From 906ece7894927983b8ac69e37dd3cb82cfe7aad1 Mon Sep 17 00:00:00 2001 From: Magnus Auvinen Date: Sat, 12 Jan 2008 17:09:00 +0000 Subject: [PATCH] continued the cleanup --- datasrc/client.dts | 21 - datasrc/teewars.ds | 80 +- src/game/client/gc_anim.h | 14 + src/game/client/gc_client.cpp | 1329 +---------------- src/game/client/gc_client.h | 93 ++ src/game/client/gc_hooks.cpp | 500 +++++++ src/game/client/gc_mapres_tilemap.cpp | 6 + src/game/client/gc_mapres_tilemap.h | 6 - src/game/client/gc_menu.cpp | 14 +- src/game/client/gc_menu.h | 4 +- src/game/client/gc_render.cpp | 237 +++ src/game/client/gc_render.h | 60 +- src/game/client/gc_render_map.cpp | 167 +++ src/game/client/gc_render_obj.cpp | 478 ++++++ src/game/editor/{editor.cpp => ed_editor.cpp} | 72 +- src/game/editor/{editor.hpp => ed_editor.hpp} | 101 +- src/game/editor/ed_layer_game.cpp | 2 +- src/game/editor/ed_layer_quads.cpp | 86 +- src/game/editor/ed_layer_tiles.cpp | 82 +- src/game/g_game.h | 5 + src/game/g_mapitems.h | 138 ++ src/game/g_mapres_col.h | 6 + src/game/g_math.h | 5 + src/game/g_protocol.h | 5 + 24 files changed, 1768 insertions(+), 1743 deletions(-) create mode 100644 src/game/client/gc_anim.h create mode 100644 src/game/client/gc_client.h create mode 100644 src/game/client/gc_hooks.cpp create mode 100644 src/game/client/gc_render.cpp create mode 100644 src/game/client/gc_render_map.cpp create mode 100644 src/game/client/gc_render_obj.cpp rename src/game/editor/{editor.cpp => ed_editor.cpp} (98%) rename src/game/editor/{editor.hpp => ed_editor.hpp} (81%) create mode 100644 src/game/g_mapitems.h diff --git a/datasrc/client.dts b/datasrc/client.dts index 6274287c8..eec61fa4d 100644 --- a/datasrc/client.dts +++ b/datasrc/client.dts @@ -80,26 +80,6 @@ struct animation { instance:sequence attach = attach } -struct gui_box { - int x = @1 - int y = @2 - int w = @3 - int h = @4 -} - -struct gui_compositebox { - instance:gui_box rect = rect - instance:gui_box center = center -} - -struct gui_widgets { - array:gui_compositebox boxes = boxes.* - array:gui_box misc = misc.* -} - -const array:int gui_box = gui.boxes.* -const array:int gui_misc = gui.misc.* - struct data_container { array:image images = images.* array:spriteset spritesets = sprites.* @@ -111,7 +91,6 @@ struct data_container { array:soundset sounds = sounds.* array:animation animations = animations.* - instance:gui_widgets gui = gui } const array:int weapon = weapons.* diff --git a/datasrc/teewars.ds b/datasrc/teewars.ds index efa6b668b..640fd9526 100644 --- a/datasrc/teewars.ds +++ b/datasrc/teewars.ds @@ -215,6 +215,10 @@ sounds { images { + null { + filename "" + } + game { filename "data/game.png" } @@ -663,7 +667,7 @@ sprites { } - tees images.char_default 8 4 { + tees images.null 8 4 { tee_body 0 0 3 3 tee_body_outline 3 0 3 3 tee_foot 6 1 2 1 @@ -827,77 +831,3 @@ animations { } } } - -gui { - boxes { - button { - rect 0 0 48 48 - center 16 16 16 16 - } - - screen_thick { - rect 0 384 48 48 - center 16 400 16 16 - } - - screen_transparent { - rect 48 384 48 48 - center 64 400 16 16 - } - - screen_info { - rect 96 384 48 48 - center 112 400 16 16 - } - - screen_textbox { - rect 144 384 48 48 - center 160 400 16 16 - } - - screen_list { - rect 192 384 48 48 - center 208 400 16 16 - } - } - - misc { - button_big_topleft 0 0 16 16 - button_big_topmid 16 0 16 16 - button_big_topright 32 0 16 16 - button_big_midleft 0 16 16 16 - button_big_midmid 16 16 16 16 - button_big_midright 32 16 16 16 - button_big_btmleft 0 32 16 16 - button_big_btmmid 16 32 16 16 - button_big_btmright 32 32 16 16 - slider_big_horiz_begin 0 48 16 16 - slider_big_horiz_mid 16 48 16 16 - slider_big_horiz_end 32 48 16 16 - slider_small_horiz_begin 0 96 16 16 - slider_small_horiz_mid 16 96 16 16 - slider_small_horiz_end 32 96 16 16 - slider_small_vert_begin 48 96 16 16 - radio_unchecked 64 112 32 32 - radio_checked 96 112 32 32 - slider_small_vert_mid 48 112 16 16 - slider_small_vert_end 48 128 16 16 - slider_big_vert_begin 48 48 16 16 - slider_big_handle_vert 64 48 16 32 - slider_big_handle_horiz 80 64 32 16 - slider_small_handle_horiz 80 48 16 16 - slider_big_arrow_left 0 64 16 16 - slider_big_arrow_up 16 64 16 16 - slider_big_arrow_right 32 64 16 16 - slider_big_arrow_down 16 80 16 16 - slider_small_arrow_left 0 112 16 16 - slider_small_arrow_up 16 112 16 16 - slider_small_arrow_right 32 112 16 16 - slider_small_arrow_down 16 128 16 16 - slider_small_handle_vert 96 48 16 16 - slider_big_vert_mid 48 64 16 16 - slider_big_vert_end 48 80 16 16 - checkbox_unchecked 64 112 32 32 - checkbox_checked 96 112 32 32 - } -} diff --git a/src/game/client/gc_anim.h b/src/game/client/gc_anim.h new file mode 100644 index 000000000..115f73538 --- /dev/null +++ b/src/game/client/gc_anim.h @@ -0,0 +1,14 @@ + +struct animstate +{ + keyframe body; + keyframe back_foot; + keyframe front_foot; + keyframe attach; +}; + +void anim_seq_eval(sequence *seq, float time, keyframe *frame); +void anim_eval(animation *anim, float time, animstate *state); +void anim_add_keyframe(keyframe *seq, keyframe *added, float amount); +void anim_add(animstate *state, animstate *added, float amount); +void anim_eval_add(animstate *state, animation *anim, float time, float amount); diff --git a/src/game/client/gc_client.cpp b/src/game/client/gc_client.cpp index 295b729f5..556fabee1 100644 --- a/src/game/client/gc_client.cpp +++ b/src/game/client/gc_client.cpp @@ -17,126 +17,52 @@ extern "C" { #include "../generated/gc_data.h" #include "gc_menu.h" #include "gc_skin.h" -#include "gc_render.h" #include "gc_ui.h" +#include "gc_client.h" +#include "gc_render.h" +#include "gc_anim.h" -// sound channels -enum -{ - CHN_GUI=0, - CHN_MUSIC, - CHN_WORLD, - CHN_GLOBAL, -}; - -data_container *data = 0x0; - -static player_input input_data = {0}; -static int input_target_lock = 0; - +struct data_container *data = 0; static int64 debug_firedelay = 0; -extern void modmenu_render(); -extern void menu_init(); +player_input input_data = {0}; +int input_target_lock = 0; -enum -{ - CHATMODE_NONE=0, - CHATMODE_ALL, - CHATMODE_TEAM, - CHATMODE_CONSOLE, - CHATMODE_REMOTECONSOLE, -}; - -static int chat_mode = CHATMODE_NONE; +int chat_mode = CHATMODE_NONE; bool menu_active = false; bool menu_game_active = false; -static int snapshot_count = 0; static bool emoticon_selector_active = false; -static vec2 mouse_pos; -static vec2 local_character_pos; -static vec2 local_target_pos; -static const obj_player_character *local_character = 0; -static const obj_player_character *local_prev_character = 0; + +vec2 mouse_pos; +vec2 local_character_pos; +vec2 local_target_pos; +const obj_player_character *local_character = 0; +const obj_player_character *local_prev_character = 0; const obj_player_info *local_info = 0; -static const obj_flag *flags[2] = {0,0}; +const obj_flag *flags[2] = {0,0}; const obj_game *gameobj = 0; -static int picked_up_weapon = -1; +int picked_up_weapon = -1; -static struct client_data +client_data client_datas[MAX_CLIENTS]; +void client_data::update_render_info() { - char name[64]; - char skin_name[64]; - int skin_id; - int skin_color; - int team; - int emoticon; - int emoticon_start; - player_core predicted; - - tee_render_info skin_info; // this is what the server reports - tee_render_info render_info; // this is what we use - - void update_render_info() - { - render_info = skin_info; + render_info = skin_info; - // force team colors - if(gameobj && gameobj->gametype != GAMETYPE_DM) + // force team colors + if(gameobj && gameobj->gametype != GAMETYPE_DM) + { + const int team_colors[2] = {65387, 10223467}; + if(team >= 0 || team <= 1) { - const int team_colors[2] = {65387, 10223467}; - if(team >= 0 || team <= 1) - { - render_info.texture = skin_get(skin_id)->color_texture; - render_info.color_body = skin_get_color(team_colors[team]); - render_info.color_feet = skin_get_color(team_colors[team]); - } - } - } -} client_datas[MAX_CLIENTS]; - -class client_effects -{ -public: - float zoom; - float currentzoom; - float stage; - int lastzoomin; - int lastincrease; - - client_effects() - { - currentzoom = zoom = 3.0f; - stage = 0.0f; - } - - float getorgzoom() { return zoom; } - - float getzoom(int tick, float intratick, const obj_player_character *player) - { - float currentstage = ((float)player->weaponstage) * 0.1f; - if (currentstage < stage) - { - if ((tick - lastincrease) > (client_tickspeed() / 2)) - stage = currentstage; - } - else - { - lastincrease = tick; - stage = currentstage; + render_info.texture = skin_get(skin_id)->color_texture; + render_info.color_body = skin_get_color(team_colors[team]); + render_info.color_feet = skin_get_color(team_colors[team]); } + } +} - float targetzoom = 3.0f + stage; - currentzoom = LERP(currentzoom, targetzoom, 0.1); - return currentzoom; - } -}; - -client_effects cl_effects; - -inline float frandom() { return rand()/(float)(RAND_MAX); } void snd_play_random(int chn, int setid, float vol, vec2 pos) { @@ -160,96 +86,6 @@ void snd_play_random(int chn, int setid, float vol, vec2 pos) set->last = id; } -// sound volume tweak -static const float stereo_separation = 0.001f; -static const float stereo_separation_deadzone = 200.0f; -static const float volume_distance_falloff = 200.0f; -static const float volume_distance_deadzone = 320.0f; -static const float volume_gun = 0.5f; -static const float volume_tee = 0.5f; -static const float volume_hit = 0.5f; -static const float volume_music = 0.8f; - -void sound_vol_pan(const vec2& p, float *vol, float *pan) -{ - vec2 player_to_ev = p - local_character_pos; - *pan = 0.0f; - *vol = 1.0f; - - if(fabs(player_to_ev.x) > stereo_separation_deadzone) - { - *pan = stereo_separation * (player_to_ev.x - sign(player_to_ev.x)*stereo_separation_deadzone); - if(*pan < -1.0f) *pan = -1.0f; - if(*pan > 1.0f) *pan = 1.0f; - } - - float len = length(player_to_ev); - if(len > volume_distance_deadzone) - { - *vol = volume_distance_falloff / (len - volume_distance_deadzone); - - if(*vol < 0.0f) *vol = 0.0f; - if(*vol > 1.0f) *vol = 1.0f; - } -} - -enum -{ - SPRITE_FLAG_FLIP_Y=1, - SPRITE_FLAG_FLIP_X=2, -}; - -static float sprite_w_scale; -static float sprite_h_scale; - -static void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0) -{ - int x = spr->x+sx; - int y = spr->y+sy; - int w = spr->w; - int h = spr->h; - int cx = spr->set->gridx; - int cy = spr->set->gridy; - - float f = sqrtf(h*h + w*w); - sprite_w_scale = w/f; - sprite_h_scale = h/f; - - float x1 = x/(float)cx; - float x2 = (x+w)/(float)cx; - float y1 = y/(float)cy; - float y2 = (y+h)/(float)cy; - float temp = 0; - - if(flags&SPRITE_FLAG_FLIP_Y) - { - temp = y1; - y1 = y2; - y2 = temp; - } - - if(flags&SPRITE_FLAG_FLIP_X) - { - temp = x1; - x1 = x2; - x2 = temp; - } - - gfx_quads_setsubset(x1, y1, x2, y2); -} - -void select_sprite(int id, int flags=0, int sx=0, int sy=0) -{ - if(id < 0 || id > data->num_sprites) - return; - select_sprite(&data->sprites[id], flags, sx, sy); -} - -void draw_sprite(float x, float y, float size) -{ - gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale); -} - class damage_indicators { public: @@ -477,8 +313,14 @@ public: } } }; + static projectile_particles proj_particles; +void reset_projectile_particles() // TODO: remove +{ + proj_particles.reset(); +} + static char chat_input[512]; static unsigned chat_input_len; static const int chat_max_lines = 10; @@ -534,22 +376,11 @@ void chat_add_line(int client_id, int team, const char *line) } } -struct killmsg -{ - int weapon; - int victim; - int killer; - int mode_special; // for CTF, if the guy is carrying a flag for example - int tick; -}; -static const int killmsg_max = 5; killmsg killmsgs[killmsg_max]; -static int killmsg_current = 0; +int killmsg_current = 0; -extern unsigned char internal_data[]; - -void create_air_jump_effect(vec2 pos) +void effect_air_jump(vec2 pos) { const int count = 12; for(int i = 0; i <= count; i++) @@ -560,83 +391,15 @@ void create_air_jump_effect(vec2 pos) } } - -extern void draw_round_rect(float x, float y, float w, float h, float r); extern int render_popup(const char *caption, const char *text, const char *button_text); -void render_loading(float percent); -extern "C" void modc_init() +void process_events(int snaptype) { - static FONT_SET default_font; - - int before = gfx_memory_usage(); - font_set_load(&default_font, "fonts/default_font%d.tfnt", "fonts/default_font%d.png", "fonts/default_font%d_b.png", 14, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 36); - dbg_msg("font", "gfx memory usage: %d", gfx_memory_usage()-before); - - gfx_text_set_default_font(&default_font); - - menu_init(); - - // setup sound channels - snd_set_channel(CHN_GUI, 1.0f, 0.0f); - snd_set_channel(CHN_MUSIC, 