTick() - m_StartRenderTick;
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for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
{
CGhostItem *pGhost = &m_aActiveGhosts[i];
if(pGhost->Empty())
continue;
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bool End = false;
int GhostTick = pGhost->m_lPath[0].m_Tick + PlaybackTick;
while(pGhost->m_lPath[pGhost->m_PlaybackPos].m_Tick < GhostTick && !End)
{
if(pGhost->m_PlaybackPos < pGhost->m_lPath.size() - 1)
pGhost->m_PlaybackPos++;
else
End = true;
}
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if(End)
continue;
ActiveGhosts++;
int CurPos = pGhost->m_PlaybackPos;
int PrevPos = max(0, CurPos - 1);
CNetObj_Character Player, Prev;
GetNetObjCharacter(&Player, &pGhost->m_lPath[CurPos]);
GetNetObjCharacter(&Prev, &pGhost->m_lPath[PrevPos]);
int TickDiff = Player.m_Tick - Prev.m_Tick;
float IntraTick = 0.f;
if(TickDiff > 0)
IntraTick = (GhostTick - Prev.m_Tick - 1 + Client()->PredIntraGameTick()) / TickDiff;
Player.m_AttackTick += Client()->GameTick() - GhostTick;
m_pClient->m_pPlayers->RenderHook(&Prev, &Player, &pGhost->m_RenderInfo , -2, vec2(), vec2(), IntraTick);
m_pClient->m_pPlayers->RenderPlayer(&Prev, &Player, &pGhost->m_RenderInfo, -2, vec2(), IntraTick);
}
if(!ActiveGhosts)
StopRender();
}
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void CGhost::InitRenderInfos(CGhostItem *pGhost)
{
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char aSkinName[64];
IntsToStr(&pGhost->m_Skin.m_Skin0, 6, aSkinName);
CTeeRenderInfo *pRenderInfo = &pGhost->m_RenderInfo;
int SkinId = m_pClient->m_pSkins->Find(aSkinName);
if(SkinId < 0)
{
SkinId = m_pClient->m_pSkins->Find("default");
if(SkinId < 0)
SkinId = 0;
}
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if(pGhost->m_Skin.m_UseCustomColor)
{
pRenderInfo->m_Texture = m_pClient->m_pSkins->Get(SkinId)->m_ColorTexture;
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pRenderInfo->m_ColorBody = m_pClient->m_pSkins->GetColorV4(pGhost->m_Skin.m_ColorBody);
pRenderInfo->m_ColorFeet = m_pClient->m_pSkins->GetColorV4(pGhost->m_Skin.m_ColorFeet);
}
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();
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const CGameClient::CClientData *pData = &m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID];
str_copy(m_CurGhost.m_aPlayer, g_Config.m_PlayerName, sizeof(m_CurGhost.m_aPlayer));
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GetGhostSkin(&m_CurGhost.m_Skin, pData->m_aSkinName, pData->m_UseCustomColor, pData->m_ColorBody, pData->m_ColorFeet);
InitRenderInfos(&m_CurGhost);
}
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), m_CurGhost.m_aPlayer);
CMenus::CGhostItem *pOwnGhost = m_pClient->m_pMenus->GetOwnGhost();
if(Time > 0 && (!pOwnGhost || Time < pOwnGhost->m_Time))
{
if(pOwnGhost && pOwnGhost->Active())
Unload(pOwnGhost->m_Slot);
// add to active ghosts
int Slot = GetSlot();
if(Slot != -1)
m_aActiveGhosts[Slot] = m_CurGhost;
char aFilename[128] = { 0 };
if(RecordingToFile)
Client()->Ghost_GetPath(aFilename, sizeof(aFilename), m_CurGhost.m_aPlayer, Time);
// create ghost item
CMenus::CGhostItem Item;
str_copy(Item.m_aFilename, aFilename, sizeof(Item.m_aFilename));
str_copy(Item.m_aPlayer, m_CurGhost.m_aPlayer, sizeof(Item.m_aPlayer));
Item.m_Time = Time;
Item.m_Slot = Slot;
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// save new ghost file
if(Item.HasFile())
Storage()->RenameFile(aTmpFilename, aFilename, IStorage::TYPE_SAVE);
// add item to menu list
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m_pClient->m_pMenus->UpdateOwnGhost(Item);
}
else if(RecordingToFile) // no new record
Storage()->RemoveFile(aTmpFilename, IStorage::TYPE_SAVE);
m_CurGhost.Reset();
}
void CGhost::StartRender()
{
m_Rendering = true;
m_StartRenderTick = Client()->PredGameTick();
for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
