/* (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 "render.h" #include 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 IDemoRecorder *m_pDemoRecorder; class IServerBrowser *m_pServerBrowser; #if !defined(CONF_PLATFORM_MACOSX) class IAutoUpdate *m_pAutoUpdate; #endif class IEditor *m_pEditor; class IFriends *m_pFriends; CLayers m_Layers; class CCollision m_Collision; CUI m_UI; void DispatchInput(); void ProcessEvents(); void UpdatePositions(); int m_PredictedTick; int m_LastNewPredictedTick; int64 m_LastSendInfo; 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); 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() const { return m_pDemoRecorder; } class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; } #if !defined(CONF_PLATFORM_MACOSX) class IAutoUpdate *AutoUpdate() const { return m_pAutoUpdate; } #endif 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; } 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; enum { SERVERMODE_PURE=0, SERVERMODE_MOD, SERVERMODE_PUREMOD, }; int m_ServerMode; 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; void UpdateRenderInfo(); void Reset(); // DDRace int m_Score; }; CClientData m_aClients[MAX_CLIENTS]; CRenderTools m_RenderTools; void OnReset(); // hooks virtual void OnConnected(); virtual void OnRender(); virtual void OnRelease(); virtual void OnInit(); virtual void OnConsoleInit(); virtual void OnStateChange(int NewState, int OldState); virtual void OnMessage(int MsgId, CUnpacker *pUnpacker); virtual void OnNewSnapshot(); virtual void OnPredict(); virtual void OnActivateEditor(); virtual int OnSnapInput(int *pData); virtual void OnShutdown(); virtual void OnEnterGame(); virtual void OnRconLine(const char *pLine); virtual void OnGameOver(); virtual void OnStartGame(); 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); 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 CItems *m_pItems; class CMapLayers *m_pMapLayersBackGround; class CMapLayers *m_pMapLayersForeGround; // DDRace class CRaceDemo *m_pRaceDemo; class CGhost *m_pGhost; class CTeamsCore m_Teams; int IntersectCharacter(vec2 Pos0, vec2 Pos1, vec2& NewPos, int ownID); 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))); } } extern const char *Localize(const char *Str); #endif