#include //#include #include #include #include #include #include "../game.h" #include "mapres_image.h" #include "mapres_tilemap.h" #include "data.h" using namespace baselib; static data_container *data; int charids[16] = {2,10,0,4,12,6,14,1,9,15,13,11,7,5,8,3}; static vec2 mouse_pos; static vec2 local_player_pos; static obj_player *local_player; struct client_data { char name[64]; } client_datas[MAX_CLIENTS]; inline float frandom() { return rand()/(float)(RAND_MAX); } void snd_play_random(int setid, float vol, float pan) { soundset *set = &data->sounds[setid]; if(!set->num_sounds) return; if(set->num_sounds == 1) { snd_play(set->sounds[0].id, SND_PLAY_ONCE, vol, pan); return; } // play a random one int id; do { id = rand() % set->num_sounds; } while(id == set->last); snd_play(set->sounds[id].id, SND_PLAY_ONCE, vol, pan); set->last = id; } // sound volume tweak static const float stereo_separation = 0.01f; static const float stereo_separation_deadzone = 512.0f; static const float volume_distance_falloff = 100.0f; static const float volume_distance_deadzone = 512.0f; static const float volume_gun = 0.5f; static const float volume_tee = 0.5f; static const float volume_hit = 0.5f; static const float volume_music = 0.8f; void sound_vol_pan(const vec2& p, float *vol, float *pan) { vec2 player_to_ev = p - local_player_pos; *pan = 0.0f; *vol = 1.0f; if(fabs(player_to_ev.x) > stereo_separation_deadzone) { *pan = stereo_separation * (player_to_ev.x - sign(player_to_ev.x)*stereo_separation_deadzone); if(*pan < -1.0f) *pan = -1.0f; if(*pan > 1.0f) *pan = 1.0f; } float len = length(player_to_ev); if(len > volume_distance_deadzone) { *vol = volume_distance_falloff / (len - volume_distance_deadzone); if(*vol < 0.0f) *vol = 0.0f; if(*vol > 1.0f) *vol = 1.0f; } } enum { SPRITE_FLAG_FLIP_Y=1, }; static float sprite_w_scale; static float sprite_h_scale; static void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0) { int x = spr->x+sx; int y = spr->y+sy; int w = spr->w; int h = spr->h; int cx = spr->set->gridx; int cy = spr->set->gridy; float f = sqrtf(h*h + w*w); sprite_w_scale = w/f; sprite_h_scale = h/f; if(flags&SPRITE_FLAG_FLIP_Y) gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy); else gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(float)cy); } static void select_sprite(int id, int flags=0, int sx=0, int sy=0) { if(id < 0 || id > data->num_sprites) return; select_sprite(&data->sprites[id], flags, sx, sy); } static void draw_sprite(float x, float y, float size) { gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale); } void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity) { vec2 pos = *inout_pos; vec2 vel = *inout_vel; if(col_check_point(pos + vel)) { int affected = 0; if(col_check_point(pos.x + vel.x, pos.y)) { inout_vel->x *= -elasticity; affected++; } if(col_check_point(pos.x, pos.y + vel.y)) { inout_vel->y *= -elasticity; affected++; } if(affected == 0) { inout_vel->x *= -elasticity; inout_vel->y *= -elasticity; } } else { *inout_pos = pos + vel; } } class damage_indicators { public: int64 lastupdate; struct item { vec2 pos; vec2 dir; float life; float startangle; }; enum { MAX_ITEMS=64, }; damage_indicators() { lastupdate = 0; num_items = 0; } item items[MAX_ITEMS]; int num_items; item *create_i() { if (num_items < MAX_ITEMS) { item *p = &items[num_items]; num_items++; return p; } return 0; } void destroy_i(item *i) { num_items--; *i = items[num_items]; } void create(vec2 pos, vec2 dir) { item *i = create_i(); if (i) { i->pos = pos; i->life = 0.75f; i->dir = dir; i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi; } } void render() { gfx_texture_set(data->images[IMAGE_GAME].id); gfx_quads_begin(); for(int i = 0; i < num_items;) { vec2 pos = mix(items[i].pos+items[i].dir*75.0f, items[i].pos, clamp((items[i].life-0.60f)/0.15f, 