1.0f, 0.0f); - snd_set_channel(CHN_WORLD, 0.9f, 1.0f); - snd_set_channel(CHN_GLOBAL, 1.0f, 0.0f); - - // load the data container - data = load_data_from_memory(internal_data); - - // TODO: should be removed - snd_set_listener_pos(0.0f, 0.0f); - - float total = data->num_sounds+data->num_images; - float current = 0; - - // load textures - for(int i = 0; i < data->num_images; i++) - { - render_loading(current/total); - data->images[i].id = gfx_load_texture(data->images[i].filename, IMG_AUTO); - current++; - } - - // load sounds - for(int s = 0; s < data->num_sounds; s++) - { - render_loading(current/total); - for(int i = 0; i < data->sounds[s].num_sounds; i++) - { - int id; - //if (strcmp(data->sounds[s].sounds[i].filename + strlen(data->sounds[s].sounds[i].filename) - 3, ".wv") == 0) - id = snd_load_wv(data->sounds[s].sounds[i].filename); - //else - // id = snd_load_wav(data->sounds[s].sounds[i].filename); - - data->sounds[s].sounds[i].id = id; - } - - current++; - } - - skin_init(); -} - -extern "C" void modc_entergame() -{ -} - -extern "C" void modc_shutdown() -{ - // shutdown the menu -} - -static void process_events(int s) -{ - int num = snap_num_items(s); + int num = snap_num_items(snaptype); for(int index = 0; index < num; index++) { SNAP_ITEM item; - const void *data = snap_get_item(s, index, &item); + const void *data = snap_get_item(snaptype, index, &item); if(item.type == EVENT_DAMAGEINDICATION) { @@ -646,7 +409,7 @@ static void process_events(int s) else if(item.type == EVENT_AIR_JUMP) { ev_common *ev = (ev_common *)data; - create_air_jump_effect(vec2(ev->x, ev->y)); + effect_air_jump(vec2(ev->x, ev->y)); } else if(item.type == EVENT_EXPLOSION) { @@ -762,139 +525,7 @@ static void process_events(int s) } } -static player_core predicted_prev_player; -static player_core predicted_player; -static int predicted_tick = 0; -static int last_new_predicted_tick = -1; - -extern "C" void modc_predict() -{ - player_core before_prev_player = predicted_prev_player; - player_core before_player = predicted_player; - - - // repredict player - world_core world; - int local_cid = -1; - - // search for players - for(int i = 0; i < snap_num_items(SNAP_CURRENT); i++) - { - SNAP_ITEM item; - const void *data = snap_get_item(SNAP_CURRENT, i, &item); - int client_id = item.id; - - if(item.type == OBJTYPE_PLAYER_CHARACTER) - { - const obj_player_character *character = (const obj_player_character *)data; - client_datas[client_id].predicted.world = &world; - world.players[client_id] = &client_datas[client_id].predicted; - - client_datas[client_id].predicted.read(character); - } - else if(item.type == OBJTYPE_PLAYER_INFO) - { - const obj_player_info *info = (const obj_player_info *)data; - if(info->local) - local_cid = client_id; - } - } - - // predict - for(int tick = client_tick()+1; tick <= client_predtick(); tick++) - { - // fetch the local - if(tick == client_predtick() && world.players[local_cid]) - predicted_prev_player = *world.players[local_cid]; - - // first calculate where everyone should move - for(int c = 0; c < MAX_CLIENTS; c++) - { - if(!world.players[c]) - continue; - - mem_zero(&world.players[c]->input, sizeof(world.players[c]->input)); - if(local_cid == c) - { - // apply player input - int *input = client_get_input(tick); - if(input) - world.players[c]->input = *((player_input*)input); - } - - world.players[c]->tick(); - } - - // move all players and quantize their data - for(int c = 0; c < MAX_CLIENTS; c++) - { - if(!world.players[c]) - continue; - - - // TODO: this should be moved into the g_game - // but not done to preserve the nethash - if(length(world.players[c]->vel) > 150.0f) - world.players[c]->vel = normalize(world.players[c]->vel) * 150.0f; - - world.players[c]->move(); - world.players[c]->quantize(); - } - - if(tick > last_new_predicted_tick) - { - last_new_predicted_tick = tick; - - if(local_cid != -1 && world.players[local_cid]) - { - vec2 pos = world.players[local_cid]->pos; - int events = world.players[local_cid]->triggered_events; - if(events&COREEVENT_GROUND_JUMP) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); - if(events&COREEVENT_AIR_JUMP) - { - create_air_jump_effect(pos); - snd_play_random(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); - if(events&COREEVENT_HOOK_ATTACH_GROUND) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, pos); - //if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); - } - - - /* - dbg_msg("predict", "%d %d %d", tick, - (int)world.players[c]->pos.x, (int)world.players[c]->pos.y, - (int)world.players[c]->vel.x, (int)world.players[c]->vel.y);*/ - } - - if(tick == client_predtick() && world.players[local_cid]) - predicted_player = *world.players[local_cid]; - } - - if(config.debug && predicted_tick == client_predtick()) - { - if(predicted_player.pos.x != before_player.pos.x || - predicted_player.pos.y != before_player.pos.y) - { - dbg_msg("client", "prediction error, (%d %d) (%d %d)", - (int)before_player.pos.x, (int)before_player.pos.y, - (int)predicted_player.pos.x, (int)predicted_player.pos.y); - } - - if(predicted_prev_player.pos.x != before_prev_player.pos.x || - predicted_prev_player.pos.y != before_prev_player.pos.y) - { - dbg_msg("client", "prediction error, prev (%d %d) (%d %d)", - (int)before_prev_player.pos.x, (int)before_prev_player.pos.y, - (int)predicted_prev_player.pos.x, (int)predicted_prev_player.pos.y); - } - } - - predicted_tick = client_predtick(); -} - -static void clear_object_pointers() +void clear_object_pointers() { // clear out the invalid pointers local_character = 0; @@ -905,69 +536,6 @@ static void clear_object_pointers() gameobj = 0; } -extern "C" void modc_newsnapshot() -{ - snapshot_count++; - process_events(SNAP_CURRENT); - - if(config.dbg_stress) - { - if((client_tick()%250) == 0) - { - msg_pack_start(MSG_SAY, MSGFLAG_VITAL); - msg_pack_int(-1); - msg_pack_string("galenskap!!!!", 512); - msg_pack_end(); - client_send_msg(); - } - } - - clear_object_pointers(); - - // setup world view - { - // 1. fetch local player - // 2. set him to the center - int num = snap_num_items(SNAP_CURRENT); - for(int i = 0; i < num; i++) - { - SNAP_ITEM item; - const void *data = snap_get_item(SNAP_CURRENT, i, &item); - - if(item.type == OBJTYPE_PLAYER_INFO) - { - const obj_player_info *info = (const obj_player_info *)data; - - client_datas[info->clientid].team = info->team; - - if(info->local) - { - local_info = info; - const void *data = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_CHARACTER, item.id); - if(data) - { - local_character = (const obj_player_character *)data; - local_character_pos = vec2(local_character->x, local_character->y); - - const void *p = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_CHARACTER, item.id); - if(p) - local_prev_character = (obj_player_character *)p; - } - } - } - else if(item.type == OBJTYPE_GAME) - gameobj = (obj_game *)data; - else if(item.type == OBJTYPE_FLAG) - { - flags[item.id%2] = (const obj_flag *)data; - } - } - } - - for(int i = 0; i < MAX_CLIENTS; i++) - client_datas[i].update_render_info(); -} - void send_info(bool start) { if(start) @@ -991,121 +559,6 @@ void send_emoticon(int emoticon) client_send_msg(); } -static void render_projectile(const obj_projectile *current, int itemid) -{ - if(debug_firedelay) - { - debug_firedelay = time_get()-debug_firedelay; - dbg_msg("game", "firedelay=%.2f ms", debug_firedelay/(float)time_freq()*1000.0f); - debug_firedelay = 0; - } - - gfx_texture_set(data->images[IMAGE_GAME].id); - gfx_quads_begin(); - - // get positions - float gravity = -400; - if(current->type != WEAPON_ROCKET) - gravity = -100; - if(current->type == WEAPON_BOMB) - gravity = 0; - - float ct = (client_tick()-current->start_tick)/(float)SERVER_TICK_SPEED + client_ticktime()*1/(float)SERVER_TICK_SPEED; - vec2 startpos(current->x, current->y); - vec2 startvel(current->vx, current->vy); - vec2 pos = calc_pos(startpos, startvel, gravity, ct); - vec2 prevpos = calc_pos(startpos, startvel, gravity, ct-0.001f); - - select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj); - vec2 vel = pos-prevpos; - //vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); - - // add particle for this projectile - proj_particles.addparticle(current->type, itemid, pos, vel); - - if(length(vel) > 0.00001f) - gfx_quads_setrotation(get_angle(vel)); - else - gfx_quads_setrotation(0); - - // TODO: do this, but nice - //temp_system.new_particle(pos, vec2(0,0), 0.3f, 14.0f, 0, 0.95f); - - gfx_quads_draw(pos.x, pos.y, 32, 32); - gfx_quads_setrotation(0); - gfx_quads_end(); -} - -static void render_powerup(const obj_powerup *prev, const obj_powerup *current) -{ - gfx_texture_set(data->images[IMAGE_GAME].id); - gfx_quads_begin(); - vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); - float angle = 0.0f; - float size = 64.0f; - if (current->type == POWERUP_WEAPON) - { - angle = 0; //-pi/6;//-0.25f * pi * 2.0f; - select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body); - size = data->weapons[current->subtype%data->num_weapons].visual_size; - } - else - { - const int c[] = { - SPRITE_POWERUP_HEALTH, - SPRITE_POWERUP_ARMOR, - SPRITE_POWERUP_WEAPON, - SPRITE_POWERUP_NINJA, - SPRITE_POWERUP_TIMEFIELD - }; - select_sprite(c[current->type]); - - if(c[current->type] == SPRITE_POWERUP_NINJA) - { - proj_particles.addparticle(0, 0, - pos+vec2((frandom()-0.5f)*80.0f, (frandom()-0.5f)*20.0f), - vec2((frandom()-0.5f)*10.0f, (frandom()-0.5f)*10.0f)); - size *= 2.0f; - pos.x += 10.0f; - } - } - - gfx_quads_setrotation(angle); - - float offset = pos.y/32.0f + pos.x/32.0f; - pos.x += cosf(client_localtime()*2.0f+offset)*2.5f; - pos.y += sinf(client_localtime()*2.0f+offset)*2.5f; - draw_sprite(pos.x, pos.y, size); - gfx_quads_end(); -} - -static void render_flag(const obj_flag *prev, const obj_flag *current) -{ - float angle = 0.0f; - float size = 42.0f; - - gfx_blend_normal(); - gfx_texture_set(data->images[IMAGE_GAME].id); - gfx_quads_begin(); - - if(current->team == 0) // red team - select_sprite(SPRITE_FLAG_RED); - else - select_sprite(SPRITE_FLAG_BLUE); - - gfx_quads_setrotation(angle); - - vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); - - if(local_info && current->carried_by == local_info->clientid) - pos = local_character_pos; - - //gfx_setcolor(current->team ? 0 : 1,0,current->team ? 1 : 0,1); - //draw_sprite(pos.x, pos.y, size); - gfx_quads_draw(pos.x, pos.y-size*0.75f, size, size*2); - gfx_quads_end(); -} - void anim_seq_eval(sequence *seq, float time, keyframe *frame) { if(seq->num_frames == 0) @@ -1178,127 +631,6 @@ void anim_eval_add(animstate *state, animation *anim, float time, float amount) anim_add(state, &add, amount); } -static void render_hand(tee_render_info *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset) -{ - // for drawing hand - //const skin *s = skin_get(skin_id); - - float basesize = 10.0f; - //dir = normalize(hook_pos-pos); - - vec2 hand_pos = center_pos + dir; - float angle = get_angle(dir); - if (dir.x < 0) - angle -= angle_offset; - else - angle += angle_offset; - - vec2 dirx = dir; - vec2 diry(-dir.y,dir.x); - - if (dir.x < 0) - diry = -diry; - - hand_pos += dirx * post_rot_offset.x; - hand_pos += diry * post_rot_offset.y; - - //gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); - gfx_texture_set(info->texture); - gfx_quads_begin(); - gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a); - - // two passes - for (int i = 0; i < 2; i++) - { - bool outline = i == 0; - - select_sprite(outline?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0); - gfx_quads_setrotation(angle); - gfx_quads_draw(hand_pos.x, hand_pos.y, 2*basesize, 2*basesize); - } - - gfx_quads_setrotation(0); - gfx_quads_end(); -} - -void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos) -{ - vec2 direction = dir; - vec2 position = pos; - - //gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); - gfx_texture_set(info->texture); - gfx_quads_begin(); - //gfx_quads_draw(pos.x, pos.y-128, 128, 128); - - // first pass we draw the outline - // second pass we draw the filling - for(int p = 0; p < 2; p++) - { - int outline = p==0 ? 