/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "race.h" #include "render.h" #include "gameclient.h" #include "components/background.h" #include "components/binds.h" #include "components/broadcast.h" #include "components/camera.h" #include "components/chat.h" #include "components/console.h" #include "components/controls.h" #include "components/countryflags.h" #include "components/damageind.h" #include "components/debughud.h" #include "components/effects.h" #include "components/emoticon.h" #include "components/flow.h" #include "components/hud.h" #include "components/items.h" #include "components/killmessages.h" #include "components/mapimages.h" #include "components/maplayers.h" #include "components/mapsounds.h" #include "components/menus.h" #include "components/motd.h" #include "components/particles.h" #include "components/players.h" #include "components/nameplates.h" #include "components/scoreboard.h" #include "components/skins.h" #include "components/sounds.h" #include "components/spectator.h" #include "components/statboard.h" #include "components/voting.h" #include #include "components/race_demo.h" #include "components/ghost.h" #include CGameClient g_GameClient; // instantiate all systems static CKillMessages gs_KillMessages; static CCamera gs_Camera; static CChat gs_Chat; static CMotd gs_Motd; static CBroadcast gs_Broadcast; static CGameConsole gs_GameConsole; static CBinds gs_Binds; static CParticles gs_Particles; static CMenus gs_Menus; static CSkins gs_Skins; static CCountryFlags gs_CountryFlags; static CFlow gs_Flow; static CHud gs_Hud; static CDebugHud gs_DebugHud; static CControls gs_Controls; static CEffects gs_Effects; static CScoreboard gs_Scoreboard; static CStatboard gs_Statboard; static CSounds gs_Sounds; static CEmoticon gs_Emoticon; static CDamageInd gsDamageInd; static CVoting gs_Voting; static CSpectator gs_Spectator; static CPlayers gs_Players; static CNamePlates gs_NamePlates; static CItems gs_Items; static CMapImages gs_MapImages; static CMapLayers gs_MapLayersBackGround(CMapLayers::TYPE_BACKGROUND); static CMapLayers gs_MapLayersForeGround(CMapLayers::TYPE_FOREGROUND); static CBackground gs_BackGround; static CMapSounds gs_MapSounds; static CRaceDemo gs_RaceDemo; static CGhost gs_Ghost; CGameClient::CStack::CStack() { m_Num = 0; } void CGameClient::CStack::Add(class CComponent *pComponent) { m_paComponents[m_Num++] = pComponent; } const char *CGameClient::Version() { return GAME_VERSION; } const char *CGameClient::NetVersion() { return GAME_NETVERSION; } const char *CGameClient::GetItemName(int Type) { return m_NetObjHandler.GetObjName(Type); } void CGameClient::OnConsoleInit() { m_pEngine = Kernel()->RequestInterface(); m_pClient = Kernel()->RequestInterface(); m_pTextRender = Kernel()->RequestInterface(); m_pSound = Kernel()->RequestInterface(); m_pInput = Kernel()->RequestInterface(); m_pConsole = Kernel()->RequestInterface(); m_pStorage = Kernel()->RequestInterface(); m_pDemoPlayer = Kernel()->RequestInterface(); m_pServerBrowser = Kernel()->RequestInterface(); m_pEditor = Kernel()->RequestInterface(); m_pFriends = Kernel()->RequestInterface(); m_pFoes = Client()->Foes(); #if defined(CONF_FAMILY_WINDOWS) || (defined(CONF_PLATFORM_LINUX) && !defined(__ANDROID__)) m_pUpdater = Kernel()->RequestInterface(); #endif // setup pointers m_pBinds = &::gs_Binds; m_pGameConsole = &::gs_GameConsole; m_pParticles = &::gs_Particles; m_pMenus = &::gs_Menus; m_pSkins = &::gs_Skins; m_pCountryFlags = &::gs_CountryFlags; m_pChat = &::gs_Chat; m_pFlow = &::gs_Flow; m_pCamera = &::gs_Camera; m_pControls = &::gs_Controls; m_pEffects = &::gs_Effects; m_pSounds = &::gs_Sounds; m_pMotd = &::gs_Motd; m_pDamageind = &::gsDamageInd; m_pMapimages = &::gs_MapImages; m_pVoting = &::gs_Voting; m_pScoreboard = &::gs_Scoreboard; m_pStatboard = &::gs_Statboard; m_pItems = &::gs_Items; m_pMapLayersBackGround = &::gs_MapLayersBackGround; m_pMapLayersForeGround = &::gs_MapLayersForeGround; m_pBackGround = &::gs_BackGround; m_pMapSounds = &::gs_MapSounds; m_pPlayers = &::gs_Players; m_pRaceDemo = &::gs_RaceDemo; m_pGhost = &::gs_Ghost; gs_NamePlates.SetPlayers(m_pPlayers); // make a list of all the systems, make sure to add them in the correct render order m_All.Add(m_pSkins); m_All.Add(m_pCountryFlags); m_All.Add(m_pMapimages); m_All.Add(m_pEffects); // doesn't render anything, just updates effects m_All.Add(m_pParticles); m_All.Add(m_pBinds); m_All.Add(m_pControls); m_All.Add(m_pCamera); m_All.Add(m_pSounds); m_All.Add(m_pVoting); m_All.Add(m_pParticles); // doesn't render anything, just updates all the particles m_All.Add(m_pRaceDemo); m_All.Add(m_pMapSounds); m_All.Add(&gs_BackGround); //render instead of gs_MapLayersBackGround when g_Config.m_ClOverlayEntities == 100 m_All.Add(&gs_MapLayersBackGround); // first to render m_All.Add(&m_pParticles->m_RenderTrail); m_All.Add(m_pItems); m_All.Add(m_pPlayers); m_All.Add(m_pGhost); m_All.Add(&gs_MapLayersForeGround); m_All.Add(&m_pParticles->m_RenderExplosions); m_All.Add(&gs_NamePlates); m_All.Add(&m_pParticles->m_RenderGeneral); m_All.Add(m_pDamageind); m_All.Add(&gs_Hud); m_All.Add(&gs_Spectator); m_All.Add(&gs_Emoticon); m_All.Add(&gs_KillMessages); m_All.Add(m_pChat); m_All.Add(&gs_Broadcast); m_All.Add(&gs_DebugHud); m_All.Add(&gs_Scoreboard); m_All.Add(&gs_Statboard); m_All.Add(m_pMotd); m_All.Add(m_pMenus); m_All.Add(m_pGameConsole); // build the input stack m_Input.Add(&m_pMenus->m_Binder); // this will take over all input when we want to bind a key m_Input.Add(&m_pBinds->m_SpecialBinds); m_Input.Add(m_pGameConsole); m_Input.Add(m_pChat); // chat has higher prio due to tha you can quit it by pressing esc m_Input.Add(m_pMotd); // for pressing esc to remove it m_Input.Add(m_pMenus); m_Input.Add(&gs_Spectator); m_Input.Add(&gs_Emoticon); m_Input.Add(m_pControls); m_Input.Add(m_pBinds); // add the some console commands Console()->Register("team", "i[team-id]", CFGFLAG_CLIENT, ConTeam, this, "Switch team"); Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself"); // register server dummy commands for tab completion Console()->Register("tune", "s[tuning] i[value]", CFGFLAG_SERVER, 0, 0, "Tune variable to value"); Console()->Register("tune_reset", "", CFGFLAG_SERVER, 0, 0, "Reset tuning"); Console()->Register("tune_dump", "", CFGFLAG_SERVER, 0, 0, "Dump tuning"); Console()->Register("change_map", "?r[map]", CFGFLAG_SERVER, 0, 0, "Change map"); Console()->Register("restart", "?i[seconds]", CFGFLAG_SERVER, 0, 0, "Restart in x seconds"); Console()->Register("broadcast", "r[message]", CFGFLAG_SERVER, 0, 0, "Broadcast message"); Console()->Register("say", "r[message]", CFGFLAG_SERVER, 0, 0, "Say in chat"); Console()->Register("set_team", "i[id] i[team-id] ?i[delay in minutes]", CFGFLAG_SERVER, 0, 0, "Set team of player to team"); Console()->Register("set_team_all", "i[team-id]", CFGFLAG_SERVER, 0, 0, "Set team of all players to team"); Console()->Register("add_vote", "s[name] r[command]", CFGFLAG_SERVER, 0, 0, "Add a voting option"); Console()->Register("remove_vote", "s[name]", CFGFLAG_SERVER, 0, 0, "remove a voting option"); Console()->Register("force_vote", "s[name] s[command] ?r[reason]", CFGFLAG_SERVER, 0, 0, "Force a voting option"); Console()->Register("clear_votes", "", CFGFLAG_SERVER, 0, 0, "Clears the voting options"); Console()->Register("vote", "r['yes'|'no']", CFGFLAG_SERVER, 0, 0, "Force a vote to yes/no"); Console()->Register("swap_teams", "", CFGFLAG_SERVER, 0, 0, "Swap the current teams"); Console()->Register("shuffle_teams", "", CFGFLAG_SERVER, 0, 0, "Shuffle the current teams"); for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->m_pClient = this; // let all the other components register their console commands