0.0f, 1.0f)); items[i].life -= client_frametime(); if(items[i].life < 0.0f) destroy_i(&items[i]); else { gfx_quads_setcolor(1.0f,1.0f,1.0f, items[i].life/0.1f); gfx_quads_setrotation(items[i].startangle + items[i].life * 2.0f); select_sprite(SPRITE_STAR1); draw_sprite(pos.x, pos.y, 48.0f); i++; } } gfx_quads_end(); } }; static damage_indicators damageind; class particle_system { public: struct particle { vec2 pos; vec2 vel; float life; float max_life; float size; float rot; float rotspeed; float gravity; float friction; int iparticle; vec4 color; }; enum { MAX_PARTICLES=1024, }; particle particles[MAX_PARTICLES]; int num_particles; particle_system() { num_particles = 0; } void new_particle(vec2 pos, vec2 vel, float life, float size, float gravity, float friction) { if (num_particles >= MAX_PARTICLES) return; particles[num_particles].iparticle = rand() % data->num_particles; particles[num_particles].pos = pos; particles[num_particles].vel = vel; particles[num_particles].life = life - (data->particles[particles[num_particles].iparticle].lifemod/100.0f) * life; particles[num_particles].size = size; particles[num_particles].max_life = life; particles[num_particles].gravity = gravity; particles[num_particles].friction = friction; particles[num_particles].rot = frandom()*pi*2; particles[num_particles].rotspeed = frandom() * 10.0f; num_particles++; } void update(float time_passed) { for(int i = 0; i < num_particles; i++) { particles[i].vel.y += particles[i].gravity*time_passed; particles[i].vel *= particles[i].friction; vec2 vel = particles[i].vel*time_passed; move_point(&particles[i].pos, &vel, 0.1f+0.9f*frandom()); particles[i].vel = vel* (1.0f/time_passed); particles[i].life += time_passed; particles[i].rot += time_passed * particles[i].rotspeed; // check particle death if(particles[i].life > particles[i].max_life) { num_particles--; particles[i] = particles[num_particles]; i--; } } } void render() { gfx_blend_additive(); gfx_texture_set(data->images[IMAGE_PARTICLES].id); gfx_quads_begin(); for(int i = 0; i < num_particles; i++) { int type = particles[i].iparticle; select_sprite(data->particles[type].spr); float a = 1 - particles[i].life / particles[i].max_life; vec2 p = particles[i].pos; gfx_quads_setrotation(particles[i].rot); gfx_quads_setcolor( data->particles[type].color_r, data->particles[type].color_g, data->particles[type].color_b, pow(a, 0.75f)); gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size); } gfx_quads_end(); gfx_blend_normal(); } }; static particle_system temp_system; static bool chat_active = false; static char chat_input[512]; static unsigned chat_input_len; static const int chat_max_lines = 10; struct chatline { int tick; char text[512+64]; }; chatline chat_lines[chat_max_lines]; static int chat_current_line = 0; void chat_reset() { for(int i = 0; i < chat_max_lines; i++) chat_lines[i].tick = -1000000; chat_current_line = 0; } void chat_add_line(int client_id, const char *line) { chat_current_line = (chat_current_line+1)%chat_max_lines; chat_lines[chat_current_line].tick = client_tick(); sprintf(chat_lines[chat_current_line].text, "%s: %s", client_datas[client_id].name, line); // TODO: abit nasty } void modc_init() { // load the data container data = load_data_container("data/client.dat"); // load sounds for(int s = 0; s < data->num_sounds; s++) for(int i = 0; i < data->sounds[s].num_sounds; i++) data->sounds[s].sounds[i].id = snd_load_wav(data->sounds[s].sounds[i].filename); // load textures for(int i = 0; i < data->num_images; i++) data->images[i].id = gfx_load_texture(data->images[i].filename); } void modc_entergame() { col_init(32); img_init(); tilemap_init(); chat_reset(); for(int i = 0; i < MAX_CLIENTS; i++) client_datas[i].name[0] = 0; } void modc_shutdown() { } void