/* (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. */ #ifndef GAME_CLIENT_GAMECLIENT_H #define GAME_CLIENT_GAMECLIENT_H #include #include #include #include #include #include #include "render.h" #include #define MIN3(x,y,z) ((y) <= (z) ? \ ((x) <= (y) ? (x) : (y)) \ : \ ((x) <= (z) ? (x) : (z))) #define MAX3(x,y,z) ((y) >= (z) ? \ ((x) >= (y) ? (x) : (y)) \ : \ ((x) >= (z) ? (x) : (z))) class CGameClient; class CWeaponData { public: int m_Tick; vec2 m_Pos; vec2 m_Direction; vec2 StartPos() { return m_Pos + m_Direction * 28.0f * 0.75f; } }; class CLocalProjectile { public: int m_Active; CGameClient *m_pGameClient; CWorldCore *m_pWorld; CCollision *m_pCollision; vec2 m_Direction; vec2 m_Pos; int m_StartTick; int m_Type; int m_Owner; int m_Weapon; bool m_Explosive; int m_Bouncing; bool m_Freeze; bool m_ExtraInfo; vec2 GetPos(float Time); void CreateExplosion(vec2 Pos, int LocalClientID); void Tick(int CurrentTick, int GameTickSpeed, int LocalClientID); void Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, const CNetObj_Projectile *pProj); void Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, vec2 Vel, vec2 Pos, int StartTick, int Type, int Owner, int Weapon, bool Explosive, int Bouncing, bool Freeze, bool ExtraInfo); bool GameLayerClipped(vec2 CheckPos); void Deactivate() { m_Active = 0; } }; class CGameClient : public IGameClient { class CStack { public: enum { MAX_COMPONENTS = 64, }; CStack(); void Add(class CComponent *pComponent); class CComponent *m_paComponents[MAX_COMPONENTS]; int m_Num; }; CStack m_All; CStack m_Input; CNetObjHandler m_NetObjHandler; class IEngine *m_pEngine; class IInput *m_pInput; class IGraphics *m_pGraphics; class ITextRender *m_pTextRender; class IClient *m_pClient; class ISound *m_pSound; class IConsole *m_pConsole; class IStorage *m_pStorage; class IDemoPlayer *m_pDemoPlayer; class IServerBrowser *m_pServerBrowser; class IEditor *m_pEditor; class IFriends *m_pFriends; class IFriends *m_pFoes; class IUpdater *m_pUpdater; CLayers m_Layers; class CCollision m_Collision; CUI m_UI; void ProcessEvents(); void UpdatePositions(); int m_PredictedTick; int m_LastNewPredictedTick[2]; int m_LastRoundStartTick; int m_LastFlagCarrierRed; int m_LastFlagCarrierBlue; int m_CheckInfo[2]; static void ConTeam(IConsole::IResult *pResult, void *pUserData); static void ConKill(IConsole::IResult *pResult, void *pUserData); static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData); static void ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData); static void ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData); public: IKernel *Kernel() { return IInterface::Kernel(); } IEngine *Engine() const { return m_pEngine; } class IGraphics *Graphics() const { return m_pGraphics; } class IClient *Client() const { return m_pClient; } class CUI *UI() { return &m_UI; } class ISound *Sound() const { return m_pSound; } class IInput *Input() const { return m_pInput; } class IStorage *Storage() const { return m_pStorage; } class IConsole *Console() { return m_pConsole; } class ITextRender *TextRender() const { return m_pTextRender; } class IDemoPlayer *DemoPlayer() const { return m_pDemoPlayer; } class IDemoRecorder *DemoRecorder(int Recorder) const { return Client()->DemoRecorder(Recorder); } class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; } class CRenderTools *RenderTools() { return &m_RenderTools; } class CLayers *Layers() { return &m_Layers; }; class CCollision *Collision() { return &m_Collision; }; class IEditor *Editor() { return m_pEditor; } class IFriends *Friends() { return m_pFriends; } class IFriends *Foes() { return m_pFoes; } class IUpdater *Updater() { return m_pUpdater; } int NetobjNumCorrections() { return