for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnConsoleInit(); // Console()->Chain("player_name", ConchainSpecialInfoupdate, this); Console()->Chain("player_clan", ConchainSpecialInfoupdate, this); Console()->Chain("player_country", ConchainSpecialInfoupdate, this); Console()->Chain("player_use_custom_color", ConchainSpecialInfoupdate, this); Console()->Chain("player_color_body", ConchainSpecialInfoupdate, this); Console()->Chain("player_color_feet", ConchainSpecialInfoupdate, this); Console()->Chain("player_skin", ConchainSpecialInfoupdate, this); Console()->Chain("dummy_name", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_clan", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_country", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_use_custom_color", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_color_body", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_color_feet", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_skin", ConchainSpecialDummyInfoupdate, this); Console()->Chain("cl_dummy", ConchainSpecialDummy, this); // m_SuppressEvents = false; } void CGameClient::OnInit() { m_pGraphics = Kernel()->RequestInterface(); m_pGraphics->AddWindowResizeListener(OnWindowResizeCB, this); // propagate pointers m_UI.SetGraphics(Graphics(), TextRender()); m_RenderTools.m_pGraphics = Graphics(); m_RenderTools.m_pUI = UI(); int64 Start = time_get(); // set the language g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console()); // TODO: this should be different // setup item sizes for(int i = 0; i < NUM_NETOBJTYPES; i++) Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i)); // load default font static CFont *pDefaultFont = 0; char aFilename[512]; const char *pFontFile = "fonts/DejaVuSansCJKName.ttf"; if(str_find(g_Config.m_ClLanguagefile, "chinese") != NULL || str_find(g_Config.m_ClLanguagefile, "japanese") != NULL || str_find(g_Config.m_ClLanguagefile, "korean") != NULL) pFontFile = "fonts/DejavuWenQuanYiMicroHei.ttf"; IOHANDLE File = Storage()->OpenFile(pFontFile, IOFLAG_READ, IStorage::TYPE_ALL, aFilename, sizeof(aFilename)); if(File) { io_close(File); pDefaultFont = TextRender()->LoadFont(aFilename); TextRender()->SetDefaultFont(pDefaultFont); } if(!pDefaultFont) Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "gameclient", "failed to load font. filename='%s'", pFontFile); // init all components for(int i = m_All.m_Num-1; i >= 0; --i) m_All.m_paComponents[i]->OnInit(); char aBuf[256]; // setup load amount// load textures for(int i = 0; i < g_pData->m_NumImages; i++) { g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0); g_GameClient.m_pMenus->RenderLoading(); } #if defined(__ANDROID__) m_pMapimages->OnMapLoad(); // Reload map textures on Android #endif for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnReset(); int64 End = time_get(); str_format(aBuf, sizeof(aBuf), "initialisation finished after %.2fms", ((End-Start)*1000)/(float)time_freq()); Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "gameclient", aBuf); m_ServerMode = SERVERMODE_PURE; m_DDRaceMsgSent[0] = false; m_DDRaceMsgSent[1] = false; m_ShowOthers[0] = -1; m_ShowOthers[1] = -1; // Set free binds to DDRace binds if it's active if(!g_Config.m_ClDDRaceBindsSet && g_Config.m_ClDDRaceBinds) gs_Binds.SetDDRaceBinds(true); if(g_Config.m_ClTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClTimeoutCode, "hGuEYnfxicsXGwFq") == 0) { for(unsigned int i = 0; i < 16; i++) { if(rand() % 2) g_Config.m_ClTimeoutCode[i] = static_cast((rand() % 26) + 97); else g_Config.m_ClTimeoutCode[i] = static_cast((rand() % 26) + 65); } } if(g_Config.m_ClDummyTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClDummyTimeoutCode, "hGuEYnfxicsXGwFq") == 0) { for(unsigned int i = 0; i < 16; i++) { if(rand() % 2) g_Config.m_ClDummyTimeoutCode[i] = static_cast((rand() % 26) + 97); else g_Config.m_ClDummyTimeoutCode[i] = static_cast((rand() % 26) + 65); } } } void CGameClient::OnUpdate() { // handle mouse movement float x = 0.0f, y = 0.0f; Input()->MouseRelative(&x, &y); #if !defined(__ANDROID__) // No relative mouse on Android if(x != 0.0f || y != 0.0f) #endif { for(int h = 0; h < m_Input.m_Num; h++) { if(m_Input.m_paComponents[h]->OnMouseMove(x, y)) break; } } // handle key presses for(int i = 0; i < Input()->NumEvents(); i++) { IInput::CEvent e = Input()->GetEvent(i); if(!Input()->IsEventValid(&e)) continue; for(int h = 0; h < m_Input.m_Num; h++) { if(m_Input.m_paComponents[h]->OnInput(e)) break; } } } void CGameClient::OnDummySwap() { if(g_Config.m_ClDummyResetOnSwitch) { m_pControls->ResetInput(!g_Config.m_ClDummy); m_pControls->m_InputData[!g_Config.m_ClDummy].m_Hook = 0; } int tmp = m_DummyInput.m_Fire; m_DummyInput = m_pControls->m_InputData[!g_Config.m_ClDummy]; m_pControls->m_InputData[g_Config.m_ClDummy].m_Fire = tmp; } int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force) { m_LocalIDs[g_Config.m_ClDummy] = m_Snap.m_LocalClientID; if(!Dummy) { return m_pControls->SnapInput(pData); } if(!g_Config.m_ClDummyHammer) { if(m_DummyFire != 0) { m_DummyInput.m_Fire = m_HammerInput.m_Fire; m_DummyFire = 0; } if(!Force && (!m_DummyInput.m_Direction && !m_DummyInput.m_Jump && !m_DummyInput.m_Hook)) { return 0; } mem_copy(pData, &m_DummyInput, sizeof(m_DummyInput)); return sizeof(m_DummyInput); } else { if((m_DummyFire / 12.5) - (int)(m_DummyFire / 12.5) > 0.01) { m_DummyFire++; return 0; } m_DummyFire++; m_HammerInput.m_Fire += 2; m_HammerInput.m_WantedWeapon = 1; vec2 Main = m_LocalCharacterPos; vec2 Dummy = m_aClients[m_LocalIDs[!g_Config.m_ClDummy]].m_Predicted.m_Pos; vec2 Dir = Main - Dummy; m_HammerInput.m_TargetX = static_cast(Dir.x); m_HammerInput.m_TargetY = static_cast(Dir.y); mem_copy(pData, &m_HammerInput, sizeof(m_HammerInput)); return sizeof(m_HammerInput); } } void CGameClient::OnConnected() { m_Layers.Init(Kernel()); m_Collision.Init(Layers()); RenderTools()->RenderTilemapGenerateSkip(Layers()); CRaceHelper::ms_aFlagIndex[0] = -1; CRaceHelper::ms_aFlagIndex[1] = -1; CTile *pGameTiles = static_cast(Layers()->Map()->GetData(Layers()->GameLayer()->m_Data)); // get flag positions for(int i = 0; i < m_Collision.GetWidth()*m_Collision.GetHeight(); i++) { if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_RED) CRaceHelper::ms_aFlagIndex[TEAM_RED] = i; else if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_BLUE) CRaceHelper::ms_aFlagIndex[TEAM_BLUE] = i; i += pGameTiles[i].m_Skip; } for(int i = 0; i < m_All.m_Num; i++) { m_All.m_paComponents[i]->OnMapLoad(); m_All.m_paComponents[i]->OnReset(); } CServerInfo CurrentServerInfo; Client()->GetServerInfo(&CurrentServerInfo); m_ServerMode = SERVERMODE_PURE; // send the initial info SendInfo(true); // we should keep this in for now, because otherwise you can't spectate // people at start as the other info 64 packet is only sent after the first // snap Client()->Rcon("crashmeplx"); } void CGameClient::OnReset() { // clear out the invalid pointers m_LastNewPredictedTick[0] = -1; m_LastNewPredictedTick[1] = -1; mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap)); for(int i = 0; i < MAX_CLIENTS; i++) m_aClients[i].Reset(); for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnReset(); m_DemoSpecID = SPEC_FOLLOW; m_FlagDropTick[TEAM_RED] = 0; m_FlagDropTick[TEAM_BLUE] = 0; m_LastRoundStartTick = -1; m_LastFlagCarrierRed = -4; m_LastFlagCarrierBlue = -4; m_Tuning[g_Config.m_ClDummy] = CTuningParams(); m_Teams.Reset(); m_DDRaceMsgSent[0] = false; m_DDRaceMsgSent[1] = false; m_ShowOthers[0] = -1; m_ShowOthers[1] = -1; for(int i = 0; i < 150; i++) m_aWeaponData[i].m_Tick = -1; } void CGameClient::UpdatePositions() { // local character position if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(!AntiPingPlayers()) { if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { // don't use predicted } else m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick()); } else { if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { if(m_Snap.m_pLocalCharacter) m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick()); } // else // m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick()); } } else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter) { m_LocalCharacterPos = mix( vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y), vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick()); } if(AntiPingPlayers()) { for(int i = 0; i < MAX_CLIENTS; i++) { if(!m_Snap.m_aCharacters[i].m_Active) continue; if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter && g_Config.m_ClPredict /* && g_Config.m_AntiPing */ && !