/* (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 "items.h" #include void CItems::OnReset() { m_NumExtraProjectiles = 0; } void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID) { // get positions float Curvature = 0; float Speed = 0; if(pCurrent->m_Type == WEAPON_GRENADE) { Curvature = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeCurvature; Speed = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeSpeed; } else if(pCurrent->m_Type == WEAPON_SHOTGUN) { Curvature = m_pClient->m_Tuning[g_Config.m_ClDummy].m_ShotgunCurvature; Speed = m_pClient->m_Tuning[g_Config.m_ClDummy].m_ShotgunSpeed; } else if(pCurrent->m_Type == WEAPON_GUN) { Curvature = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GunCurvature; Speed = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GunSpeed; } bool LocalPlayerInGame = false; if(m_pClient->m_Snap.m_pLocalInfo) LocalPlayerInGame = m_pClient->m_aClients[m_pClient->m_Snap.m_pLocalInfo->m_ClientID].m_Team != -1; static float s_LastGameTickTime = Client()->GameTickTime(); if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) s_LastGameTickTime = Client()->GameTickTime(); float Ct; if(m_pClient->Predict() && m_pClient->AntiPingGrenade() && LocalPlayerInGame && !(Client()->State() == IClient::STATE_DEMOPLAYBACK)) Ct = ((float)(Client()->PredGameTick() - 1 - pCurrent->m_StartTick) + Client()->PredIntraGameTick())/(float)SERVER_TICK_SPEED; else Ct = (Client()->PrevGameTick() - pCurrent->m_StartTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime; if(Ct < 0) return; // projectile haven't been shot yet vec2 StartPos; vec2 StartVel; ExtractInfo(pCurrent, &StartPos, &StartVel); vec2 Pos = CalcPos(StartPos, StartVel, Curvature, Speed, Ct); vec2 PrevPos = CalcPos(StartPos, StartVel, Curvature, Speed, Ct-0.001f); Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); int QuadOffset = 2 + 4 + NUM_WEAPONS + clamp(pCurrent->m_Type, 0, NUM_WEAPONS - 1); vec2 Vel = Pos-PrevPos; //vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), Client()->IntraGameTick()); // add particle for this projectile if(pCurrent->m_Type == WEAPON_GRENADE) { m_pClient->m_pEffects->SmokeTrail(Pos, Vel*-1); static float s_Time = 0.0f; static float s_LastLocalTime = Client()->LocalTime(); if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); if(!pInfo->m_Paused) s_Time += (Client()->LocalTime()-s_LastLocalTime)*pInfo->m_Speed; } else { if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) s_Time += Client()->LocalTime()-s_LastLocalTime; } Graphics()->QuadsSetRotation(s_Time*pi*2*2 + ItemID); s_LastLocalTime = Client()->LocalTime(); } else { m_pClient->m_pEffects->BulletTrail(Pos); if(length(Vel) > 0.00001f) Graphics()->QuadsSetRotation(GetAngle(Vel)); else Graphics()->QuadsSetRotation(0); } Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y); } void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCurrent, bool IsPredicted) { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsSetRotation(0); Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); int QuadOffset = 2; float IntraTick = IsPredicted ? Client()->PredIntraGameTick() : Client()->IntraGameTick(); vec2 Pos = mix(vec2(pPrev->m_X, pPrev->m_Y), vec2(pCurrent->m_X, pCurrent->m_Y), IntraTick); float Angle = 0.0f; if(pCurrent->m_Type == POWERUP_WEAPON) { Angle = 0; //-pi/6;//-0.25f * pi * 2.0f; QuadOffset += 4 + clamp(pCurrent->m_Subtype, 0, NUM_WEAPONS - 1); } else { const int c[] = { SPRITE_PICKUP_HEALTH, SPRITE_PICKUP_ARMOR, SPRITE_PICKUP_WEAPON, SPRITE_PICKUP_NINJA }; QuadOffset += pCurrent->m_Type; if(c[pCurrent->m_Type] == SPRITE_PICKUP_NINJA) { m_pClient->m_pEffects->PowerupShine(Pos, vec2(96,18)); Pos.x -= 10.0f; } } Graphics()->QuadsSetRotation(Angle); static float s_Time = 0.0f; static float s_LastLocalTime = Client()->LocalTime(); float Offset = Pos.y/32.0f + Pos.x/32.0f; if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); if(!pInfo->m_Paused) s_Time += (Client()->LocalTime()-s_LastLocalTime)*pInfo->m_Speed; } else { if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) s_Time += Client()->LocalTime()-s_LastLocalTime; } Pos.x += cosf(s_Time*2.0f+Offset)*2.5f; Pos.y += sinf(s_Time*2.0f+Offset)*2.5f; s_LastLocalTime = Client()->LocalTime(); Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y); } void CItems::RenderFlag(const CNetObj_Flag *pPrev, const CNetObj_Flag *pCurrent, const CNetObj_GameData *pPrevGameData, const CNetObj_GameData *pCurGameData) { float Angle = 0.0f; float Size = 42.0f; Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsSetRotation(0); Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); int QuadOffset = 0; if(pCurrent->m_Team != TEAM_RED) ++QuadOffset; Graphics()->QuadsSetRotation(Angle); vec2 Pos = mix(vec2(pPrev->m_X, pPrev->m_Y), vec2(pCurrent->m_X, pCurrent->m_Y), Client()->IntraGameTick()); if(pCurGameData) { int FlagCarrier = (pCurrent->m_Team == TEAM_RED) ? pCurGameData->m_FlagCarrierRed : pCurGameData->m_FlagCarrierBlue; // use the flagcarriers position if available if(FlagCarrier >= 0 && m_pClient->m_Snap.m_aCharacters[FlagCarrier].m_Active) Pos = m_pClient->m_aClients[FlagCarrier].m_RenderPos; // make sure that the flag isn't interpolated between capture and return if(pPrevGameData && ((pCurrent->m_Team == TEAM_RED && pPrevGameData->m_FlagCarrierRed != pCurGameData->m_FlagCarrierRed) || (pCurrent->m_Team == TEAM_BLUE && pPrevGameData->m_FlagCarrierBlue != pCurGameData->m_FlagCarrierBlue))) Pos = vec2(pCurrent->m_X, pCurrent->m_Y); } Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y-Size*0.75f); } void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent, bool IsPredicted) { ColorRGBA RGB; vec2 Pos = vec2(pCurrent->m_X, pCurrent->m_Y); vec2 From = vec2(pCurrent->m_FromX, pCurrent->m_FromY); vec2 Dir = normalize(Pos-From); float Ticks; if(IsPredicted) Ticks = (float)(Client()->PredGameTick() - pCurrent->m_StartTick) + Client()->PredIntraGameTick(); else Ticks = (float)(Client()->GameTick() - pCurrent->m_StartTick) + Client()->IntraGameTick(); float Ms = (Ticks/50.0f) * 1000.0f; float a = Ms / m_pClient->m_Tuning[g_Config.m_ClDummy].m_LaserBounceDelay; a = clamp(a, 0.0f, 1.0f); float Ia = 1-a; vec2 Out, Border; Graphics()->TextureSet(-1); Graphics()->QuadsBegin(); // do outline RGB = color_cast(ColorHSLA(g_Config.m_ClLaserOutlineColor)); ColorRGBA OuterColor(RGB.r, RGB.g, RGB.b, 1.0f); Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f); Out = vec2(Dir.y, -Dir.x) * (7.0f*Ia); IGraphics::CFreeformItem Freeform( From.x-Out.x, From.y-Out.y, From.x+Out.x, From.y+Out.y, Pos.x-Out.x, Pos.y-Out.y, Pos.x+Out.x, Pos.y+Out.y); Graphics()->QuadsDrawFreeform(&Freeform, 1); // do inner RGB = color_cast(ColorHSLA(g_Config.m_ClLaserInnerColor)); ColorRGBA InnerColor(RGB.r, RGB.g, RGB.b, 1.0f); Out = vec2(Dir.y, -Dir.x) * (5.0f*Ia); Graphics()->SetColor(InnerColor.r, InnerColor.g, InnerColor.b, 1.0f); // center Freeform = IGraphics::CFreeformItem( From.x-Out.x, From.y-Out.y, From.x+Out.x, From.y+Out.y, Pos.x-Out.x, Pos.y-Out.y, Pos.x+Out.x, Pos.y+Out.y); Graphics()->QuadsDrawFreeform(&Freeform, 1); Graphics()->QuadsEnd(); // render head { int QuadOffset = 2 + 4 + NUM_WEAPONS * 2 + (Client()->GameTick() % 3); Graphics()->TextureSet(g_pData->m_aImages[IMAGE_PARTICLES].m_Id); Graphics()->QuadsSetRotation(Client()->GameTick()); Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f); Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y); Graphics()->SetColor(InnerColor.r, InnerColor.g, InnerColor.b, 1.0f); Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, QuadOffset, Pos.x, Pos.y, 20.f/24.f, 20.f / 24.f); } } void CItems::OnRender() { if(Client()->State() < IClient::STATE_ONLINE) return; bool