/* (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 // get_angle
#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)
{
// for drawing hand
//const skin *s = skin_get(skin_id);
float BaseSize = 10.0f;
//dir = normalize(hook_pos-pos);
vec2 HandPos = CenterPos + Dir;
float Angle = GetAngle(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;
//Graphics()->TextureSet(data->m_aImages[IMAGE_CHAR_DEFAULT].id);
Graphics()->TextureSet(pInfo->m_Texture);
Graphics()->QuadsBegin();
Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, pInfo->m_ColorBody.a);
// two passes
for (int i = 0; i < 2; i++)
{
bool OutLine = i == 0;
RenderTools()->SelectSprite(OutLine?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0);
Graphics()->QuadsSetRotation(Angle);
IGraphics::CQuadItem QuadItem(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize);
Graphics()->QuadsDraw(&QuadItem, 1);
}
Graphics()->QuadsSetRotation(0);
Graphics()->QuadsEnd();
}
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::Predict(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CNetObj_PlayerInfo *pPrevInfo,
const CNetObj_PlayerInfo *pPlayerInfo,
vec2 &PrevPredPos,
vec2 &SmoothPos,
int &MoveCnt,
vec2 &Position
)
{
CNetObj_Character Prev;
CNetObj_Character Player;
Prev = *pPrevChar;
Player = *pPlayerChar;
CNetObj_PlayerInfo pInfo = *pPlayerInfo;
// set size
float IntraTick = Client()->IntraGameTick();
//float angle = 0;
if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
// just use the direct input if it's local player we are rendering
}
else
{
/*
float mixspeed = Client()->FrameTime()*2.5f;
if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
mixspeed *= 15.0f;
// move the delta on a constant speed on a x^2 curve
float current = g_GameClient.m_aClients[info.cid].angle;
float target = player.angle/256.0f;
float delta = angular_distance(current, target);
float sign = delta < 0 ? -1 : 1;
float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
// make sure that it doesn't vibrate when it's still
if(fabs(delta) < 2/256.0f)
angle = target;
else
angle = angular_approach(current, target, fabs(delta-new_delta));
g_GameClient.m_aClients[info.cid].angle = angle;*/
}
vec2 NonPredPos = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
// use preditect players if needed
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
// apply predicted results
m_pClient->m_aClients[pInfo.m_ClientID].m_Predicted.Write(&Player);
m_pClient->m_aClients[pInfo.m_ClientID].m_PrevPredicted.Write(&Prev);
IntraTick = Client()->PredIntraGameTick();
}
}
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
static double ping = 0;
if(pInfo.m_Local) {
ping = mix(ping, (double)pInfo.m_Latency, 0.1);
}
if(!pInfo.m_Local)
{
/*
for ping = 260, usual missprediction distances:
move = 120-140
jump = 130
dj = 250
normalized:
move = 0.461 - 0.538
jump = 0.5
dj = .961
*/
//printf("%d\n", m_pClient->m_Snap.m_pLocalInfo->m_Latency);
if(m_pClient->m_Snap.m_pLocalInfo)
ping = mix(ping, (double)m_pClient->m_Snap.m_pLocalInfo->m_Latency, 0.1);
double d = length(PrevPredPos - Position)/ping;
if((d > 0.4) && (d < 5.))
