/* (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 "players.h"
#include
void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha)
{
vec2 HandPos = CenterPos + Dir;
float Angle = angle(Dir);
if(Dir.x < 0)
Angle -= AngleOffset;
else
Angle += AngleOffset;
vec2 DirX = Dir;
vec2 DirY(-Dir.y, Dir.x);
if(Dir.x < 0)
DirY = -DirY;
HandPos += DirX * PostRotOffset.x;
HandPos += DirY * PostRotOffset.y;
const CSkin::SSkinTextures *pSkinTextures = pInfo->m_CustomColoredSkin ? &pInfo->m_ColorableRenderSkin : &pInfo->m_OriginalRenderSkin;
Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, Alpha);
// two passes
for(int i = 0; i < 2; i++)
{
int QuadOffset = NUM_WEAPONS * 2 + i;
Graphics()->QuadsSetRotation(Angle);
Graphics()->TextureSet(i == 0 ? pSkinTextures->m_HandsOutline : pSkinTextures->m_Hands);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HandPos.x, HandPos.y);
}
}
inline float NormalizeAngular(float f)
{
return fmod(f + pi * 2, pi * 2);
}
inline float AngularMixDirection(float Src, float Dst) { return sinf(Dst - Src) > 0 ? 1 : -1; }
inline float AngularDistance(float Src, float Dst) { return asinf(sinf(Dst - Src)); }
inline float AngularApproach(float Src, float Dst, float Amount)
{
float d = AngularMixDirection(Src, Dst);
float n = Src + Amount * d;
if(AngularMixDirection(n, Dst) != d)
return Dst;
return n;
}
void CPlayers::RenderHook(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo,
int ClientID,
float Intra)
{
CNetObj_Character Prev;
CNetObj_Character Player;
Prev = *pPrevChar;
Player = *pPlayerChar;
CTeeRenderInfo RenderInfo = *pRenderInfo;
// don't render hooks to not active character cores
if(pPlayerChar->m_HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Active)
return;
float IntraTick = Intra;
if(ClientID >= 0)
IntraTick = (m_pClient->m_aClients[ClientID].m_IsPredicted) ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
RenderInfo.m_Size = 64.0f;
vec2 Position;
if(in_range(ClientID, MAX_CLIENTS - 1))
Position = m_pClient->m_aClients[ClientID].m_RenderPos;
else
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
// draw hook
if(Prev.m_HookState > 0 && Player.m_HookState > 0)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
if(ClientID < 0)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
vec2 Pos = Position;
vec2 HookPos;
if(in_range(pPlayerChar->m_HookedPlayer, MAX_CLIENTS - 1))
HookPos = m_pClient->m_aClients[pPlayerChar->m_HookedPlayer].m_RenderPos;
else
HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
float d = distance(Pos, HookPos);
vec2 Dir = normalize(Pos - HookPos);
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteHookHead);
Graphics()->QuadsSetRotation(angle(Dir) + pi);
// render head
int QuadOffset = NUM_WEAPONS * 2 + 2;
if(OtherTeam)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookPos.x, HookPos.y);
// render chain
++QuadOffset;
static IGraphics::SRenderSpriteInfo s_HookChainRenderInfo[1024];
int HookChainCount = 0;
for(float f = 24; f < d && HookChainCount < 1024; f += 24, ++HookChainCount)
{
vec2 p = HookPos + Dir * f;
s_HookChainRenderInfo[HookChainCount].m_Pos[0] = p.x;
s_HookChainRenderInfo[HookChainCount].m_Pos[1] = p.y;
s_HookChainRenderInfo[HookChainCount].m_Scale = 1;
s_HookChainRenderInfo[HookChainCount].m_Rotation = angle(Dir) + pi;
}
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteHookChain);
Graphics()->RenderQuadContainerAsSpriteMultiple(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookChainCount, s_HookChainRenderInfo);
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
RenderHand(&RenderInfo, Position, normalize(HookPos - Pos), -pi / 2, vec2(20, 0), OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f);
}
}
void CPlayers::RenderPlayer(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo,
int ClientID,
float Intra)
{
CNetObj_Character Prev;
CNetObj_Character Player;
Prev = *pPrevChar;
Player = *pPlayerChar;
CTeeRenderInfo RenderInfo = *pRenderInfo;
bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
float Alpha = OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