1 : 0; - - for(int f = 0; f < 2; f++) - { - float animscale = info->size * 1.0f/64.0f; - float basesize = info->size; - if(f == 1) - { - gfx_quads_setrotation(anim->body.angle*pi*2); - - // draw body - gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a); - vec2 body_pos = position + vec2(anim->body.x, anim->body.y)*animscale; - select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0); - gfx_quads_draw(body_pos.x, body_pos.y, basesize, basesize); - - // draw eyes - if(p == 1) - { - switch (emote) - { - case EMOTE_PAIN: - select_sprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0); - break; - case EMOTE_HAPPY: - select_sprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0); - break; - case EMOTE_SURPRISE: - select_sprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0); - break; - case EMOTE_ANGRY: - select_sprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0); - break; - default: - select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0); - break; - } - - float eyescale = basesize*0.40f; - float h = emote == EMOTE_BLINK ? basesize*0.15f : eyescale; - float eyeseparation = (0.075f - 0.010f*fabs(direction.x))*basesize; - vec2 offset = vec2(direction.x*0.125f, -0.05f+direction.y*0.10f)*basesize; - gfx_quads_draw(body_pos.x-eyeseparation+offset.x, body_pos.y+offset.y, eyescale, h); - gfx_quads_draw(body_pos.x+eyeseparation+offset.x, body_pos.y+offset.y, -eyescale, h); - } - } - - // draw feet - gfx_setcolor(info->color_feet.r, info->color_feet.g, info->color_feet.b, info->color_feet.a); - select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, 0); - - keyframe *foot = f ? &anim->front_foot : &anim->back_foot; - - float w = basesize; - float h = basesize/2; - - gfx_quads_setrotation(foot->angle*pi*2); - gfx_quads_draw(position.x+foot->x*animscale, position.y+foot->y*animscale, w, h); - } - } - - gfx_quads_end(); -} - void draw_circle(float x, float y, float r, int segments) { float f_segments = (float)segments; @@ -1322,373 +654,6 @@ void draw_circle(float x, float y, float r, int segments) } } -void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners) -{ - int num = 8; - for(int i = 0; i < num; i+=2) - { - float a1 = i/(float)num * pi/2; - float a2 = (i+1)/(float)num * pi/2; - float a3 = (i+2)/(float)num * pi/2; - float ca1 = cosf(a1); - float ca2 = cosf(a2); - float ca3 = cosf(a3); - float sa1 = sinf(a1); - float sa2 = sinf(a2); - float sa3 = sinf(a3); - - if(corners&1) // TL - gfx_quads_draw_freeform( - x+r, y+r, - x+(1-ca1)*r, y+(1-sa1)*r, - x+(1-ca3)*r, y+(1-sa3)*r, - x+(1-ca2)*r, y+(1-sa2)*r); - - if(corners&2) // TR - gfx_quads_draw_freeform( - x+w-r, y+r, - x+w-r+ca1*r, y+(1-sa1)*r, - x+w-r+ca3*r, y+(1-sa3)*r, - x+w-r+ca2*r, y+(1-sa2)*r); - - if(corners&4) // BL - gfx_quads_draw_freeform( - x+r, y+h-r, - x+(1-ca1)*r, y+h-r+sa1*r, - x+(1-ca3)*r, y+h-r+sa3*r, - x+(1-ca2)*r, y+h-r+sa2*r); - - if(corners&8) // BR - gfx_quads_draw_freeform( - x+w-r, y+h-r, - x+w-r+ca1*r, y+h-r+sa1*r, - x+w-r+ca3*r, y+h-r+sa3*r, - x+w-r+ca2*r, y+h-r+sa2*r); - } - - gfx_quads_drawTL(x+r, y+r, w-r*2, h-r*2); // center - gfx_quads_drawTL(x+r, y, w-r*2, r); // top - gfx_quads_drawTL(x+r, y+h-r, w-r*2, r); // bottom - gfx_quads_drawTL(x, y+r, r, h-r*2); // left - gfx_quads_drawTL(x+w-r, y+r, r, h-r*2); // right - - if(!(corners&1)) gfx_quads_drawTL(x, y, r, r); // TL - if(!(corners&2)) gfx_quads_drawTL(x+w, y, -r, r); // TR - if(!(corners&4)) gfx_quads_drawTL(x, y+h, r, -r); // BL - if(!(corners&8)) gfx_quads_drawTL(x+w, y+h, -r, -r); // BR -} - -void draw_round_rect(float x, float y, float w, float h, float r) -{ - draw_round_rect_ext(x,y,w,h,r,0xf); -} - - -static void render_player( - const obj_player_character *prev_char, - const obj_player_character *player_char, - const obj_player_info *prev_info, - const obj_player_info *player_info - ) -{ - obj_player_character prev; - obj_player_character player; - prev = *prev_char; - player = *player_char; - - obj_player_info info = *player_info; - - float intratick = client_intratick(); - float ticktime = client_ticktime(); - - if(player.health < 0) // dont render dead players - return; - - if(info.local && config.cl_predict) - { - if(!local_character || (local_character->health < 0) || (gameobj && gameobj->game_over)) - { - } - else - { - // apply predicted results - predicted_player.write(&player); - predicted_prev_player.write(&prev); - intratick = client_intrapredtick(); - } - } - - vec2 direction = get_direction(player.angle); - float angle = player.angle/256.0f; - vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick); - - if(prev.health < 0) // Don't flicker from previous position - position = vec2(player.x, player.y); - - bool stationary = player.vx < 1 && player.vx > -1; - bool inair = col_check_point(player.x, player.y+16) == 0; - - // evaluate animation - float walk_time = fmod(position.x, 100.0f)/100.0f; - animstate state; - anim_eval(&data->animations[ANIM_BASE], 0, &state); - - if(inair) - anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here - else if(stationary) - anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here - else - anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f); - - if (player.weapon == WEAPON_HAMMER) - { - float a = clamp((client_tick()-player.attacktick+ticktime)/10.0f, 0.0f, 1.0f); - anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f); - } - if (player.weapon == WEAPON_NINJA) - { - float a = clamp((client_tick()-player.attacktick+ticktime)/40.0f, 0.0f, 1.0f); - anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f); - } - - // draw hook - if (prev.hook_state>0 && player.hook_state>0) - { - gfx_texture_set(data->images[IMAGE_GAME].id); - gfx_quads_begin(); - //gfx_quads_begin(); - - vec2 pos = position; - vec2 hook_pos; - - if(player_char->hooked_player != -1) - { - if(local_info && player_char->hooked_player == local_info->clientid) - { - hook_pos = mix(vec2(predicted_prev_player.pos.x, predicted_prev_player.pos.y), - vec2(predicted_player.pos.x, predicted_player.pos.y), client_intrapredtick()); - } - else - hook_pos = mix(vec2(prev_char->hook_x, prev_char->hook_y), vec2(player_char->hook_x, player_char->hook_y), client_intratick()); - } - else - hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick); - - float d = distance(pos, hook_pos); - vec2 dir = normalize(pos-hook_pos); - - gfx_quads_setrotation(get_angle(dir)+pi); - - // render head - select_sprite(SPRITE_HOOK_HEAD); - gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16); - - // render chain - select_sprite(SPRITE_HOOK_CHAIN); - for(float f = 24; f < d; f += 24) - { - vec2 p = hook_pos + dir*f; - gfx_quads_draw(p.x, p.y,24,16); - } - - gfx_quads_setrotation(0); - gfx_quads_end(); - - render_hand(&client_datas[info.clientid].render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0)); - } - - // draw gun - { - gfx_texture_set(data->images[IMAGE_GAME].id); - gfx_quads_begin(); - gfx_quads_setrotation(state.attach.angle*pi*2+angle); - - // normal weapons - int iw = clamp(player.weapon, 0, NUM_WEAPONS-1); - select_sprite(data->weapons[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); - - vec2 dir = direction; - float recoil = 0.0f; - vec2 p; - if (player.weapon == WEAPON_HAMMER) - { - // Static position for hammer - p = position; - p.y += data->weapons[iw].offsety; - // if attack is under way, bash stuffs - if(direction.x < 0) - { - gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2); - p.x -= data->weapons[iw].offsetx; - } - else - { - gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2); - } - draw_sprite(p.x, p.y, data->weapons[iw].visual_size); - } - else if (player.weapon == WEAPON_NINJA) - { - p = position; - p.y += data->weapons[iw].offsety; - - if(direction.x < 0) - { - gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2); - p.x -= data->weapons[iw].offsetx; - } - else - { - gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2); - } - draw_sprite(p.x, p.y, data->weapons[iw].visual_size); - - // HADOKEN - if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons[iw].nummuzzlesprites) - { - int itex = rand() % data->weapons[iw].nummuzzlesprites; - float alpha = 1.0f; - if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite) - { - vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y); - dir = normalize(dir); - float hadokenangle = get_angle(dir); - gfx_quads_setrotation(hadokenangle); - //float offsety = -data->weapons[iw].muzzleoffsety; - select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, 0); - vec2 diry(-dir.y,dir.x); - p = position; - float offsetx = data->weapons[iw].muzzleoffsetx; - p -= dir * offsetx; - draw_sprite(p.x, p.y, 160.0f); - } - } - } - else - { - // TODO: should be an animation - recoil = 0; - float a = (client_tick()-player.attacktick+intratick)/5.0f; - if(a < 1) - recoil = sinf(a*pi); - p = position + dir * data->weapons[iw].offsetx - dir*recoil*10.0f; - p.y += data->weapons[iw].offsety; - draw_sprite(p.x, p.y, data->weapons[iw].visual_size); - } - - if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN) - { - // check if we're firing stuff - if (true)//prev.attackticks) - { - float alpha = 0.0f; - int phase1tick = (client_tick() - player.attacktick); - if (phase1tick < (data->weapons[iw].muzzleduration + 3)) - { - float t = ((((float)phase1tick) + intratick)/(float)data->weapons[iw].muzzleduration); - alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t))); - } - - int itex = rand() % data->weapons[iw].nummuzzlesprites; - if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite) - { - float offsety = -data->weapons[iw].muzzleoffsety; - select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); - if(direction.x < 0) - offsety = -offsety; - - vec2 diry(-dir.y,dir.x); - vec2 muzzlepos = p + dir * data->weapons[iw].muzzleoffsetx + diry * offsety; - - draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons[iw].visual_size); - /*gfx_setcolor(1.0f,1.0f,1.0f,alpha); - vec2 diry(-dir.y,dir.x); - p += dir * muzzleparams[player.weapon].offsetx + diry * offsety; - gfx_quads_draw(p.x,p.y,muzzleparams[player.weapon].sizex, muzzleparams[player.weapon].sizey);*/ - } - } - } - gfx_quads_end(); - - switch (player.weapon) - { - case WEAPON_GUN: render_hand(&client_datas[info.clientid].render_info, p, direction, -3*pi/4, vec2(-15, 4)); break; - case WEAPON_SHOTGUN: render_hand(&client_datas[info.clientid].render_info, p, direction, -pi/2, vec2(-5, 4)); break; - case WEAPON_ROCKET: render_hand(&client_datas[info.clientid].render_info, p, direction, -pi/2, vec2(-4, 7)); break; - } - - } - - // render the "shadow" tee - if(info.local && config.debug) - { - vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick()); - tee_render_info ghost = client_datas[info.clientid].render_info; - ghost.color_body.a = 0.5f; - ghost.color_feet.a = 0.5f; - render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost - } - - // render the tee - render_tee(&state, &client_datas[info.clientid].render_info, player.emote, direction, position); - - if(player.state == STATE_CHATTING) - { - gfx_texture_set(data->images[IMAGE_EMOTICONS].id); - gfx_quads_begin(); - select_sprite(SPRITE_DOTDOT); - gfx_quads_draw(position.x + 24, position.y - 40, 64,64); - gfx_quads_end(); - } - - if (client_datas[info.clientid].emoticon_start != -1 && client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() > client_tick()) - { - gfx_texture_set(data->images[IMAGE_EMOTICONS].id); - gfx_quads_begin(); - - int since_start = client_tick() - client_datas[info.clientid].emoticon_start; - int from_end = client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() - client_tick(); - - float a = 1; - - if (from_end < client_tickspeed() / 5) - a = from_end / (client_tickspeed() / 5.0); - - float h = 1; - if (since_start < client_tickspeed() / 10) - h = since_start / (client_tickspeed() / 10.0); - - float wiggle = 0; - if (since_start < client_tickspeed() / 5) - wiggle = since_start / (client_tickspeed() / 5.0); - - float wiggle_angle = sin(5*wiggle); - - gfx_quads_setrotation(pi/6*wiggle_angle); - - gfx_setcolor(1.0f,1.0f,1.0f,a); - // client_datas::emoticon is an offset from the first emoticon - select_sprite(SPRITE_OOP + client_datas[info.clientid].emoticon); - gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h); - gfx_quads_end(); - } - - // render name plate - if(!info.local && config.cl_nameplates) - { - //gfx_text_color - float a = 1; - if(config.cl_nameplates_always == 0) - a = clamp(1-powf(distance(local_target_pos, position)/200.0f,16.0f), 0.0f, 1.0f); - - const char *name = client_datas[info.clientid].name; - float tw = gfx_text_width(0, 28.0f, name, -1); - gfx_text_color(1,1,1,a); - gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1); - gfx_text_color(1,1,1,1); - } -} - void render_moon(float x, float y) { gfx_texture_set(data->images[IMAGE_MOON].id); @@ -2570,8 +1535,6 @@ void render_game() // pseudo format // ZOOM ZOOM float zoom = 3.0; - if(local_character) - cl_effects.getzoom(client_tick(), client_intratick(), local_character); // DEBUG TESTING if(zoom > 3.01f) @@ -2989,7 +1952,7 @@ void render_game() if (menu_active) { - modmenu_render(); + menu_render(); return; } @@ -3073,211 +2036,3 @@ void render_game() } } -extern "C" void modc_render() -{ - // this should be moved around abit - if(client_state() == CLIENTSTATE_ONLINE) - { - render_game(); - - // handle team switching - // TODO: FUGLY!!! - if(config.cl_team != -10) - { - msg_pack_start(MSG_SETTEAM, MSGFLAG_VITAL); - msg_pack_int(config.cl_team); - msg_pack_end(); - client_send_msg(); - } - } - else // if (client_state() != CLIENTSTATE_CONNECTING && client_state() != CLIENTSTATE_LOADING) - { - modmenu_render(); - } - - // - config.cl_team = -10; -} - - -void menu_do_disconnected(); -void menu_do_connecting(); -void menu_do_connected(); - -extern "C" int modc_snap_input(int *data) -{ - picked_up_weapon = -1; - - if(!input_target_lock) - { - input_data.target_x = (int)mouse_pos.x; - input_data.target_y = (int)mouse_pos.y; - - if(!input_data.target_x && !input_data.target_y) - input_data.target_y = 1; - } - input_target_lock = 0; - - if(chat_mode != CHATMODE_NONE) - input_data.state = STATE_CHATTING; - else if(menu_active) - input_data.state = STATE_IN_MENU; - else - { - input_data.state = STATE_PLAYING; - input_data.left = inp_key_state(config.key_move_left); - input_data.right = inp_key_state(config.key_move_right); - input_data.hook = inp_key_state(config.key_hook); - input_data.jump = inp_key_state(config.key_jump); - } - - // stress testing - if(config.dbg_stress) - { - float t = client_localtime(); - mem_zero(&input_data, sizeof(input_data)); - - input_data.left = ((int)t/2)&1; - input_data.right = ((int)t/2+1)&1; - input_data.jump = ((int)t); - input_data.fire = ((int)(t*10)); - input_data.hook = ((int)(t*2))&1; - input_data.wanted_weapon = ((int)t)%NUM_WEAPONS; - input_data.target_x = (int)(sinf(t*3)*100.0f); - input_data.target_y = (int)(cosf(t*3)*100.0f); - } - - // copy and return size - mem_copy(data, &input_data, sizeof(input_data)); - return sizeof(input_data); -} - -extern "C" void modc_statechange(int state, int old) -{ - clear_object_pointers(); - - if(state == CLIENTSTATE_OFFLINE) - { - menu_do_disconnected(); - menu_game_active = false; - } - else if(state == CLIENTSTATE_LOADING) - menu_do_connecting(); - else if(state == CLIENTSTATE_CONNECTING) - menu_do_connecting(); - else if (state == CLIENTSTATE_ONLINE) - { - menu_active = false; - menu_game_active = true; - snapshot_count = 0; - - menu_do_connected(); - } -} - -extern "C" void modc_message(int msg) -{ - if(msg == MSG_CHAT) - { - int cid = msg_unpack_int(); - int team = msg_unpack_int(); - const char *message = msg_unpack_string(); - dbg_msg("message", "chat cid=%d team=%d msg='%s'", cid, team, message); - chat_add_line(cid, team, message); - - if(cid >= 0) - snd_play(CHN_GUI, data->sounds[SOUND_CHAT_CLIENT].sounds[0].id, 0); - else - snd_play(CHN_GUI, data->sounds[SOUND_CHAT_SERVER].sounds[0].id, 0); - } - else if(msg == MSG_SETINFO) - { - int cid = msg_unpack_int(); - const char *name = msg_unpack_string(); - const char *skinname = msg_unpack_string(); - - strncpy(client_datas[cid].name, name, 64); - strncpy(client_datas[cid].skin_name, skinname, 64); - - int use_custom_color = msg_unpack_int(); - client_datas[cid].skin_info.color_body = skin_get_color(msg_unpack_int()); - client_datas[cid].skin_info.color_feet = skin_get_color(msg_unpack_int()); - client_datas[cid].skin_info.size = 64; - - // find new skin - client_datas[cid].skin_id = skin_find(client_datas[cid].skin_name); - if(client_datas[cid].skin_id < 0) - client_datas[cid].skin_id = 0; - - if(use_custom_color) - client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->color_texture; - else - { - client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->org_texture; - client_datas[cid].skin_info.color_body = vec4(1,1,1,1); - client_datas[cid].skin_info.color_feet = vec4(1,1,1,1); - } - - client_datas[cid].update_render_info(); - } - else if(msg == MSG_WEAPON_PICKUP) - { - int weapon = msg_unpack_int(); - - picked_up_weapon = weapon+1; - } - else if(msg == MSG_READY_TO_ENTER) - { - client_entergame(); - } - else if(msg == MSG_KILLMSG) - { - killmsg_current = (killmsg_current+1)%killmsg_max; - killmsgs[killmsg_current].killer = msg_unpack_int(); - killmsgs[killmsg_current].victim = msg_unpack_int(); - killmsgs[killmsg_current].weapon = msg_unpack_int(); - killmsgs[killmsg_current].mode_special = msg_unpack_int(); - killmsgs[killmsg_current].tick = client_tick(); - } - else if (msg == MSG_EMOTICON) - { - int cid = msg_unpack_int(); - int emoticon = msg_unpack_int(); - client_datas[cid].emoticon = emoticon; - client_datas[cid].emoticon_start = client_tick(); - } - else if(msg == MSG_SOUND_GLOBAL) - { - int soundid = msg_unpack_int(); - snd_play_random(CHN_GLOBAL, soundid, 1.0f, vec2(0,0)); - } -} - -extern "C" void modc_connected() -{ - // init some stuff - col_init(32); - img_init(); - tilemap_init(); - chat_reset(); - - proj_particles.reset(); - - clear_object_pointers(); - last_new_predicted_tick = -1; - - for(int i = 0; i < MAX_CLIENTS; i++) - { - client_datas[i].name[0] = 0; - client_datas[i].team = 0; - client_datas[i].emoticon = 0; - client_datas[i].emoticon_start = -1; - } - - for(int i = 0; i < killmsg_max; i++) - killmsgs[i].tick = -100000; - - send_info(true); -} - -extern "C" const char *modc_net_version() { return TEEWARS_NETVERSION; } diff --git a/src/game/client/gc_client.h b/src/game/client/gc_client.h new file mode 100644 index 000000000..d34ccc786 --- /dev/null +++ b/src/game/client/gc_client.h @@ -0,0 +1,93 @@ +#include +#include +#include + +#include + +// sound channels +enum +{ + CHN_GUI=0, + CHN_MUSIC, + CHN_WORLD, + CHN_GLOBAL, +}; + +extern struct data_container *data; + +extern vec2 mouse_pos; +extern vec2 local_character_pos; +extern vec2 local_target_pos; + +// snap pointers +extern const obj_player_character *local_character; +extern const obj_player_character *local_prev_character; +extern const obj_player_info *local_info; +extern const obj_flag *flags[2]; +extern const obj_game *gameobj; + +// predicted players +extern player_core predicted_prev_player; +extern player_core predicted_player; + +// input +extern int picked_up_weapon; +extern player_input input_data; +extern int input_target_lock; + +// chat +enum +{ + CHATMODE_NONE=0, + CHATMODE_ALL, + CHATMODE_TEAM, + CHATMODE_CONSOLE, + CHATMODE_REMOTECONSOLE, +}; + +extern int chat_mode; +void chat_add_line(int client_id, int team, const char *line); +void chat_reset(); + +// client data +struct client_data +{ + char name[64]; + char skin_name[64]; + int skin_id; + int skin_color; + int team; + int emoticon; + int emoticon_start; + player_core predicted; + + tee_render_info skin_info; // this is what the server reports + tee_render_info render_info; // this is what we use + + void update_render_info(); +}; + +extern client_data client_datas[MAX_CLIENTS]; + +// kill messages +struct killmsg +{ + int weapon; + int victim; + int killer; + int mode_special; // for CTF, if the guy is carrying a flag for example + int tick; +}; + +const int killmsg_max = 5; +extern killmsg killmsgs[killmsg_max]; +extern int killmsg_current; + +// various helpers +void snd_play_random(int chn, int setid, float vol, vec2 pos); +void process_events(int snaptype); +void clear_object_pointers(); +void reset_projectile_particles(); +void send_info(bool start); + +void effect_air_jump(vec2 pos); diff --git a/src/game/client/gc_hooks.cpp b/src/game/client/gc_hooks.cpp new file mode 100644 index 000000000..febb64782 --- /dev/null +++ b/src/game/client/gc_hooks.cpp @@ -0,0 +1,500 @@ +#include + +#include + +extern "C" { + #include + #include +}; + +#include +#include +#include + +#include "gc_client.h" +#include "gc_skin.h" +#include "gc_render.h" +#include "gc_mapres_image.h" +#include "gc_mapres_tilemap.h" + +extern unsigned char internal_data[]; + +extern void menu_init(); +extern bool menu_active; +extern bool menu_game_active; + + +extern "C" void modc_init() +{ + static FONT_SET default_font; + + int before = gfx_memory_usage(); + font_set_load(&default_font, "fonts/default_font%d.tfnt", "fonts/default_font%d.png", "fonts/default_font%d_b.png", 14, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 36); + dbg_msg("font", "gfx memory usage: %d", gfx_memory_usage()-before); + + gfx_text_set_default_font(&default_font); + + menu_init(); + + // setup sound channels + snd_set_channel(CHN_GUI, 1.0f, 0.0f); + snd_set_channel(CHN_MUSIC, 1.0f, 0.0f); + snd_set_channel(CHN_WORLD, 0.9f, 1.0f); + snd_set_channel(CHN_GLOBAL, 1.0f, 0.0f); + + // load the data container + data = load_data_from_memory(internal_data); + + // TODO: should be removed + snd_set_listener_pos(0.0f, 0.0f); + + float total = data->num_sounds+data->num_images; + float current = 0; + + // load textures + for(int i = 0; i < data->num_images; i++) + { + render_loading(current/total); + data->images[i].id = gfx_load_texture(data->images[i].filename, IMG_AUTO); + current++; + } + + // load sounds + for(int s = 0; s < data->num_sounds; s++) + { + render_loading(current/total); + for(int i = 0; i < data->sounds[s].num_sounds; i++) + { + int id; + //if (strcmp(data->sounds[s].sounds[i].filename + strlen(data->sounds[s].sounds[i].filename) - 3, ".wv") == 0) + id = snd_load_wv(data->sounds[s].sounds[i].filename); + //else + // id = snd_load_wav(data->sounds[s].sounds[i].filename); + + data->sounds[s].sounds[i].id = id; + } + + current++; + } + + skin_init(); +} + +extern "C" void modc_entergame() +{ +} + +extern "C" void modc_shutdown() +{ + // shutdown the menu +} + + +player_core predicted_prev_player; +player_core predicted_player; +static int predicted_tick = 0; +static int last_new_predicted_tick = -1; + +extern "C" void modc_predict() +{ + player_core before_prev_player = predicted_prev_player; + player_core before_player = predicted_player; + + // repredict player + world_core world; + int local_cid = -1; + + // search for players + for(int i = 0; i < snap_num_items(SNAP_CURRENT); i++) + { + SNAP_ITEM item; + const void *data = snap_get_item(SNAP_CURRENT, i, &item); + int client_id = item.id; + + if(item.type == OBJTYPE_PLAYER_CHARACTER) + { + const obj_player_character *character = (const obj_player_character *)data; + client_datas[client_id].predicted.world = &world; + world.players[client_id] = &client_datas[client_id].predicted; + + client_datas[client_id].predicted.read(character); + } + else if(item.type == OBJTYPE_PLAYER_INFO) + { + const obj_player_info *info = (const obj_player_info *)data; + if(info->local) + local_cid = client_id; + } + } + + // predict + for(int tick = client_tick()+1; tick <= client_predtick(); tick++) + { + // fetch the local + if(tick == client_predtick() && world.players[local_cid]) + predicted_prev_player = *world.players[local_cid]; + + // first calculate where everyone should move + for(int c = 0; c < MAX_CLIENTS; c++) + { + if(!world.players[c]) + continue; + + mem_zero(&world.players[c]->input, sizeof(world.players[c]->input)); + if(local_cid == c) + { + // apply player input + int *input = client_get_input(tick); + if(input) + world.players[c]->input = *((player_input*)input); + } + + world.players[c]->tick(); + } + + // move all players and quantize their data + for(int c = 0; c < MAX_CLIENTS; c++) + { + if(!world.players[c]) + continue; + + + // TODO: this should be moved into the g_game + // but not done to preserve the nethash + if(length(world.players[c]->vel) > 150.0f) + world.players[c]->vel = normalize(world.players[c]->vel) * 150.0f; + + world.players[c]->move(); + world.players[c]->quantize(); + } + + if(tick > last_new_predicted_tick) + { + last_new_predicted_tick = tick; + + if(local_cid != -1 && world.players[local_cid]) + { + vec2 pos = world.players[local_cid]->pos; + int events = world.players[local_cid]->triggered_events; + if(events&COREEVENT_GROUND_JUMP) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); + if(events&COREEVENT_AIR_JUMP) + { + effect_air_jump(pos); + snd_play_random(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); + if(events&COREEVENT_HOOK_ATTACH_GROUND) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, pos); + //if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); + } + + + /* + dbg_msg("predict", "%d %d %d", tick, + (int)world.players[c]->pos.x, (int)world.players[c]->pos.y, + (int)world.players[c]->vel.x, (int)world.players[c]->vel.y);*/ + } + + if(tick == client_predtick() && world.players[local_cid]) + predicted_player = *world.players[local_cid]; + } + + if(config.debug && predicted_tick == client_predtick()) + { + if(predicted_player.pos.x != before_player.pos.x || + predicted_player.pos.y != before_player.pos.y) + { + dbg_msg("client", "prediction error, (%d %d) (%d %d)", + (int)before_player.pos.x, (int)before_player.pos.y, + (int)predicted_player.pos.x, (int)predicted_player.pos.y); + } + + if(predicted_prev_player.pos.x != before_prev_player.pos.x || + predicted_prev_player.pos.y != before_prev_player.pos.y) + { + dbg_msg("client", "prediction error, prev (%d %d) (%d %d)", + (int)before_prev_player.pos.x, (int)before_prev_player.pos.y, + (int)predicted_prev_player.pos.x, (int)predicted_prev_player.pos.y); + } + } + + predicted_tick = client_predtick(); +} + + +extern "C" void modc_newsnapshot() +{ + static int snapshot_count = 0; + snapshot_count++; + + process_events(SNAP_CURRENT); + + if(config.dbg_stress) + { + if((client_tick()%250) == 0) + { + msg_pack_start(MSG_SAY, MSGFLAG_VITAL); + msg_pack_int(-1); + msg_pack_string("galenskap!!!!", 512); + msg_pack_end(); + client_send_msg(); + } + } + + clear_object_pointers(); + + // setup world view + { + // 1. fetch local player + // 2. set him to the center + int num = snap_num_items(SNAP_CURRENT); + for(int i = 0; i < num; i++) + { + SNAP_ITEM item; + const void *data = snap_get_item(SNAP_CURRENT, i, &item); + + if(item.type == OBJTYPE_PLAYER_INFO) + { + const obj_player_info *info = (const obj_player_info *)data; + + client_datas[info->clientid].team = info->team; + + if(info->local) + { + local_info = info; + const void *data = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_CHARACTER, item.id); + if(data) + { + local_character = (const obj_player_character *)data; + local_character_pos = vec2(local_character->x, local_character->y); + + const void *p = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_CHARACTER, item.id); + if(p) + local_prev_character = (obj_player_character *)p; + } + } + } + else if(item.type == OBJTYPE_GAME) + gameobj = (obj_game *)data; + else if(item.type == OBJTYPE_FLAG) + { + flags[item.id%2] = (const obj_flag *)data; + } + } + } + + for(int i = 0; i < MAX_CLIENTS; i++) + client_datas[i].update_render_info(); +} + + + +extern "C" void modc_render() +{ + // this should be moved around abit + if(client_state() == CLIENTSTATE_ONLINE) + { + render_game(); + + // handle team switching + // TODO: FUGLY!!! + if(config.cl_team != -10) + { + msg_pack_start(MSG_SETTEAM, MSGFLAG_VITAL); + msg_pack_int(config.cl_team); + msg_pack_end(); + client_send_msg(); + } + } + else // if (client_state() != CLIENTSTATE_CONNECTING && client_state() != CLIENTSTATE_LOADING) + { + menu_render(); + } + + // + config.cl_team = -10; +} + + +extern "C" int modc_snap_input(int *data) +{ + picked_up_weapon = -1; + + if(!input_target_lock) + { + input_data.target_x = (int)mouse_pos.x; + input_data.target_y = (int)mouse_pos.y; + + if(!input_data.target_x && !input_data.target_y) + input_data.target_y = 1; + } + input_target_lock = 0; + + if(chat_mode != CHATMODE_NONE) + input_data.state = STATE_CHATTING; + else if(menu_active) + input_data.state = STATE_IN_MENU; + else + { + input_data.state = STATE_PLAYING; + input_data.left = inp_key_state(config.key_move_left); + input_data.right = inp_key_state(config.key_move_right); + input_data.hook = inp_key_state(config.key_hook); + input_data.jump = inp_key_state(config.key_jump); + } + + // stress testing + if(config.dbg_stress) + { + float t = client_localtime(); + mem_zero(&input_data, sizeof(input_data)); + + input_data.left = ((int)t/2)&1; + input_data.right = ((int)t/2+1)&1; + input_data.jump = ((int)t); + input_data.fire = ((int)(t*10)); + input_data.hook = ((int)(t*2))&1; + input_data.wanted_weapon = ((int)t)%NUM_WEAPONS; + input_data.target_x = (int)(sinf(t*3)*100.0f); + input_data.target_y = (int)(cosf(t*3)*100.0f); + } + + // copy and return size + mem_copy(data, &input_data, sizeof(input_data)); + return sizeof(input_data); +} + +void menu_do_disconnected(); +void menu_do_connecting(); +void menu_do_connected(); + +extern "C" void modc_statechange(int state, int old) +{ + clear_object_pointers(); + + if(state == CLIENTSTATE_OFFLINE) + { + menu_do_disconnected(); + menu_game_active = false; + } + else if(state == CLIENTSTATE_LOADING) + menu_do_connecting(); + else if(state == CLIENTSTATE_CONNECTING) + menu_do_connecting(); + else if (state == CLIENTSTATE_ONLINE) + { + menu_active = false; + menu_game_active = true; + //snapshot_count = 0; + + menu_do_connected(); + } +} + +extern "C" void modc_message(int msg) +{ + if(msg == MSG_CHAT) + { + int cid = msg_unpack_int(); + int team = msg_unpack_int(); + const char *message = msg_unpack_string(); + dbg_msg("message", "chat cid=%d team=%d msg='%s'", cid, team, message); + chat_add_line(cid, team, message); + + if(cid >= 0) + snd_play(CHN_GUI, data->sounds[SOUND_CHAT_CLIENT].sounds[0].id, 0); + else + snd_play(CHN_GUI, data->sounds[SOUND_CHAT_SERVER].sounds[0].id, 0); + } + else if(msg == MSG_SETINFO) + { + int cid = msg_unpack_int(); + const char *name = msg_unpack_string(); + const char *skinname = msg_unpack_string(); + + strncpy(client_datas[cid].name, name, 64); + strncpy(client_datas[cid].skin_name, skinname, 64); + + int use_custom_color = msg_unpack_int(); + client_datas[cid].skin_info.color_body = skin_get_color(msg_unpack_int()); + client_datas[cid].skin_info.color_feet = skin_get_color(msg_unpack_int()); + client_datas[cid].skin_info.size = 64; + + // find new skin + client_datas[cid].skin_id = skin_find(client_datas[cid].skin_name); + if(client_datas[cid].skin_id < 0) + client_datas[cid].skin_id = 0; + + if(use_custom_color) + client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->color_texture; + else + { + client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->org_texture; + client_datas[cid].skin_info.color_body = vec4(1,1,1,1); + client_datas[cid].skin_info.color_feet = vec4(1,1,1,1); + } + + client_datas[cid].update_render_info(); + } + else if(msg == MSG_WEAPON_PICKUP) + { + int weapon = msg_unpack_int(); + + picked_up_weapon = weapon+1; + } + else if(msg == MSG_READY_TO_ENTER) + { + client_entergame(); + } + else if(msg == MSG_KILLMSG) + { + killmsg_current = (killmsg_current+1)%killmsg_max; + killmsgs[killmsg_current].killer = msg_unpack_int(); + killmsgs[killmsg_current].victim = msg_unpack_int(); + killmsgs[killmsg_current].weapon = msg_unpack_int(); + killmsgs[killmsg_current].mode_special = msg_unpack_int(); + killmsgs[killmsg_current].tick = client_tick(); + } + else if (msg == MSG_EMOTICON) + { + int cid = msg_unpack_int(); + int emoticon = msg_unpack_int(); + client_datas[cid].emoticon = emoticon; + client_datas[cid].emoticon_start = client_tick(); + } + else if(msg == MSG_SOUND_GLOBAL) + { + int soundid = msg_unpack_int(); + snd_play_random(CHN_GLOBAL, soundid, 1.0f, vec2(0,0)); + } +} + +extern "C" void modc_connected() +{ + // init some stuff + col_init(32); + + img_init(); + tilemap_init(); + chat_reset(); + + reset_projectile_particles(); + + clear_object_pointers(); + last_new_predicted_tick = -1; + + for(int i = 0; i < MAX_CLIENTS; i++) + { + client_datas[i].name[0] = 0; + client_datas[i].team = 0; + client_datas[i].emoticon = 0; + client_datas[i].emoticon_start = -1; + } + + for(int i = 0; i < killmsg_max; i++) + killmsgs[i].tick = -100000; + + send_info(true); +} + +extern "C" const char *modc_net_version() { return TEEWARS_NETVERSION; } diff --git a/src/game/client/gc_mapres_tilemap.cpp b/src/game/client/gc_mapres_tilemap.cpp index d94add176..99976b64c 100644 --- a/src/game/client/gc_mapres_tilemap.cpp +++ b/src/game/client/gc_mapres_tilemap.cpp @@ -5,6 +5,12 @@ #include "gc_mapres_image.h" #include "../g_mapres.h" +enum +{ + TILEFLAG_VFLIP=1, + TILEFLAG_HFLIP=2, +}; + int tilemap_init() { return 0; diff --git a/src/game/client/gc_mapres_tilemap.h b/src/game/client/gc_mapres_tilemap.h index a13495edb..5dfbd6b51 100644 --- a/src/game/client/gc_mapres_tilemap.h +++ b/src/game/client/gc_mapres_tilemap.h @@ -8,12 +8,6 @@ int tilemap_init(); // renders the tilemaps void tilemap_render(float scale, int fg); -enum -{ - TILEFLAG_VFLIP=1, - TILEFLAG_HFLIP=2, -}; - struct mapres_tilemap { int image; diff --git a/src/game/client/gc_menu.cpp b/src/game/client/gc_menu.cpp index 34558402b..e0c2a19ff 100644 --- a/src/game/client/gc_menu.cpp +++ b/src/game/client/gc_menu.cpp @@ -23,6 +23,7 @@ extern "C" { #include "../generated/gc_data.h" #include "gc_render.h" +#include "gc_anim.h" #include "gc_skin.h" #include "gc_ui.h" #include @@ -73,11 +74,6 @@ enum PAGE_SYSTEM, }; -extern void select_sprite(int id, int flags=0, int sx=0, int sy=0); - -extern void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners); -extern void draw_round_rect(float x, float y, float w, float h, float r); - static void ui_draw_rect(const RECT *r, vec4 color, int corners, float rounding) { gfx_texture_set(-1); @@ -259,12 +255,6 @@ int ui_do_edit_box(void *id, const RECT *rect, char *str, int str_size, bool hid r = 1; } - int box_type; - if (ui_active_item() == id || ui_hot_item() == id || ui_last_active_item() == id) - box_type = GUI_BOX_SCREEN_INFO; - else - box_type = GUI_BOX_SCREEN_TEXTBOX; - bool just_got_active = false; if(ui_active_item() == id) @@ -1972,7 +1962,7 @@ int menu2_render() return 0; } -void modmenu_render() +void menu_render() { static int mouse_x = 0; static int mouse_y = 0; diff --git a/src/game/client/gc_menu.h b/src/game/client/gc_menu.h index 5c68c53d0..bd6352dee 100644 --- a/src/game/client/gc_menu.h +++ b/src/game/client/gc_menu.h @@ -1,7 +1,7 @@ /* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #ifndef __MENU_H #define __MENU_H - +/* void draw_image_button(void *id, const char *text, int checked, float x, float y, float w, float h, void *extra); void draw_single_part_button(void *id, const char *text, int checked, float x, float y, float w, float h, void *extra); void draw_menu_button(void *id, const char *text, int checked, float x, float y, float w, float h, void *extra); @@ -12,5 +12,5 @@ int ui_do_edit_box(void *id, float x, float y, float w, float h, char *str, int int ui_do_check_box(void *id, float x, float y, float w, float h, int value); int do_scroll_bar_horiz(void *id, float x, float y, float width, int steps, int last_index); int do_scroll_bar_vert(void *id, float x, float y, float height, int steps, int last_index); - +*/ #endif diff --git a/src/game/client/gc_render.cpp b/src/game/client/gc_render.cpp new file mode 100644 index 000000000..9a4c35d56 --- /dev/null +++ b/src/game/client/gc_render.cpp @@ -0,0 +1,237 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#include +#include +#include +#include "../generated/gc_data.h" +#include "../g_protocol.h" +#include "../g_math.h" +#include "gc_render.h" +#include "gc_anim.h" +#include "gc_client.h" + +static float sprite_w_scale; +static float sprite_h_scale; + +void select_sprite(sprite *spr, int flags, int sx, int sy) +{ + int x = spr->x+sx; + int y = spr->y+sy; + int w = spr->w; + int h = spr->h; + int cx = spr->set->gridx; + int cy = spr->set->gridy; + + float f = sqrtf(h*h + w*w); + sprite_w_scale = w/f; + sprite_h_scale = h/f; + + float x1 = x/(float)cx; + float x2 = (x+w)/(float)cx; + float y1 = y/(float)cy; + float y2 = (y+h)/(float)cy; + float temp = 0; + + if(flags&SPRITE_FLAG_FLIP_Y) + { + temp = y1; + y1 = y2; + y2 = temp; + } + + if(flags&SPRITE_FLAG_FLIP_X) + { + temp = x1; + x1 = x2; + x2 = temp; + } + + gfx_quads_setsubset(x1, y1, x2, y2); +} + +void select_sprite(int id, int flags, int sx, int sy) +{ + if(id < 0 || id > data->num_sprites) + return; + select_sprite(&data->sprites[id], flags, sx, sy); +} + +void draw_sprite(float x, float y, float size) +{ + gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale); +} + + + +void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners) +{ + int num = 8; + for(int i = 0; i < num; i+=2) + { + float a1 = i/(float)num * pi/2; + float a2 = (i+1)/(float)num * pi/2; + float a3 = (i+2)/(float)num * pi/2; + float ca1 = cosf(a1); + float ca2 = cosf(a2); + float ca3 = cosf(a3); + float sa1 = sinf(a1); + float sa2 = sinf(a2); + float sa3 = sinf(a3); + + if(corners&1) // TL + gfx_quads_draw_freeform( + x+r, y+r, + x+(1-ca1)*r, y+(1-sa1)*r, + x+(1-ca3)*r, y+(1-sa3)*r, + x+(1-ca2)*r, y+(1-sa2)*r); + + if(corners&2) // TR + gfx_quads_draw_freeform( + x+w-r, y+r, + x+w-r+ca1*r, y+(1-sa1)*r, + x+w-r+ca3*r, y+(1-sa3)*r, + x+w-r+ca2*r, y+(1-sa2)*r); + + if(corners&4) // BL + gfx_quads_draw_freeform( + x+r, y+h-r, + x+(1-ca1)*r, y+h-r+sa1*r, + x+(1-ca3)*r, y+h-r+sa3*r, + x+(1-ca2)*r, y+h-r+sa2*r); + + if(corners&8) // BR + gfx_quads_draw_freeform( + x+w-r, y+h-r, + x+w-r+ca1*r, y+h-r+sa1*r, + x+w-r+ca3*r, y+h-r+sa3*r, + x+w-r+ca2*r, y+h-r+sa2*r); + } + + gfx_quads_drawTL(x+r, y+r, w-r*2, h-r*2); // center + gfx_quads_drawTL(x+r, y, w-r*2, r); // top + gfx_quads_drawTL(x+r, y+h-r, w-r*2, r); // bottom + gfx_quads_drawTL(x, y+r, r, h-r*2); // left + gfx_quads_drawTL(x+w-r, y+r, r, h-r*2); // right + + if(!(corners&1)) gfx_quads_drawTL(x, y, r, r); // TL + if(!(corners&2)) gfx_quads_drawTL(x+w, y, -r, r); // TR + if(!