{
// if(MoveCnt == 0)
// printf("[\n");
if(MoveCnt == 0)
SmoothPos = NonPredPos;
MoveCnt = 10;
// SmoothPos = PrevPredPos;
// SmoothPos = mix(NonPredPos, Position, 0.6);
}
PrevPredPos = Position;
if(MoveCnt > 0)
{
// Position = mix(mix(NonPredPos, Position, 0.5), SmoothPos, (((float)MoveCnt))/15);
// Position = mix(mix(NonPredPos, Position, 0.5), SmoothPos, 0.5);
Position = mix(NonPredPos, Position, 0.5);
SmoothPos = Position;
MoveCnt--;
// if(MoveCnt == 0)
// printf("]\n\n");
}
}
}
void CPlayers::RenderHook(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CNetObj_PlayerInfo *pPrevInfo,
const CNetObj_PlayerInfo *pPlayerInfo,
const vec2 &parPosition,
const vec2 &PositionTo
)
{
CNetObj_Character Prev;
CNetObj_Character Player;
Prev = *pPrevChar;
Player = *pPlayerChar;
CNetObj_PlayerInfo pInfo = *pPlayerInfo;
CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID];
float IntraTick = Client()->IntraGameTick();
bool OtherTeam;
if (m_pClient->m_Snap.m_SpecInfo.m_Active)
{
if (m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW)
OtherTeam = false;
else
OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID);
}
else
OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_LocalClientID);
if (OtherTeam)
{
RenderInfo.m_ColorBody.a = 0.4f;
RenderInfo.m_ColorFeet.a = 0.4f;
}
// set size
RenderInfo.m_Size = 64.0f;
if (!g_Config.m_ClAntiPing)
{
// use preditect players if needed
if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
}
else
{
// apply predicted results
m_pClient->m_PredictedChar.Write(&Player);
m_pClient->m_PredictedPrevChar.Write(&Prev);
IntraTick = Client()->PredIntraGameTick();
}
}
}
else
{
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
// apply predicted results
m_pClient->m_aClients[pInfo.m_ClientID].m_Predicted.Write(&Player);
m_pClient->m_aClients[pInfo.m_ClientID].m_PrevPredicted.Write(&Prev);
IntraTick = Client()->PredIntraGameTick();
}
}
}
vec2 Position;
if (!g_Config.m_ClAntiPing)
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
else
Position = parPosition;
// draw hook
if (Prev.m_HookState>0 && Player.m_HookState>0)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->QuadsBegin();
//Graphics()->QuadsBegin();
vec2 Pos = Position;
vec2 HookPos;
if (!g_Config.m_ClAntiPing)
{
if(pPlayerChar->m_HookedPlayer != -1)
{
if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientID)
{
if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed
HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y);
else
HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y),
vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick());
}
else if(pInfo.m_Local)
{
HookPos = mix(vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_X,
m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_Y),
vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_X,
m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_Y),
Client()->IntraGameTick());
}
else
HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick());
}
else
HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
}
else
{
if(pPrevChar->m_HookedPlayer != -1)
HookPos = PositionTo;
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()->QuadsSetRotation(GetAngle(Dir)+pi);
// render head
RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
IGraphics::CQuadItem QuadItem(HookPos.x, HookPos.y, 24,16);
if (OtherTeam)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
Graphics()->QuadsDraw(&QuadItem, 1);
// render chain
RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN);
IGraphics::CQuadItem Array[1024];
int i = 0;
for(float f = 24; f < d && i < 1024; f += 24, i++)
{
vec2 p = HookPos + Dir*f;
Array[i] = IGraphics::CQuadItem(p.x, p.y,24,16);
}
if (OtherTeam)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
Graphics()->QuadsDraw(Array, i);
Graphics()->QuadsSetRotation(0);
Graphics()->QuadsEnd();
RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0));
}
}
void CPlayers::RenderPlayer(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CNetObj_PlayerInfo *pPrevInfo,
const CNetObj_PlayerInfo *pPlayerInfo,
const vec2 &parPosition
/* vec2 &PrevPos,
vec2 &SmoothPos,
int &MoveCnt
*/ )
{
CNetObj_Character Prev;
CNetObj_Character Player;
Prev = *pPrevChar;
Player = *pPlayerChar;
CNetObj_PlayerInfo pInfo = *pPlayerInfo;
CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID];