(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active)) m_Snap.m_aCharacters[i].m_Position = mix(m_aClients[i].m_PrevPredicted.m_Pos, m_aClients[i].m_Predicted.m_Pos, Client()->PredIntraGameTick()); else m_Snap.m_aCharacters[i].m_Position = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y), vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y), Client()->IntraGameTick()); } } // spectator position if(m_Snap.m_SpecInfo.m_Active) { if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW) { m_Snap.m_SpecInfo.m_Position = mix( vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_Y), vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_Y), Client()->IntraGameTick()); m_Snap.m_SpecInfo.m_UsePosition = true; } else if(m_Snap.m_pSpectatorInfo && ((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID == SPEC_FOLLOW) || (Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW))) { if(m_Snap.m_pPrevSpectatorInfo) m_Snap.m_SpecInfo.m_Position = mix(vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y), vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), Client()->IntraGameTick()); else m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y); m_Snap.m_SpecInfo.m_UsePosition = true; } } } static void Evolve(CNetObj_Character *pCharacter, int Tick) { CWorldCore TempWorld; CCharacterCore TempCore; CTeamsCore TempTeams; mem_zero(&TempCore, sizeof(TempCore)); mem_zero(&TempTeams, sizeof(TempTeams)); TempCore.Init(&TempWorld, g_GameClient.Collision(), &TempTeams); TempCore.Read(pCharacter); TempCore.m_ActiveWeapon = pCharacter->m_Weapon; while(pCharacter->m_Tick < Tick) { pCharacter->m_Tick++; TempCore.Tick(false, true); TempCore.Move(); TempCore.Quantize(); } TempCore.Write(pCharacter); } void CGameClient::OnRender() { // update the local character and spectate position UpdatePositions(); // render all systems for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnRender(); // clear all events/input for this frame Input()->Clear(); // clear new tick flags m_NewTick = false; m_NewPredictedTick = false; if(g_Config.m_ClDummy && !Client()->DummyConnected()) g_Config.m_ClDummy = 0; // resend player and dummy info if it was filtered by server if(Client()->State() == IClient::STATE_ONLINE && !m_pMenus->IsActive()) { if(m_CheckInfo[0] == 0) { if( str_comp(m_aClients[m_LocalIDs[0]].m_aName, g_Config.m_PlayerName) || str_comp(m_aClients[m_LocalIDs[0]].m_aClan, g_Config.m_PlayerClan) || m_aClients[m_LocalIDs[0]].m_Country != g_Config.m_PlayerCountry || str_comp(m_aClients[m_LocalIDs[0]].m_aSkinName, g_Config.m_ClPlayerSkin) || m_aClients[m_LocalIDs[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor || m_aClients[m_LocalIDs[0]].m_ColorBody != g_Config.m_ClPlayerColorBody || m_aClients[m_LocalIDs[0]].m_ColorFeet != g_Config.m_ClPlayerColorFeet ) SendInfo(false); else m_CheckInfo[0] = -1; } if(m_CheckInfo[0] > 0) m_CheckInfo[0]--; if(Client()->DummyConnected()) { if(m_CheckInfo[1] == 0) { if( str_comp(m_aClients[m_LocalIDs[1]].m_aName, g_Config.m_ClDummyName) || str_comp(m_aClients[m_LocalIDs[1]].m_aClan, g_Config.m_ClDummyClan) || m_aClients[m_LocalIDs[1]].m_Country != g_Config.m_ClDummyCountry || str_comp(m_aClients[m_LocalIDs[1]].m_aSkinName, g_Config.m_ClDummySkin) || m_aClients[m_LocalIDs[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor || m_aClients[m_LocalIDs[1]].m_ColorBody != g_Config.m_ClDummyColorBody || m_aClients[m_LocalIDs[1]].m_ColorFeet != g_Config.m_ClDummyColorFeet ) SendDummyInfo(false); else m_CheckInfo[1] = -1; } if(m_CheckInfo[1] > 0) m_CheckInfo[1]--; } } } void CGameClient::OnDummyDisconnect() { m_DDRaceMsgSent[1] = false; m_ShowOthers[1] = -1; m_LastNewPredictedTick[1] = -1; } void CGameClient::OnRelease() { // release all systems for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnRelease(); } void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy) { // special messages if(MsgId == NETMSGTYPE_SV_EXTRAPROJECTILE && !IsDummy) { int Num = pUnpacker->GetInt(); for(int k = 0; k < Num; k++) { CNetObj_Projectile Proj; for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++) ((int *)&Proj)[i] = pUnpacker->GetInt(); if(pUnpacker->Error()) return; g_GameClient.m_pItems->AddExtraProjectile(&Proj); if(AntiPingWeapons() && Proj.m_Type == WEAPON_GRENADE && !UseExtraInfo(&Proj)) { vec2 StartPos; vec2 Direction; ExtractInfo(&Proj, &StartPos, &Direction); if(CWeaponData *pCurrentData = GetWeaponData(Proj.m_StartTick)) { if(CWeaponData *pMatchingData = FindWeaponData(Proj.m_StartTick)) { if(distance(pMatchingData->m_Direction, Direction) < 0.015) Direction = pMatchingData->m_Direction; else if(int *pData = Client()->GetInput(Proj.m_StartTick+2)) { CNetObj_PlayerInput *pNextInput = (CNetObj_PlayerInput*) pData; vec2 NextDirection = normalize(vec2(pNextInput->m_TargetX, pNextInput->m_TargetY)); if(distance(NextDirection, Direction) < 0.015) Direction = NextDirection; } if(distance(pMatchingData->StartPos(), StartPos) < 1) StartPos = pMatchingData->StartPos(); } pCurrentData->m_Tick = Proj.m_StartTick; pCurrentData->m_Direction = Direction; pCurrentData->m_Pos = StartPos - Direction * 28.0f * 0.75f; } } } return; } else if(MsgId == NETMSGTYPE_SV_TUNEPARAMS) { // unpack the new tuning CTuningParams NewTuning; int *pParams = (int *)&NewTuning; // No jetpack on DDNet incompatible servers: NewTuning.m_JetpackStrength = 0; for(unsigned i = 0; i < sizeof(CTuningParams)/sizeof(int); i++) { int value = pUnpacker->GetInt(); // check for unpacking errors if(pUnpacker->Error()) break; pParams[i] = value; } m_ServerMode = SERVERMODE_PURE; // apply new tuning m_Tuning[IsDummy ? !g_Config.m_ClDummy : g_Config.m_ClDummy] = NewTuning; return; } void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker); if(!pRawMsg) { char aBuf[256]; str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn()); Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", aBuf); return; } if(IsDummy) { if(MsgId == NETMSGTYPE_SV_CHAT && m_LocalIDs[0] >= 0 && m_LocalIDs[1] >= 0) { CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg; if((pMsg->m_Team == 1 && (m_aClients[m_LocalIDs[0]].m_Team != m_aClients[m_LocalIDs[1]].m_Team || m_Teams.Team(m_LocalIDs[0]) != m_Teams.Team(m_LocalIDs[1]))) || pMsg->m_Team > 1) { m_pChat->OnMessage(MsgId, pRawMsg); } } return; // no need of all that stuff for the dummy } // TODO: this should be done smarter for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnMessage(MsgId, pRawMsg); if(MsgId == NETMSGTYPE_SV_READYTOENTER) { Client()->EnterGame(); } else if(MsgId == NETMSGTYPE_SV_EMOTICON) { CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg; // apply m_aClients[pMsg->m_ClientID].m_Emoticon = pMsg->m_Emoticon; m_aClients[pMsg->m_ClientID].m_EmoticonStart = Client()->GameTick(); } else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL) { if(m_SuppressEvents) return; // don't enqueue pseudo-global sounds from demos (created by PlayAndRecord) CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg; if(pMsg->m_SoundID == SOUND_CTF_DROP || pMsg->m_SoundID == SOUND_CTF_RETURN || pMsg->m_SoundID == SOUND_CTF_CAPTURE || pMsg->m_SoundID == SOUND_CTF_GRAB_EN || pMsg->m_SoundID == SOUND_CTF_GRAB_PL) { if(g_Config.m_SndGame) g_GameClient.m_pSounds->Enqueue(CSounds::CHN_GLOBAL, pMsg->m_SoundID); } else { if(g_Config.m_SndGame) g_GameClient.m_pSounds->Play(CSounds::CHN_GLOBAL, pMsg->m_SoundID, 1.0f); } } else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE) { unsigned int i; for(i = 0; i < MAX_CLIENTS; i++) { int Team = pUnpacker->GetInt(); bool WentWrong = false; if(pUnpacker->Error()) WentWrong = true; if(!WentWrong && Team >= 0 && Team < MAX_CLIENTS) m_Teams.Team(i, Team); else if(Team != MAX_CLIENTS) WentWrong = true; if(WentWrong) { m_Teams.Team(i, 0); break; } } if(i <= 16) m_Teams.m_IsDDRace16 = true; m_pGhost->m_AllowRestart = true; m_pRaceDemo->m_AllowRestart = true; } else if(MsgId == NETMSGTYPE_SV_PLAYERTIME) { CNetMsg_Sv_PlayerTime *pMsg = (CNetMsg_Sv_PlayerTime *)pRawMsg; m_aClients[pMsg->m_ClientID].m_Score = pMsg->m_Time; } } void CGameClient::OnStateChange(int NewState, int OldState) { // reset everything when not already connected (to keep gathered stuff) if(NewState < IClient::STATE_ONLINE) OnReset(); // then change the state for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnStateChange(NewState, OldState); } void CGameClient::OnShutdown() { m_pRaceDemo->OnReset(); m_pGhost->OnReset(); } void CGameClient::OnEnterGame() { g_GameClient.m_pEffects->ResetDamageIndicator(); } void CGameClient::OnGameOver() { if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0) Client()->AutoScreenshot_Start(); } void CGameClient::OnStartGame() { if(Client()->State() != IClient::STATE_DEMOPLAYBACK) Client()->DemoRecorder_HandleAutoStart(); m_pStatboard->OnReset(); } void CGameClient::OnFlagGrab(int TeamID) { if(TeamID == TEAM_RED) m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++; else m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++; } void CGameClient::OnWindowResize() { for(int i = 0; i < m_All.m_Num; i++) m_All.m_paComponents[i]->OnWindowResize(); TextRender()->OnWindowResize(); } void CGameClient::OnWindowResizeCB(void *pUser) { CGameClient *pClient = (CGameClient*)pUser; pClient->OnWindowResize(); } void CGameClient::OnRconType(bool UsernameReq) { m_pGameConsole->RequireUsername(UsernameReq); } void CGameClient::OnRconLine(const char *pLine) { m_pGameConsole->PrintLine(CGameConsole::CONSOLETYPE_REMOTE, pLine); } void CGameClient::ProcessEvents() { if(m_SuppressEvents) return; int SnapType = IClient::SNAP_CURRENT; int Num = Client()->SnapNumItems(SnapType); for(int Index = 0; Index < Num; Index++) { IClient::CSnapItem Item; const void *pData = Client()->SnapGetItem(SnapType, Index, &Item); if(Item.m_Type == NETEVENTTYPE_DAMAGEIND) { CNetEvent_DamageInd *ev = (CNetEvent_DamageInd *)pData; g_GameClient.m_pEffects->DamageIndicator(vec2(ev->m_X, ev->m_Y), GetDirection(ev->m_Angle)); } else if(Item.m_Type == NETEVENTTYPE_EXPLOSION) { CNetEvent_Explosion *ev = (CNetEvent_Explosion *)pData; g_GameClient.m_pEffects->Explosion(vec2(ev->m_X, ev->m_Y)); } else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT) { CNetEvent_HammerHit *ev = (CNetEvent_HammerHit *)pData; g_GameClient.m_pEffects->HammerHit(vec2(ev->m_X, ev->m_Y)); } else if(Item.m_Type == NETEVENTTYPE_SPAWN) { CNetEvent_Spawn *ev = (CNetEvent_Spawn *)pData; g_GameClient.m_pEffects->PlayerSpawn(vec2(ev->m_X, ev->m_Y)); } else if(Item.m_Type == NETEVENTTYPE_DEATH) { CNetEvent_Death *ev = (CNetEvent_Death *)pData; g_GameClient.m_pEffects->PlayerDeath(vec2(ev->m_X, ev->m_Y), ev->m_ClientID); } else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD) { CNetEvent_SoundWorld *ev = (CNetEvent_SoundWorld *)pData; if(g_Config.m_SndGame && (ev->m_SoundID != SOUND_GUN_FIRE || g_Config.m_SndGun) && (ev->m_SoundID != SOUND_PLAYER_PAIN_LONG || g_Config.m_SndLongPain)) g_GameClient.m_pSounds->PlayAt(CSounds::CHN_WORLD, ev->m_SoundID, 1.0f, vec2(ev->m_X, ev->m_Y)); } } } void CGameClient::OnNewSnapshot() { m_NewTick = true; // clear out the invalid pointers mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap)); m_Snap.m_LocalClientID = -1; // secure snapshot { int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT); for(int Index = 0; Index < Num; Index++) { IClient::CSnapItem Item; void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item); if(m_NetObjHandler.ValidateObj(Item.m_Type, pData, Item.m_DataSize) != 0) { if(g_Config.m_Debug) { char aBuf[256]; str_format(aBuf, sizeof(aBuf), "invalidated index=%d type=%d (%s) size=%d id=%d", Index, Item.m_Type, m_NetObjHandler.GetObjName(Item.m_Type), Item.m_DataSize, Item.m_ID); Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf); } Client()->SnapInvalidateItem(IClient::SNAP_CURRENT, Index); } } } ProcessEvents(); #ifdef CONF_DEBUG if(g_Config.m_DbgStress) { if((Client()->GameTick()%100) == 0) { char aMessage[64]; int MsgLen = rand()%(sizeof(aMessage)-1); for(int i = 0; i < MsgLen; i++) aMessage[i] = static_cast('a' + (rand() % ('z' - 'a'))); aMessage[MsgLen] = 0; CNetMsg_Cl_Say Msg; Msg.m_Team = rand()&1; Msg.m_pMessage = aMessage; Client()->SendPackMsg(&Msg, MSGFLAG_VITAL); } } #endif // go trough all the items in the snapshot and gather the info we want { m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0; int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT); for(int i = 0; i < Num; i++) { IClient::CSnapItem Item; const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item); if(Item.m_Type == NETOBJTYPE_CLIENTINFO) { const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)pData; int ClientID = Item.m_ID; IntsToStr(&pInfo->m_Name0, 4, m_aClients[ClientID].m_aName); IntsToStr(&pInfo->m_Clan0, 3, m_aClients[ClientID].m_aClan); m_aClients[ClientID].m_Country = pInfo->m_Country; IntsToStr(&pInfo->m_Skin0, 6, m_aClients[ClientID].m_aSkinName); m_aClients[ClientID].m_UseCustomColor = pInfo->m_UseCustomColor; m_aClients[ClientID].m_ColorBody = pInfo->m_ColorBody; m_aClients[ClientID].m_ColorFeet = pInfo->m_ColorFeet; // prepare the info if(m_aClients[ClientID].m_aSkinName[0] == 'x' || m_aClients[ClientID].m_aSkinName[1] == '_') str_copy(m_aClients[ClientID].m_aSkinName, "default", 64); m_aClients[ClientID].m_SkinInfo.m_ColorBody = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorBody); m_aClients[ClientID].m_SkinInfo.m_ColorFeet = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorFeet); m_aClients[ClientID].m_SkinInfo.m_Size = 64; // find new skin m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find(m_aClients[ClientID].m_aSkinName); if(m_aClients[ClientID].m_UseCustomColor) m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_ColorTexture; else { m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_OrgTexture; m_aClients[ClientID].m_SkinInfo.m_ColorBody = vec4(1,1,1,1); m_aClients[ClientID].m_SkinInfo.m_ColorFeet = vec4(1,1,1,1); } m_aClients[ClientID].UpdateRenderInfo(); } else if(Item.m_Type == NETOBJTYPE_PLAYERINFO) { const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData; m_aClients[pInfo->m_ClientID].m_Team = pInfo->m_Team; m_aClients[pInfo->m_ClientID].m_Active = true; m_Snap.m_paPlayerInfos[pInfo->m_ClientID] = pInfo; m_Snap.m_NumPlayers++; if(pInfo->m_Local) { m_Snap.m_LocalClientID = Item.m_ID; m_Snap.m_pLocalInfo = pInfo; if(pInfo->m_Team == TEAM_SPECTATORS) { m_Snap.m_SpecInfo.m_Active = true; m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW; } } // calculate team-balance if(pInfo->m_Team != TEAM_SPECTATORS) { m_Snap.m_aTeamSize[pInfo->m_Team]++; if(!m_aStats[pInfo->m_ClientID].IsActive()) m_aStats[pInfo->m_ClientID].JoinGame(Client()->GameTick()); } else if(m_aStats[pInfo->m_ClientID].IsActive()) m_aStats[pInfo->m_ClientID].JoinSpec(Client()->GameTick()); } else if(Item.m_Type == NETOBJTYPE_CHARACTER) { const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID); m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData); if(pOld) { m_Snap.m_aCharacters[Item.m_ID].m_Active = true; m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld); if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick) Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick()); if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick) Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick()); } } else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO) { m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)pData; m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_SPECTATORINFO, Item.m_ID); m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_pSpectatorInfo->m_SpectatorID; } else if(Item.m_Type == NETOBJTYPE_GAMEINFO) { static bool s_GameOver = 0; static bool s_GamePaused = 0; m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)pData; bool CurrentTickGameOver = static_cast(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER); if(!s_GameOver && CurrentTickGameOver) OnGameOver(); else if(s_GameOver && !CurrentTickGameOver) OnStartGame(); // Reset statboard when new round is started (RoundStartTick changed) // New round is usually started after `restart` on server if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick // In GamePaused or GameOver state RoundStartTick is updated on each tick // hence no need to reset stats until player leaves GameOver // and it would be a mistake to reset stats after or during the pause && !