m_NetObjHandler.NumObjCorrections(); } const char *NetobjCorrectedOn() { return m_NetObjHandler.CorrectedObjOn(); } bool m_SuppressEvents; bool m_NewTick; bool m_NewPredictedTick; int m_FlagDropTick[2]; // TODO: move this CTuningParams m_Tuning[2]; enum { SERVERMODE_PURE=0, SERVERMODE_MOD, SERVERMODE_PUREMOD, }; int m_ServerMode; int m_AllowTimeScore[2]; int m_DemoSpecID; vec2 m_LocalCharacterPos; // predicted players CCharacterCore m_PredictedPrevChar; CCharacterCore m_PredictedChar; // snap pointers struct CSnapState { const CNetObj_Character *m_pLocalCharacter; const CNetObj_Character *m_pLocalPrevCharacter; const CNetObj_PlayerInfo *m_pLocalInfo; const CNetObj_SpectatorInfo *m_pSpectatorInfo; const CNetObj_SpectatorInfo *m_pPrevSpectatorInfo; const CNetObj_Flag *m_paFlags[2]; const CNetObj_GameInfo *m_pGameInfoObj; const CNetObj_GameData *m_pGameDataObj; int m_GameDataSnapID; const CNetObj_PlayerInfo *m_paPlayerInfos[MAX_CLIENTS]; const CNetObj_PlayerInfo *m_paInfoByScore[MAX_CLIENTS]; const CNetObj_PlayerInfo *m_paInfoByName[MAX_CLIENTS]; //const CNetObj_PlayerInfo *m_paInfoByTeam[MAX_CLIENTS]; const CNetObj_PlayerInfo *m_paInfoByDDTeam[MAX_CLIENTS]; int m_LocalClientID; int m_NumPlayers; int m_aTeamSize[2]; // spectate data struct CSpectateInfo { bool m_Active; int m_SpectatorID; bool m_UsePosition; vec2 m_Position; } m_SpecInfo; // struct CCharacterInfo { bool m_Active; // snapshots CNetObj_Character m_Prev; CNetObj_Character m_Cur; // interpolated position vec2 m_Position; }; CCharacterInfo m_aCharacters[MAX_CLIENTS]; }; CSnapState m_Snap; // client data struct CClientData { int m_UseCustomColor; int m_ColorBody; int m_ColorFeet; char m_aName[MAX_NAME_LENGTH]; char m_aClan[MAX_CLAN_LENGTH]; int m_Country; char m_aSkinName[64]; int m_SkinID; int m_SkinColor; int m_Team; int m_Emoticon; int m_EmoticonStart; CCharacterCore m_Predicted; CCharacterCore m_PrevPredicted; CTeeRenderInfo m_SkinInfo; // this is what the server reports CTeeRenderInfo m_RenderInfo; // this is what we use float m_Angle; bool m_Active; bool m_ChatIgnore; bool m_Friend; bool m_Foe; int m_AuthLevel; void UpdateRenderInfo(); void Reset(); // DDRace int m_Score; }; CClientData m_aClients[MAX_CLIENTS]; class CClientStats { int m_IngameTicks; int m_JoinTick; bool m_Active; public: CClientStats(); int m_aFragsWith[NUM_WEAPONS]; int m_aDeathsFrom[NUM_WEAPONS]; int m_Frags; int m_Deaths; int m_Suicides; int m_BestSpree; int m_CurrentSpree; int m_FlagGrabs; int m_FlagCaptures; void Reset(); bool IsActive() const { return m_Active; } void JoinGame(int Tick) { m_Active = true; m_JoinTick = Tick; }; void JoinSpec(int Tick) { m_Active = false; m_IngameTicks += Tick - m_JoinTick; }; int GetIngameTicks(int Tick) const { return m_IngameTicks + Tick - m_JoinTick; }; float GetFPM(int Tick, int TickSpeed) const { return (float)(m_Frags * TickSpeed * 60) / GetIngameTicks(Tick); }; }; CClientStats m_aStats[MAX_CLIENTS]; CRenderTools m_RenderTools; void OnReset(); // hooks virtual void OnConnected(); virtual void OnRender(); virtual void OnUpdate(); virtual void OnDummyDisconnect(); virtual void OnRelease(); virtual void OnInit(); virtual void OnConsoleInit(); virtual void OnStateChange(int NewState, int OldState); virtual void OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy = 0); virtual void OnNewSnapshot(); virtual void OnPredict(); virtual void OnActivateEditor(); virtual void OnDummySwap(); virtual int OnSnapInput(int *pData, bool Dummy, bool Force); virtual void OnShutdown(); virtual void OnEnterGame(); virtual void OnRconType(bool UsernameReq); virtual void OnRconLine(const char *pLine); virtual void OnTimeScore(int AllowTimeScore, bool Dummy); virtual void