bool NewTick = m_pClient->m_NewTick;
bool OtherTeam;
if (m_pClient->m_Snap.m_SpecInfo.m_Active)
{
if (m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW)
OtherTeam = false;
else
OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID);
}
else
OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_LocalClientID);
// set size
RenderInfo.m_Size = 64.0f;
float IntraTick = Client()->IntraGameTick();
float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f;
//float angle = 0;
if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
// just use the direct input if it's local player we are rendering
Angle = GetAngle(m_pClient->m_pControls->m_MousePos);
}
else
{
/*
float mixspeed = Client()->FrameTime()*2.5f;
if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
mixspeed *= 15.0f;
// move the delta on a constant speed on a x^2 curve
float current = g_GameClient.m_aClients[info.cid].angle;
float target = player.angle/256.0f;
float delta = angular_distance(current, target);
float sign = delta < 0 ? -1 : 1;
float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
// make sure that it doesn't vibrate when it's still
if(fabs(delta) < 2/256.0f)
angle = target;
else
angle = angular_approach(current, target, fabs(delta-new_delta));
g_GameClient.m_aClients[info.cid].angle = angle;*/
}
// use preditect players if needed
if (!g_Config.m_ClAntiPing)
{
if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
}
else
{
// apply predicted results
m_pClient->m_PredictedChar.Write(&Player);
m_pClient->m_PredictedPrevChar.Write(&Prev);
IntraTick = Client()->PredIntraGameTick();
NewTick = m_pClient->m_NewPredictedTick;
}
}
}
else
{
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
// apply predicted results
m_pClient->m_aClients[pInfo.m_ClientID].m_Predicted.Write(&Player);
m_pClient->m_aClients[pInfo.m_ClientID].m_PrevPredicted.Write(&Prev);
IntraTick = Client()->PredIntraGameTick();
NewTick = m_pClient->m_NewPredictedTick;
}
}
}
vec2 Direction = GetDirection((int)(Angle*256.0f));
vec2 Position;
if (!g_Config.m_ClAntiPing)
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
else
Position = parPosition;
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_pFlow->Add(Position, Vel*100.0f, 10.0f);
RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1;
// detect events
if(NewTick)
{
// detect air jump
if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2))
m_pClient->m_pEffects->AirJump(Position);
}
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);
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();
if (Player.m_Weapon == WEAPON_HAMMER)
{
float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime;
State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
}
if (Player.m_Weapon == WEAPON_NINJA)
{
float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime;
State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f);
}
// do skidding
if(!InAir && WantOtherDir && length(Vel*50) > 500.0f)
{
static int64 SkidSoundTime = 0;
if(time_get()-SkidSoundTime > time_freq()/10)
{
m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
SkidSoundTime = time_get();
}
m_pClient->m_pEffects->SkidTrail(
Position+vec2(-Player.m_Direction*6,12),
vec2(-Player.m_Direction*100*length(Vel),-50)
);
}
// draw gun
{
if (Player.m_PlayerFlags&PLAYERFLAG_AIM)
{
vec2 ExDirection = Direction;
if (pPlayerInfo->m_Local)
ExDirection = normalize(vec2(m_pClient->m_pControls->m_InputData.m_TargetX, m_pClient->m_pControls->m_InputData.m_TargetY));
Graphics()->TextureSet(-1);
vec2 initPos = Position;
vec2 finishPos = initPos + ExDirection * (m_pClient->m_Tuning.m_HookLength-42.0f);
Graphics()->LinesBegin();
Graphics()->SetColor(1.00f, 0.0f, 0.0f, 1.00f);
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.m_HookFireSpeed;
if (distance(Position, NewPos) > m_pClient->m_Tuning.m_HookLength)
{
NewPos = initPos + normalize(NewPos-initPos) * m_pClient->m_Tuning.m_HookLength;
doBreak = true;
}
int teleNr = 0;
Hit = Collision()->IntersectLineTeleHook(OldPos, NewPos, &finishPos, 0x0, &teleNr, true);
if(!doBreak && Hit)
{
vec2 finishPosPost = finishPos;
if (!(Collision()->GetCollisionAt(finishPosPost.x, finishPosPost.y)&CCollision::COLFLAG_NOHOOK))
Graphics()->SetColor(130.0f/255.0f, 232.0f/255.0f, 160.0f/255.0f, 1.0f);
}