(CurrentTickGameOver || m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED || s_GamePaused)) m_pStatboard->OnReset(); m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick; s_GameOver = CurrentTickGameOver; s_GamePaused = static_cast(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED); } else if(Item.m_Type == NETOBJTYPE_GAMEDATA) { m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData; m_Snap.m_GameDataSnapID = Item.m_ID; if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN) { if(m_FlagDropTick[TEAM_RED] == 0) m_FlagDropTick[TEAM_RED] = Client()->GameTick(); } else if(m_FlagDropTick[TEAM_RED] != 0) m_FlagDropTick[TEAM_RED] = 0; if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN) { if(m_FlagDropTick[TEAM_BLUE] == 0) m_FlagDropTick[TEAM_BLUE] = Client()->GameTick(); } else if(m_FlagDropTick[TEAM_BLUE] != 0) m_FlagDropTick[TEAM_BLUE] = 0; if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0) OnFlagGrab(TEAM_RED); else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0) OnFlagGrab(TEAM_BLUE); m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed; m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue; } else if(Item.m_Type == NETOBJTYPE_FLAG) m_Snap.m_paFlags[Item.m_ID%2] = (const CNetObj_Flag *)pData; } } // setup local pointers if(m_Snap.m_LocalClientID >= 0) { CSnapState::CCharacterInfo *c = &m_Snap.m_aCharacters[m_Snap.m_LocalClientID]; if(c->m_Active) { if(!m_Snap.m_SpecInfo.m_Active) { m_Snap.m_pLocalCharacter = &c->m_Cur; m_Snap.m_pLocalPrevCharacter = &c->m_Prev; m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y); } } else if(Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, m_Snap.m_LocalClientID)) { // player died m_pControls->OnPlayerDeath(); } } if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { if(m_DemoSpecID != SPEC_FOLLOW) { m_Snap.m_SpecInfo.m_Active = true; m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_LocalClientID; if(m_DemoSpecID > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecID].m_Active) m_Snap.m_SpecInfo.m_SpectatorID = m_DemoSpecID; else m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW; } } // clear out unneeded client data for(int i = 0; i < MAX_CLIENTS; ++i) { if(!m_Snap.m_paPlayerInfos[i] && m_aClients[i].m_Active) { m_aClients[i].Reset(); m_aStats[i].Reset(); } } for(int i = 0; i < MAX_CLIENTS; ++i) { // update friend state m_aClients[i].m_Friend = !(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true)); // update foe state m_aClients[i].m_Foe = !(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Foes()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true)); } // sort player infos by name mem_copy(m_Snap.m_paInfoByName, m_Snap.m_paPlayerInfos, sizeof(m_Snap.m_paInfoByName)); for(int k = 0; k < MAX_CLIENTS-1; k++) // ffs, bubblesort { for(int i = 0; i < MAX_CLIENTS-k-1; i++) { if(m_Snap.m_paInfoByName[i+1] && (!m_Snap.m_paInfoByName[i] || str_comp_nocase(m_aClients[m_Snap.m_paInfoByName[i]->m_ClientID].m_aName, m_aClients[m_Snap.m_paInfoByName[i+1]->m_ClientID].m_aName) > 0)) { const CNetObj_PlayerInfo *pTmp = m_Snap.m_paInfoByName[i]; m_Snap.m_paInfoByName[i] = m_Snap.m_paInfoByName[i+1]; m_Snap.m_paInfoByName[i+1] = pTmp; } } } // sort player infos by score mem_copy(m_Snap.m_paInfoByScore, m_Snap.m_paInfoByName, sizeof(m_Snap.m_paInfoByScore)); for(int k = 0; k < MAX_CLIENTS-1; k++) // ffs, bubblesort { for(int i = 0; i < MAX_CLIENTS-k-1; i++) { if(m_Snap.m_paInfoByScore[i+1] && (!m_Snap.m_paInfoByScore[i] || m_Snap.m_paInfoByScore[i]->m_Score < m_Snap.m_paInfoByScore[i+1]->m_Score)) { const CNetObj_PlayerInfo *pTmp = m_Snap.m_paInfoByScore[i]; m_Snap.m_paInfoByScore[i] = m_Snap.m_paInfoByScore[i+1]; m_Snap.m_paInfoByScore[i+1] = pTmp; } } } // sort player infos by team //int Teams[3] = { TEAM_RED, TEAM_BLUE, TEAM_SPECTATORS }; int Index = 0; //for(int Team = 0; Team < 3; ++Team) //{ // for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i) // { // if(m_Snap.m_paPlayerInfos[i] && m_Snap.m_paPlayerInfos[i]->m_Team == Teams[Team]) // m_Snap.m_paInfoByTeam[Index++] = m_Snap.m_paPlayerInfos[i]; // } //} // sort player infos by DDRace Team (and score between) Index = 0; for(int Team = 0; Team <= MAX_CLIENTS; ++Team) { for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i) { if(m_Snap.m_paInfoByScore[i] && m_Teams.Team(m_Snap.m_paInfoByScore[i]->m_ClientID) == Team) m_Snap.m_paInfoByDDTeam[Index++] = m_Snap.m_paInfoByScore[i]; } } CTuningParams StandardTuning; CServerInfo CurrentServerInfo; Client()->GetServerInfo(&CurrentServerInfo); if(CurrentServerInfo.m_aGameType[0] != '0') { if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0) m_ServerMode = SERVERMODE_MOD; else if(mem_comp(&StandardTuning, &m_Tuning[g_Config.m_ClDummy], 33) == 0) m_ServerMode = SERVERMODE_PURE; else m_ServerMode = SERVERMODE_PUREMOD; } // add tuning to demo bool AnyRecording = false; for(int i = 0; i < RECORDER_MAX; i++) if(DemoRecorder(i)->IsRecording()) { AnyRecording = true; break; } if(AnyRecording && mem_comp(&StandardTuning, &m_Tuning[g_Config.m_ClDummy], sizeof(CTuningParams)) != 0) { CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS); int *pParams = (int *)&m_Tuning[g_Config.m_ClDummy]; for(unsigned i = 0; i < sizeof(m_Tuning[0])/sizeof(int); i++) Msg.AddInt(pParams[i]); Client()->SendMsg(&Msg, MSGFLAG_RECORD|MSGFLAG_NOSEND); } if(!m_DDRaceMsgSent[0] && m_Snap.m_pLocalInfo) { CMsgPacker Msg(NETMSGTYPE_CL_ISDDNET); Msg.AddInt(CLIENT_VERSIONNR); Client()->SendMsgExY(&Msg, MSGFLAG_VITAL,false, 0); m_DDRaceMsgSent[0] = true; } if(!m_DDRaceMsgSent[1] && m_Snap.m_pLocalInfo && Client()->DummyConnected()) { CMsgPacker Msg(NETMSGTYPE_CL_ISDDNET); Msg.AddInt(CLIENT_VERSIONNR); Client()->SendMsgExY(&Msg, MSGFLAG_VITAL,false, 1); m_DDRaceMsgSent[1] = true; } if(m_ShowOthers[g_Config.m_ClDummy] == -1 || (m_ShowOthers[g_Config.m_ClDummy] != -1 && m_ShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers)) { // no need to send, default settings //if(!(m_ShowOthers == -1 && g_Config.m_ClShowOthers)) { CNetMsg_Cl_ShowOthers Msg; Msg.m_Show = g_Config.m_ClShowOthers; Client()->SendPackMsg(&Msg, MSGFLAG_VITAL); } // update state m_ShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers; } m_pGhost->OnNewSnapshot(); m_pRaceDemo->OnNewSnapshot(); } void CGameClient::OnPredict() { // store the previous values so we can detect prediction errors CCharacterCore BeforePrevChar = m_PredictedPrevChar; CCharacterCore BeforeChar = m_PredictedChar; // we can't predict without our own id or own character if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active) return; // don't predict anything if we are paused if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED) { if(m_Snap.m_pLocalCharacter) { m_PredictedChar.Read(m_Snap.m_pLocalCharacter); m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon; } if(m_Snap.m_pLocalPrevCharacter) { m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter); m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon; } return; } static bool IsWeaker[2][MAX_CLIENTS] = {{0}}; if(AntiPingPlayers()) FindWeaker(IsWeaker); // repredict character CWorldCore World; World.