OnGameOver(); virtual void OnStartGame(); virtual void OnFlagGrab(int TeamID); void OnWindowResize(); static void OnWindowResizeCB(void *pUser); virtual const char *GetItemName(int Type); virtual const char *Version(); virtual const char *NetVersion(); // actions // TODO: move these void SendSwitchTeam(int Team); void SendInfo(bool Start); virtual void SendDummyInfo(bool Start); void SendKill(int ClientID); // pointers to all systems class CGameConsole *m_pGameConsole; class CBinds *m_pBinds; class CParticles *m_pParticles; class CMenus *m_pMenus; class CSkins *m_pSkins; class CCountryFlags *m_pCountryFlags; class CFlow *m_pFlow; class CChat *m_pChat; class CDamageInd *m_pDamageind; class CCamera *m_pCamera; class CControls *m_pControls; class CEffects *m_pEffects; class CSounds *m_pSounds; class CMotd *m_pMotd; class CMapImages *m_pMapimages; class CVoting *m_pVoting; class CScoreboard *m_pScoreboard; class CStatboard *m_pStatboard; class CItems *m_pItems; class CMapLayers *m_pMapLayersBackGround; class CMapLayers *m_pMapLayersForeGround; class CBackground *m_pBackGround; class CMapSounds *m_pMapSounds; class CPlayers *m_pPlayers; // DDRace int m_LocalIDs[2]; CNetObj_PlayerInput m_DummyInput; CNetObj_PlayerInput m_HammerInput; int m_DummyFire; class CRaceDemo *m_pRaceDemo; class CGhost *m_pGhost; class CTeamsCore m_Teams; int IntersectCharacter(vec2 Pos0, vec2 Pos1, vec2& NewPos, int ownID); int IntersectCharacter(vec2 OldPos, vec2 NewPos, float Radius, vec2* NewPos2, int ownID, CWorldCore *World); CWeaponData m_aWeaponData[150]; CWeaponData *GetWeaponData(int Tick) { return &m_aWeaponData[((Tick%150)+150)%150]; } CWeaponData *FindWeaponData(int TargetTick); virtual int GetLastRaceTick(); void FindWeaker(bool IsWeaker[2][MAX_CLIENTS]); bool AntiPingPlayers() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingPlayers && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_Tuning[g_Config.m_ClDummy].m_PlayerHooking); } bool AntiPingGrenade() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingGrenade && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; } bool AntiPingWeapons() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingWeapons && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; } private: bool m_DDRaceMsgSent[2]; int m_ShowOthers[2]; }; inline float HueToRgb(float v1, float v2, float h) { if(h < 0.0f) h += 1; if(h > 1.0f) h -= 1; if((6.0f * h) < 1.0f) return v1 + (v2 - v1) * 6.0f * h; if((2.0f * h) < 1.0f) return v2; if((3.0f * h) < 2.0f) return v1 + (v2 - v1) * ((2.0f/3.0f) - h) * 6.0f; return v1; } inline vec3 HslToRgb(vec3 HSL) { if(HSL.s == 0.0f) return vec3(HSL.l, HSL.l, HSL.l); else { float v2 = HSL.l < 0.5f ? HSL.l * (1.0f + HSL.s) : (HSL.l+HSL.s) - (HSL.s*HSL.l); float v1 = 2.0f * HSL.l - v2; return vec3(HueToRgb(v1, v2, HSL.h + (1.0f/3.0f)), HueToRgb(v1, v2, HSL.h), HueToRgb(v1, v2, HSL.h - (1.0f/3.0f))); } } inline vec3 RgbToHsl(vec3 RGB) { vec3 HSL; float MaxColor = MAX3(RGB.r, RGB.g, RGB.b); float MinColor = MIN3(RGB.r, RGB.g, RGB.b); if (MinColor == MaxColor) return vec3(0.0f, 0.0f, RGB.g * 255.0f); else { HSL.l = (MinColor + MaxColor) / 2; if (HSL.l < 0.5) HSL.s = (MaxColor - MinColor) / (MaxColor + MinColor); else HSL.s = (MaxColor - MinColor) / (2.0 - MaxColor - MinColor); if (RGB.r == MaxColor) HSL.h = (RGB.g - RGB.b) / (MaxColor - MinColor); else if (RGB.g == MaxColor) HSL.h = 2.0 + (RGB.b - RGB.r) / (MaxColor - MinColor); else HSL.h = 4.0 + (RGB.r - RGB.g) / (MaxColor - MinColor); HSL.h /= 6; //to bring it to a number between 0 and 1 if (HSL.h < 0) HSL.h++; } HSL.h = int(HSL.h * 255.0); HSL.s = int(HSL.s * 255.0); HSL.l = int(HSL.l * 255.0); return HSL; } vec3 CalculateNameColor(vec3 TextColorHSL); #endif