m_aActiveGhosts[i].m_PlaybackPos = 0;
}
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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str_copy(pGhost->m_aPlayer, pHeader->m_aOwner, sizeof(pGhost->m_aPlayer));
int Index = 0;
bool FoundSkin = false;
bool NoTick = false;
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bool Error = false;
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int Type;
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while(!Error && GhostLoader()->ReadNextType(&Type))
{
if(Index == NumTicks && (Type == GHOSTDATA_TYPE_CHARACTER || Type == GHOSTDATA_TYPE_CHARACTER_NO_TICK))
{
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Error = true;
break;
}
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if(Type == GHOSTDATA_TYPE_SKIN && !FoundSkin)
{
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FoundSkin = true;
if(!GhostLoader()->ReadData(Type, (char*)&pGhost->m_Skin, sizeof(CGhostSkin)))
Error = true;
}
else if(Type == GHOSTDATA_TYPE_CHARACTER_NO_TICK)
{
NoTick = true;
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if(!GhostLoader()->ReadData(Type, (char*)&pGhost->m_lPath[Index++], sizeof(CGhostCharacter_NoTick)))
Error = true;
}
else if(Type == GHOSTDATA_TYPE_CHARACTER)
{
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if(!GhostLoader()->ReadData(Type, (char*)&pGhost->m_lPath[Index++], sizeof(CGhostCharacter)))
Error = true;
}
}
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GhostLoader()->Close();
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if(Error || Index != NumTicks)
{
pGhost->Reset();
return -1;
}
if(NoTick)
{
int StartTick = 0;
for(int i = 1; i < NumTicks; i++) // estimate start tick
if(pGhost->m_lPath[i].m_AttackTick != pGhost->m_lPath[i - 1].m_AttackTick)
StartTick = pGhost->m_lPath[i].m_AttackTick - i;
for(int i = 0; i < NumTicks; i++)
pGhost->m_lPath[i].m_Tick = StartTick + i;
}
if(!FoundSkin)
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GetGhostSkin(&pGhost->m_Skin, "default", 0, 0, 0);
InitRenderInfos(pGhost);
return Slot;
}
void CGhost::Unload(int Slot)
{
m_aActiveGhosts[Slot].Reset();
}
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void CGhost::UnloadAll()
{
for(int i = 0; i < MAX_ACTIVE_GHOSTS; i++)
Unload(i);
}
void CGhost::SaveGhost(CMenus::CGhostItem *pItem)
{
int Slot = pItem->m_Slot;
if(!pItem->Active() || pItem->HasFile() || m_aActiveGhosts[Slot].Empty() || GhostRecorder()->IsRecording())
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return;
int NumTicks = m_aActiveGhosts[Slot].m_lPath.size();
Client()->GhostRecorder_Start(pItem->m_aPlayer, pItem->m_Time);
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GhostRecorder()->WriteData(GHOSTDATA_TYPE_SKIN, (const char*)&m_aActiveGhosts[Slot].m_Skin, sizeof(CGhostSkin));
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for(int i = 0; i < NumTicks; i++)
GhostRecorder()->WriteData(GHOSTDATA_TYPE_CHARACTER, (const char*)&m_aActiveGhosts[Slot].m_lPath[i], sizeof(CGhostCharacter));
GhostRecorder()->Stop(NumTicks, pItem->m_Time);
Client()->Ghost_GetPath(pItem->m_aFilename, sizeof(pItem->m_aFilename), pItem->m_aPlayer, pItem->m_Time);
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}
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)
{
// only for race
CServerInfo ServerInfo;
Client()->GetServerInfo(&ServerInfo);
if(!IsRace(&ServerInfo) || m_pClient->m_Snap.m_SpecInfo.m_Active || Client()->State() != IClient::STATE_ONLINE)
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)
{
if(m_Recording)
StopRecord();
StopRender();
m_LastDeathTick = Client()->GameTick();
}
}
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();
m_LastDeathTick = -1;
}
void CGhost::OnMapLoad()
{
OnReset();
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UnloadAll();
m_pClient->m_pMenus->GhostlistPopulate();
m_IsSolo = true;
}