UsePredicted = GameClient()->Predict() && GameClient()->AntiPingGunfire(); if(UsePredicted) { for(auto *pProj = (CProjectile*) GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = (CProjectile*) pProj->NextEntity()) { CNetObj_Projectile Data; if(pProj->m_Weapon != WEAPON_SHOTGUN || pProj->m_Explosive || pProj->m_Freeze) pProj->FillExtraInfo(&Data); else pProj->FillInfo(&Data); RenderProjectile(&Data, pProj->ID()); } for(auto *pLaser = (CLaser*) GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_LASER); pLaser; pLaser = (CLaser*) pLaser->NextEntity()) { if(pLaser->GetOwner() < 0 || (pLaser->GetOwner() >= 0 && !GameClient()->m_aClients[pLaser->GetOwner()].m_IsPredictedLocal)) continue; CNetObj_Laser Data; pLaser->FillInfo(&Data); RenderLaser(&Data, true); } for(auto *pPickup = (CPickup*) GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PICKUP); pPickup; pPickup = (CPickup*) pPickup->NextEntity()) { if(auto *pPrev = (CPickup*) GameClient()->m_PrevPredictedWorld.GetEntity(pPickup->ID(), CGameWorld::ENTTYPE_PICKUP)) { CNetObj_Pickup Data, Prev; pPickup->FillInfo(&Data); pPrev->FillInfo(&Prev); RenderPickup(&Prev, &Data, true); } } } 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_PROJECTILE) { if(UsePredicted) { if(auto *pProj = (CProjectile*) GameClient()->m_GameWorld.FindMatch(Item.m_ID, Item.m_Type, pData)) { if(pProj->m_LastRenderTick <= 0 && (pProj->m_Weapon != WEAPON_SHOTGUN || (!pProj->m_Freeze && !pProj->m_Explosive)) // skip ddrace shotgun bullets && (pProj->m_Weapon == WEAPON_SHOTGUN || fabs(length(pProj->m_Direction) - 1.f) < 0.02) // workaround to skip grenades on ball mod && (pProj->GetOwner() < 0 || !GameClient()->m_aClients[pProj->GetOwner()].m_IsPredictedLocal) // skip locally predicted projectiles && !Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID)) { ReconstructSmokeTrail((const CNetObj_Projectile *)pData, Item.m_ID, pProj->m_DestroyTick, pProj->m_LifeSpan); } pProj->m_LastRenderTick = Client()->GameTick(); continue; } } RenderProjectile((const CNetObj_Projectile *)pData, Item.m_ID); } else if(Item.m_Type == NETOBJTYPE_PICKUP) { if(UsePredicted) continue; const void *pPrev = Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID); if(pPrev) RenderPickup((const CNetObj_Pickup *)pPrev, (const CNetObj_Pickup *)pData); } else if(Item.m_Type == NETOBJTYPE_LASER) { if(UsePredicted) { auto *pLaser = (CLaser*) GameClient()->m_GameWorld.FindMatch(Item.m_ID, Item.m_Type, pData); if(pLaser && pLaser->GetOwner() >= 0 && GameClient()->m_aClients[pLaser->GetOwner()].m_IsPredictedLocal) continue; } RenderLaser((const CNetObj_Laser *)pData); } } // render flag 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_FLAG) { const void *pPrev = Client()->SnapFindItem(IClient::SNAP_PREV, Item.m_Type, Item.m_ID); if(pPrev) { const void *pPrevGameData = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_GAMEDATA, m_pClient->m_Snap.m_GameDataSnapID); RenderFlag(static_cast(pPrev), static_cast(pData), static_cast(pPrevGameData), m_pClient->m_Snap.m_pGameDataObj); } } } // render extra projectiles for(int i = 0; i < m_NumExtraProjectiles; i++) { if(m_aExtraProjectiles[i].m_StartTick < Client()->GameTick()) { m_aExtraProjectiles[i] = m_aExtraProjectiles[m_NumExtraProjectiles-1]; m_NumExtraProjectiles--; } else if(!UsePredicted) RenderProjectile(&m_aExtraProjectiles[i], 0); } Graphics()->QuadsSetRotation(0); Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); } void CItems::OnInit() { Graphics()->QuadsSetRotation(0); Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); m_ItemsQuadContainerIndex = Graphics()->CreateQuadContainer(); RenderTools()->SelectSprite(SPRITE_FLAG_RED); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, -21.f, -42.f, 42.f, 84.f); RenderTools()->SelectSprite(SPRITE_FLAG_BLUE); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, -21.f, -42.f, 