// set size
RenderInfo.m_Size = 64.0f;
float IntraTick = Intra;
if(ClientID >= 0)
IntraTick = m_pClient->m_aClients[ClientID].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy);
static float s_LastGameTickTime = Client()->GameTickTime(g_Config.m_ClDummy);
static float s_LastPredIntraTick = Client()->PredIntraGameTick(g_Config.m_ClDummy);
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED))
{
s_LastGameTickTime = Client()->GameTickTime(g_Config.m_ClDummy);
s_LastPredIntraTick = Client()->PredIntraGameTick(g_Config.m_ClDummy);
}
bool PredictLocalWeapons = false;
float AttackTime = (Client()->PrevGameTick(g_Config.m_ClDummy) - Player.m_AttackTick) / (float)SERVER_TICK_SPEED + Client()->GameTickTime(g_Config.m_ClDummy);
float LastAttackTime = (Client()->PrevGameTick(g_Config.m_ClDummy) - Player.m_AttackTick) / (float)SERVER_TICK_SPEED + s_LastGameTickTime;
if(ClientID >= 0 && m_pClient->m_aClients[ClientID].m_IsPredictedLocal && m_pClient->AntiPingGunfire())
{
PredictLocalWeapons = true;
AttackTime = (Client()->PredIntraGameTick(g_Config.m_ClDummy) + (Client()->PredGameTick(g_Config.m_ClDummy) - 1 - Player.m_AttackTick)) / (float)SERVER_TICK_SPEED;
LastAttackTime = (s_LastPredIntraTick + (Client()->PredGameTick(g_Config.m_ClDummy) - 1 - Player.m_AttackTick)) / (float)SERVER_TICK_SPEED;
}
float AttackTicksPassed = AttackTime * SERVER_TICK_SPEED;
float Angle;
if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
// just use the direct input if it's the local player we are rendering
Angle = angle(m_pClient->m_Controls.m_MousePos[g_Config.m_ClDummy]);
}
else
{
float AngleIntraTick = IntraTick;
// using unpredicted angle when rendering other players in-game
if(ClientID >= 0)
AngleIntraTick = Client()->IntraGameTick(g_Config.m_ClDummy);
// If the player moves their weapon through top, then change
// the end angle by 2*Pi, so that the mix function will use the
// short path and not the long one.
if(Player.m_Angle > (256.0f * pi) && Prev.m_Angle < 0)
Player.m_Angle -= 256.0f * 2 * pi;
else if(Player.m_Angle < 0 && Prev.m_Angle > (256.0f * pi))
Player.m_Angle += 256.0f * 2 * pi;
Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, AngleIntraTick) / 256.0f;
}
vec2 Direction = direction(Angle);
vec2 Position;
if(in_range(ClientID, MAX_CLIENTS - 1))
Position = m_pClient->m_aClients[ClientID].m_RenderPos;
else
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
vec2 Vel = mix(vec2(Prev.m_VelX / 256.0f, Prev.m_VelY / 256.0f), vec2(Player.m_VelX / 256.0f, Player.m_VelY / 256.0f), IntraTick);
m_pClient->m_Flow.Add(Position, Vel * 100.0f, 10.0f);
RenderInfo.m_GotAirJump = Player.m_Jumped & 2 ? 0 : 1;
bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1;
bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y + 16);
bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0);
// evaluate animation
float WalkTime = fmod(absolute(Position.x), 100.0f) / 100.0f;
CAnimState State;
State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);
if(InAir)
State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
else if(Stationary)
State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
else if(!WantOtherDir)
State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);
if(Player.m_Weapon == WEAPON_HAMMER)
State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(LastAttackTime * 5.0f, 0.0f, 1.0f), 1.0f);
if(Player.m_Weapon == WEAPON_NINJA)
State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(LastAttackTime * 2.0f, 0.0f, 1.0f), 1.0f);
// do skidding
if(!InAir && WantOtherDir && length(Vel * 50) > 500.0f)
{
static int64_t SkidSoundTime = 0;
if(time() - SkidSoundTime > time_freq() / 10)
{
if(g_Config.m_SndGame)
m_pClient->m_Sounds.PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
SkidSoundTime = time();
}
m_pClient->m_Effects.SkidTrail(
Position + vec2(-Player.m_Direction * 6, 12),
vec2(-Player.m_Direction * 100 * length(Vel), -50));
}
// draw gun
{
bool AlwaysRenderHookColl = GameClient()->m_GameInfo.m_AllowHookColl && (Local ? g_Config.m_ClShowHookCollOwn : g_Config.m_ClShowHookCollOther) == 2;