if(m_pClient->m_Tuning.m_PlayerHooking && m_pClient->IntersectCharacter(OldPos, finishPos, finishPos, pPlayerInfo->m_ClientID) != -1)
{
Graphics()->SetColor(1.0f, 1.0f, 0.0f, 1.0f);
break;
}
if(Hit)
break;
NewPos.x = round(NewPos.x);
NewPos.y = round(NewPos.y);
ExDirection.x = round(ExDirection.x*256.0f) / 256.0f;
ExDirection.y = round(ExDirection.y*256.0f) / 256.0f;
} while (!doBreak);
IGraphics::CLineItem LineItem(Position.x, Position.y, finishPos.x, finishPos.y);
Graphics()->LinesDraw(&LineItem, 1);
Graphics()->LinesEnd();
}
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->QuadsBegin();
Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);
// normal weapons
int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1);
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_pSpriteBody, Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
if (OtherTeam)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
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);
}
RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
}
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_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12));
}
else
{
Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12));
}
RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
// HADOKEN
if ((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && 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 = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
Dir = normalize(Dir);
float HadOkenAngle = GetAngle(Dir);
Graphics()->QuadsSetRotation(HadOkenAngle );
//float offsety = -data->weapons[iw].muzzleoffsety;
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], 0);
vec2 DirY(-Dir.y,Dir.x);
p = Position;
float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
p -= Dir * OffsetX;
RenderTools()->DrawSprite(p.x, p.y, 160.0f);
}
}
}
else
{
// TODO: should be an animation
Recoil = 0;
static float s_LastIntraTick = IntraTick;
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
s_LastIntraTick = IntraTick;
float a = (Client()->GameTick()-Player.m_AttackTick+s_LastIntraTick)/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;
RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
}
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;
int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick);
if (Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3))
{
float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration);
Alpha = mix(2.0f, 0.0f, min(1.0f,max(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;
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 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;
RenderTools()->DrawSprite(MuzzlePos.x, MuzzlePos.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
}
}
}
Graphics()->QuadsEnd();
if (OtherTeam)
{
RenderInfo.m_ColorBody.a = 0.4f;
RenderInfo.m_ColorFeet.a = 0.4f;
}
switch (Player.m_Weapon)
{
case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
}
}
// render the "shadow" tee
if(pInfo.m_Local && g_Config.m_Debug)
{
vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick());
CTeeRenderInfo Ghost = RenderInfo;
Ghost.m_ColorBody.a = 0.5f;
Ghost.m_ColorFeet.a = 0.5f;
RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition, true); // render ghost
}
RenderInfo.m_Size = 64.0f; // force some settings
if (OtherTeam)
{
RenderInfo.m_ColorBody.a = 0.4f;
RenderInfo.m_ColorFeet.a = 0.4f;
}
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, OtherTeam);
if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
Graphics()->QuadsBegin();
RenderTools()->SelectSprite(SPRITE_DOTDOT);
IGraphics::CQuadItem QuadItem(Position.x + 24, Position.y - 40, 64,64);
Graphics()->QuadsDraw(&QuadItem, 1);
Graphics()->QuadsEnd();
}
if (m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
Graphics()->QuadsBegin();
int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart;
int FromEnd = m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();
float a = 1;
if (FromEnd < Client()->GameTickSpeed() / 5)
a = FromEnd / (Client()->GameTickSpeed() / 5.0);
float h = 1;
if (SinceStart < Client()->GameTickSpeed() / 10)
h = SinceStart / (Client()->GameTickSpeed() / 10.0);
float Wiggle = 0;
if (SinceStart < Client()->GameTickSpeed() / 5)
Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0);
float WiggleAngle = sinf(5*Wiggle);