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy]; // search for players for(int i = 0; i < MAX_CLIENTS; i++) { if(!m_Snap.m_aCharacters[i].m_Active || !m_Snap.m_paPlayerInfos[i]) continue; g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision(), &m_Teams); World.m_apCharacters[i] = &g_GameClient.m_aClients[i].m_Predicted; World.m_apCharacters[i]->m_Id = m_Snap.m_paPlayerInfos[i]->m_ClientID; g_GameClient.m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur); g_GameClient.m_aClients[i].m_Predicted.m_ActiveWeapon = m_Snap.m_aCharacters[i].m_Cur.m_Weapon; } CServerInfo Info; Client()->GetServerInfo(&Info); const int MaxProjectiles = 128; class CLocalProjectile PredictedProjectiles[MaxProjectiles]; int NumProjectiles = 0; int ReloadTimer = 0; if(AntiPingWeapons()) { for(int Index = 0; Index < MaxProjectiles; Index++) PredictedProjectiles[Index].Deactivate(); int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT); for(int Index = 0; Index < Num && NumProjectiles < MaxProjectiles; Index++) { IClient::CSnapItem Item; const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item); if(Item.m_Type == NETOBJTYPE_PROJECTILE) { CNetObj_Projectile* pProj = (CNetObj_Projectile*) pData; if(pProj->m_Type == WEAPON_GRENADE || (pProj->m_Type == WEAPON_SHOTGUN && UseExtraInfo(pProj))) { CLocalProjectile NewProj; NewProj.Init(this, &World, Collision(), pProj); if(fabs(1.0f - length(NewProj.m_Direction)) < 0.015) { if(!NewProj.m_ExtraInfo) { if(CWeaponData *pData = FindWeaponData(NewProj.m_StartTick)) { NewProj.m_Pos = pData->StartPos(); NewProj.m_Direction = pData->m_Direction; NewProj.m_Owner = m_Snap.m_LocalClientID; } } PredictedProjectiles[NumProjectiles] = NewProj; NumProjectiles++; } } } } int AttackTick = m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Cur.m_AttackTick; if(World.m_apCharacters[m_Snap.m_LocalClientID]->m_ActiveWeapon == WEAPON_HAMMER) { CWeaponData *pWeaponData = GetWeaponData(AttackTick); if(pWeaponData && pWeaponData->m_Tick == AttackTick) ReloadTimer = SERVER_TICK_SPEED / 3 - (Client()->GameTick() - AttackTick); else ReloadTimer = 0; } else ReloadTimer = g_pData->m_Weapons.m_aId[World.m_apCharacters[m_Snap.m_LocalClientID]->m_ActiveWeapon].m_Firedelay * SERVER_TICK_SPEED / 1000 - (Client()->GameTick() - AttackTick); ReloadTimer = max(ReloadTimer, 0); } // predict for(int Tick = Client()->GameTick()+1; Tick <= Client()->PredGameTick(); Tick++) { // fetch the local if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID]) m_PredictedPrevChar = *World.m_apCharacters[m_Snap.m_LocalClientID]; for(int c = 0; c < MAX_CLIENTS; c++) { if(!World.m_apCharacters[c]) continue; if(AntiPingPlayers() && Tick == Client()->PredGameTick()) g_GameClient.m_aClients[c].m_PrevPredicted = *World.m_apCharacters[c]; } // input for(int c = 0; c < MAX_CLIENTS; c++) { if(!World.m_apCharacters[c]) continue; mem_zero(&World.m_apCharacters[c]->m_Input, sizeof(World.m_apCharacters[c]->m_Input)); if(m_Snap.m_LocalClientID == c) { // apply player input int *pInput = Client()->GetInput(Tick); if(pInput) World.m_apCharacters[c]->m_Input = *((CNetObj_PlayerInput*)pInput); } } if(AntiPingWeapons()) { const float ProximityRadius = 28.0f; CNetObj_PlayerInput Input; CNetObj_PlayerInput PrevInput; mem_zero(&Input, sizeof(Input)); mem_zero(&PrevInput, sizeof(PrevInput)); int *pInput = Client()->GetInput(Tick); if(pInput) Input = *((CNetObj_PlayerInput*)pInput); int *pPrevInput = Client()->GetInput(Tick-1); if(pPrevInput) PrevInput = *((CNetObj_PlayerInput*)pPrevInput); CCharacterCore *Local = World.m_apCharacters[m_Snap.m_LocalClientID]; vec2 Direction = normalize(vec2(Input.m_TargetX, Input.m_TargetY)); vec2 Pos = Local->m_Pos; vec2 ProjStartPos = Pos + Direction * ProximityRadius * 0.75f; bool WeaponFired = false; bool NewPresses = false; // handle weapons if(ReloadTimer) break; if(!World.m_apCharacters[m_Snap.m_LocalClientID]) break; if(!pInput || !pPrevInput) break; bool FullAuto = false; if(Local->m_ActiveWeapon == WEAPON_GRENADE || Local->m_ActiveWeapon == WEAPON_SHOTGUN || Local->m_ActiveWeapon == WEAPON_RIFLE) FullAuto = true; bool WillFire = false; if(CountInput(PrevInput.m_Fire, Input.m_Fire).m_Presses) { WillFire = true; NewPresses = true; } if(FullAuto && (Input.m_Fire & 1)) WillFire = true; if(!WillFire) break; if(!IsRace(&Info) && !m_Snap.m_pLocalCharacter->m_AmmoCount && Local->m_ActiveWeapon != WEAPON_HAMMER) break; int ExpectedStartTick = Tick - 1; ReloadTimer = g_pData->m_Weapons.m_aId[Local->m_ActiveWeapon].m_Firedelay * SERVER_TICK_SPEED / 1000; bool DirectInput = Client()->InputExists(Tick); if(!DirectInput) { ReloadTimer++; ExpectedStartTick++; } switch(Local->m_ActiveWeapon) { case WEAPON_RIFLE: case WEAPON_SHOTGUN: case WEAPON_GUN: { WeaponFired = true; } break; case WEAPON_GRENADE: { if(NumProjectiles >= MaxProjectiles) break; PredictedProjectiles[NumProjectiles].Init( this, &World, Collision(), Direction, //StartDir ProjStartPos, //StartPos ExpectedStartTick, //StartTick WEAPON_GRENADE, //Type m_Snap.m_LocalClientID, //Owner WEAPON_GRENADE, //Weapon 1, 0, 0, 1); //Explosive, Bouncing, Freeze, ExtraInfo NumProjectiles++; WeaponFired = true; } break; case WEAPON_HAMMER: { vec2 ProjPos = ProjStartPos; float Radius = ProximityRadius*0.5f; int Hits = 0; bool OwnerCanProbablyHitOthers = (m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_Tuning[g_Config.m_ClDummy].m_PlayerHooking); if(!OwnerCanProbablyHitOthers) break; for(int i = 0; i < MAX_CLIENTS; i++) { if(!World.m_apCharacters[i]) continue; if(i == m_Snap.m_LocalClientID) continue; if(distance(World.m_apCharacters[i]->m_Pos, ProjPos) >= Radius + ProximityRadius) continue; CCharacterCore *pTarget = World.m_apCharacters[i]; if(m_aClients[i].m_Active && !m_Teams.CanCollide(i, m_Snap.m_LocalClientID)) continue; vec2 Dir; if(length(pTarget->m_Pos - Pos) > 0.0f) Dir = normalize(pTarget->m_Pos - Pos); else Dir = vec2(0.f, -1.f); float Strength; Strength = World.m_Tuning[g_Config.m_ClDummy].m_HammerStrength; vec2 Temp = pTarget->m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f; pTarget->LimitForce(&Temp); Temp -= pTarget->m_Vel; pTarget->ApplyForce((vec2(0.f, -1.0f) + Temp) * Strength); Hits++; } // if we Hit anything, we have to wait for the reload if(Hits) { ReloadTimer = SERVER_TICK_SPEED/3; WeaponFired = true; } } break; } if(!ReloadTimer) { ReloadTimer = g_pData->m_Weapons.m_aId[Local->m_ActiveWeapon].m_Firedelay * SERVER_TICK_SPEED / 1000; if(!DirectInput) ReloadTimer++; } if(ReloadTimer) ReloadTimer--; if(Tick > Client()->GameTick()+1) if(CWeaponData *pWeaponData = GetWeaponData(Tick-1)) pWeaponData->m_Pos = Pos; if(WeaponFired) { if(CWeaponData *pWeaponData = GetWeaponData(Tick-1)) { pWeaponData->m_Direction = Direction; pWeaponData->m_Tick = Tick-1; } if(NewPresses) { if(CWeaponData *pWeaponData = GetWeaponData(Tick-2)) { pWeaponData->m_Direction = Direction; pWeaponData->m_Tick = Tick-2; } if(CWeaponData *pWeaponData = GetWeaponData(Tick)) { pWeaponData->m_Direction = Direction; pWeaponData->m_Tick = Tick; } } } // projectiles for(int g = 0; g < MaxProjectiles; g++) if(PredictedProjectiles[g].m_Active) PredictedProjectiles[g].Tick(Tick, Client()->GameTickSpeed(), m_Snap.m_LocalClientID); } // calculate where everyone should move if(AntiPingPlayers()) { //first apply Tick to weaker players (players that the local client has strong hook against), then local, then stronger players for(int h = 0; h < 3; h++) { if(h == 1) { if(World.m_apCharacters[m_Snap.m_LocalClientID]) World.m_apCharacters[m_Snap.m_LocalClientID]->Tick(true, true); } else for(int c = 0; c < MAX_CLIENTS; c++) if(c != m_Snap.m_LocalClientID && World.m_apCharacters[c] && ((h == 0 && IsWeaker[g_Config.m_ClDummy][c]) || (h == 2 && !IsWeaker[g_Config.m_ClDummy][c]))) World.m_apCharacters[c]->Tick(false, true); } } else { for(int c = 0; c < MAX_CLIENTS; c++) { if(!World.m_apCharacters[c]) continue; World.m_apCharacters[c]->Tick(m_Snap.m_LocalClientID == c, true); } } // move all players and quantize their data if(AntiPingPlayers()) { // Everyone with weaker hook for(int c = 0; c < MAX_CLIENTS; c++) { if(c != m_Snap.m_LocalClientID && World.m_apCharacters[c] && IsWeaker[g_Config.m_ClDummy][c]) { World.m_apCharacters[c]->Move(); World.m_apCharacters[c]->Quantize(); } } // Us if(World.m_apCharacters[m_Snap.m_LocalClientID]) { World.m_apCharacters[m_Snap.m_LocalClientID]->Move(); World.m_apCharacters[m_Snap.m_LocalClientID]->Quantize(); } // Everyone