modc_newsnapshot() { int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { snap_item item; void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == EVENT_DAMAGEINDICATION) { ev_damageind *ev = (ev_damageind *)data; damageind.create(vec2(ev->x, ev->y), get_direction(ev->angle)); } else if(item.type == EVENT_EXPLOSION) { ev_explosion *ev = (ev_explosion *)data; vec2 p(ev->x, ev->y); // center explosion temp_system.new_particle(p, vec2(0,0), 0.3f, 96.0f, 0, 0.95f); temp_system.new_particle(p, vec2(0,0), 0.3f, 64.0f, 0, 0.95f); temp_system.new_particle(p, vec2(0,0), 0.3f, 32.0f, 0, 0.95f); temp_system.new_particle(p, vec2(0,0), 0.3f, 16.0f, 0, 0.95f); for(int i = 0; i < 16; i++) { vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*128.0f); temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 0, 0.985f); } for(int i = 0; i < 16; i++) { vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(256.0f+frandom()*512.0f); temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 128.0f, 0.985f); } for(int i = 0; i < 64; i++) { vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(frandom()*256.0f); temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 24.0f, 128.0f, 0.985f); } } else if(item.type == EVENT_SMOKE) { ev_explosion *ev = (ev_explosion *)data; vec2 p(ev->x, ev->y); // center explosion vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f); temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f); v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f); temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f); v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f); temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f); for(int i = 0; i < 8; i++) { vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f); temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f); } for(int i = 0; i < 8; i++) { vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f); temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f); } } else if(item.type == EVENT_SOUND) { ev_sound *ev = (ev_sound *)data; vec2 p(ev->x, ev->y); int soundid = ev->sound; //(ev->sound & SOUND_MASK); //bool bstartloop = (ev->sound & SOUND_LOOPFLAG_STARTLOOP) != 0; //bool bstoploop = (ev->sound & SOUND_LOOPFLAG_STOPLOOP) != 0; float vol, pan; sound_vol_pan(p, &vol, &pan); if(soundid >= 0 && soundid < NUM_SOUNDS) { // TODO: we need to control the volume of the diffrent sounds // depening on the category snd_play_random(soundid, vol, pan); } } } } static void render_projectile(obj_projectile *prev, obj_projectile *current) { gfx_texture_set(data->images[IMAGE_WEAPONS].id); gfx_quads_begin(); select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj); vec2 vel(current->vx, current->vy); // TODO: interpolare angle aswell if(length(vel) > 0.00001f) gfx_quads_setrotation(get_angle(vel)); else gfx_quads_setrotation(0); vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); gfx_quads_draw(pos.x, pos.y,32,32); gfx_quads_setrotation(0); gfx_quads_end(); } static void render_powerup(obj_powerup *prev, obj_powerup *current) { gfx_texture_set(data->images[IMAGE_WEAPONS].id); gfx_quads_begin(); float angle = 0.0f; float size = 64.0f; if (current->type == POWERUP_TYPE_WEAPON) { angle = -0.25f * pi * 2.0f; select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body); size = data->weapons[current->subtype%data->num_weapons].visual_size; } else { const int c[] = { SPRITE_POWERUP_HEALTH, SPRITE_POWERUP_ARMOR, SPRITE_POWERUP_WEAPON, SPRITE_POWERUP_NINJA, SPRITE_POWERUP_TIMEFIELD }; select_sprite(c[current->type]); } gfx_quads_setrotation(angle); vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick()); float offset = pos.y/32.0f + pos.x/32.0f; pos.x += cosf(client_localtime()*2.0f+offset)*2.5f; pos.y += sinf(client_localtime()*2.0f+offset)*2.5f; draw_sprite(pos.x, pos.y, size); gfx_quads_end(); } static