bool RenderHookCollPlayer = ClientID >= 0 && Player.m_PlayerFlags & PLAYERFLAG_AIM && (Local ? g_Config.m_ClShowHookCollOwn : g_Config.m_ClShowHookCollOther) > 0;
bool RenderHookCollVideo = true;
#if defined(CONF_VIDEORECORDER)
RenderHookCollVideo = !IVideo::Current() || g_Config.m_ClVideoShowHookCollOther || Local;
#endif
if((AlwaysRenderHookColl || RenderHookCollPlayer) && RenderHookCollVideo)
{
vec2 ExDirection = Direction;
if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
ExDirection = normalize(vec2(m_pClient->m_Controls.m_InputData[g_Config.m_ClDummy].m_TargetX, m_pClient->m_Controls.m_InputData[g_Config.m_ClDummy].m_TargetY));
Graphics()->TextureClear();
vec2 InitPos = Position;
vec2 FinishPos = InitPos + ExDirection * (m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength - 42.0f);
Graphics()->LinesBegin();
ColorRGBA HookCollColor = color_cast(ColorHSLA(g_Config.m_ClHookCollColorNoColl));
float PhysSize = 28.0f;
vec2 OldPos = InitPos + ExDirection * PhysSize * 1.5f;
vec2 NewPos = OldPos;
bool DoBreak = false;
int Hit = 0;
do
{
OldPos = NewPos;
NewPos = OldPos + ExDirection * m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookFireSpeed;
if(distance(InitPos, NewPos) > m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength)
{
NewPos = InitPos + normalize(NewPos - InitPos) * m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength;
DoBreak = true;
}
int TeleNr = 0;
Hit = Collision()->IntersectLineTeleHook(OldPos, NewPos, &FinishPos, 0x0, &TeleNr);
if(!DoBreak && Hit)
{
if(Hit != TILE_NOHOOK)
{
HookCollColor = color_cast(ColorHSLA(g_Config.m_ClHookCollColorHookableColl));
}
}
if(m_pClient->IntersectCharacter(OldPos, FinishPos, FinishPos, ClientID) != -1)
{
HookCollColor = color_cast(ColorHSLA(g_Config.m_ClHookCollColorTeeColl));
break;
}
if(Hit)
break;
NewPos.x = round_to_int(NewPos.x);
NewPos.y = round_to_int(NewPos.y);
if(OldPos == NewPos)
break;
ExDirection.x = round_to_int(ExDirection.x * 256.0f) / 256.0f;
ExDirection.y = round_to_int(ExDirection.y * 256.0f) / 256.0f;
} while(!DoBreak);
if(AlwaysRenderHookColl && RenderHookCollPlayer)
{
// invert the hook coll colors when using cl_show_hook_coll_always and +showhookcoll is pressed
HookCollColor = color_invert(HookCollColor);
}
Graphics()->SetColor(HookCollColor.WithAlpha(Alpha));
IGraphics::CLineItem LineItem(InitPos.x, InitPos.y, FinishPos.x, FinishPos.y);
Graphics()->LinesDraw(&LineItem, 1);
Graphics()->LinesEnd();
}
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle * pi * 2 + Angle);
if(ClientID < 0)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
// normal weapons
int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS - 1);
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeapons[iw]);
int QuadOffset = iw * 2 + (Direction.x < 0 ? 1 : 0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
vec2 Dir = Direction;
float Recoil = 0.0f;
vec2 p;
if(Player.m_Weapon == WEAPON_HAMMER)
{
// Static position for hammer
p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y);
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
// if attack is under way, bash stuffs
if(Direction.x < 0)
{
Graphics()->QuadsSetRotation(-pi / 2 - State.GetAttach()->m_Angle * pi * 2);
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
}
else
{
Graphics()->QuadsSetRotation(-pi / 2 + State.GetAttach()->m_Angle * pi * 2);
}
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
}
else if(Player.m_Weapon == WEAPON_NINJA)
{
p = Position;
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
if(Direction.x < 0)
{
Graphics()->QuadsSetRotation(-pi / 2 - State.GetAttach()->m_Angle * pi * 2);
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
m_pClient->m_Effects.PowerupShine(p + vec2(32, 0), vec2(32, 12));
}
else
{
Graphics()->QuadsSetRotation(-pi / 2 + State.GetAttach()->m_Angle * pi * 2);
m_pClient->m_Effects.PowerupShine(p - vec2(32, 0), vec2(32, 12));
}
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
// HADOKEN
if(AttackTime <= 1 / 6.f && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)