with stronger hook for(int c = 0; c < MAX_CLIENTS; c++) { if(c != m_Snap.m_LocalClientID && World.m_apCharacters[c] && !IsWeaker[g_Config.m_ClDummy][c]) { World.m_apCharacters[c]->Move(); World.m_apCharacters[c]->Quantize(); } } } else { for(int c = 0; c < MAX_CLIENTS; c++) { if(!World.m_apCharacters[c]) continue; World.m_apCharacters[c]->Move(); World.m_apCharacters[c]->Quantize(); } } // check if we want to trigger effects if(Tick > m_LastNewPredictedTick[g_Config.m_ClDummy]) { m_LastNewPredictedTick[g_Config.m_ClDummy] = Tick; m_NewPredictedTick = true; if(m_Snap.m_LocalClientID != -1 && World.m_apCharacters[m_Snap.m_LocalClientID]) { vec2 Pos = World.m_apCharacters[m_Snap.m_LocalClientID]->m_Pos; int Events = World.m_apCharacters[m_Snap.m_LocalClientID]->m_TriggeredEvents; if(Events&COREEVENT_GROUND_JUMP) if(g_Config.m_SndGame) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos); /*if(events&COREEVENT_AIR_JUMP) { GameClient.effects->air_jump(pos); GameClient.sounds->play_and_record(SOUNDS::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) if(g_Config.m_SndGame) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos); if(Events&COREEVENT_HOOK_HIT_NOHOOK) if(g_Config.m_SndGame) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos); //if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); } } if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID]) { m_PredictedChar = *World.m_apCharacters[m_Snap.m_LocalClientID]; if(AntiPingPlayers()) { for(int c = 0; c < MAX_CLIENTS; c++) { if(!World.m_apCharacters[c]) continue; g_GameClient.m_aClients[c].m_Predicted = *World.m_apCharacters[c]; } } } } if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick()) { CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0}; BeforeChar.Write(&Before); BeforePrevChar.Write(&BeforePrev); m_PredictedChar.Write(&Now); m_PredictedPrevChar.Write(&NowPrev); if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0) { Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error"); for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++) if(((int *)&Before)[i] != ((int *)&Now)[i]) { char aBuf[256]; str_format(aBuf, sizeof(aBuf), " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]); Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf); } } } m_PredictedTick = Client()->PredGameTick(); if(m_NewPredictedTick) m_pGhost->OnNewPredictedSnapshot(); } void CGameClient::OnActivateEditor() { OnRelease(); } CGameClient::CClientStats::CClientStats() { Reset(); } void CGameClient::CClientStats::Reset() { m_JoinTick = 0; m_IngameTicks = 0; m_Active = false; m_Frags = 0; m_Deaths = 0; m_Suicides = 0; m_BestSpree = 0; m_CurrentSpree = 0; for(int j = 0; j < NUM_WEAPONS; j++) { m_aFragsWith[j] = 0; m_aDeathsFrom[j] = 0; } m_FlagGrabs = 0; m_FlagCaptures = 0; } void CGameClient::CClientData::UpdateRenderInfo() { m_RenderInfo = m_SkinInfo; // force team colors if(g_GameClient.m_Snap.m_pGameInfoObj && g_GameClient.m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) { m_RenderInfo.m_Texture = g_GameClient.m_pSkins->Get(m_SkinID)->m_ColorTexture; const int TeamColors[2] = {65387, 10223467}; if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE) { m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]); m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]); } else { m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(12895054); m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(12895054); } } } void CGameClient::CClientData::Reset() { m_aName[0] = 0; m_aClan[0] = 0; m_Country = -1; m_SkinID = 0; m_Team = 0; m_Angle = 0; m_Emoticon = 0; m_EmoticonStart = -1; m_Active = false; m_ChatIgnore = false; m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture; m_SkinInfo.m_ColorBody = vec4(1,1,1,1); m_SkinInfo.m_ColorFeet = vec4(1,1,1,1); UpdateRenderInfo(); } void CGameClient::SendSwitchTeam(int Team) { CNetMsg_Cl_SetTeam Msg; Msg.m_Team = Team; Client()->SendPackMsg(&Msg, MSGFLAG_VITAL); if(Team != TEAM_SPECTATORS) m_pCamera->OnReset(); } void CGameClient::SendInfo(bool Start) { if(Start) { CNetMsg_Cl_StartInfo Msg; Msg.m_pName = g_Config.m_PlayerName; Msg.m_pClan = g_Config.m_PlayerClan; Msg.m_Country = g_Config.m_PlayerCountry; Msg.m_pSkin = g_Config.m_ClPlayerSkin; Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor; Msg.m_ColorBody = g_Config.m_ClPlayerColorBody; Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet; CMsgPacker Packer(Msg.MsgID()); Msg.Pack(&Packer); Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 0); m_CheckInfo[0] = -1; } else { CNetMsg_Cl_ChangeInfo Msg; Msg.m_pName = g_Config.m_PlayerName; Msg.m_pClan = g_Config.m_PlayerClan; Msg.m_Country = g_Config.m_PlayerCountry; Msg.m_pSkin = g_Config.m_ClPlayerSkin; Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor; Msg.m_ColorBody = g_Config.m_ClPlayerColorBody; Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet; CMsgPacker Packer(Msg.MsgID()); Msg.Pack(&Packer); Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 0); m_CheckInfo[0] = Client()->GameTickSpeed(); } } void CGameClient::SendDummyInfo(bool Start) { if(Start) { CNetMsg_Cl_StartInfo Msg; Msg.m_pName = g_Config.m_ClDummyName; Msg.m_pClan = g_Config.m_ClDummyClan; Msg.m_Country = g_Config.m_ClDummyCountry; Msg.m_pSkin = g_Config.m_ClDummySkin; Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor; Msg.m_ColorBody = g_Config.m_ClDummyColorBody; Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet; CMsgPacker Packer(Msg.MsgID()); Msg.Pack(&Packer); Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 1); m_CheckInfo[1] = -1; } else { CNetMsg_Cl_ChangeInfo Msg; Msg.m_pName = g_Config.m_ClDummyName; Msg.m_pClan = g_Config.m_ClDummyClan; Msg.m_Country = g_Config.m_ClDummyCountry; Msg.m_pSkin = g_Config.m_ClDummySkin; Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor; Msg.m_ColorBody = g_Config.m_ClDummyColorBody; Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet; CMsgPacker Packer(Msg.MsgID()); Msg.Pack(&Packer); Client()->SendMsgExY(&Packer, MSGFLAG_VITAL,false, 1); m_CheckInfo[1] = Client()->GameTickSpeed(); } } void CGameClient::SendKill(int ClientID) { CNetMsg_Cl_Kill Msg; Client()->SendPackMsg(&Msg, MSGFLAG_VITAL); if(g_Config.m_ClDummyCopyMoves) { CMsgPacker Msg(NETMSGTYPE_CL_KILL); Client()->SendMsgExY(&Msg, MSGFLAG_VITAL, false, !g_Config.m_ClDummy); } } void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData) { ((CGameClient*)pUserData)->SendSwitchTeam(pResult->GetInteger(0)); } void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData) { ((CGameClient*)pUserData)->SendKill(-1); } void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) ((CGameClient*)pUserData)->SendInfo(false); } void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) ((CGameClient*)pUserData)->SendDummyInfo(false); } void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) if(g_Config.m_ClDummy && !