/* (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 #include #include #include #include #include #include #include #include #include #include #include "gameclient.h" #include "race.h" #include "render.h" #include #include #include #include "components/background.h" #include "components/binds.h" #include "components/broadcast.h" #include "components/camera.h" #include "components/chat.h" #include "components/console.h" #include "components/controls.h" #include "components/countryflags.h" #include "components/damageind.h" #include "components/debughud.h" #include "components/effects.h" #include "components/emoticon.h" #include "components/freezebars.h" #include "components/ghost.h" #include "components/hud.h" #include "components/items.h" #include "components/killmessages.h" #include "components/mapimages.h" #include "components/maplayers.h" #include "components/mapsounds.h" #include "components/menu_background.h" #include "components/menus.h" #include "components/motd.h" #include "components/nameplates.h" #include "components/particles.h" #include "components/players.h" #include "components/race_demo.h" #include "components/scoreboard.h" #include "components/skins.h" #include "components/sounds.h" #include "components/spectator.h" #include "components/statboard.h" #include "components/voting.h" #include "prediction/entities/character.h" #include "prediction/entities/projectile.h" using namespace std::chrono_literals; const char *CGameClient::Version() const { return GAME_VERSION; } const char *CGameClient::NetVersion() const { return GAME_NETVERSION; } int CGameClient::DDNetVersion() const { return CLIENT_VERSIONNR; } const char *CGameClient::DDNetVersionStr() const { return m_aDDNetVersionStr; } const char *CGameClient::GetItemName(int Type) const { return m_NetObjHandler.GetObjName(Type); } void CGameClient::OnConsoleInit() { m_pEngine = Kernel()->RequestInterface(); m_pClient = Kernel()->RequestInterface(); m_pTextRender = Kernel()->RequestInterface(); m_pSound = Kernel()->RequestInterface(); m_pConfig = Kernel()->RequestInterface()->Values(); m_pInput = Kernel()->RequestInterface(); m_pConsole = Kernel()->RequestInterface(); m_pStorage = Kernel()->RequestInterface(); m_pDemoPlayer = Kernel()->RequestInterface(); m_pServerBrowser = Kernel()->RequestInterface(); m_pEditor = Kernel()->RequestInterface(); m_pFavorites = Kernel()->RequestInterface(); m_pFriends = Kernel()->RequestInterface(); m_pFoes = Client()->Foes(); #if defined(CONF_AUTOUPDATE) m_pUpdater = Kernel()->RequestInterface(); #endif m_Menus.SetMenuBackground(&m_MenuBackground); m_NamePlates.SetPlayers(&m_Players); // make a list of all the systems, make sure to add them in the correct render order m_vpAll.insert(m_vpAll.end(), {&m_Skins, &m_CountryFlags, &m_MapImages, &m_Effects, // doesn't render anything, just updates effects &m_Binds, &m_Binds.m_SpecialBinds, &m_Controls, &m_Camera, &m_Sounds, &m_Voting, &m_Particles, // doesn't render anything, just updates all the particles &m_RaceDemo, &m_MapSounds, &m_BackGround, // render instead of m_MapLayersBackGround when g_Config.m_ClOverlayEntities == 100 &m_MapLayersBackGround, // first to render &m_Particles.m_RenderTrail, &m_Items, &m_Players, &m_Ghost, &m_MapLayersForeGround, &m_Particles.m_RenderExplosions, &m_NamePlates, &m_Particles.m_RenderExtra, &m_Particles.m_RenderGeneral, &m_FreezeBars, &m_DamageInd, &m_Hud, &m_Spectator, &m_Emoticon, &m_KillMessages, &m_Chat, &m_Broadcast, &m_DebugHud, &m_Scoreboard, &m_Statboard, &m_Motd, &m_Menus, &m_Tooltips, &CMenus::m_Binder, &m_GameConsole, &m_MenuBackground}); // build the input stack m_vpInput.insert(m_vpInput.end(), {&CMenus::m_Binder, // this will take over all input when we want to bind a key &m_Binds.m_SpecialBinds, &m_GameConsole, &m_Chat, // chat has higher prio due to tha you can quit it by pressing esc &m_Motd, // for pressing esc to remove it &m_Menus, &m_Spectator, &m_Emoticon, &m_Controls, &m_Binds}); // add the some console commands Console()->Register("team", "i[team-id]", CFGFLAG_CLIENT, ConTeam, this, "Switch team"); Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself to restart"); // register server dummy commands for tab completion Console()->Register("tune", "s[tuning] ?i[value]", CFGFLAG_SERVER, 0, 0, "Tune variable to value or show current value"); Console()->Register("tune_reset", "?s[tuning]", CFGFLAG_SERVER, 0, 0, "Reset all or one tuning variable to default"); Console()->Register("tunes", "", CFGFLAG_SERVER, 0, 0, "List all tuning variables and their values"); Console()->Register("change_map", "?r[map]", CFGFLAG_SERVER, 0, 0, "Change map"); Console()->Register("restart", "?i[seconds]", CFGFLAG_SERVER, 0, 0, "Restart in x seconds"); Console()->Register("broadcast", "r[message]", CFGFLAG_SERVER, 0, 0, "Broadcast message"); Console()->Register("say", "r[message]", CFGFLAG_SERVER, 0, 0, "Say in chat"); Console()->Register("set_team", "i[id] i[team-id] ?i[delay in minutes]", CFGFLAG_SERVER, 0, 0, "Set team of player to team"); Console()->Register("set_team_all", "i[team-id]", CFGFLAG_SERVER, 0, 0, "Set team of all players to team"); Console()->Register("add_vote", "s[name] r[command]", CFGFLAG_SERVER, 0, 0, "Add a voting option"); Console()->Register("remove_vote", "s[name]", CFGFLAG_SERVER, 0, 0, "remove a voting option"); Console()->Register("force_vote", "s[name] s[command] ?r[reason]", CFGFLAG_SERVER, 0, 0, "Force a voting option"); Console()->Register("clear_votes", "", CFGFLAG_SERVER, 0, 0, "Clears the voting options"); Console()->Register("add_map_votes", "", CFGFLAG_SERVER, 0, 0, "Automatically adds voting options for all maps"); Console()->Register("vote", "r['yes'|'no']", CFGFLAG_SERVER, 0, 0, "Force a vote to yes/no"); Console()->Register("swap_teams", "", CFGFLAG_SERVER, 0, 0, "Swap the current teams"); Console()->Register("shuffle_teams", "", CFGFLAG_SERVER, 0, 0, "Shuffle the current teams"); // register tune zone command to allow the client prediction to load tunezones from the map Console()->Register("tune_zone", "i[zone] s[tuning] i[value]", CFGFLAG_CLIENT | CFGFLAG_GAME, ConTuneZone, this, "Tune in zone a variable to value"); for(auto &pComponent : m_vpAll) pComponent->m_pClient = this; // let all the other components register their console commands for(auto &pComponent : m_vpAll) pComponent->OnConsoleInit(); // Console()->Chain("player_name", ConchainSpecialInfoupdate, this); Console()->Chain("player_clan", ConchainSpecialInfoupdate, this); Console()->Chain("player_country", ConchainSpecialInfoupdate, this); Console()->Chain("player_use_custom_color", ConchainSpecialInfoupdate, this); Console()->Chain("player_color_body", ConchainSpecialInfoupdate, this); Console()->Chain("player_color_feet", ConchainSpecialInfoupdate, this); Console()->Chain("player_skin", ConchainSpecialInfoupdate, this); Console()->Chain("dummy_name", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_clan", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_country", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_use_custom_color", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_color_body", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_color_feet", ConchainSpecialDummyInfoupdate, this); Console()->Chain("dummy_skin", ConchainSpecialDummyInfoupdate, this); Console()->Chain("cl_dummy", ConchainSpecialDummy, this); Console()->Chain("cl_text_entities_size", ConchainClTextEntitiesSize, this); Console()->Chain("cl_menu_map", ConchainMenuMap, this); // m_SuppressEvents = false; } void CGameClient::OnInit() { Client()->SetMapLoadingCBFunc([this]() { m_Menus.RenderLoading(DemoPlayer()->IsPlaying() ? Localize("Preparing demo playback") : Localize("Connected"), Localize("Loading map file from storage"), 0, false); }); m_pGraphics = Kernel()->RequestInterface(); m_pGraphics->AddWindowResizeListener(OnWindowResizeCB, this); // propagate pointers m_UI.Init(Kernel()); m_RenderTools.Init(Graphics(), TextRender()); int64_t Start = time_get(); if(GIT_SHORTREV_HASH) { str_format(m_aDDNetVersionStr, sizeof(m_aDDNetVersionStr), "%s %s (%s)", GAME_NAME, GAME_RELEASE_VERSION, GIT_SHORTREV_HASH); } else { str_format(m_aDDNetVersionStr, sizeof(m_aDDNetVersionStr), "%s %s", GAME_NAME, GAME_RELEASE_VERSION); } // set the language g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console()); // TODO: this should be different // setup item sizes for(int i = 0; i < NUM_NETOBJTYPES; i++) Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i)); Client()->LoadFont(); // update and swap after font loading, they are quite huge Client()->UpdateAndSwap(); const char *pLoadingDDNetCaption = Localize("Loading DDNet Client"); // init all components int SkippedComps = 0; int CompCounter = 0; for(int i = m_vpAll.size() - 1; i >= 0; --i) { m_vpAll[i]->OnInit(); // try to render a frame after each component, also flushes GPU uploads if(m_Menus.IsInit()) { char aBuff[256]; str_format(aBuff, std::size(aBuff), "%s [%d/%d]", CompCounter == 40 ? Localize("Why are you slowmo replaying to read this?") : Localize("Initializing components"), (CompCounter + 1), (int)ComponentCount()); m_Menus.RenderLoading(pLoadingDDNetCaption, aBuff, 1 + SkippedComps); SkippedComps = 0; } else { ++SkippedComps; } ++CompCounter; } char aBuf[256]; m_GameSkinLoaded = false; m_ParticlesSkinLoaded = false; m_EmoticonsSkinLoaded = false; m_HudSkinLoaded = false; // setup load amount, load textures for(int i = 0; i < g_pData->m_NumImages; i++) { if(i == IMAGE_GAME) LoadGameSkin(g_Config.m_ClAssetGame); else if(i == IMAGE_EMOTICONS) LoadEmoticonsSkin(g_Config.m_ClAssetEmoticons); else if(i == IMAGE_PARTICLES) LoadParticlesSkin(g_Config.m_ClAssetParticles); else if(i == IMAGE_HUD) LoadHudSkin(g_Config.m_ClAssetHud); else if(i == IMAGE_EXTRAS) LoadExtrasSkin(g_Config.m_ClAssetExtras); else g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0); m_Menus.RenderLoading(pLoadingDDNetCaption, Localize("Initializing assets"), 1); } for(auto &pComponent : m_vpAll) pComponent->OnReset(); m_ServerMode = SERVERMODE_PURE; m_aDDRaceMsgSent[0] = false; m_aDDRaceMsgSent[1] = false; m_aShowOthers[0] = SHOW_OTHERS_NOT_SET; m_aShowOthers[1] = SHOW_OTHERS_NOT_SET; m_aSwitchStateTeam[0] = -1; m_aSwitchStateTeam[1] = -1; m_LastZoom = .0; m_LastScreenAspect = .0; m_LastDummyConnected = false; // Set free binds to DDRace binds if it's active m_Binds.SetDDRaceBinds(true); if(g_Config.m_ClTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClTimeoutCode, "hGuEYnfxicsXGwFq") == 0) { for(unsigned int i = 0; i < 16; i++) { if(rand() % 2) g_Config.m_ClTimeoutCode[i] = (char)((rand() % 26) + 97); else g_Config.m_ClTimeoutCode[i] = (char)((rand() % 26) + 65); } } if(g_Config.m_ClDummyTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClDummyTimeoutCode, "hGuEYnfxicsXGwFq") == 0) { for(unsigned int i = 0; i < 16; i++) { if(rand() % 2) g_Config.m_ClDummyTimeoutCode[i] = (char)((rand() % 26) + 97); else g_Config.m_ClDummyTimeoutCode[i] = (char)((rand() % 26) + 65); } } int64_t End = time_get(); str_format(aBuf, sizeof(aBuf), "initialisation finished after %.2fms", ((End - Start) * 1000) / (float)time_freq()); Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "gameclient", aBuf); m_GameWorld.m_GameTickSpeed = SERVER_TICK_SPEED; m_GameWorld.m_pCollision = Collision(); m_GameWorld.m_pTuningList = m_aTuningList; m_MapImages.SetTextureScale(g_Config.m_ClTextEntitiesSize); // Agressively try to grab window again since some Windows users report // window not being focussed after starting client. Graphics()->SetWindowGrab(true); CChecksumData *pChecksum = Client()->ChecksumData(); pChecksum->m_SizeofGameClient = sizeof(*this); pChecksum->m_NumComponents = m_vpAll.size(); for(size_t i = 0; i < m_vpAll.size(); i++) { if(i >= std::size(pChecksum->m_aComponentsChecksum)) { break; } int Size = m_vpAll[i]->Sizeof(); pChecksum->m_aComponentsChecksum[i] = Size; } } void CGameClient::OnUpdate() { CUIElementBase::Init(UI()); // update static pointer because game and editor use separate UI // handle mouse movement float x = 0.0f, y = 0.0f; IInput::ECursorType CursorType = Input()->CursorRelative(&x, &y); if(CursorType != IInput::CURSOR_NONE) { for(auto &pComponent : m_vpInput) { if(pComponent->OnCursorMove(x, y, CursorType)) break; } } // handle key presses for(int i = 0; i < Input()->NumEvents(); i++) { IInput::CEvent e = Input()->GetEvent(i); if(!Input()->IsEventValid(&e)) continue; for(auto &pComponent : m_vpInput) { if(pComponent->OnInput(e)) break; } } } void CGameClient::OnDummySwap() { if(g_Config.m_ClDummyResetOnSwitch) { int PlayerOrDummy = (g_Config.m_ClDummyResetOnSwitch == 2) ? g_Config.m_ClDummy : (!g_Config.m_ClDummy); m_Controls.ResetInput(PlayerOrDummy); m_Controls.m_aInputData[PlayerOrDummy].m_Hook = 0; } int tmp = m_DummyInput.m_Fire; m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy]; m_Controls.m_aInputData[g_Config.m_ClDummy].m_Fire = tmp; m_IsDummySwapping = 1; } int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force) { if(!Dummy) { return m_Controls.SnapInput(pData); } if(!g_Config.m_ClDummyHammer) { if(m_DummyFire != 0) { m_DummyInput.m_Fire = (m_HammerInput.m_Fire + 1) & ~1; m_DummyFire = 0; } if(!Force && (!m_DummyInput.m_Direction && !m_DummyInput.m_Jump && !m_DummyInput.m_Hook)) { return 0; } mem_copy(pData, &m_DummyInput, sizeof(m_DummyInput)); return sizeof(m_DummyInput); } else { if(m_DummyFire % 25 != 0) { m_DummyFire++; return 0; } m_DummyFire++; m_HammerInput.m_Fire = (m_HammerInput.m_Fire + 1) | 1; m_HammerInput.m_WantedWeapon = WEAPON_HAMMER + 1; if(!g_Config.m_ClDummyRestoreWeapon) { m_DummyInput.m_WantedWeapon = WEAPON_HAMMER + 1; } vec2 MainPos = m_LocalCharacterPos; vec2 DummyPos = m_aClients[m_aLocalIDs[!g_Config.m_ClDummy]].m_Predicted.m_Pos; vec2 Dir = MainPos - DummyPos; m_HammerInput.m_TargetX = (int)(Dir.x); m_HammerInput.m_TargetY = (int)(Dir.y); mem_copy(pData, &m_HammerInput, sizeof(m_HammerInput)); return sizeof(m_HammerInput); } } void CGameClient::OnConnected() { const char *pConnectCaption = DemoPlayer()->IsPlaying() ? Localize("Preparing demo playback") : Localize("Connected"); const char *pLoadMapContent = Localize("Initializing map logic"); // render loading before skip is calculated m_Menus.RenderLoading(pConnectCaption, pLoadMapContent, 0, false); m_Layers.Init(Kernel()); m_Collision.Init(Layers()); m_GameWorld.m_Core.InitSwitchers(m_Collision.m_HighestSwitchNumber); CRaceHelper::ms_aFlagIndex[0] = -1; CRaceHelper::ms_aFlagIndex[1] = -1; CTile *pGameTiles = static_cast(Layers()->Map()->GetData(Layers()->GameLayer()->m_Data)); // get flag positions for(int i = 0; i < m_Collision.GetWidth() * m_Collision.GetHeight(); i++) { if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_RED) CRaceHelper::ms_aFlagIndex[TEAM_RED] = i; else if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_BLUE) CRaceHelper::ms_aFlagIndex[TEAM_BLUE] = i; i += pGameTiles[i].m_Skip; } // render loading before going through all components m_Menus.RenderLoading(pConnectCaption, pLoadMapContent, 0, false); for(auto &pComponent : m_vpAll) { pComponent->OnMapLoad(); pComponent->OnReset(); } Client()->SetLoadingStateDetail(IClient::LOADING_STATE_DETAIL_GETTING_READY); m_Menus.RenderLoading(pConnectCaption, Localize("Sending initial client info"), 0, false); m_ServerMode = SERVERMODE_PURE; // send the initial info SendInfo(true); // we should keep this in for now, because otherwise you can't spectate // people at start as the other info 64 packet is only sent after the first // snap Client()->Rcon("crashmeplx"); m_GameWorld.Clear(); m_GameWorld.m_WorldConfig.m_InfiniteAmmo = true; mem_zero(&m_GameInfo, sizeof(m_GameInfo)); m_PredictedDummyID = -1; LoadMapSettings(); if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClAutoDemoOnConnect) Client()->DemoRecorder_HandleAutoStart(); } void CGameClient::OnReset() { m_aLastNewPredictedTick[0] = -1; m_aLastNewPredictedTick[1] = -1; m_aLocalTuneZone[0] = 0; m_aLocalTuneZone[1] = 0; m_aExpectingTuningForZone[0] = -1; m_aExpectingTuningForZone[1] = -1; m_aReceivedTuning[0] = false; m_aReceivedTuning[1] = false; InvalidateSnapshot(); for(auto &Client : m_aClients) Client.Reset(); for(auto &pComponent : m_vpAll) pComponent->OnReset(); m_DemoSpecID = SPEC_FOLLOW; m_aFlagDropTick[TEAM_RED] = 0; m_aFlagDropTick[TEAM_BLUE] = 0; m_LastRoundStartTick = -1; m_LastFlagCarrierRed = -4; m_LastFlagCarrierBlue = -4; m_aTuning[g_Config.m_ClDummy] = CTuningParams(); m_Teams.Reset(); m_aDDRaceMsgSent[0] = false; m_aDDRaceMsgSent[1] = false; m_aShowOthers[0] = SHOW_OTHERS_NOT_SET; m_aShowOthers[1] = SHOW_OTHERS_NOT_SET; m_LastZoom = .0; m_LastScreenAspect = .0; m_LastDummyConnected = false; m_ReceivedDDNetPlayer = false; } void CGameClient::UpdatePositions() { // local character position if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(!AntiPingPlayers()) { if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER)) { // don't use predicted } else m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy)); } else { if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER)) { if(m_Snap.m_pLocalCharacter) m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy)); } // else // m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy)); } } else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter) { m_LocalCharacterPos = mix( vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y), vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); } // spectator position if(m_Snap.m_SpecInfo.m_Active) { if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW) { m_Snap.m_SpecInfo.m_Position = mix( vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_Y), vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); m_Snap.m_SpecInfo.m_UsePosition = true; } else if(m_Snap.m_pSpectatorInfo && ((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID == SPEC_FOLLOW) || (Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW))) { if(m_Snap.m_pPrevSpectatorInfo && m_Snap.m_pPrevSpectatorInfo->m_SpectatorID == m_Snap.m_pSpectatorInfo->m_SpectatorID) m_Snap.m_SpecInfo.m_Position = mix(vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y), vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); else m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y); m_Snap.m_SpecInfo.m_UsePosition = true; } } UpdateRenderedCharacters(); } void CGameClient::OnRender() { // update the local character and spectate position UpdatePositions(); // display gfx & client warnings for(SWarning *pWarning : {Graphics()->GetCurWarning(), Client()->GetCurWarning()}) { if(pWarning != NULL && m_Menus.CanDisplayWarning()) { m_Menus.PopupWarning(Localize("Warning"), pWarning->m_aWarningMsg, "Ok", 10s); pWarning->m_WasShown = true; } } // render all systems for(auto &pComponent : m_vpAll) pComponent->OnRender(); // clear all events/input for this frame Input()->Clear(); // clear new tick flags m_NewTick = false; m_NewPredictedTick = false; if(g_Config.m_ClDummy && !Client()->DummyConnected()) g_Config.m_ClDummy = 0; // resend player and dummy info if it was filtered by server if(Client()->State() == IClient::STATE_ONLINE && !m_Menus.IsActive()) { if(m_aCheckInfo[0] == 0) { if( str_comp(m_aClients[m_aLocalIDs[0]].m_aName, Client()->PlayerName()) || str_comp(m_aClients[m_aLocalIDs[0]].m_aClan, g_Config.m_PlayerClan) || m_aClients[m_aLocalIDs[0]].m_Country != g_Config.m_PlayerCountry || str_comp(m_aClients[m_aLocalIDs[0]].m_aSkinName, g_Config.m_ClPlayerSkin) || m_aClients[m_aLocalIDs[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor || m_aClients[m_aLocalIDs[0]].m_ColorBody != (int)g_Config.m_ClPlayerColorBody || m_aClients[m_aLocalIDs[0]].m_ColorFeet != (int)g_Config.m_ClPlayerColorFeet) SendInfo(false); else m_aCheckInfo[0] = -1; } if(m_aCheckInfo[0] > 0) m_aCheckInfo[0]--; if(Client()->DummyConnected()) { if(m_aCheckInfo[1] == 0) { if( str_comp(m_aClients[m_aLocalIDs[1]].m_aName, Client()->DummyName()) || str_comp(m_aClients[m_aLocalIDs[1]].m_aClan, g_Config.m_ClDummyClan) || m_aClients[m_aLocalIDs[1]].m_Country != g_Config.m_ClDummyCountry || str_comp(m_aClients[m_aLocalIDs[1]].m_aSkinName, g_Config.m_ClDummySkin) || m_aClients[m_aLocalIDs[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor || m_aClients[m_aLocalIDs[1]].m_ColorBody != (int)g_Config.m_ClDummyColorBody || m_aClients[m_aLocalIDs[1]].m_ColorFeet != (int)g_Config.m_ClDummyColorFeet) SendDummyInfo(false); else m_aCheckInfo[1] = -1; } if(m_aCheckInfo[1] > 0) m_aCheckInfo[1]--; } } } void CGameClient::OnDummyDisconnect() { m_aDDRaceMsgSent[1] = false; m_aShowOthers[1] = SHOW_OTHERS_NOT_SET; m_aLastNewPredictedTick[1] = -1; m_PredictedDummyID = -1; } int CGameClient::GetLastRaceTick() { return m_Ghost.GetLastRaceTick(); } void CGameClient::OnRelease() { // release all systems for(auto &pComponent : m_vpAll) pComponent->OnRelease(); } void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, int Conn, bool Dummy) { // special messages if(MsgId == NETMSGTYPE_SV_TUNEPARAMS) { // unpack the new tuning CTuningParams NewTuning; int *pParams = (int *)&NewTuning; // No jetpack on DDNet incompatible servers: NewTuning.m_JetpackStrength = 0; for(unsigned i = 0; i < sizeof(CTuningParams) / sizeof(int); i++) { int value = pUnpacker->GetInt(); // check for unpacking errors if(pUnpacker->Error()) break; pParams[i] = value; } m_ServerMode = SERVERMODE_PURE; m_aReceivedTuning[Conn] = true; // apply new tuning m_aTuning[Conn] = NewTuning; return; } void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker); if(!pRawMsg) { char aBuf[256]; str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn()); Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", aBuf); return; } if(Dummy) { if(MsgId == NETMSGTYPE_SV_CHAT && m_aLocalIDs[0] >= 0 && m_aLocalIDs[1] >= 0) { CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg; if((pMsg->m_Team == 1 && (m_aClients[m_aLocalIDs[0]].m_Team != m_aClients[m_aLocalIDs[1]].m_Team || m_Teams.Team(m_aLocalIDs[0]) != m_Teams.Team(m_aLocalIDs[1]))) || pMsg->m_Team > 1) { m_Chat.OnMessage(MsgId, pRawMsg); } } return; // no need of all that stuff for the dummy } // TODO: this should be done smarter for(auto &pComponent : m_vpAll) pComponent->OnMessage(MsgId, pRawMsg); if(MsgId == NETMSGTYPE_SV_READYTOENTER) { Client()->EnterGame(Conn); } else if(MsgId == NETMSGTYPE_SV_EMOTICON) { CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg; // apply m_aClients[pMsg->m_ClientID].m_Emoticon = pMsg->m_Emoticon; m_aClients[pMsg->m_ClientID].m_EmoticonStartTick = Client()->GameTick(Conn); m_aClients[pMsg->m_ClientID].m_EmoticonStartFraction = Client()->IntraGameTickSincePrev(Conn); } else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL) { if(m_SuppressEvents) return; // don't enqueue pseudo-global sounds from demos (created by PlayAndRecord) CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg; if(pMsg->m_SoundID == SOUND_CTF_DROP || pMsg->m_SoundID == SOUND_CTF_RETURN || pMsg->m_SoundID == SOUND_CTF_CAPTURE || pMsg->m_SoundID == SOUND_CTF_GRAB_EN || pMsg->m_SoundID == SOUND_CTF_GRAB_PL) { if(g_Config.m_SndGame) m_Sounds.Enqueue(CSounds::CHN_GLOBAL, pMsg->m_SoundID); } else { if(g_Config.m_SndGame) m_Sounds.Play(CSounds::CHN_GLOBAL, pMsg->m_SoundID, 1.0f); } } else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE || MsgId == NETMSGTYPE_SV_TEAMSSTATELEGACY) { unsigned int i; for(i = 0; i < MAX_CLIENTS; i++) { int Team = pUnpacker->GetInt(); bool WentWrong = false; if(pUnpacker->Error()) WentWrong = true; if(!WentWrong && Team >= TEAM_FLOCK && Team <= TEAM_SUPER) m_Teams.Team(i, Team); else WentWrong = true; if(WentWrong) { m_Teams.Team(i, 0); break; } } if(i <= 16) m_Teams.m_IsDDRace16 = true; m_Ghost.m_AllowRestart = true; m_RaceDemo.m_AllowRestart = true; } else if(MsgId == NETMSGTYPE_SV_KILLMSG) { CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg; // reset character prediction if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_LASER)) { m_CharOrder.GiveWeak(pMsg->m_Victim); if(CCharacter *pChar = m_GameWorld.GetCharacterByID(pMsg->m_Victim)) pChar->ResetPrediction(); m_GameWorld.ReleaseHooked(pMsg->m_Victim); } } } void CGameClient::OnStateChange(int NewState, int OldState) { // reset everything when not already connected (to keep gathered stuff) if(NewState < IClient::STATE_ONLINE) OnReset(); // then change the state for(auto &pComponent : m_vpAll) pComponent->OnStateChange(NewState, OldState); } void CGameClient::OnShutdown() { for(auto &pComponent : m_vpAll) pComponent->OnShutdown(); } void CGameClient::OnEnterGame() { m_Effects.ResetDamageIndicator(); } void CGameClient::OnGameOver() { if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0) Client()->AutoScreenshot_Start(); } void CGameClient::OnStartGame() { if(Client()->State() != IClient::STATE_DEMOPLAYBACK && !g_Config.m_ClAutoDemoOnConnect) Client()->DemoRecorder_HandleAutoStart(); m_Statboard.OnReset(); } void CGameClient::OnFlagGrab(int TeamID) { if(TeamID == TEAM_RED) m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++; else m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++; } void CGameClient::OnWindowResize() { for(auto &pComponent : m_vpAll) pComponent->OnWindowResize(); UI()->OnWindowResize(); TextRender()->OnWindowResize(); } void CGameClient::OnWindowResizeCB(void *pUser) { CGameClient *pClient = (CGameClient *)pUser; pClient->OnWindowResize(); } void CGameClient::OnLanguageChange() { UI()->OnLanguageChange(); } void CGameClient::OnRconType(bool UsernameReq) { m_GameConsole.RequireUsername(UsernameReq); } void CGameClient::OnRconLine(const char *pLine) { m_GameConsole.PrintLine(CGameConsole::CONSOLETYPE_REMOTE, pLine); } void CGameClient::ProcessEvents() { if(m_SuppressEvents) return; int SnapType = IClient::SNAP_CURRENT; int Num = Client()->SnapNumItems(SnapType); for(int Index = 0; Index < Num; Index++) { IClient::CSnapItem Item; const void *pData = Client()->SnapGetItem(SnapType, Index, &Item); if(Item.m_Type == NETEVENTTYPE_DAMAGEIND) { CNetEvent_DamageInd *pEvent = (CNetEvent_DamageInd *)pData; m_Effects.DamageIndicator(vec2(pEvent->m_X, pEvent->m_Y), direction(pEvent->m_Angle / 256.0f)); } else if(Item.m_Type == NETEVENTTYPE_EXPLOSION) { CNetEvent_Explosion *pEvent = (CNetEvent_Explosion *)pData; m_Effects.Explosion(vec2(pEvent->m_X, pEvent->m_Y)); } else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT) { CNetEvent_HammerHit *pEvent = (CNetEvent_HammerHit *)pData; m_Effects.HammerHit(vec2(pEvent->m_X, pEvent->m_Y)); } else if(Item.m_Type == NETEVENTTYPE_SPAWN) { CNetEvent_Spawn *pEvent = (CNetEvent_Spawn *)pData; m_Effects.PlayerSpawn(vec2(pEvent->m_X, pEvent->m_Y)); } else if(Item.m_Type == NETEVENTTYPE_DEATH) { CNetEvent_Death *pEvent = (CNetEvent_Death *)pData; m_Effects.PlayerDeath(vec2(pEvent->m_X, pEvent->m_Y), pEvent->m_ClientID); } else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD) { CNetEvent_SoundWorld *pEvent = (CNetEvent_SoundWorld *)pData; if(!Config()->m_SndGame) continue; if(m_GameInfo.m_RaceSounds && ((pEvent->m_SoundID == SOUND_GUN_FIRE && !g_Config.m_SndGun) || (pEvent->m_SoundID == SOUND_PLAYER_PAIN_LONG && !g_Config.m_SndLongPain))) continue; m_Sounds.PlayAt(CSounds::CHN_WORLD, pEvent->m_SoundID, 1.0f, vec2(pEvent->m_X, pEvent->m_Y)); } } } static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize, CServerInfo *pFallbackServerInfo) { int Version = -1; if(InfoExSize >= 12) { Version = pInfoEx->m_Version; } else if(InfoExSize >= 8) { Version = minimum(pInfoEx->m_Version, 4); } else if(InfoExSize >= 4) { Version = 0; } int Flags = 0; if(Version >= 0) { Flags = pInfoEx->m_Flags; } int Flags2 = 0; if(Version >= 5) { Flags2 = pInfoEx->m_Flags2; } bool Race; bool FastCap; bool FNG; bool DDRace; bool DDNet; bool BlockWorlds; bool City; bool Vanilla; bool Plus; bool FDDrace; if(Version < 1) { const char *pGameType = pFallbackServerInfo->m_aGameType; Race = str_find_nocase(pGameType, "race") || str_find_nocase(pGameType, "fastcap"); FastCap = str_find_nocase(pGameType, "fastcap"); FNG = str_find_nocase(pGameType, "fng"); DDRace = str_find_nocase(pGameType, "ddrace") || str_find_nocase(pGameType, "mkrace"); DDNet = str_find_nocase(pGameType, "ddracenet") || str_find_nocase(pGameType, "ddnet"); BlockWorlds = str_startswith(pGameType, "bw ") || str_comp_nocase(pGameType, "bw") == 0; City = str_find_nocase(pGameType, "city"); Vanilla = str_comp(pGameType, "DM") == 0 || str_comp(pGameType, "TDM") == 0 || str_comp(pGameType, "CTF") == 0; Plus = str_find(pGameType, "+"); FDDrace = false; } else { Race = Flags & GAMEINFOFLAG_GAMETYPE_RACE; FastCap = Flags & GAMEINFOFLAG_GAMETYPE_FASTCAP; FNG = Flags & GAMEINFOFLAG_GAMETYPE_FNG; DDRace = Flags & GAMEINFOFLAG_GAMETYPE_DDRACE; DDNet = Flags & GAMEINFOFLAG_GAMETYPE_DDNET; BlockWorlds = Flags & GAMEINFOFLAG_GAMETYPE_BLOCK_WORLDS; Vanilla = Flags & GAMEINFOFLAG_GAMETYPE_VANILLA; Plus = Flags & GAMEINFOFLAG_GAMETYPE_PLUS; City = Version >= 5 && Flags2 & GAMEINFOFLAG2_GAMETYPE_CITY; FDDrace = Version >= 6 && Flags2 & GAMEINFOFLAG2_GAMETYPE_FDDRACE; // Ensure invariants upheld by the server info parsing business. DDRace = DDRace || DDNet || FDDrace; Race = Race || FastCap || DDRace; } CGameInfo Info; Info.m_FlagStartsRace = FastCap; Info.m_TimeScore = Race; Info.m_UnlimitedAmmo = Race; Info.m_DDRaceRecordMessage = DDRace && !DDNet; Info.m_RaceRecordMessage = DDNet || (Race && !DDRace); Info.m_RaceSounds = DDRace || FNG || BlockWorlds; Info.m_AllowEyeWheel = DDRace || BlockWorlds || City || Plus; Info.m_AllowHookColl = DDRace; Info.m_AllowZoom = Race || BlockWorlds || City; Info.m_BugDDRaceGhost = DDRace; Info.m_BugDDRaceInput = DDRace; Info.m_BugFNGLaserRange = FNG; Info.m_BugVanillaBounce = Vanilla; Info.m_PredictFNG = FNG; Info.m_PredictDDRace = DDRace; Info.m_PredictDDRaceTiles = DDRace && !BlockWorlds; Info.m_PredictVanilla = Vanilla || FastCap; Info.m_EntitiesDDNet = DDNet; Info.m_EntitiesDDRace = DDRace; Info.m_EntitiesRace = Race; Info.m_EntitiesFNG = FNG; Info.m_EntitiesVanilla = Vanilla; Info.m_EntitiesBW = BlockWorlds; Info.m_Race = Race; Info.m_DontMaskEntities = !DDNet; Info.m_AllowXSkins = false; Info.m_EntitiesFDDrace = FDDrace; Info.m_HudHealthArmor = true; Info.m_HudAmmo = true; Info.m_HudDDRace = false; Info.m_NoWeakHookAndBounce = false; if(Version >= 0) { Info.m_TimeScore = Flags & GAMEINFOFLAG_TIMESCORE; } if(Version >= 2) { Info.m_FlagStartsRace = Flags & GAMEINFOFLAG_FLAG_STARTS_RACE; Info.m_UnlimitedAmmo = Flags & GAMEINFOFLAG_UNLIMITED_AMMO; Info.m_DDRaceRecordMessage = Flags & GAMEINFOFLAG_DDRACE_RECORD_MESSAGE; Info.m_RaceRecordMessage = Flags & GAMEINFOFLAG_RACE_RECORD_MESSAGE; Info.m_AllowEyeWheel = Flags & GAMEINFOFLAG_ALLOW_EYE_WHEEL; Info.m_AllowHookColl = Flags & GAMEINFOFLAG_ALLOW_HOOK_COLL; Info.m_AllowZoom = Flags & GAMEINFOFLAG_ALLOW_ZOOM; Info.m_BugDDRaceGhost = Flags & GAMEINFOFLAG_BUG_DDRACE_GHOST; Info.m_BugDDRaceInput = Flags & GAMEINFOFLAG_BUG_DDRACE_INPUT; Info.m_BugFNGLaserRange = Flags & GAMEINFOFLAG_BUG_FNG_LASER_RANGE; Info.m_BugVanillaBounce = Flags & GAMEINFOFLAG_BUG_VANILLA_BOUNCE; Info.m_PredictFNG = Flags & GAMEINFOFLAG_PREDICT_FNG; Info.m_PredictDDRace = Flags & GAMEINFOFLAG_PREDICT_DDRACE; Info.m_PredictDDRaceTiles = Flags & GAMEINFOFLAG_PREDICT_DDRACE_TILES; Info.m_PredictVanilla = Flags & GAMEINFOFLAG_PREDICT_VANILLA; Info.m_EntitiesDDNet = Flags & GAMEINFOFLAG_ENTITIES_DDNET; Info.m_EntitiesDDRace = Flags & GAMEINFOFLAG_ENTITIES_DDRACE; Info.m_EntitiesRace = Flags & GAMEINFOFLAG_ENTITIES_RACE; Info.m_EntitiesFNG = Flags & GAMEINFOFLAG_ENTITIES_FNG; Info.m_EntitiesVanilla = Flags & GAMEINFOFLAG_ENTITIES_VANILLA; } if(Version >= 3) { Info.m_Race = Flags & GAMEINFOFLAG_RACE; Info.m_DontMaskEntities = Flags & GAMEINFOFLAG_DONT_MASK_ENTITIES; } if(Version >= 4) { Info.m_EntitiesBW = Flags & GAMEINFOFLAG_ENTITIES_BW; } if(Version >= 5) { Info.m_AllowXSkins = Flags2 & GAMEINFOFLAG2_ALLOW_X_SKINS; } if(Version >= 6) { Info.m_EntitiesFDDrace = Flags2 & GAMEINFOFLAG2_ENTITIES_FDDRACE; } if(Version >= 7) { Info.m_HudHealthArmor = Flags2 & GAMEINFOFLAG2_HUD_HEALTH_ARMOR; Info.m_HudAmmo = Flags2 & GAMEINFOFLAG2_HUD_AMMO; Info.m_HudDDRace = Flags2 & GAMEINFOFLAG2_HUD_DDRACE; } if(Version >= 8) { Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK_AND_BOUNCE; } return Info; } void CGameClient::InvalidateSnapshot() { // clear all pointers mem_zero(&m_Snap, sizeof(m_Snap)); m_Snap.m_LocalClientID = -1; SnapCollectEntities(); } void CGameClient::OnNewSnapshot() { auto &&Evolve = [this](CNetObj_Character *pCharacter, int Tick) { CWorldCore TempWorld; CCharacterCore TempCore = CCharacterCore(); CTeamsCore TempTeams = CTeamsCore(); TempCore.Init(&TempWorld, Collision(), &TempTeams); TempCore.Read(pCharacter); TempCore.m_ActiveWeapon = pCharacter->m_Weapon; while(pCharacter->m_Tick < Tick) { pCharacter->m_Tick++; TempCore.Tick(false); TempCore.Move(); TempCore.Quantize(); } TempCore.Write(pCharacter); }; InvalidateSnapshot(); m_NewTick = true; ProcessEvents(); #ifdef CONF_DEBUG if(g_Config.m_DbgStress) { if((Client()->GameTick(g_Config.m_ClDummy) % 100) == 0) { char aMessage[64]; int MsgLen = rand() % (sizeof(aMessage) - 1); for(int i = 0; i < MsgLen; i++) aMessage[i] = (char)('a' + (rand() % ('z' - 'a'))); aMessage[MsgLen] = 0; CNetMsg_Cl_Say Msg; Msg.m_Team = rand() & 1; Msg.m_pMessage = aMessage; Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL); } } #endif bool FoundGameInfoEx = false; bool GotSwitchStateTeam = false; m_aSwitchStateTeam[g_Config.m_ClDummy] = -1; for(auto &Client : m_aClients) { Client.m_SpecCharPresent = false; } // go trough all the items in the snapshot and gather the info we want { m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0; 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_CLIENTINFO) { const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)pData; int ClientID = Item.m_ID; if(ClientID < MAX_CLIENTS) { CClientData *pClient = &m_aClients[ClientID]; IntsToStr(&pInfo->m_Name0, 4, pClient->m_aName); IntsToStr(&pInfo->m_Clan0, 3, pClient->m_aClan); pClient->m_Country = pInfo->m_Country; IntsToStr(&pInfo->m_Skin0, 6, pClient->m_aSkinName); pClient->m_UseCustomColor = pInfo->m_UseCustomColor; pClient->m_ColorBody = pInfo->m_ColorBody; pClient->m_ColorFeet = pInfo->m_ColorFeet; // prepare the info if(!m_GameInfo.m_AllowXSkins && (pClient->m_aSkinName[0] == 'x' && pClient->m_aSkinName[1] == '_')) str_copy(pClient->m_aSkinName, "default"); pClient->m_SkinInfo.m_ColorBody = color_cast(ColorHSLA(pClient->m_ColorBody).UnclampLighting()); pClient->m_SkinInfo.m_ColorFeet = color_cast(ColorHSLA(pClient->m_ColorFeet).UnclampLighting()); pClient->m_SkinInfo.m_Size = 64; // find new skin const CSkin *pSkin = m_Skins.Find(pClient->m_aSkinName); pClient->m_SkinInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin; pClient->m_SkinInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin; pClient->m_SkinInfo.m_SkinMetrics = pSkin->m_Metrics; pClient->m_SkinInfo.m_BloodColor = pSkin->m_BloodColor; pClient->m_SkinInfo.m_CustomColoredSkin = pClient->m_UseCustomColor; if(!pClient->m_UseCustomColor) { pClient->m_SkinInfo.m_ColorBody = ColorRGBA(1, 1, 1); pClient->m_SkinInfo.m_ColorFeet = ColorRGBA(1, 1, 1); } pClient->UpdateRenderInfo(IsTeamPlay()); } } else if(Item.m_Type == NETOBJTYPE_PLAYERINFO) { const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData; if(pInfo->m_ClientID < MAX_CLIENTS) { m_aClients[pInfo->m_ClientID].m_Team = pInfo->m_Team; m_aClients[pInfo->m_ClientID].m_Active = true; m_Snap.m_apPlayerInfos[pInfo->m_ClientID] = pInfo; m_Snap.m_NumPlayers++; if(pInfo->m_Local) { m_Snap.m_LocalClientID = Item.m_ID; m_Snap.m_pLocalInfo = pInfo; if(pInfo->m_Team == TEAM_SPECTATORS) { m_Snap.m_SpecInfo.m_Active = true; } } // calculate team-balance if(pInfo->m_Team != TEAM_SPECTATORS) { m_Snap.m_aTeamSize[pInfo->m_Team]++; if(!m_aStats[pInfo->m_ClientID].IsActive()) m_aStats[pInfo->m_ClientID].JoinGame(Client()->GameTick(g_Config.m_ClDummy)); } else if(m_aStats[pInfo->m_ClientID].IsActive()) m_aStats[pInfo->m_ClientID].JoinSpec(Client()->GameTick(g_Config.m_ClDummy)); } } else if(Item.m_Type == NETOBJTYPE_DDNETPLAYER) { m_ReceivedDDNetPlayer = true; const CNetObj_DDNetPlayer *pInfo = (const CNetObj_DDNetPlayer *)pData; if(Item.m_ID < MAX_CLIENTS) { m_aClients[Item.m_ID].m_AuthLevel = pInfo->m_AuthLevel; m_aClients[Item.m_ID].m_Afk = pInfo->m_Flags & EXPLAYERFLAG_AFK; m_aClients[Item.m_ID].m_Paused = pInfo->m_Flags & EXPLAYERFLAG_PAUSED; m_aClients[Item.m_ID].m_Spec = pInfo->m_Flags & EXPLAYERFLAG_SPEC; if(Item.m_ID == m_Snap.m_LocalClientID && (m_aClients[Item.m_ID].m_Paused || m_aClients[Item.m_ID].m_Spec)) { m_Snap.m_SpecInfo.m_Active = true; } } } else if(Item.m_Type == NETOBJTYPE_CHARACTER) { if(Item.m_ID < MAX_CLIENTS) { const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID); m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData); if(pOld) { m_Snap.m_aCharacters[Item.m_ID].m_Active = true; m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld); // limit evolving to 3 seconds bool EvolvePrev = Client()->PrevGameTick(g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick <= 3 * Client()->GameTickSpeed(); bool EvolveCur = Client()->GameTick(g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick <= 3 * Client()->GameTickSpeed(); // reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot if(EvolveCur && m_aClients[Item.m_ID].m_Evolved.m_Tick == Client()->PrevGameTick(g_Config.m_ClDummy)) { if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0) m_Snap.m_aCharacters[Item.m_ID].m_Prev = m_aClients[Item.m_ID].m_Evolved; if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0) m_Snap.m_aCharacters[Item.m_ID].m_Cur = m_aClients[Item.m_ID].m_Evolved; } if(EvolvePrev && m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick) Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick(g_Config.m_ClDummy)); if(EvolveCur && m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick) Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick(g_Config.m_ClDummy)); m_aClients[Item.m_ID].m_Snapped = *((const CNetObj_Character *)pData); m_aClients[Item.m_ID].m_Evolved = m_Snap.m_aCharacters[Item.m_ID].m_Cur; } else { m_aClients[Item.m_ID].m_Evolved.m_Tick = -1; } } } else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER) { const CNetObj_DDNetCharacter *pCharacterData = (const CNetObj_DDNetCharacter *)pData; if(Item.m_ID < MAX_CLIENTS) { m_Snap.m_aCharacters[Item.m_ID].m_ExtendedData = *pCharacterData; m_Snap.m_aCharacters[Item.m_ID].m_PrevExtendedData = (const CNetObj_DDNetCharacter *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_DDNETCHARACTER, Item.m_ID); m_Snap.m_aCharacters[Item.m_ID].m_HasExtendedData = true; m_Snap.m_aCharacters[Item.m_ID].m_HasExtendedDisplayInfo = false; if(pCharacterData->m_JumpedTotal != -1) { m_Snap.m_aCharacters[Item.m_ID].m_HasExtendedDisplayInfo = true; } CClientData *pClient = &m_aClients[Item.m_ID]; // Collision pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO; pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK; pClient->m_CollisionDisabled = pCharacterData->m_Flags & CHARACTERFLAG_COLLISION_DISABLED; pClient->m_HammerHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED; pClient->m_GrenadeHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED; pClient->m_LaserHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED; pClient->m_ShotgunHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED; pClient->m_HookHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED; pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER; // Endless pClient->m_EndlessHook = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK; pClient->m_EndlessJump = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_JUMP; // Freeze pClient->m_FreezeEnd = pCharacterData->m_FreezeEnd; pClient->m_DeepFrozen = pCharacterData->m_FreezeEnd == -1; pClient->m_LiveFrozen = (pCharacterData->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0; // Telegun pClient->m_HasTelegunGrenade = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE; pClient->m_HasTelegunGun = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GUN; pClient->m_HasTelegunLaser = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_LASER; pClient->m_Predicted.ReadDDNet(pCharacterData); } } else if(Item.m_Type == NETOBJTYPE_SPECCHAR) { const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)pData; if(Item.m_ID < MAX_CLIENTS) { CClientData *pClient = &m_aClients[Item.m_ID]; pClient->m_SpecCharPresent = true; pClient->m_SpecChar.x = pSpecCharData->m_X; pClient->m_SpecChar.y = pSpecCharData->m_Y; } } else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO) { m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)pData; m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_SPECTATORINFO, Item.m_ID); m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_pSpectatorInfo->m_SpectatorID; } else if(Item.m_Type == NETOBJTYPE_GAMEINFO) { static bool s_GameOver = false; static bool s_GamePaused = false; m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)pData; bool CurrentTickGameOver = (bool)(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER); if(!s_GameOver && CurrentTickGameOver) OnGameOver(); else if(s_GameOver && !CurrentTickGameOver) OnStartGame(); // Reset statboard when new round is started (RoundStartTick changed) // New round is usually started after `restart` on server if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick // In GamePaused or GameOver state RoundStartTick is updated on each tick // hence no need to reset stats until player leaves GameOver // and it would be a mistake to reset stats after or during the pause && !(CurrentTickGameOver || m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED || s_GamePaused)) m_Statboard.OnReset(); m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick; s_GameOver = CurrentTickGameOver; s_GamePaused = (bool)(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED); } else if(Item.m_Type == NETOBJTYPE_GAMEINFOEX) { if(FoundGameInfoEx) { continue; } FoundGameInfoEx = true; CServerInfo ServerInfo; Client()->GetServerInfo(&ServerInfo); m_GameInfo = GetGameInfo((const CNetObj_GameInfoEx *)pData, Client()->SnapItemSize(IClient::SNAP_CURRENT, i), &ServerInfo); } else if(Item.m_Type == NETOBJTYPE_GAMEDATA) { m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData; m_Snap.m_GameDataSnapID = Item.m_ID; if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN) { if(m_aFlagDropTick[TEAM_RED] == 0) m_aFlagDropTick[TEAM_RED] = Client()->GameTick(g_Config.m_ClDummy); } else if(m_aFlagDropTick[TEAM_RED] != 0) m_aFlagDropTick[TEAM_RED] = 0; if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN) { if(m_aFlagDropTick[TEAM_BLUE] == 0) m_aFlagDropTick[TEAM_BLUE] = Client()->GameTick(g_Config.m_ClDummy); } else if(m_aFlagDropTick[TEAM_BLUE] != 0) m_aFlagDropTick[TEAM_BLUE] = 0; if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0) OnFlagGrab(TEAM_RED); else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0) OnFlagGrab(TEAM_BLUE); m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed; m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue; } else if(Item.m_Type == NETOBJTYPE_FLAG) m_Snap.m_apFlags[Item.m_ID % 2] = (const CNetObj_Flag *)pData; else if(Item.m_Type == NETOBJTYPE_SWITCHSTATE) { if(Item.m_DataSize < 36) { continue; } const CNetObj_SwitchState *pSwitchStateData = (const CNetObj_SwitchState *)pData; int Team = clamp(Item.m_ID, (int)TEAM_FLOCK, (int)TEAM_SUPER - 1); int HighestSwitchNumber = clamp(pSwitchStateData->m_HighestSwitchNumber, 0, 255); if(HighestSwitchNumber != maximum(0, (int)Switchers().size() - 1)) { m_GameWorld.m_Core.InitSwitchers(HighestSwitchNumber); Collision()->m_HighestSwitchNumber = HighestSwitchNumber; } for(int j = 0; j < (int)Switchers().size(); j++) { Switchers()[j].m_aStatus[Team] = (pSwitchStateData->m_aStatus[j / 32] >> (j % 32)) & 1; } if(Item.m_DataSize >= 68) { // update the endtick of up to four timed switchers for(int j = 0; j < (int)std::size(pSwitchStateData->m_aEndTicks); j++) { int SwitchNumber = pSwitchStateData->m_aSwitchNumbers[j]; int EndTick = pSwitchStateData->m_aEndTicks[j]; if(EndTick > 0 && in_range(SwitchNumber, 0, (int)Switchers().size())) { Switchers()[SwitchNumber].m_aEndTick[Team] = EndTick; } } } // update switch types for(auto &Switcher : Switchers()) { if(Switcher.m_aStatus[Team]) Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDOPEN : TILE_SWITCHOPEN; else Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDCLOSE : TILE_SWITCHCLOSE; } if(!GotSwitchStateTeam) m_aSwitchStateTeam[g_Config.m_ClDummy] = Team; else m_aSwitchStateTeam[g_Config.m_ClDummy] = -1; GotSwitchStateTeam = true; } } } if(!FoundGameInfoEx) { CServerInfo ServerInfo; Client()->GetServerInfo(&ServerInfo); m_GameInfo = GetGameInfo(0, 0, &ServerInfo); } // setup local pointers if(m_Snap.m_LocalClientID >= 0) { m_aLocalIDs[g_Config.m_ClDummy] = m_Snap.m_LocalClientID; CSnapState::CCharacterInfo *pChr = &m_Snap.m_aCharacters[m_Snap.m_LocalClientID]; if(pChr->m_Active) { if(!m_Snap.m_SpecInfo.m_Active) { m_Snap.m_pLocalCharacter = &pChr->m_Cur; m_Snap.m_pLocalPrevCharacter = &pChr->m_Prev; m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y); } } else if(Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, m_Snap.m_LocalClientID)) { // player died m_Controls.OnPlayerDeath(); } } if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { if(m_Snap.m_LocalClientID == -1 && m_DemoSpecID == SPEC_FOLLOW) m_DemoSpecID = SPEC_FREEVIEW; if(m_DemoSpecID != SPEC_FOLLOW) { m_Snap.m_SpecInfo.m_Active = true; if(m_DemoSpecID > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecID].m_Active) m_Snap.m_SpecInfo.m_SpectatorID = m_DemoSpecID; else m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW; } } // clear out unneeded client data for(int i = 0; i < MAX_CLIENTS; ++i) { if(!m_Snap.m_apPlayerInfos[i] && m_aClients[i].m_Active) { m_aClients[i].Reset(); m_aStats[i].Reset(); } } for(int i = 0; i < MAX_CLIENTS; ++i) { // update friend state m_aClients[i].m_Friend = !(i == m_Snap.m_LocalClientID || !m_Snap.m_apPlayerInfos[i] || !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true)); // update foe state m_aClients[i].m_Foe = !(i == m_Snap.m_LocalClientID || !m_Snap.m_apPlayerInfos[i] || !Foes()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true)); } // sort player infos by name mem_copy(m_Snap.m_apInfoByName, m_Snap.m_apPlayerInfos, sizeof(m_Snap.m_apInfoByName)); std::stable_sort(m_Snap.m_apInfoByName, m_Snap.m_apInfoByName + MAX_CLIENTS, [this](const CNetObj_PlayerInfo *p1, const CNetObj_PlayerInfo *p2) -> bool { if(!p2) return static_cast(p1); if(!p1) return false; return str_comp_nocase(m_aClients[p1->m_ClientID].m_aName, m_aClients[p2->m_ClientID].m_aName) < 0; }); bool TimeScore = m_GameInfo.m_TimeScore; // sort player infos by score mem_copy(m_Snap.m_apInfoByScore, m_Snap.m_apInfoByName, sizeof(m_Snap.m_apInfoByScore)); std::stable_sort(m_Snap.m_apInfoByScore, m_Snap.m_apInfoByScore + MAX_CLIENTS, [TimeScore](const CNetObj_PlayerInfo *p1, const CNetObj_PlayerInfo *p2) -> bool { if(!p2) return static_cast(p1); if(!p1) return false; return (((TimeScore && p1->m_Score == -9999) ? std::numeric_limits::min() : p1->m_Score) > ((TimeScore && p2->m_Score == -9999) ? std::numeric_limits::min() : p2->m_Score)); }); // sort player infos by DDRace Team (and score between) int Index = 0; for(int Team = TEAM_FLOCK; Team <= TEAM_SUPER; ++Team) { for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i) { if(m_Snap.m_apInfoByScore[i] && m_Teams.Team(m_Snap.m_apInfoByScore[i]->m_ClientID) == Team) m_Snap.m_apInfoByDDTeamScore[Index++] = m_Snap.m_apInfoByScore[i]; } } // sort player infos by DDRace Team (and name between) Index = 0; for(int Team = TEAM_FLOCK; Team <= TEAM_SUPER; ++Team) { for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i) { if(m_Snap.m_apInfoByName[i] && m_Teams.Team(m_Snap.m_apInfoByName[i]->m_ClientID) == Team) m_Snap.m_apInfoByDDTeamName[Index++] = m_Snap.m_apInfoByName[i]; } } CServerInfo CurrentServerInfo; Client()->GetServerInfo(&CurrentServerInfo); CTuningParams StandardTuning; if(CurrentServerInfo.m_aGameType[0] != '0') { if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0) m_ServerMode = SERVERMODE_MOD; else if(mem_comp(&StandardTuning, &m_aTuning[g_Config.m_ClDummy], 33) == 0) m_ServerMode = SERVERMODE_PURE; else m_ServerMode = SERVERMODE_PUREMOD; } // add tuning to demo bool AnyRecording = false; for(int i = 0; i < RECORDER_MAX; i++) if(DemoRecorder(i)->IsRecording()) { AnyRecording = true; break; } if(AnyRecording && mem_comp(&StandardTuning, &m_aTuning[g_Config.m_ClDummy], sizeof(CTuningParams)) != 0) { CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS); int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy]; for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++) Msg.AddInt(pParams[i]); Client()->SendMsgActive(&Msg, MSGFLAG_RECORD | MSGFLAG_NOSEND); } for(int i = 0; i < 2; i++) { if(m_aDDRaceMsgSent[i] || !m_Snap.m_pLocalInfo) { continue; } if(i == IClient::CONN_DUMMY && !Client()->DummyConnected()) { continue; } CMsgPacker Msg(NETMSGTYPE_CL_ISDDNETLEGACY, false); Msg.AddInt(CLIENT_VERSIONNR); Client()->SendMsg(i, &Msg, MSGFLAG_VITAL); m_aDDRaceMsgSent[i] = true; } if(m_aShowOthers[g_Config.m_ClDummy] == SHOW_OTHERS_NOT_SET || (m_aShowOthers[g_Config.m_ClDummy] != SHOW_OTHERS_NOT_SET && m_aShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers)) { { CNetMsg_Cl_ShowOthers Msg; Msg.m_Show = g_Config.m_ClShowOthers; Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL); } // update state m_aShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers; } float ZoomToSend = m_Camera.m_Zoom; if(m_Camera.m_Zooming) { if(m_Camera.m_ZoomSmoothingTarget > m_Camera.m_Zoom) // Zooming out ZoomToSend = m_Camera.m_ZoomSmoothingTarget; else if(m_Camera.m_ZoomSmoothingTarget < m_Camera.m_Zoom && m_LastZoom > 0) // Zooming in ZoomToSend = m_LastZoom; } if(ZoomToSend != m_LastZoom || Graphics()->ScreenAspect() != m_LastScreenAspect || (Client()->DummyConnected() && !m_LastDummyConnected)) { CNetMsg_Cl_ShowDistance Msg; float x, y; RenderTools()->CalcScreenParams(Graphics()->ScreenAspect(), ZoomToSend, &x, &y); Msg.m_X = x; Msg.m_Y = y; Client()->ChecksumData()->m_Zoom = ZoomToSend; CMsgPacker Packer(Msg.MsgID(), false); Msg.Pack(&Packer); if(ZoomToSend != m_LastZoom) Client()->SendMsg(IClient::CONN_MAIN, &Packer, MSGFLAG_VITAL); if(Client()->DummyConnected()) Client()->SendMsg(IClient::CONN_DUMMY, &Packer, MSGFLAG_VITAL); m_LastZoom = ZoomToSend; m_LastScreenAspect = Graphics()->ScreenAspect(); } m_LastDummyConnected = Client()->DummyConnected(); m_Ghost.OnNewSnapshot(); m_RaceDemo.OnNewSnapshot(); // detect air jump for other players for(int i = 0; i < MAX_CLIENTS; i++) if(m_Snap.m_aCharacters[i].m_Active && (m_Snap.m_aCharacters[i].m_Cur.m_Jumped & 2) && !