void anim_seq_eval(sequence *seq, float time, keyframe *frame) { if(seq->num_frames == 0) { frame->time = 0; frame->x = 0; frame->y = 0; frame->angle = 0; } else if(seq->num_frames == 1) { *frame = seq->frames[0]; } else { //time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp keyframe *frame1 = 0; keyframe *frame2 = 0; float blend = 0.0f; // TODO: make this smarter.. binary search for (int i = 1; i < seq->num_frames; i++) { if (seq->frames[i-1].time <= time && seq->frames[i].time >= time) { frame1 = &seq->frames[i-1]; frame2 = &seq->frames[i]; blend = (time - frame1->time) / (frame2->time - frame1->time); break; } } if (frame1 && frame2) { frame->time = time; frame->x = mix(frame1->x, frame2->x, blend); frame->y = mix(frame1->y, frame2->y, blend); frame->angle = mix(frame1->angle, frame2->angle, blend); } } } struct animstate { keyframe body; keyframe back_foot; keyframe front_foot; keyframe attach; }; static void anim_eval(animation *anim, float time, animstate *state) { anim_seq_eval(&anim->body, time, &state->body); anim_seq_eval(&anim->back_foot, time, &state->back_foot); anim_seq_eval(&anim->front_foot, time, &state->front_foot); anim_seq_eval(&anim->attach, time, &state->attach); } static void anim_add_keyframe(keyframe *seq, keyframe *added, float amount) { seq->x += added->x*amount; seq->y += added->y*amount; seq->angle += added->angle*amount; } static void anim_add(animstate *state, animstate *added, float amount) { anim_add_keyframe(&state->body, &added->body, amount); anim_add_keyframe(&state->back_foot, &added->back_foot, amount); anim_add_keyframe(&state->front_foot, &added->front_foot, amount); anim_add_keyframe(&state->attach, &added->attach, amount); } static void anim_eval_add(animstate *state, animation *anim, float time, float amount) { animstate add; anim_eval(anim, time, &add); anim_add(state, &add, amount); } static void render_tee(animstate *anim, int skin, vec2 dir, vec2 pos) { vec2 direction = dir; //float angle = info->angle; vec2 position = pos; gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); gfx_quads_begin(); // draw foots for(int p = 0; p < 2; p++) { // first pass we draw the outline // second pass we draw the filling int outline = p==0 ? 1 : 0; int shift = charids[skin%16]; for(int f = 0; f < 2; f++) { float basesize = 10.0f; if(f == 1) { // draw body select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, shift*4); gfx_quads_draw(position.x+anim->body.x, position.y+anim->body.y, 4*basesize, 4*basesize); // draw eyes if(p == 1) { // normal select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, shift*4); gfx_quads_draw(position.x-4+direction.x*4, position.y-8+direction.y*3, basesize, basesize); gfx_quads_draw(position.x+4+direction.x*4, position.y-8+direction.y*3, basesize, basesize); } } // draw feet select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, shift*4); keyframe *foot = f ? &anim->front_foot : &anim->back_foot; float w = basesize*2.5f; float h = basesize*1.425f; gfx_quads_setrotation(foot->angle); gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h); } } gfx_quads_end(); } static void render_player(obj_player *prev, obj_player *player) { if(player->health < 0) // dont render dead players return; vec2 direction = get_direction(player->angle); float angle = player->angle/256.0f; vec2 position = mix(vec2(prev->x, prev->y), vec2(player->x, player->y), client_intratick()); bool stationary = player->vx < 1 && player->vx > -1; bool inair = col_check_point(player->x, player->y+16) == 0; // evaluate animation float walk_time = fmod(position.x, 100.0f)/100.0f; animstate state; anim_eval(&data->animations[ANIM_BASE], 0, &state); if(inair) anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here else if(stationary) anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here else anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f); if (player->weapon == WEAPON_HAMMER) { float a = clamp((client_tick()-player->attacktick+client_intratick())/7.5f, 0.0f, 1.0f); anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f); } // draw hook if(player->hook_active) { gfx_texture_set(data->images[IMAGE_WEAPONS].id); gfx_quads_begin(); //gfx_quads_begin(); vec2 pos = position; vec2 hook_pos = mix(vec2(prev->hook_x, prev->hook_y), vec2(player->hook_x, player->hook_y), client_intratick()); float d = distance(pos, hook_pos); vec2 dir = normalize(pos-hook_pos); gfx_quads_setrotation(get_angle(dir)+pi); // render head select_sprite(SPRITE_HOOK_HEAD); gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16); // render chain select_sprite(SPRITE_HOOK_CHAIN); for(float f = 24; f < d; f += 24) { vec2 p = hook_pos + dir*f; gfx_quads_draw(p.x, p.y,24,16); } gfx_quads_setrotation(0); gfx_quads_end(); } // draw gun { gfx_texture_set(data->images[IMAGE_WEAPONS].id); gfx_quads_begin(); gfx_quads_setrotation(state.attach.angle*pi*2+angle); // normal weapons int iw = clamp(player->weapon, 0, NUM_WEAPONS-1); select_sprite(data->weapons[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); vec2 dir = direction; float recoil = 0.0f; if (player->weapon == WEAPON_HAMMER) { // if attack is under way, bash stuffs if(direction.x < 0) gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2); else gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2); } else { // TODO: should be an animation recoil = 0; float a = (client_tick()-player->attacktick+client_intratick())/5.0f; if(a < 1) recoil = sinf(a*pi); } vec2 p = position + dir*20.0f - dir*recoil*10.0f; draw_sprite(p.x, p.y, data->weapons[iw].visual_size); // TODO: draw muzzleflare gfx_quads_end(); } render_tee(&state, player->clientid, direction, position); /* gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); gfx_quads_begin(); // draw foots for(int p = 0; p < 2; p++) { // first pass we draw the outline // second pass we draw the filling int outline = p==0 ? 1 : 0; int shift = charids[player->clientid%16]; for(int f = 0; f < 2; f++) { float basesize = 10.0f; if(f == 1) { // draw body select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, shift*4); gfx_quads_draw(position.x+state.body.x, position.y+state.body.y, 4*basesize, 4*basesize); // draw eyes if(p == 1) { vec2 md = get_direction(player->angle); float mouse_dir_x = md.x; float mouse_dir_y = md.y; // normal select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, shift*4); gfx_quads_draw(position.x-4+mouse_dir_x*4, position.y-8+mouse_dir_y*3, basesize, basesize); gfx_quads_draw(position.x+4+mouse_dir_x*4, position.y-8+mouse_dir_y*3, basesize, basesize); } } // draw feet select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, shift*4); keyframe *foot = f ? &state.front_foot : &state.back_foot; float w = basesize*2.5f; float h = basesize*1.425f; gfx_quads_setrotation(foot->angle); gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h); } } gfx_quads_end(); */ } void modc_render() { if(inp_key_down(input::enter)) { if(chat_active) { // send message msg_pack_start(MSG_SAY, MSGFLAG_VITAL); msg_pack_string(chat_input, 512); msg_pack_end(); client_send_msg(); } else { mem_zero(chat_input, sizeof(chat_input)); chat_input_len = 0; } chat_active = !chat_active; } if(chat_active) { int c = input::last_char(); // TODO: bypasses the engine interface int k = input::last_key(); // TODO: bypasses the engine interface if (c >= 32 && c < 255) { if (chat_input_len < sizeof(chat_input) - 1) { chat_input[chat_input_len] = c; chat_input[chat_input_len+1] = 0; chat_input_len++; } } if(k == input::backspace) { if(chat_input_len > 0) { chat_input[chat_input_len-1] = 0; chat_input_len--; } } } input::clear_char(); // TODO: bypasses the engine interface input::clear_key(); // TODO: bypasses the engine interface // fetch new input { int x, y; inp_mouse_relative(&x, &y); mouse_pos += vec2(x, y); float l = length(mouse_pos); if(l > 600.0f) mouse_pos = normalize(mouse_pos)*600.0f; } // snap input { player_input input; mem_zero(&input, sizeof(input)); float a = atan((float)mouse_pos.y/(float)mouse_pos.x); if(mouse_pos.x < 0) a = a+pi; input.angle = (int)(a*256.0f); input.activeweapon = -1; if(!chat_active) { input.left = inp_key_pressed(config.key_move_left); input.right = inp_key_pressed(config.key_move_right); input.jump = inp_key_pressed(config.key_jump); input.fire = inp_key_pressed(config.key_fire); input.hook = inp_key_pressed(config.key_hook); input.blink = inp_key_pressed('S'); // Weapon switching input.activeweapon = inp_key_pressed('1') ? 0 : input.activeweapon; input.activeweapon = inp_key_pressed('2') ? 1 : input.activeweapon; input.activeweapon = inp_key_pressed('3') ? 2 : input.activeweapon; input.activeweapon = inp_key_pressed('4') ? 3 : input.activeweapon; } snap_input(&input, sizeof(input)); } // setup world view { // 1. fetch local player // 2. set him to the center int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { snap_item item; void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == OBJTYPE_PLAYER) { obj_player *player = (obj_player *)data; if(player->local) { local_player = player; local_player_pos = vec2(player->x, player->y); void *p = snap_find_item(SNAP_PREV, item.type, item.id); if(p) local_player_pos = mix(vec2(((obj_player *)p)->x, ((obj_player *)p)->y), local_player_pos, client_intratick()); break; } } } } // pseudo format float zoom = 3.0f; float width = 400*zoom; float height = 300*zoom; float screen_x = 0; float screen_y = 0; // center at char but can be moved when mouse is far away float offx = 0, offy = 0; int deadzone = 300; if(mouse_pos.x > deadzone) offx = mouse_pos.x-deadzone; if(mouse_pos.x <-deadzone) offx = mouse_pos.x+deadzone; if(mouse_pos.y > deadzone) offy = mouse_pos.y-deadzone; if(mouse_pos.y <-deadzone) offy = mouse_pos.y+deadzone; offx = offx*2/3; offy = offy*2/3; screen_x = local_player_pos.x+offx; screen_y = local_player_pos.y+offy; gfx_mapscreen(screen_x-width/2, screen_y-height/2, screen_x+width/2, screen_y+height/2); // draw background gfx_clear(0.65f,0.78f,0.9f); // draw the sun { vec2 pos(local_player_pos.x*0.5f, local_player_pos.y*0.5f); gfx_texture_set(-1); gfx_blend_additive(); gfx_quads_begin(); const int rays = 10; gfx_quads_setcolor(1.0f,1.0f,1.0f,0.025f); for(int r = 0; r < rays; r++) { float a = r/(float)rays + client_localtime()*0.05f; float size = (1.0f/(float)rays)*0.25f; vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f)); vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f)); gfx_quads_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f); gfx_quads_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f); gfx_quads_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f); gfx_quads_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f); const float range = 1000.0f; gfx_quads_draw_freeform( pos.x+dir0.x, pos.y+dir0.y, pos.x+dir1.x, pos.y+dir1.y, pos.x+dir0.x*range, pos.y+dir0.y*range, pos.x+dir1.x*range, pos.y+dir1.y*range); } gfx_quads_end(); gfx_blend_normal(); gfx_texture_set(data->images[IMAGE_SUN].id); gfx_quads_begin(); gfx_quads_draw(pos.x, pos.y, 256, 256); gfx_quads_end(); } // render map tilemap_render(32.0f, 0); // render items int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { snap_item item; void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == OBJTYPE_PLAYER) { void *prev = snap_find_item(SNAP_PREV, item.type, item.id); if(prev) render_player((obj_player *)prev, (obj_player *)data); } else if(item.type == OBJTYPE_PROJECTILE) { void *prev = snap_find_item(SNAP_PREV, item.type, item.id); if(prev) render_projectile((obj_projectile *)prev, (obj_projectile *)data); } else if(item.type == OBJTYPE_POWERUP) { void *prev = snap_find_item(SNAP_PREV, item.type, item.id); if(prev) render_powerup((obj_powerup*)prev, (obj_powerup *)data); } } // render particles temp_system.update(client_frametime()); temp_system.render(); tilemap_render(32.0f, 1); // render damage indications damageind.render(); if(local_player) { gfx_texture_set(data->images[IMAGE_WEAPONS].id); gfx_quads_begin(); // render cursor select_sprite(data->weapons[local_player->weapon%data->num_weapons].sprite_cursor); float cursorsize = 64; draw_sprite(local_player_pos.x+mouse_pos.x, local_player_pos.y+mouse_pos.y, cursorsize); // render ammo count // render gui stuff gfx_quads_end(); gfx_quads_begin(); gfx_mapscreen(0,0,400,300); select_sprite(data->weapons[local_player->weapon%data->num_weapons].sprite_proj); for (int i = 0; i < local_player->ammocount; i++) gfx_quads_drawTL(10+i*12,34,10,10); gfx_quads_end(); gfx_texture_set(data->images[IMAGE_GAME].id); gfx_quads_begin(); int h = 0; // render health select_sprite(SPRITE_HEALTH_FULL); for(; h < local_player->health; h++) gfx_quads_drawTL(10+h*12,10,10,10); select_sprite(SPRITE_HEALTH_EMPTY); for(; h < 10; h++) gfx_quads_drawTL(10+h*12,10,10,10); // render armor meter h = 0; select_sprite(SPRITE_ARMOR_FULL); for(; h < local_player->armor; h++) gfx_quads_drawTL(10+h*12,22,10,10); select_sprite(SPRITE_ARMOR_EMPTY); for(; h < 10; h++) gfx_quads_drawTL(10+h*12,22,10,10); gfx_quads_end(); } // render gui stuff gfx_mapscreen(0,0,400,300); { float x = 10.0f; float y = 300.0f-50.0f; float starty = -1; if(chat_active) { gfx_texture_set(-1); // TODO: remove when the font looks better gfx_quads_begin(); gfx_quads_setcolor(0,0,0,0.4f); gfx_quads_drawTL(x-2, y+1, 300, 8); gfx_quads_end(); // render chat input char buf[sizeof(chat_input)+16]; sprintf(buf, "Chat: %s_", chat_input); gfx_pretty_text(x, y, 10, buf); starty = y; } y -= 10; int i; for(i = 0; i < chat_max_lines; i++) { int r = ((chat_current_line-i)+chat_max_lines)%chat_max_lines; if(client_tick() > chat_lines[r].tick+50*15) break; gfx_texture_set(-1); // TODO: remove when the font looks better gfx_quads_begin(); gfx_quads_setcolor(0,0,0,0.4f); gfx_quads_drawTL(x-2, y+1, gfx_pretty_text_width(10, chat_lines[r].text)+3, 8); gfx_quads_end(); gfx_pretty_text(x, y, 10, chat_lines[r].text); y -= 8; } } // render score board if(inp_key_pressed(baselib::input::tab)) { gfx_mapscreen(0, 0, width, height); float x = 50.0f; float y = 150.0f; gfx_blend_normal(); gfx_texture_set(-1); gfx_quads_begin(); gfx_quads_setcolor(0,0,0,0.5f); gfx_quads_drawTL(x-10.f, y-10.f, 400.0f, 600.0f); gfx_quads_end(); //gfx_texture_set(current_font->font_texture); gfx_pretty_text(x, y, 64, "Score Board"); y += 100.0f; //gfx_texture_set(-1); //gfx_quads_text(10, 50, 8, "Score Board"); animstate state; anim_eval(&data->animations[ANIM_BASE], 0, &state); anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { snap_item item; void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == OBJTYPE_PLAYER) { obj_player *player = (obj_player *)data; if(player) { char buf[128]; sprintf(buf, "%4d", player->score); gfx_pretty_text(x+60-gfx_pretty_text_width(48,buf), y, 48, buf); gfx_pretty_text(x+128, y, 48, client_datas[player->clientid].name); render_tee(&state, player->clientid, vec2(1,0), vec2(x+90, y+24)); y += 58.0f; } } } } } void modc_message(int msg) { if(msg == MSG_CHAT) { int cid = msg_unpack_int(); const char *message = msg_unpack_string(); dbg_msg("message", "chat cid=%d msg='%s'", cid, message); chat_add_line(cid, message); } else if(msg == MSG_SETNAME) { int cid = msg_unpack_int(); const char *name = msg_unpack_string(); strncpy(client_datas[cid].name, name, 64); } }