(corners&4)) gfx_quads_drawTL(x, y+h, r, -r); // BL + if(!(corners&8)) gfx_quads_drawTL(x+w, y+h, -r, -r); // BR +} + +void draw_round_rect(float x, float y, float w, float h, float r) +{ + draw_round_rect_ext(x,y,w,h,r,0xf); +} + +void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos) +{ + vec2 direction = dir; + vec2 position = pos; + + //gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); + gfx_texture_set(info->texture); + gfx_quads_begin(); + //gfx_quads_draw(pos.x, pos.y-128, 128, 128); + + // first pass we draw the outline + // second pass we draw the filling + for(int p = 0; p < 2; p++) + { + int outline = p==0 ? 1 : 0; + + for(int f = 0; f < 2; f++) + { + float animscale = info->size * 1.0f/64.0f; + float basesize = info->size; + if(f == 1) + { + gfx_quads_setrotation(anim->body.angle*pi*2); + + // draw body + gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a); + vec2 body_pos = position + vec2(anim->body.x, anim->body.y)*animscale; + select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0); + gfx_quads_draw(body_pos.x, body_pos.y, basesize, basesize); + + // draw eyes + if(p == 1) + { + switch (emote) + { + case EMOTE_PAIN: + select_sprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0); + break; + case EMOTE_HAPPY: + select_sprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0); + break; + case EMOTE_SURPRISE: + select_sprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0); + break; + case EMOTE_ANGRY: + select_sprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0); + break; + default: + select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0); + break; + } + + float eyescale = basesize*0.40f; + float h = emote == EMOTE_BLINK ? basesize*0.15f : eyescale; + float eyeseparation = (0.075f - 0.010f*fabs(direction.x))*basesize; + vec2 offset = vec2(direction.x*0.125f, -0.05f+direction.y*0.10f)*basesize; + gfx_quads_draw(body_pos.x-eyeseparation+offset.x, body_pos.y+offset.y, eyescale, h); + gfx_quads_draw(body_pos.x+eyeseparation+offset.x, body_pos.y+offset.y, -eyescale, h); + } + } + + // draw feet + gfx_setcolor(info->color_feet.r, info->color_feet.g, info->color_feet.b, info->color_feet.a); + select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, 0); + + keyframe *foot = f ? &anim->front_foot : &anim->back_foot; + + float w = basesize; + float h = basesize/2; + + gfx_quads_setrotation(foot->angle*pi*2); + gfx_quads_draw(position.x+foot->x*animscale, position.y+foot->y*animscale, w, h); + } + } + + gfx_quads_end(); +} + +static void calc_screen_params(float amount, float wmax, float hmax, float aspect, float *w, float *h) +{ + float f = sqrt(amount) / sqrt(aspect); + *w = f*aspect; + *h = f; + + // limit the view + if(*w > wmax) + { + *w = wmax; + *h = *w/aspect; + } + + if(*h > hmax) + { + *h = hmax; + *w = *h*aspect; + } +} + +void mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y, + float offset_x, float offset_y, float aspect, float zoom, float *points) +{ + float width, height; + calc_screen_params(1300*1000, 1500, 1050, aspect, &width, &height); + center_x *= parallax_x; + center_y *= parallax_y; + width *= zoom; + height *= zoom; + points[0] = offset_x+center_x-width/2; + points[1] = offset_y+center_y-height/2; + points[2] = offset_x+center_x+width/2; + points[3] = offset_y+center_y+height/2; +} diff --git a/src/game/client/gc_render.h b/src/game/client/gc_render.h index fc85d49a2..2f17f6b50 100644 --- a/src/game/client/gc_render.h +++ b/src/game/client/gc_render.h @@ -1,17 +1,9 @@ /* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ -struct animstate -{ - keyframe body; - keyframe back_foot; - keyframe front_foot; - keyframe attach; -}; +#ifndef GAME_CLIENT_RENDER_H +#define GAME_CLIENT_RENDER_H -void anim_seq_eval(sequence *seq, float time, keyframe *frame); -void anim_eval(animation *anim, float time, animstate *state); -void anim_add_keyframe(keyframe *seq, keyframe *added, float amount); -void anim_add(animstate *state, animstate *added, float amount); -void anim_eval_add(animstate *state, animation *anim, float time, float amount); +#include "../g_vmath.h" +#include "../g_mapitems.h" struct tee_render_info { @@ -21,4 +13,46 @@ struct tee_render_info float size; }; -void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos); +// sprite renderings +enum +{ + SPRITE_FLAG_FLIP_Y=1, + SPRITE_FLAG_FLIP_X=2, +}; + +typedef struct sprite; + +void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0); +void select_sprite(int id, int flags=0, int sx=0, int sy=0); + +void draw_sprite(float x, float y, float size); + +// rects +void draw_round_rect(float x, float y, float w, float h, float r); +void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners); + +// larger rendering methods +void menu_render(); +void render_game(); +void render_world(float center_x, float center_y, float zoom); +void render_loading(float percent); + +// object render methods (gc_render_obj.cpp) +void render_tee(class animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos); +void render_flag(const struct obj_flag *prev, const struct obj_flag *current); +void render_powerup(const struct obj_powerup *prev, const struct obj_powerup *current); +void render_projectile(const struct obj_projectile *current, int itemid); +void render_player( + const struct obj_player_character *prev_char, const struct obj_player_character *player_char, + const struct obj_player_info *prev_info, const struct obj_player_info *player_info); + +// map render methods (gc_render_map.cpp) +void render_quads(QUAD *quads, int num_quads); +void render_tilemap(TILE *tiles, int w, int h, float scale); + +// helpers +void mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y, + float offset_x, float offset_y, float aspect, float zoom, float *points); + + +#endif diff --git a/src/game/client/gc_render_map.cpp b/src/game/client/gc_render_map.cpp new file mode 100644 index 000000000..fcb8c272a --- /dev/null +++ b/src/game/client/gc_render_map.cpp @@ -0,0 +1,167 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#include +#include "../g_math.h" +#include "gc_client.h" + +static void rotate(POINT *center, POINT *point, float rotation) +{ + int x = point->x - center->x; + int y = point->y - center->y; + point->x = (int)(x * cosf(rotation) - y * sinf(rotation) + center->x); + point->y = (int)(x * sinf(rotation) + y * cosf(rotation) + center->y); +} + +void render_quads(QUAD *quads, int num_quads) +{ + gfx_quads_begin(); + float conv = 1/255.0f; + for(int i = 0; i < num_quads; i++) + { + QUAD *q = &quads[i]; + + gfx_quads_setsubset_free( + fx2f(q->texcoords[0].x), fx2f(q->texcoords[0].y), + fx2f(q->texcoords[1].x), fx2f(q->texcoords[1].y), + fx2f(q->texcoords[2].x), fx2f(q->texcoords[2].y), + fx2f(q->texcoords[3].x), fx2f(q->texcoords[3].y) + ); + + float r=1, g=1, b=1, a=1; + float offset_x = 0; + float offset_y = 0; + float rot = 0; + + /* + // TODO: fix this + if(editor.animate) + { + if(q->pos_env >= 0 && q->pos_env < editor.map.envelopes.len()) + { + ENVELOPE *e = editor.map.envelopes[q->pos_env]; + float t = editor.animate_time+q->pos_env_offset/1000.0f; + offset_x = e->eval(t, 0); + offset_y = e->eval(t, 1); + rot = e->eval(t, 2); + } + + if(q->color_env >= 0 && q->color_env < editor.map.envelopes.len()) + { + ENVELOPE *e = editor.map.envelopes[q->color_env]; + float t = editor.animate_time+q->color_env_offset/1000.0f; + r = e->eval(t, 0); + g = e->eval(t, 1); + b = e->eval(t, 2); + a = e->eval(t, 3); + } + }*/ + + gfx_setcolorvertex(0, q->colors[0].r*conv*r, q->colors[0].g*conv*g, q->colors[0].b*conv*b, q->colors[0].a*conv*a); + gfx_setcolorvertex(1, q->colors[1].r*conv*r, q->colors[1].g*conv*g, q->colors[1].b*conv*b, q->colors[1].a*conv*a); + gfx_setcolorvertex(2, q->colors[2].r*conv*r, q->colors[2].g*conv*g, q->colors[2].b*conv*b, q->colors[2].a*conv*a); + gfx_setcolorvertex(3, q->colors[3].r*conv*r, q->colors[3].g*conv*g, q->colors[3].b*conv*b, q->colors[3].a*conv*a); + + POINT *points = q->points; + + if(rot != 0) + { + static POINT rotated[4]; + rotated[0] = q->points[0]; + rotated[1] = q->points[1]; + rotated[2] = q->points[2]; + rotated[3] = q->points[3]; + points = rotated; + + rotate(&q->points[4], &rotated[0], rot); + rotate(&q->points[4], &rotated[1], rot); + rotate(&q->points[4], &rotated[2], rot); + rotate(&q->points[4], &rotated[3], rot); + } + + gfx_quads_draw_freeform( + fx2f(points[0].x)+offset_x, fx2f(points[0].y)+offset_y, + fx2f(points[1].x)+offset_x, fx2f(points[1].y)+offset_y, + fx2f(points[2].x)+offset_x, fx2f(points[2].y)+offset_y, + fx2f(points[3].x)+offset_x, fx2f(points[3].y)+offset_y + ); + } + gfx_quads_end(); +} + + +void render_tilemap(TILE *tiles, int w, int h, float scale) +{ + //gfx_texture_set(img_get(tmap->image)); + float screen_x0, screen_y0, screen_x1, screen_y1; + gfx_getscreen(&screen_x0, &screen_y0, &screen_x1, &screen_y1); + + // calculate the final pixelsize for the tiles + float tile_pixelsize = 1024/32.0f; + float final_tilesize = scale/(screen_x1-screen_x0) * gfx_screenwidth(); + float final_tilesize_scale = final_tilesize/tile_pixelsize; + + gfx_quads_begin(); + + int starty = (int)(screen_y0/scale)-1; + int startx = (int)(screen_x0/scale)-1; + int endy = (int)(screen_y1/scale)+1; + int endx = (int)(screen_x1/scale)+1; + + // adjust the texture shift according to mipmap level + float texsize = 1024.0f; + float frac = (1.25f/texsize) * (1/final_tilesize_scale); + float nudge = (0.5f/texsize) * (1/final_tilesize_scale); + + for(int y = starty; y < endy; y++) + for(int x = startx; x < endx; x++) + { + int mx = x; + int my = y; + if(mx<0) + continue; // mx = 0; + if(mx>=w) + continue; // mx = w-1; + if(my<0) + continue; // my = 0; + if(my>=h) + continue; // my = h-1; + + int c = mx + my*w; + + unsigned char index = tiles[c].index; + if(index) + { + unsigned char flags = tiles[c].flags; + int tx = index%16; + int ty = index/16; + int px0 = tx*(1024/16); + int py0 = ty*(1024/16); + int px1 = (tx+1)*(1024/16)-1; + int py1 = (ty+1)*(1024/16)-1; + + float u0 = nudge + px0/texsize+frac; + float v0 = nudge + py0/texsize+frac; + float u1 = nudge + px1/texsize-frac; + float v1 = nudge + py1/texsize-frac; + + if(flags&TILEFLAG_VFLIP) + { + float tmp = u0; + u0 = u1; + u1 = tmp; + } + + if(flags&TILEFLAG_HFLIP) + { + float tmp = v0; + v0 = v1; + v1 = tmp; + } + + gfx_quads_setsubset(u0,v0,u1,v1); + + gfx_quads_drawTL(x*scale, y*scale, scale, scale); + } + } + + gfx_quads_end(); +} diff --git a/src/game/client/gc_render_obj.cpp b/src/game/client/gc_render_obj.cpp new file mode 100644 index 000000000..ba2489077 --- /dev/null +++ b/src/game/client/gc_render_obj.cpp @@ -0,0 +1,478 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#include +#include +#include +#include "../generated/gc_data.h" +#include "../g_protocol.h" +#include "../g_math.h" +#include "gc_render.h" +#include "gc_anim.h" +#include "gc_client.h" + + +void render_projectile(const obj_projectile *current, int itemid) +{ + /* + if(debug_firedelay) + { + debug_firedelay = time_get()-debug_firedelay; + dbg_msg("game", "firedelay=%.2f ms", debug_firedelay/(float)time_freq()*1000.0f); + debug_firedelay = 0; + }*/ + + gfx_texture_set(data->images[IMAGE_GAME].id); + gfx_quads_begin(); + + // get positions + float gravity = -400; + if(current->type != WEAPON_ROCKET) + gravity = -100; + if(current->type == WEAPON_BOMB) + gravity = 0; + + float ct = (client_tick()-current->start_tick)/(float)SERVER_TICK_SPEED + client_ticktime()*1/(float)SERVER_TICK_SPEED; + vec2 startpos(current->x, current->y); + vec2 startvel(current->vx, current->vy); + vec2 pos = calc_pos(startpos, startvel, gravity, ct); + vec2 prevpos = calc_pos(startpos, startvel, gravity, ct-0.001f); + + select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj); + vec2 vel = pos-prevpos; + //vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); + + // add particle for this projectile + //proj_particles.addparticle(current->type, itemid, pos, vel); + + if(length(vel) > 0.00001f) + gfx_quads_setrotation(get_angle(vel)); + else + gfx_quads_setrotation(0); + + // TODO: do this, but nice + //temp_system.new_particle(pos, vec2(0,0), 0.3f, 14.0f, 0, 0.95f); + + gfx_quads_draw(pos.x, pos.y, 32, 32); + gfx_quads_setrotation(0); + gfx_quads_end(); +} + +void render_powerup(const obj_powerup *prev, const obj_powerup *current) +{ + gfx_texture_set(data->images[IMAGE_GAME].id); + gfx_quads_begin(); + vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); + float angle = 0.0f; + float size = 64.0f; + if (current->type == POWERUP_WEAPON) + { + angle = 0; //-pi/6;//-0.25f * pi * 2.0f; + select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body); + size = data->weapons[current->subtype%data->num_weapons].visual_size; + } + else + { + const int c[] = { + SPRITE_POWERUP_HEALTH, + SPRITE_POWERUP_ARMOR, + SPRITE_POWERUP_WEAPON, + SPRITE_POWERUP_NINJA, + SPRITE_POWERUP_TIMEFIELD + }; + select_sprite(c[current->type]); + + if(c[current->type] == SPRITE_POWERUP_NINJA) + { + /* + proj_particles.addparticle(0, 0, + pos+vec2((frandom()-0.5f)*80.0f, (frandom()-0.5f)*20.0f), + vec2((frandom()-0.5f)*10.0f, (frandom()-0.5f)*10.0f));*/ + size *= 2.0f; + pos.x += 10.0f; + } + } + + gfx_quads_setrotation(angle); + + float offset = pos.y/32.0f + pos.x/32.0f; + pos.x += cosf(client_localtime()*2.0f+offset)*2.5f; + pos.y += sinf(client_localtime()*2.0f+offset)*2.5f; + draw_sprite(pos.x, pos.y, size); + gfx_quads_end(); +} + +void render_flag(const obj_flag *prev, const obj_flag *current) +{ + float angle = 0.0f; + float size = 42.0f; + + gfx_blend_normal(); + gfx_texture_set(data->images[IMAGE_GAME].id); + gfx_quads_begin(); + + if(current->team == 0) // red team + select_sprite(SPRITE_FLAG_RED); + else + select_sprite(SPRITE_FLAG_BLUE); + + gfx_quads_setrotation(angle); + + vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); + + if(local_info && current->carried_by == local_info->clientid) + pos = local_character_pos; + + //gfx_setcolor(current->team ? 