{
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
static int s_LastIteX = IteX;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(pInfo->m_Paused)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
else
{
if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
{
vec2 Dir;
if(PredictLocalWeapons)
Dir = vec2(pPlayerChar->m_X, pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
else
Dir = vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y) - vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y);
float HadOkenAngle = 0;
if(absolute(Dir.x) > 0.0001f || absolute(Dir.y) > 0.0001f)
{
Dir = normalize(Dir);
HadOkenAngle = angle(Dir);
}
else
{
Dir = vec2(1, 0);
}
Graphics()->QuadsSetRotation(HadOkenAngle);
int QuadOffset = IteX * 2;
vec2 DirY(-Dir.y, Dir.x);
p = Position;
float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
p -= Dir * OffsetX;
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeaponsMuzzles[iw][IteX]);
Graphics()->RenderQuadContainerAsSprite(m_WeaponSpriteMuzzleQuadContainerIndex[iw], QuadOffset, p.x, p.y);
}
}
}
else
{
// TODO: should be an animation
Recoil = 0;
float a = AttackTicksPassed / 5.0f;
if(a < 1)
Recoil = sinf(a * pi);
p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir * Recoil * 10.0f;
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
if(Player.m_Weapon == WEAPON_GUN && g_Config.m_ClOldGunPosition)
p.y -= 8;
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
}
if(RenderInfo.m_ShineDecoration)
{
if(Direction.x < 0)
{
m_pClient->m_Effects.PowerupShine(p + vec2(32, 0), vec2(32, 12)); //GC
}
else
{
m_pClient->m_Effects.PowerupShine(p - vec2(32, 0), vec2(32, 12)); //GC
}
}
if(Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN)
{
// check if we're firing stuff
if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles) //prev.attackticks)
{
float Alpha = 0.0f;
if(AttackTicksPassed < g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3)
{
float t = AttackTicksPassed / g_pData->m_Weapons.m_aId[iw].m_Muzzleduration;
Alpha = mix(2.0f, 0.0f, minimum(1.0f, maximum(0.0f, t)));
}
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
static int s_LastIteX = IteX;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(pInfo->m_Paused)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
else
{
if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
if(Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
{
float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety;
int QuadOffset = IteX * 2 + (Direction.x < 0 ? 1 : 0);
if(Direction.x < 0)
OffsetY = -OffsetY;
vec2 DirY(-Dir.y, Dir.x);
vec2 MuzzlePos = p + Dir * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY;
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeaponsMuzzles[iw][IteX]);
Graphics()->RenderQuadContainerAsSprite(m_WeaponSpriteMuzzleQuadContainerIndex[iw], QuadOffset, MuzzlePos.x, MuzzlePos.y);
}
}
}
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
switch(Player.m_Weapon)
{
case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3 * pi / 4, vec2(-15, 4), Alpha); break;
case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi / 2, vec2(-5, 4), Alpha); break;
case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi / 2, vec2(-4, 7), Alpha); break;
}
}
// render the "shadow" tee
if(Local && ((g_Config.m_Debug && g_Config.m_ClUnpredictedShadow >= 0) || g_Config.m_ClUnpredictedShadow == 1))
{
vec2 GhostPosition = Position;
if(ClientID >= 0)
GhostPosition = mix(
vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y),
vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y),
Client()->IntraGameTick(g_Config.m_ClDummy));
CTeeRenderInfo Ghost = RenderInfo;
RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition, 0.5f); // render ghost
}
RenderInfo.m_Size = 64.0f; // force some settings
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
Graphics()->QuadsSetRotation(0);
int ShowDirection = g_Config.m_ClShowDirection;
#if defined(CONF_VIDEORECORDER)
if(IVideo::Current())
ShowDirection = g_Config.m_ClVideoShowDirection;