42.f, 84.f); RenderTools()->SelectSprite(SPRITE_PICKUP_HEALTH); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 64.f); RenderTools()->SelectSprite(SPRITE_PICKUP_ARMOR); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 64.f); RenderTools()->SelectSprite(SPRITE_PICKUP_WEAPON); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 64.f); RenderTools()->SelectSprite(SPRITE_PICKUP_NINJA); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 128.f); for(int i = 0; i < NUM_WEAPONS; ++i) { RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_pSpriteBody); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize); } for(int i = 0; i < NUM_WEAPONS; ++i) { RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_pSpriteProj); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 32.f, false); } RenderTools()->SelectSprite(SPRITE_PART_SPLAT01); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 24.f, false); RenderTools()->SelectSprite(SPRITE_PART_SPLAT02); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 24.f, false); RenderTools()->SelectSprite(SPRITE_PART_SPLAT03); RenderTools()->QuadContainerAddSprite(m_ItemsQuadContainerIndex, 24.f, false); } void CItems::AddExtraProjectile(CNetObj_Projectile *pProj) { if(m_NumExtraProjectiles != MAX_EXTRA_PROJECTILES) { m_aExtraProjectiles[m_NumExtraProjectiles] = *pProj; m_NumExtraProjectiles++; } } void CItems::ReconstructSmokeTrail(const CNetObj_Projectile *pCurrent, int ItemID, int DestroyTick, int LifeSpan) { bool LocalPlayerInGame = false; if(m_pClient->m_Snap.m_pLocalInfo) LocalPlayerInGame = m_pClient->m_aClients[m_pClient->m_Snap.m_pLocalInfo->m_ClientID].m_Team != -1; if(!m_pClient->AntiPingGunfire() || !LocalPlayerInGame) return; if(Client()->PredGameTick() == pCurrent->m_StartTick) return; // get positions float Curvature = 0; float Speed = 0; if(pCurrent->m_Type == WEAPON_GRENADE) { Curvature = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeCurvature; Speed = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeSpeed; } else if(pCurrent->m_Type == WEAPON_SHOTGUN) { Curvature = m_pClient->m_Tuning[g_Config.m_ClDummy].m_ShotgunCurvature; Speed = m_pClient->m_Tuning[g_Config.m_ClDummy].m_ShotgunSpeed; } else if(pCurrent->m_Type == WEAPON_GUN) { Curvature = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GunCurvature; Speed = m_pClient->m_Tuning[g_Config.m_ClDummy].m_GunSpeed; } float Pt = ((float)(Client()->PredGameTick() - pCurrent->m_StartTick) + Client()->PredIntraGameTick())/(float)SERVER_TICK_SPEED; if(Pt < 0) return; // projectile haven't been shot yet float Gt = (Client()->PrevGameTick() - pCurrent->m_StartTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime(); vec2 StartPos; vec2 StartVel; ExtractInfo(pCurrent, &StartPos, &StartVel); float T = Pt; if(DestroyTick >= 0) T = minimum(Pt, ((float)(DestroyTick - 1 - pCurrent->m_StartTick) + Client()->PredIntraGameTick())/(float)SERVER_TICK_SPEED); T = minimum(T, LifeSpan/(float)SERVER_TICK_SPEED); float MinTrailSpan = 0.4f * ((pCurrent->m_Type == WEAPON_GRENADE) ? 0.5f : 0.25f); float Step = maximum(Client()->FrameTimeAvg(), (pCurrent->m_Type == WEAPON_GRENADE) ? 0.02f : 0.01f); for(int i = 1+(int)(Gt/Step); i < (int)(T/Step); i++) { float t = Step * (float)i + 0.4f * Step * (frandom() - 0.5f); vec2 Pos = CalcPos(StartPos, StartVel, Curvature, Speed, t); vec2 PrevPos = CalcPos(StartPos, StartVel, Curvature, Speed, t-0.001f); vec2 Vel = Pos-PrevPos; float TimePassed = Pt-t; if(Pt - MinTrailSpan > 0.01f) TimePassed = minimum(TimePassed, (TimePassed-MinTrailSpan)/(Pt - MinTrailSpan)*(MinTrailSpan * 0.5f) + MinTrailSpan); // add particle for this projectile if(pCurrent->m_Type == WEAPON_GRENADE) m_pClient->m_pEffects->SmokeTrail(Pos, Vel*-1, TimePassed); else m_pClient->m_pEffects->BulletTrail(Pos, TimePassed); } }