((CGameClient*)pUserData)->Client()->DummyConnected()) g_Config.m_ClDummy = 0; } IGameClient *CreateGameClient() { return &g_GameClient; } int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2& NewPos2, int ownID) { float PhysSize = 28.0f; float Distance = 0.0f; int ClosestID = -1; if(!m_Tuning[g_Config.m_ClDummy].m_PlayerHooking) return ClosestID; for(int i=0; iIntraGameTick()); if(!cData.m_Active || i == ownID || !m_Teams.SameTeam(i, ownID)) continue; vec2 ClosestPoint = closest_point_on_line(HookPos, NewPos, Position); if(distance(Position, ClosestPoint) < PhysSize+2.0f) { if(ClosestID == -1 || distance(HookPos, Position) < Distance) { NewPos2 = ClosestPoint; ClosestID = i; Distance = distance(HookPos, Position); } } } return ClosestID; } int CGameClient::IntersectCharacter(vec2 OldPos, vec2 NewPos, float Radius, vec2 *NewPos2, int ownID, CWorldCore *World) { float PhysSize = 28.0f; float Distance = 0.0f; int ClosestID = -1; if(!World) return ClosestID; for(int i=0; im_apCharacters[i]) continue; CClientData cData = m_aClients[i]; if(!cData.m_Active || i == ownID || !m_Teams.CanCollide(i, ownID)) continue; vec2 Position = World->m_apCharacters[i]->m_Pos; vec2 ClosestPoint = closest_point_on_line(OldPos, NewPos, Position); if(distance(Position, ClosestPoint) < PhysSize+Radius) { if(ClosestID == -1 || distance(OldPos, Position) < Distance) { *NewPos2 = ClosestPoint; ClosestID = i; Distance = distance(OldPos, Position); } } } return ClosestID; } void CLocalProjectile::Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, const CNetObj_Projectile *pProj) { m_Active = 1; m_pGameClient = pGameClient; m_pWorld = pWorld; m_pCollision = pCollision; m_StartTick = pProj->m_StartTick; m_Type = pProj->m_Type; m_Weapon = m_Type; ExtractInfo(pProj, &m_Pos, &m_Direction); if(UseExtraInfo(pProj)) { ExtractExtraInfo(pProj, &m_Owner, &m_Explosive, &m_Bouncing, &m_Freeze); m_ExtraInfo = true; } else { bool StandardVel = (fabs(1.0f - length(m_Direction)) < 0.015); m_Owner = -1; m_Explosive = m_Type == WEAPON_GRENADE && StandardVel; m_Bouncing = 0; m_Freeze = 0; m_ExtraInfo = false; } } void CLocalProjectile::Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, vec2 Direction, vec2 Pos, int StartTick, int Type, int Owner, int Weapon, bool Explosive, int Bouncing, bool Freeze, bool ExtraInfo) { m_Active = 1; m_pGameClient = pGameClient; m_pWorld = pWorld; m_pCollision = pCollision; m_Direction = Direction; m_Pos = Pos; m_StartTick = StartTick; m_Type = Type; m_Weapon = Weapon; m_Owner = Owner; m_Explosive = Explosive; m_Bouncing = Bouncing; m_Freeze = Freeze; m_ExtraInfo = ExtraInfo; } vec2 CLocalProjectile::GetPos(float Time) { float Curvature = 0; float Speed = 0; switch(m_Type) { case WEAPON_GRENADE: Curvature = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GrenadeCurvature; Speed = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GrenadeSpeed; break; case WEAPON_SHOTGUN: Curvature = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_ShotgunCurvature; Speed = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_ShotgunSpeed; break; case WEAPON_GUN: Curvature = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GunCurvature; Speed = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GunSpeed; break; } return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time); } bool CLocalProjectile::GameLayerClipped(vec2 CheckPos) { return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > m_pCollision->GetWidth() + 200 || round_to_int(CheckPos.y)/32 < -200 || round_to_int(CheckPos.y)/32 > m_pCollision->GetHeight()+200; } void CLocalProjectile::Tick(int CurrentTick, int GameTickSpeed, int LocalClientID) { if(!m_pWorld) return; if(CurrentTick <= m_StartTick) return; float Pt = (CurrentTick-m_StartTick-1)/(float)GameTickSpeed; float Ct = (CurrentTick-m_StartTick)/(float)GameTickSpeed; vec2 PrevPos = GetPos(Pt); vec2 CurPos = GetPos(Ct); vec2 ColPos; vec2 NewPos; int Collide = 0; if(m_pCollision) Collide = m_pCollision->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos); int Target = m_pGameClient->IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, &ColPos, m_Owner, m_pWorld); bool IsWeaponCollide = false; if(m_Owner >= 0 && Target >= 0 && m_pGameClient->m_aClients[m_Owner].m_Active && m_pGameClient->m_aClients[Target].m_Active && !m_pGameClient->m_Teams.CanCollide(m_Owner, Target)) IsWeaponCollide = true; bool OwnerCanProbablyHitOthers = (m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerHooking); if(((Target >= 0 && (m_Owner >= 0 ? OwnerCanProbablyHitOthers : true)) || Collide || GameLayerClipped(CurPos)) && !IsWeaponCollide) { if(m_Explosive && (Target < 0 || (Target >= 0 && (!m_Freeze || (m_Weapon == WEAPON_SHOTGUN && Collide))))) CreateExplosion(ColPos, m_Owner); if(Collide && m_Bouncing != 0) { m_StartTick = CurrentTick; m_Pos = NewPos+(-(m_Direction*4)); if(m_Bouncing == 1) m_Direction.x = -m_Direction.x; else if(m_Bouncing == 2) m_Direction.y = -m_Direction.y; if(fabs(m_Direction.x) < 1e-6) m_Direction.x = 0; if(fabs(m_Direction.y) < 1e-6) m_Direction.y = 0; m_Pos += m_Direction; } else if(!m_Bouncing) Deactivate(); } if(!m_Bouncing) { int Lifetime = 0; if(m_Weapon == WEAPON_GRENADE) Lifetime = static_cast(m_pGameClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeLifetime * SERVER_TICK_SPEED); else if(m_Weapon == WEAPON_GUN) Lifetime = static_cast(m_pGameClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeLifetime * SERVER_TICK_SPEED); else if(m_Weapon == WEAPON_SHOTGUN) Lifetime = static_cast(m_pGameClient->m_Tuning[g_Config.m_ClDummy].m_ShotgunLifetime * SERVER_TICK_SPEED); int LifeSpan = Lifetime - (CurrentTick - m_StartTick); if(LifeSpan == -1) { if(m_Explosive) CreateExplosion(ColPos, LocalClientID); Deactivate(); } } } void CLocalProjectile::CreateExplosion(vec2 Pos, int LocalClientID) { if(!m_pWorld) return; float Radius = 135.0f; float InnerRadius = 48.0f; bool OwnerCanProbablyHitOthers = (m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerHooking); for(int c = 0; c < MAX_CLIENTS; c++) { if(!m_pWorld->m_apCharacters[c]) continue; if(m_Owner >= 0 && c >= 0) if(m_pGameClient->m_aClients[c].m_Active && !m_pGameClient->m_Teams.CanCollide(c, m_Owner)) continue; if(c != LocalClientID && !OwnerCanProbablyHitOthers) continue; vec2 Diff = m_pWorld->m_apCharacters[c]->m_Pos - Pos; vec2 ForceDir(0,1); float l = length(Diff); if(l) ForceDir = normalize(Diff); l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f); float Strength = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_ExplosionStrength; float Dmg = Strength * l; if((int)Dmg) m_pWorld->m_apCharacters[c]->ApplyForce(ForceDir*Dmg*2); } } CWeaponData *CGameClient::FindWeaponData(int TargetTick) { CWeaponData *pData; int TickDiff[3] = {0, -1, 1}; for(unsigned int i = 0; i < sizeof(TickDiff)/sizeof(int); i++) if((pData = GetWeaponData(TargetTick + TickDiff[i]))) if(pData->m_Tick == TargetTick + TickDiff[i]) return GetWeaponData(TargetTick + TickDiff[i]); return NULL; } void CGameClient::FindWeaker(bool IsWeaker[2][MAX_CLIENTS]) { // attempts to detect strong/weak against the player we are hooking static int DirAccumulated[2][MAX_CLIENTS] = {{0}}; if(!m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active || !m_Snap.m_paPlayerInfos[m_Snap.m_LocalClientID]) return; int HookedPlayer = m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Prev.m_HookedPlayer; if(HookedPlayer >= 0 && m_Snap.m_aCharacters[HookedPlayer].m_Active && m_Snap.m_paPlayerInfos[HookedPlayer]) { CCharacterCore OtherCharCur; OtherCharCur.Read(&m_Snap.m_aCharacters[HookedPlayer].m_Cur); float PredictErr[2]; for(int dir = 0; dir < 2; dir++) { CWorldCore World; World.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy]; CCharacterCore OtherChar; OtherChar.Init(&World, Collision(), &m_Teams); World.m_apCharacters[HookedPlayer] = &OtherChar; OtherChar.Read(&m_Snap.m_aCharacters[HookedPlayer].m_Prev); CCharacterCore LocalChar; LocalChar.Init(&World, Collision(), &m_Teams); World.m_apCharacters[m_Snap.m_LocalClientID] = &LocalChar; LocalChar.Read(&m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Prev); for(int Tick = Client()->PrevGameTick(); Tick < Client()->GameTick(); Tick++) { if(dir == 0) { LocalChar.Tick(false, true); OtherChar.Tick(false, true); } else { OtherChar.Tick(false, true); LocalChar.Tick(false, true); } LocalChar.Move(); LocalChar.Quantize(); OtherChar.Move(); OtherChar.Quantize(); } PredictErr[dir] = distance(OtherChar.m_Vel, OtherCharCur.m_Vel); } static const float LOW = 0.0001f; static const float HIGH = 0.07f; if(PredictErr[1] < LOW && PredictErr[0] > HIGH) DirAccumulated[g_Config.m_ClDummy][HookedPlayer] = SaturatedAdd(-1, 2, DirAccumulated[g_Config.m_ClDummy][HookedPlayer], 1); else if(PredictErr[0] < LOW && PredictErr[1] > HIGH) DirAccumulated[g_Config.m_ClDummy][HookedPlayer] = SaturatedAdd(-1, 2, DirAccumulated[g_Config.m_ClDummy][HookedPlayer], -1); IsWeaker[g_Config.m_ClDummy][HookedPlayer] = (DirAccumulated[g_Config.m_ClDummy][HookedPlayer] > 0); } } vec3 CalculateNameColor(vec3 TextColorHSL) { return HslToRgb(vec3(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f)); }