#endif
vec2 ShowDirectionPos(Position.x - 11.0f, Position.y - 70.f);
if((Local && ShowDirection == 2) || (!Local && ShowDirection >= 1))
{
if(Player.m_Direction == -1)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
Graphics()->QuadsSetRotation(pi);
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x - 30.f, ShowDirectionPos.y);
}
else if(Player.m_Direction == 1)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x + 30.f, ShowDirectionPos.y);
}
if(Player.m_Jumped & 1)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
Graphics()->QuadsSetRotation(pi * 3 / 2);
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x, ShowDirectionPos.y);
}
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
}
if(OtherTeam || ClientID < 0)
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, g_Config.m_ClShowOthersAlpha / 100.0f);
else
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);
int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;
if((Player.m_PlayerFlags & PLAYERFLAG_CHATTING) && !m_pClient->m_aClients[ClientID].m_Afk)
{
int CurEmoticon = (SPRITE_DOTDOT - SPRITE_OOP);
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[CurEmoticon]);
int QuadOffset = QuadOffsetToEmoticon + CurEmoticon;
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
}
if(ClientID < 0)
return;
if(g_Config.m_ClAfkEmote && m_pClient->m_aClients[ClientID].m_Afk && !(Client()->DummyConnected() && ClientID == m_pClient->m_LocalIDs[!g_Config.m_ClDummy]))
{
int CurEmoticon = (SPRITE_ZZZ - SPRITE_OOP);
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[CurEmoticon]);
int QuadOffset = QuadOffsetToEmoticon + CurEmoticon;
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
}
if(g_Config.m_ClShowEmotes && !m_pClient->m_aClients[ClientID].m_EmoticonIgnore && m_pClient->m_aClients[ClientID].m_EmoticonStartTick != -1)
{
float SinceStart = (Client()->GameTick(g_Config.m_ClDummy) - m_pClient->m_aClients[ClientID].m_EmoticonStartTick) + (Client()->IntraGameTickSincePrev(g_Config.m_ClDummy) - m_pClient->m_aClients[ClientID].m_EmoticonStartFraction);
float FromEnd = (2 * Client()->GameTickSpeed()) - SinceStart;
if(0 <= SinceStart && FromEnd > 0)
{
float a = 1;
if(FromEnd < Client()->GameTickSpeed() / 5)
a = FromEnd / (Client()->GameTickSpeed() / 5.0f);
float h = 1;
if(SinceStart < Client()->GameTickSpeed() / 10)
h = SinceStart / (Client()->GameTickSpeed() / 10.0f);
float Wiggle = 0;
if(SinceStart < Client()->GameTickSpeed() / 5)
Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0f);
float WiggleAngle = sinf(5 * Wiggle);
Graphics()->QuadsSetRotation(pi / 6 * WiggleAngle);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, a * Alpha);
// client_datas::emoticon is an offset from the first emoticon
int QuadOffset = QuadOffsetToEmoticon + m_pClient->m_aClients[ClientID].m_Emoticon;
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[m_pClient->m_aClients[ClientID].m_Emoticon]);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x, Position.y - 23.f - 32.f * h, 1.f, (64.f * h) / 64.f);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
}
}
}
void CPlayers::OnRender()
{
// update RenderInfo for ninja
bool IsTeamplay = false;
if(m_pClient->m_Snap.m_pGameInfoObj)
IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS) != 0;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
m_aRenderInfo[i] = m_pClient->m_aClients[i].m_RenderInfo;
m_aRenderInfo[i].m_ShineDecoration = m_pClient->m_aClients[i].m_LiveFrozen;
if(m_pClient->m_Snap.m_aCharacters[i].m_Cur.m_Weapon == WEAPON_NINJA && g_Config.m_ClShowNinja)
{
// change the skin for the player to the ninja
int Skin = m_pClient->m_Skins.Find("x_ninja");
if(Skin != -1)
{
const CSkin *pSkin = m_pClient->m_Skins.Get(Skin);
m_aRenderInfo[i].m_OriginalRenderSkin = pSkin->m_OriginalSkin;
m_aRenderInfo[i].m_ColorableRenderSkin = pSkin->m_ColorableSkin;
m_aRenderInfo[i].m_BloodColor = pSkin->m_BloodColor;
m_aRenderInfo[i].m_SkinMetrics = pSkin->m_Metrics;
m_aRenderInfo[i].m_CustomColoredSkin = IsTeamplay;
if(!IsTeamplay)
{