0 : 1,0,current->team ? 1 : 0,1); + //draw_sprite(pos.x, pos.y, size); + gfx_quads_draw(pos.x, pos.y-size*0.75f, size, size*2); + gfx_quads_end(); +} + + + +static void render_hand(tee_render_info *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset) +{ + // for drawing hand + //const skin *s = skin_get(skin_id); + + float basesize = 10.0f; + //dir = normalize(hook_pos-pos); + + vec2 hand_pos = center_pos + dir; + float angle = get_angle(dir); + if (dir.x < 0) + angle -= angle_offset; + else + angle += angle_offset; + + vec2 dirx = dir; + vec2 diry(-dir.y,dir.x); + + if (dir.x < 0) + diry = -diry; + + hand_pos += dirx * post_rot_offset.x; + hand_pos += diry * post_rot_offset.y; + + //gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); + gfx_texture_set(info->texture); + gfx_quads_begin(); + gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a); + + // two passes + for (int i = 0; i < 2; i++) + { + bool outline = i == 0; + + select_sprite(outline?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0); + gfx_quads_setrotation(angle); + gfx_quads_draw(hand_pos.x, hand_pos.y, 2*basesize, 2*basesize); + } + + gfx_quads_setrotation(0); + gfx_quads_end(); +} + +void render_player( + const obj_player_character *prev_char, + const obj_player_character *player_char, + const obj_player_info *prev_info, + const obj_player_info *player_info + ) +{ + obj_player_character prev; + obj_player_character player; + prev = *prev_char; + player = *player_char; + + obj_player_info info = *player_info; + + float intratick = client_intratick(); + float ticktime = client_ticktime(); + + if(player.health < 0) // dont render dead players + return; + + if(info.local && config.cl_predict) + { + if(!local_character || (local_character->health < 0) || (gameobj && gameobj->game_over)) + { + } + else + { + // apply predicted results + predicted_player.write(&player); + predicted_prev_player.write(&prev); + intratick = client_intrapredtick(); + } + } + + vec2 direction = get_direction(player.angle); + float angle = player.angle/256.0f; + vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick); + + if(prev.health < 0) // Don't flicker from previous position + position = vec2(player.x, player.y); + + bool stationary = player.vx < 1 && player.vx > -1; + bool inair = col_check_point(player.x, player.y+16) == 0; + + // evaluate animation + float walk_time = fmod(position.x, 100.0f)/100.0f; + animstate state; + anim_eval(&data->animations[ANIM_BASE], 0, &state); + + if(inair) + anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here + else if(stationary) + anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here + else + anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f); + + if (player.weapon == WEAPON_HAMMER) + { + float a = clamp((client_tick()-player.attacktick+ticktime)/10.0f, 0.0f, 1.0f); + anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f); + } + if (player.weapon == WEAPON_NINJA) + { + float a = clamp((client_tick()-player.attacktick+ticktime)/40.0f, 0.0f, 1.0f); + anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f); + } + + // draw hook + if (prev.hook_state>0 && player.hook_state>0) + { + gfx_texture_set(data->images[IMAGE_GAME].id); + gfx_quads_begin(); + //gfx_quads_begin(); + + vec2 pos = position; + vec2 hook_pos; + + if(player_char->hooked_player != -1) + { + if(local_info && player_char->hooked_player == local_info->clientid) + { + hook_pos = mix(vec2(predicted_prev_player.pos.x, predicted_prev_player.pos.y), + vec2(predicted_player.pos.x, predicted_player.pos.y), client_intrapredtick()); + } + else + hook_pos = mix(vec2(prev_char->hook_x, prev_char->hook_y), vec2(player_char->hook_x, player_char->hook_y), client_intratick()); + } + else + hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick); + + float d = distance(pos, hook_pos); + vec2 dir = normalize(pos-hook_pos); + + gfx_quads_setrotation(get_angle(dir)+pi); + + // render head + select_sprite(SPRITE_HOOK_HEAD); + gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16); + + // render chain + select_sprite(SPRITE_HOOK_CHAIN); + for(float f = 24; f < d; f += 24) + { + vec2 p = hook_pos + dir*f; + gfx_quads_draw(p.x, p.y,24,16); + } + + gfx_quads_setrotation(0); + gfx_quads_end(); + + render_hand(&client_datas[info.clientid].render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0)); + } + + // draw gun + { + gfx_texture_set(data->images[IMAGE_GAME].id); + gfx_quads_begin(); + gfx_quads_setrotation(state.attach.angle*pi*2+angle); + + // normal weapons + int iw = clamp(player.weapon, 0, NUM_WEAPONS-1); + select_sprite(data->weapons[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); + + vec2 dir = direction; + float recoil = 0.0f; + vec2 p; + if (player.weapon == WEAPON_HAMMER) + { + // Static position for hammer + p = position; + p.y += data->weapons[iw].offsety; + // if attack is under way, bash stuffs + if(direction.x < 0) + { + gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2); + p.x -= data->weapons[iw].offsetx; + } + else + { + gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2); + } + draw_sprite(p.x, p.y, data->weapons[iw].visual_size); + } + else if (player.weapon == WEAPON_NINJA) + { + p = position; + p.y += data->weapons[iw].offsety; + + if(direction.x < 0) + { + gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2); + p.x -= data->weapons[iw].offsetx; + } + else + { + gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2); + } + draw_sprite(p.x, p.y, data->weapons[iw].visual_size); + + // HADOKEN + if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons[iw].nummuzzlesprites) + { + int itex = rand() % data->weapons[iw].nummuzzlesprites; + float alpha = 1.0f; + if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite) + { + vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y); + dir = normalize(dir); + float hadokenangle = get_angle(dir); + gfx_quads_setrotation(hadokenangle); + //float offsety = -data->weapons[iw].muzzleoffsety; + select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, 0); + vec2 diry(-dir.y,dir.x); + p = position; + float offsetx = data->weapons[iw].muzzleoffsetx; + p -= dir * offsetx; + draw_sprite(p.x, p.y, 160.0f); + } + } + } + else + { + // TODO: should be an animation + recoil = 0; + float a = (client_tick()-player.attacktick+intratick)/5.0f; + if(a < 1) + recoil = sinf(a*pi); + p = position + dir * data->weapons[iw].offsetx - dir*recoil*10.0f; + p.y += data->weapons[iw].offsety; + draw_sprite(p.x, p.y, data->weapons[iw].visual_size); + } + + if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN) + { + // check if we're firing stuff + if (true)//prev.attackticks) + { + float alpha = 0.0f; + int phase1tick = (client_tick() - player.attacktick); + if (phase1tick < (data->weapons[iw].muzzleduration + 3)) + { + float t = ((((float)phase1tick) + intratick)/(float)data->weapons[iw].muzzleduration); + alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t))); + } + + int itex = rand() % data->weapons[iw].nummuzzlesprites; + if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite) + { + float offsety = -data->weapons[iw].muzzleoffsety; + select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); + if(direction.x < 0) + offsety = -offsety; + + vec2 diry(-dir.y,dir.x); + vec2 muzzlepos = p + dir * data->weapons[iw].muzzleoffsetx + diry * offsety; + + draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons[iw].visual_size); + /*gfx_setcolor(1.0f,1.0f,1.0f,alpha); + vec2 diry(-dir.y,dir.x); + p += dir * muzzleparams[player.weapon].offsetx + diry * offsety; + gfx_quads_draw(p.x,p.y,muzzleparams[player.weapon].sizex, muzzleparams[player.weapon].sizey);*/ + } + } + } + gfx_quads_end(); + + switch (player.weapon) + { + case WEAPON_GUN: render_hand(&client_datas[info.clientid].render_info, p, direction, -3*pi/4, vec2(-15, 4)); break; + case WEAPON_SHOTGUN: render_hand(&client_datas[info.clientid].render_info, p, direction, -pi/2, vec2(-5, 4)); break; + case WEAPON_ROCKET: render_hand(&client_datas[info.clientid].render_info, p, direction, -pi/2, vec2(-4, 7)); break; + } + + } + + // render the "shadow" tee + if(info.local && config.debug) + { + vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick()); + tee_render_info ghost = client_datas[info.clientid].render_info; + ghost.color_body.a = 0.5f; + ghost.color_feet.a = 0.5f; + render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost + } + + // render the tee + render_tee(&state, &client_datas[info.clientid].render_info, player.emote, direction, position); + + if(player.state == STATE_CHATTING) + { + gfx_texture_set(data->images[IMAGE_EMOTICONS].id); + gfx_quads_begin(); + select_sprite(SPRITE_DOTDOT); + gfx_quads_draw(position.x + 24, position.y - 40, 64,64); + gfx_quads_end(); + } + + if (client_datas[info.clientid].emoticon_start != -1 && client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() > client_tick()) + { + gfx_texture_set(data->images[IMAGE_EMOTICONS].id); + gfx_quads_begin(); + + int since_start = client_tick() - client_datas[info.clientid].emoticon_start; + int from_end = client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() - client_tick(); + + float a = 1; + + if (from_end < client_tickspeed() / 5) + a = from_end / (client_tickspeed() / 5.0); + + float h = 1; + if (since_start < client_tickspeed() / 10) + h = since_start / (client_tickspeed() / 10.0); + + float wiggle = 0; + if (since_start < client_tickspeed() / 5) + wiggle = since_start / (client_tickspeed() / 5.0); + + float wiggle_angle = sin(5*wiggle); + + gfx_quads_setrotation(pi/6*wiggle_angle); + + gfx_setcolor(1.0f,1.0f,1.0f,a); + // client_datas::emoticon is an offset from the first emoticon + select_sprite(SPRITE_OOP + client_datas[info.clientid].emoticon); + gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h); + gfx_quads_end(); + } + + // render name plate + if(!info.local && config.cl_nameplates) + { + //gfx_text_color + float a = 1; + if(config.cl_nameplates_always == 0) + a = clamp(1-powf(distance(local_target_pos, position)/200.0f,16.0f), 0.0f, 1.0f); + + const char *name = client_datas[info.clientid].name; + float tw = gfx_text_width(0, 28.0f, name, -1); + gfx_text_color(1,1,1,a); + gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1); + gfx_text_color(1,1,1,1); + } +} diff --git a/src/game/editor/editor.cpp b/src/game/editor/ed_editor.cpp similarity index 98% rename from src/game/editor/editor.cpp rename to src/game/editor/ed_editor.cpp index 5a9ebf45c..8c6c0c736 100644 --- a/src/game/editor/editor.cpp +++ b/src/game/editor/ed_editor.cpp @@ -1,3 +1,5 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ + #include #include #include @@ -15,8 +17,9 @@ extern "C" { //#include "game/mapres_col.h" #include #include +#include -#include "editor.hpp" +#include "ed_editor.hpp" static int checker_texture = 0; static int background_texture = 0; @@ -116,9 +119,6 @@ int LAYERGROUP::swap_layers(int index0, int index1) /******************************************************** OTHER *********************************************************/ -extern void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners); -extern void draw_round_rect(float x, float y, float w, float h, float r); - static void ui_draw_rect(const RECT *r, vec4 color, int corners, float rounding) { gfx_texture_set(-1); @@ -1961,67 +1961,6 @@ void EDITOR::make_game_group(LAYERGROUP *group) editor.game_group->name = "Game"; } -typedef struct -{ - int version; - int width; - int height; - int external; - int image_name; - int image_data; -} MAPITEM_IMAGE; - -typedef struct -{ - int version; - int offset_x; - int offset_y; - int parallax_x; - int parallax_y; - - int start_layer; - int num_layers; -} MAPITEM_GROUP; - -typedef struct -{ - int version; - int type; - int flags; -} MAPITEM_LAYER; - -typedef struct -{ - MAPITEM_LAYER layer; - int version; - - int width; - int height; - int flags; - - COLOR color; - int color_env; - int color_env_offset; - - int image; - int data; -} MAPITEM_LAYER_TILEMAP; - -typedef struct -{ - MAPITEM_LAYER layer; - int version; - - int num_quads; - int data; - int image; -} MAPITEM_LAYER_QUADS; - -typedef struct -{ - int version; -} MAPITEM_VERSION; - template static int make_version(int i, const T &v) { return (i<<16)+sizeof(T); } @@ -2411,6 +2350,7 @@ extern "C" void editor_init() editor.show_envelope_editor = 1; #endif +/* if(1) { float w, h; @@ -2426,7 +2366,7 @@ extern "C" void editor_init() calc_screen_params(amount, max, max, 9.0f/16.0f, &w, &h); dbg_msg("", "%f %f %f", w, h, w*h); calc_screen_params(amount, max, max, 16.0f/3.0f, &w, &h); dbg_msg("", "%f %f %f", w, h, w*h); calc_screen_params(amount, max, max, 3.0f/16.0f, &w, &h); dbg_msg("", "%f %f %f", w, h, w*h); - } + }*/ } extern "C" void editor_update_and_render() diff --git a/src/game/editor/editor.hpp b/src/game/editor/ed_editor.hpp similarity index 81% rename from src/game/editor/editor.hpp rename to src/game/editor/ed_editor.hpp index 0d2af5e15..15ba1dad1 100644 --- a/src/game/editor/editor.hpp +++ b/src/game/editor/ed_editor.hpp @@ -1,6 +1,9 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ + #include #include #include "array.h" +#include "../g_mapitems.h" extern "C" { #include @@ -28,76 +31,14 @@ enum DIALOG_NONE=0, DIALOG_LOAD_IMAGE, - - LAYERTYPE_INVALID=0, - LAYERTYPE_GAME, - LAYERTYPE_TILES, - LAYERTYPE_QUADS, }; -typedef struct -{ - int x, y; // 22.10 fixed point -} POINT; - -// float to fixed -inline int f2fx(float v) { return (int)(v*(float)(1<<10)); } -inline float fx2f(int v) { return v*(1.0f/(1<<10)); } - -typedef struct // as in file -{ - int r, g, b, a; -} COLOR; - -typedef struct // as in file -{ - POINT points[5]; - COLOR colors[4]; - POINT texcoords[4]; - - int pos_env; - int pos_env_offset; - - int color_env; - int color_env_offset; -} QUAD; - typedef struct // as in file { POINT position; int type; } ENTITY; -enum -{ - ENTITY_NULL=0, - ENTITY_SPAWN, - ENTITY_SPAWN_RED, - ENTITY_SPAWN_BLUE, - ENTITY_FLAGSTAND_RED, - ENTITY_FLAGSTAND_BLUE, - ENTITY_ARMOR_1, - ENTITY_HEATH_1, - ENTITY_WEAPON_SHOTGUN, - ENTITY_WEAPON_ROCKET, - ENTITY_POWERUP_NINJA, - NUM_ENTITIES, - - TILE_AIR=0, - TILE_SOLID, - TILE_NOHOOK, - - ENTITY_OFFSET=255-16*4, -}; - -typedef struct // as in file -{ - unsigned char index; - unsigned char flags; - unsigned char reserved1; - unsigned char reserved2; -} TILE; - enum { CURVETYPE_STEP=0, @@ -531,39 +472,3 @@ public: virtual void render_properties(RECT *toolbox); }; - - -inline void calc_screen_params(float amount, float wmax, float hmax, float aspect, float *w, float *h) -{ - float f = sqrt(amount) / sqrt(aspect); - *w = f*aspect; - *h = f; - - // limit the view - if(*w > wmax) - { - *w = wmax; - *h = *w/aspect; - } - - if(*h > hmax) - { - *h = hmax; - *w = *h*aspect; - } -} - -inline void mapscreen_to_world(float center_x, float center_y, float parallax_x, float parallax_y, - float offset_x, float offset_y, float aspect, float zoom, float *points) -{ - float width, height; - calc_screen_params(1300*1000, 1500, 1050, aspect, &width, &height); - center_x *= parallax_x; - center_y *= parallax_y; - width *= zoom; - height *= zoom; - points[0] = offset_x+center_x-width/2; - points[1] = offset_y+center_y-height/2; - points[2] = offset_x+center_x+width/2; - points[3] = offset_y+center_y+height/2; -} diff --git a/src/game/editor/ed_layer_game.cpp b/src/game/editor/ed_layer_game.cpp index 0e0025596..4524cb80b 100644 --- a/src/game/editor/ed_layer_game.cpp +++ b/src/game/editor/ed_layer_game.cpp @@ -1,5 +1,5 @@ #include -#include "editor.hpp" +#include "ed_editor.hpp" LAYER_GAME::LAYER_GAME(int w, int h) diff --git a/src/game/editor/ed_layer_quads.cpp b/src/game/editor/ed_layer_quads.cpp index d58a9e0f8..5625876c3 100644 --- a/src/game/editor/ed_layer_quads.cpp +++ b/src/game/editor/ed_layer_quads.cpp @@ -1,5 +1,7 @@ -#include "editor.hpp" +#include "ed_editor.hpp" #include +#include +#include LAYER_QUADS::LAYER_QUADS() { @@ -12,88 +14,6 @@ LAYER_QUADS::~LAYER_QUADS() { } -static void rotate(POINT *center, POINT *point, float rotation) -{ - int x = point->x - center->x; - int y = point->y - center->y; - point->x = (int)(x * cosf(rotation) - y * sinf(rotation) + center->x); - point->y = (int)(x * sinf(rotation) + y * cosf(rotation) + center->y); -} - -static void render_quads(QUAD *quads, int num_quads) -{ - gfx_quads_begin(); - float conv = 1/255.0f; - for(int i = 0; i < num_quads; i++) - { - QUAD *q = &quads[i]; - - gfx_quads_setsubset_free( - fx2f(q->texcoords[0].x), fx2f(q->texcoords[0].y), - fx2f(q->texcoords[1].x), fx2f(q->texcoords[1].y), - fx2f(q->texcoords[2].x), fx2f(q->texcoords[2].y), - fx2f(q->texcoords[3].x), fx2f(q->texcoords[3].y) - ); - - float r=1, g=1, b=1, a=1; - float offset_x = 0; - float offset_y = 0; - float rot = 0; - - if(editor.animate) - { - if(q->pos_env >= 0 && q->pos_env < editor.map.envelopes.len()) - { - ENVELOPE *e = editor.map.envelopes[q->pos_env]; - float t = editor.animate_time+q->pos_env_offset/1000.0f; - offset_x = e->eval(t, 0); - offset_y = e->eval(t, 1); - rot = e->eval(t, 2); - } - - if(q->color_env >= 0 && q->color_env < editor.map.envelopes.len()) - { - ENVELOPE *e = editor.map.envelopes[q->color_env]; - float t = editor.animate_time+q->color_env_offset/1000.0f; - r = e->eval(t, 0); - g = e->eval(t, 1); - b = e->eval(t, 2); - a = e->eval(t, 3); - } - } - - gfx_setcolorvertex(0, q->colors[0].r*conv*r, q->colors[0].g*conv*g, q->colors[0].b*conv*b, q->colors[0].a*conv*a); - gfx_setcolorvertex(1, q->colors[1].r*conv*r, q->colors[1].g*conv*g, q->colors[1].b*conv*b, q->colors[1].a*conv*a); - gfx_setcolorvertex(2, q->colors[2].r*conv*r, q->colors[2].g*conv*g, q->colors[2].b*conv*b, q->colors[2].a*conv*a); - gfx_setcolorvertex(3, q->colors[3].r*conv*r, q->colors[3].g*conv*g, q->colors[3].b*conv*b, q->colors[3].a*conv*a); - - POINT *points = q->points; - - if(rot != 0) - { - static POINT rotated[4]; - rotated[0] = q->points[0]; - rotated[1] = q->points[1]; - rotated[2] = q->points[2]; - rotated[3] = q->points[3]; - points = rotated; - - rotate(&q->points[4], &rotated[0], rot); - rotate(&q->points[4], &rotated[1], rot); - rotate(&q->points[4], &rotated[2], rot); - rotate(&q->points[4], &rotated[3], rot); - } - - gfx_quads_draw_freeform( - fx2f(points[0].x)+offset_x, fx2f(points[0].y)+offset_y, - fx2f(points[1].x)+offset_x, fx2f(points[1].y)+offset_y, - fx2f(points[2].x)+offset_x, fx2f(points[2].y)+offset_y, - fx2f(points[3].x)+offset_x, fx2f(points[3].y)+offset_y - ); - } - gfx_quads_end(); -} - void LAYER_QUADS::render() { gfx_texture_set(-1); diff --git a/src/game/editor/ed_layer_tiles.cpp b/src/game/editor/ed_layer_tiles.cpp index f697e56e0..583426e3c 100644 --- a/src/game/editor/ed_layer_tiles.cpp +++ b/src/game/editor/ed_layer_tiles.cpp @@ -1,84 +1,8 @@ #include #include -#include "editor.hpp" - -static void render_tilemap(TILE *tiles, int w, int h, float scale) -{ - //gfx_texture_set(img_get(tmap->image)); - float screen_x0, screen_y0, screen_x1, screen_y1; - gfx_getscreen(&screen_x0, &screen_y0, &screen_x1, &screen_y1); - - // calculate the final pixelsize for the tiles - float tile_pixelsize = 1024/32.0f; - float final_tilesize = scale/(screen_x1-screen_x0) * gfx_screenwidth(); - float final_tilesize_scale = final_tilesize/tile_pixelsize; - - gfx_quads_begin(); - - int starty = (int)(screen_y0/scale)-1; - int startx = (int)(screen_x0/scale)-1; - int endy = (int)(screen_y1/scale)+1; - int endx = (int)(screen_x1/scale)+1; - - // adjust the texture shift according to mipmap level - float texsize = 1024.0f; - float frac = (1.25f/texsize) * (1/final_tilesize_scale); - float nudge = (0.5f/texsize) * (1/final_tilesize_scale); - - for(int y = starty; y < endy; y++) - for(int x = startx; x < endx; x++) - { - int mx = x; - int my = y; - if(mx<0) - continue; // mx = 0; - if(mx>=w) - continue; // mx = w-1; - if(my<0) - continue; // my = 0; - if(my>=h) - continue; // my = h-1; - - int c = mx + my*w; - - unsigned char index = tiles[c].index; - if(index) - { - unsigned char flags = tiles[c].flags; - int tx = index%16; - int ty = index/16; - int px0 = tx*(1024/16); - int py0 = ty*(1024/16); - int px1 = (tx+1)*(1024/16)-1; - int py1 = (ty+1)*(1024/16)-1; - - float u0 = nudge + px0/texsize+frac; - float v0 = nudge + py0/texsize+frac; - float u1 = nudge + px1/texsize-frac; - float v1 = nudge + py1/texsize-frac; - - if(flags&TILEFLAG_VFLIP) - { - float tmp = u0; - u0 = u1; - u1 = tmp; - } - - if(flags&TILEFLAG_HFLIP) - { - float tmp = v0; - v0 = v1; - v1 = tmp; - } - - gfx_quads_setsubset(u0,v0,u1,v1); - - gfx_quads_drawTL(x*scale, y*scale, scale, scale); - } - } - - gfx_quads_end(); -} +#include +#include +#include "ed_editor.hpp" LAYER_TILES::LAYER_TILES(int w, int h) { diff --git a/src/game/g_game.h b/src/game/g_game.h index 70a15a19e..0e4052605 100644 --- a/src/game/g_game.h +++ b/src/game/g_game.h @@ -1,4 +1,7 @@ /* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#ifndef GAME_GAME_H +#define GAME_GAME_H + #include #include #include @@ -169,3 +172,5 @@ enum ITEM_ARMOR=0x00030001, ITEM_NINJA=0x00040001, }; + +#endif diff --git a/src/game/g_mapitems.h b/src/game/g_mapitems.h new file mode 100644 index 000000000..f6375d020 --- /dev/null +++ b/src/game/g_mapitems.h @@ -0,0 +1,138 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#ifndef GAME_MAPITEMS_H +#define GAME_MAPITEMS_H + +// layer types +enum +{ + LAYERTYPE_INVALID=0, + LAYERTYPE_GAME, // not used + LAYERTYPE_TILES, + LAYERTYPE_QUADS, +}; + + +// game layer tiles +enum +{ + ENTITY_NULL=0, + ENTITY_SPAWN, + ENTITY_SPAWN_RED, + ENTITY_SPAWN_BLUE, + ENTITY_FLAGSTAND_RED, + ENTITY_FLAGSTAND_BLUE, + ENTITY_ARMOR_1, + ENTITY_HEATH_1, + ENTITY_WEAPON_SHOTGUN, + ENTITY_WEAPON_ROCKET, + ENTITY_POWERUP_NINJA, + NUM_ENTITIES, + + TILE_AIR=0, + TILE_SOLID, + TILE_NOHOOK, + + TILEFLAG_VFLIP=1, + TILEFLAG_HFLIP=2, + + ENTITY_OFFSET=255-16*4, +}; + +typedef struct +{ + int x, y; // 22.10 fixed point +} POINT; + +typedef struct +{ + int r, g, b, a; +} COLOR; + +typedef struct +{ + POINT points[5]; + COLOR colors[4]; + POINT texcoords[4]; + + int pos_env; + int pos_env_offset; + + int color_env; + int color_env_offset; +} QUAD; + +typedef struct +{ + unsigned char index; + unsigned char flags; + unsigned char reserved1; + unsigned char reserved2; +} TILE; + +typedef struct +{ + int version; + int width; + int height; + int external; + int image_name; + int image_data; +} MAPITEM_IMAGE; + +typedef struct +{ + int version; + int offset_x; + int offset_y; + int parallax_x; + int parallax_y; + + int start_layer; + int num_layers; +} MAPITEM_GROUP; + +typedef struct +{ + int version; + int type; + int flags; +} MAPITEM_LAYER; + +typedef struct +{ + MAPITEM_LAYER layer; + int version; + + int width; + int height; + int flags; + + COLOR color; + int color_env; + int color_env_offset; + + int image; + int data; +} MAPITEM_LAYER_TILEMAP; + +typedef struct +{ + MAPITEM_LAYER layer; + int version; + + int num_quads; + int data; + int image; +} MAPITEM_LAYER_QUADS; + +typedef struct +{ + int version; +} MAPITEM_VERSION; + +// float to fixed +inline int f2fx(float v) { return (int)(v*(float)(1<<10)); } +inline float fx2f(int v) { return v*(1.0f/(1<<10)); } + + +#endif diff --git a/src/game/g_mapres_col.h b/src/game/g_mapres_col.h index a2aeaee54..3312ef8eb 100644 --- a/src/game/g_mapres_col.h +++ b/src/game/g_mapres_col.h @@ -1,4 +1,8 @@ /* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#ifndef GAME_MAPRES_COL_H +#define GAME_MAPRES_COL_H + + #include struct mapres_collision @@ -13,3 +17,5 @@ int col_check_point(int x, int y); int col_width(); int col_height(); bool col_intersect_line(vec2 pos0, vec2 pos1, vec2 *out); + +#endif diff --git a/src/game/g_math.h b/src/game/g_math.h index e2cf6bd86..54c23ac99 100644 --- a/src/game/g_math.h +++ b/src/game/g_math.h @@ -2,6 +2,8 @@ #ifndef BASE_MATH_H #define BASE_MATH_H +#include + template inline T clamp(T val, T min, T max) { @@ -22,6 +24,9 @@ inline T mix(const T a, const T b, TB amount) { return a + (b-a)*amount; } + +inline float frandom() { return rand()/(float)(RAND_MAX); } + const float pi = 3.1415926535897932384626433f; template inline T min(T a, T b) { return a