Graphics()->QuadsSetRotation(pi/6*WiggleAngle);
Graphics()->SetColor(1.0f,1.0f,1.0f,a);
// client_datas::emoticon is an offset from the first emoticon
RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientID].m_Emoticon);
IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h);
Graphics()->QuadsDraw(&QuadItem, 1);
Graphics()->QuadsEnd();
}
if(g_Config.m_ClNameplates && g_Config.m_ClAntiPing)
{
float FontSize = 18.0f + 20.0f * g_Config.m_ClNameplatesSize / 100.0f;
// render name plate
if(!pPlayerInfo->m_Local)
{
float a = 1;
if(g_Config.m_ClNameplatesAlways == 0)
a = clamp(1-powf(distance(m_pClient->m_pControls->m_TargetPos, Position)/200.0f,16.0f), 0.0f, 1.0f);
const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientID].m_aName;
float tw = TextRender()->TextWidth(0, FontSize, pName, -1);
if (OtherTeam)
{
TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.2f);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 0.4f);
}
else
{
TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.5f*a);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, a);
}
if(g_Config.m_ClNameplatesTeamcolors && m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
{
if(pPlayerInfo->m_Team == TEAM_RED)
TextRender()->TextColor(1.0f, 0.5f, 0.5f, a);
else if(pPlayerInfo->m_Team == TEAM_BLUE)
TextRender()->TextColor(0.7f, 0.7f, 1.0f, a);
}
TextRender()->Text(0, Position.x-tw/2.0f, Position.y-FontSize-38.0f, FontSize, pName, -1);
if(g_Config.m_Debug) // render client id when in debug aswell
{
char aBuf[128];
str_format(aBuf, sizeof(aBuf),"%d", pPlayerInfo->m_ClientID);
TextRender()->Text(0, Position.x, Position.y-90, 28.0f, aBuf, -1);
}
TextRender()->TextColor(1,1,1,1);
TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.3f);
}
}
}
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;
if(m_pClient->m_Snap.m_aCharacters[i].m_Cur.m_Weapon == WEAPON_NINJA)
{
// change the skin for the player to the ninja
int Skin = m_pClient->m_pSkins->Find("x_ninja");
if(Skin != -1)
{
if(IsTeamplay)
m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
else
{
m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
m_aRenderInfo[i].m_ColorBody = vec4(1,1,1,1);
m_aRenderInfo[i].m_ColorFeet = vec4(1,1,1,1);
}
}
}
}
static vec2 PrevPos[MAX_CLIENTS];
static vec2 SmoothPos[MAX_CLIENTS];
static int MoveCnt[MAX_CLIENTS] = {0};
static vec2 PredictedPos[MAX_CLIENTS];
static int predcnt = 0;
if (g_Config.m_ClAntiPing)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active)
continue;
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)
{
CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev;
CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur;
Predict(
&PrevChar,
&CurChar,
(const CNetObj_PlayerInfo *)pPrevInfo,
(const CNetObj_PlayerInfo *)pInfo,
PrevPos[i],
SmoothPos[i],
MoveCnt[i],
PredictedPos[i]
);
}
}
if(g_Config.m_ClAntiPing && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
// double ping = m_pClient->m_Snap.m_pLocalInfo->m_Latency;
// static double fps;
// fps = mix(fps, (1. / Client()->RenderFrameTime()), 0.1);
// int predmax = (fps * ping / 1000.);
int predmax = 19;
// if( 0 <= predmax && predmax <= 100)
predcnt = (predcnt + 1) % predmax;
// else
// predcnt = (predcnt + 1) % 2;
}
}
// render other players in two passes, first pass we render the other, second pass we render our self
for(int p = 0; p < 4; p++)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
// only render active characters
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active)
continue;
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)
{
//
bool Local = ((const CNetObj_PlayerInfo *)pInfo)->m_Local !=0;
if((p % 2) == 0 && Local) continue;
if((p % 2) == 1 && !Local) continue;
CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev;
CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur;
if(p<2)
{
if(PrevChar.m_HookedPlayer != -1)
RenderHook(
&PrevChar,
&CurChar,
(const CNetObj_PlayerInfo *)pPrevInfo,
(const CNetObj_PlayerInfo *)pInfo,
PredictedPos[i],
PredictedPos[PrevChar.m_HookedPlayer]
);
else
RenderHook(
&PrevChar,
&CurChar,
(const CNetObj_PlayerInfo *)pPrevInfo,
(const CNetObj_PlayerInfo *)pInfo,
PredictedPos[i],
PredictedPos[i]
);
}
else
{
RenderPlayer(
&PrevChar,
&CurChar,
(const CNetObj_PlayerInfo *)pPrevInfo,
(const CNetObj_PlayerInfo *)pInfo,
PredictedPos[i]
);
}
}
}
}
}