m_aRenderInfo[i].m_ColorBody = ColorRGBA(1, 1, 1);
m_aRenderInfo[i].m_ColorFeet = ColorRGBA(1, 1, 1);
}
}
}
}
int Skin = m_pClient->m_Skins.Find("x_spec");
const CSkin *pSkin = m_pClient->m_Skins.Get(Skin);
m_RenderInfoSpec.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
m_RenderInfoSpec.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
m_RenderInfoSpec.m_BloodColor = pSkin->m_BloodColor;
m_RenderInfoSpec.m_SkinMetrics = pSkin->m_Metrics;
m_RenderInfoSpec.m_CustomColoredSkin = false;
m_RenderInfoSpec.m_Size = 64.0f;
// render other players in three passes, first pass we render spectees,
// then everyone but us, and finally we render ourselves
for(int p = 0; p < 6; p++)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
// only render active characters
if(p % 3 == 0 && !m_pClient->m_aClients[i].m_SpecCharPresent)
continue;
if(p % 3 != 0 && !m_pClient->m_Snap.m_aCharacters[i].m_Active)
continue;
if(p % 3 == 0)
{
if(p < 3)
{
continue;
}
vec2 Pos = m_pClient->m_aClients[i].m_SpecChar;
RenderTools()->RenderTee(CAnimState::GetIdle(), &m_RenderInfoSpec, EMOTE_BLINK, vec2(1, 0), Pos);
}
else
{
const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
if(!pPrevInfo || !pInfo)
{
continue;
}
bool Local = m_pClient->m_Snap.m_LocalClientID == i;
if((p % 3) == 1 && Local)
continue;
if((p % 3) == 2 && !Local)
continue;
CNetObj_Character PrevChar = m_pClient->m_aClients[i].m_RenderPrev;
CNetObj_Character CurChar = m_pClient->m_aClients[i].m_RenderCur;
if(p < 3)
{
RenderHook(&PrevChar, &CurChar, &m_aRenderInfo[i], i);
}
else
{
RenderPlayer(&PrevChar, &CurChar, &m_aRenderInfo[i], i);
}
}
}
}
}
void CPlayers::OnInit()
{
m_WeaponEmoteQuadContainerIndex = Graphics()->CreateQuadContainer(false);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
for(int i = 0; i < NUM_WEAPONS; ++i)
{
float ScaleX, ScaleY;
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, ScaleX, ScaleY);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleX, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleY);
Graphics()->QuadsSetSubset(0, 1, 1, 0);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleX, g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleY);
}
float ScaleX, ScaleY;
// at the end the hand
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
for(int i = 0; i < NUM_EMOTICONS; ++i)
{
Graphics()->QuadsSetSubset(0, 0, 1, 1);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 64.f);
}
Graphics()->QuadContainerUpload(m_WeaponEmoteQuadContainerIndex);
for(int i = 0; i < NUM_WEAPONS; ++i)
{
m_WeaponSpriteMuzzleQuadContainerIndex[i] = Graphics()->CreateQuadContainer(false);
for(int n = 0; n < g_pData->m_Weapons.m_aId[i].m_NumSpriteMuzzles; ++n)
{
if(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n])
{
if(i == WEAPON_GUN || i == WEAPON_SHOTGUN)
{
// TODO: hardcoded for now to get the same particle size as before
RenderTools()->GetSpriteScaleImpl(96, 64, ScaleX, ScaleY);
}
else
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n], ScaleX, ScaleY);
}
float SWidth = (g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleX) * (4.0f / 3.0f);
float SHeight = g_pData->m_Weapons.m_aId[i].m_VisualSize * ScaleY;
Graphics()->QuadsSetSubset(0, 0, 1, 1);
if(WEAPON_NINJA == i)
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], 160.f * ScaleX, 160.f * ScaleY);
else
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], SWidth, SHeight);
Graphics()->QuadsSetSubset(0, 1, 1, 0);
if(WEAPON_NINJA == i)
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], 160.f * ScaleX, 160.f * ScaleY);
else
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], SWidth, SHeight);
}
Graphics()->QuadContainerUpload(m_WeaponSpriteMuzzleQuadContainerIndex[i]);
}
Graphics()->QuadsSetSubset(0.f, 0.f, 1.f, 1.f);
Graphics()->QuadsSetRotation(0.f);
// the direction
m_DirectionQuadContainerIndex = Graphics()->CreateQuadContainer(false);
IGraphics::CQuadItem QuadItem(0.f, 0.f, 22.f, 22.f);
Graphics()->QuadContainerAddQuads(m_DirectionQuadContainerIndex, &QuadItem, 1);
Graphics()->QuadContainerUpload(m_DirectionQuadContainerIndex);
}