(m_Snap.m_aCharacters[i].m_Prev.m_Jumped & 2)) if(!Predict() || (i != m_Snap.m_LocalClientID && (!AntiPingPlayers() || i != m_PredictedDummyID))) { vec2 Pos = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y), vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); m_Effects.AirJump(Pos); } static int PrevLocalID = -1; if(m_Snap.m_LocalClientID != PrevLocalID) m_PredictedDummyID = PrevLocalID; PrevLocalID = m_Snap.m_LocalClientID; m_IsDummySwapping = 0; SnapCollectEntities(); // creates a collection that associates EntityEx snap items with the entities they belong to // update prediction data if(Client()->State() != IClient::STATE_DEMOPLAYBACK) UpdatePrediction(); } void CGameClient::OnPredict() { // store the previous values so we can detect prediction errors CCharacterCore BeforePrevChar = m_PredictedPrevChar; CCharacterCore BeforeChar = m_PredictedChar; // we can't predict without our own id or own character if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active) return; // don't predict anything if we are paused if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED) { if(m_Snap.m_pLocalCharacter) { m_PredictedChar.Read(m_Snap.m_pLocalCharacter); m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon; } if(m_Snap.m_pLocalPrevCharacter) { m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter); m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon; } return; } vec2 aBeforeRender[MAX_CLIENTS]; for(int i = 0; i < MAX_CLIENTS; i++) aBeforeRender[i] = GetSmoothPos(i); // init bool Dummy = g_Config.m_ClDummy ^ m_IsDummySwapping; m_PredictedWorld.CopyWorld(&m_GameWorld); // don't predict inactive players, or entities from other teams for(int i = 0; i < MAX_CLIENTS; i++) if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i)) if((!m_Snap.m_aCharacters[i].m_Active && pChar->m_SnapTicks > 10) || IsOtherTeam(i)) pChar->Destroy(); CProjectile *pProjNext = 0; for(CProjectile *pProj = (CProjectile *)m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = pProjNext) { pProjNext = (CProjectile *)pProj->TypeNext(); if(IsOtherTeam(pProj->GetOwner())) { pProj->Destroy(); } } CCharacter *pLocalChar = m_PredictedWorld.GetCharacterByID(m_Snap.m_LocalClientID); if(!pLocalChar) return; CCharacter *pDummyChar = 0; if(PredictDummy()) pDummyChar = m_PredictedWorld.GetCharacterByID(m_PredictedDummyID); // predict for(int Tick = Client()->GameTick(g_Config.m_ClDummy) + 1; Tick <= Client()->PredGameTick(g_Config.m_ClDummy); Tick++) { // fetch the previous characters if(Tick == Client()->PredGameTick(g_Config.m_ClDummy)) { m_PrevPredictedWorld.CopyWorld(&m_PredictedWorld); m_PredictedPrevChar = pLocalChar->GetCore(); for(int i = 0; i < MAX_CLIENTS; i++) if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i)) m_aClients[i].m_PrevPredicted = pChar->GetCore(); } // optionally allow some movement in freeze by not predicting freeze the last one to two ticks if(g_Config.m_ClPredictFreeze == 2 && Client()->PredGameTick(g_Config.m_ClDummy) - 1 - Client()->PredGameTick(g_Config.m_ClDummy) % 2 <= Tick) pLocalChar->m_CanMoveInFreeze = true; // apply inputs and tick CNetObj_PlayerInput *pInputData = (CNetObj_PlayerInput *)Client()->GetInput(Tick, m_IsDummySwapping); CNetObj_PlayerInput *pDummyInputData = !pDummyChar ? 0 : (CNetObj_PlayerInput *)Client()->GetInput(Tick, m_IsDummySwapping ^ 1); bool DummyFirst = pInputData && pDummyInputData && pDummyChar->GetCID() < pLocalChar->GetCID(); if(DummyFirst) pDummyChar->OnDirectInput(pDummyInputData); if(pInputData) pLocalChar->OnDirectInput(pInputData); if(pDummyInputData && !DummyFirst) pDummyChar->OnDirectInput(pDummyInputData); m_PredictedWorld.m_GameTick = Tick; if(pInputData) pLocalChar->OnPredictedInput(pInputData); if(pDummyInputData) pDummyChar->OnPredictedInput(pDummyInputData); m_PredictedWorld.Tick(); // fetch the current characters if(Tick == Client()->PredGameTick(g_Config.m_ClDummy)) { m_PredictedChar = pLocalChar->GetCore(); for(int i = 0; i < MAX_CLIENTS; i++) if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i)) m_aClients[i].m_Predicted = pChar->GetCore(); } for(int i = 0; i < MAX_CLIENTS; i++) if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i)) { m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos; m_aClients[i].m_aPredTick[Tick % 200] = Tick; } // check if we want to trigger effects if(Tick > m_aLastNewPredictedTick[Dummy]) { m_aLastNewPredictedTick[Dummy] = Tick; m_NewPredictedTick = true; vec2 Pos = pLocalChar->Core()->m_Pos; int Events = pLocalChar->Core()->m_TriggeredEvents; if(g_Config.m_ClPredict && !m_SuppressEvents) if(Events & COREEVENT_AIR_JUMP) m_Effects.AirJump(Pos); if(g_Config.m_SndGame && !m_SuppressEvents) { if(Events & COREEVENT_GROUND_JUMP) m_Sounds.PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos); if(Events & COREEVENT_HOOK_ATTACH_GROUND) m_Sounds.PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos); if(Events & COREEVENT_HOOK_HIT_NOHOOK) m_Sounds.PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos); } } // check if we want to trigger predicted airjump for dummy if(AntiPingPlayers() && pDummyChar && Tick > m_aLastNewPredictedTick[!Dummy]) { m_aLastNewPredictedTick[!Dummy] = Tick; vec2 Pos = pDummyChar->Core()->m_Pos; int Events = pDummyChar->Core()->m_TriggeredEvents; if(g_Config.m_ClPredict && !m_SuppressEvents) if(Events & COREEVENT_AIR_JUMP) m_Effects.AirJump(Pos); } } // detect mispredictions of other players and make corrections smoother when possible static vec2 s_aLastPos[MAX_CLIENTS] = {{0, 0}}; static bool s_aLastActive[MAX_CLIENTS] = {false}; if(g_Config.m_ClAntiPingSmooth && Predict() && AntiPingPlayers() && m_NewTick && abs(m_PredictedTick - Client()->PredGameTick(g_Config.m_ClDummy)) <= 1 && abs(Client()->GameTick(g_Config.m_ClDummy) - Client()->PrevGameTick(g_Config.m_ClDummy)) <= 2) { int PredTime = clamp(Client()->GetPredictionTime(), 0, 800); float SmoothPace = 4 - 1.5f * PredTime / 800.f; // smoothing pace (a lower value will make the smoothing quicker) int64_t Len = 1000 * PredTime * SmoothPace; for(int i = 0; i < MAX_CLIENTS; i++) { if(!m_Snap.m_aCharacters[i].m_Active || i == m_Snap.m_LocalClientID || !s_aLastActive[i]) continue; vec2 NewPos = (m_PredictedTick == Client()->PredGameTick(g_Config.m_ClDummy)) ? m_aClients[i].m_Predicted.m_Pos : m_aClients[i].m_PrevPredicted.m_Pos; vec2 PredErr = (s_aLastPos[i] - NewPos) / (float)minimum(Client()->GetPredictionTime(), 200); if(in_range(length(PredErr), 0.05f, 5.f)) { vec2 PredPos = mix(m_aClients[i].m_PrevPredicted.m_Pos, m_aClients[i].m_Predicted.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy)); vec2 CurPos = mix( vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y), vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); vec2 RenderDiff = PredPos - aBeforeRender[i]; vec2 PredDiff = PredPos - CurPos; float aMixAmount[2]; for(int j = 0; j < 2; j++) { aMixAmount[j] = 1.0f; if(fabs(PredErr[j]) > 0.05f) { aMixAmount[j] = 0.0f; if(fabs(RenderDiff[j]) > 0.01f) { aMixAmount[j] = 1.f - clamp(RenderDiff[j] / PredDiff[j], 0.f, 1.f); aMixAmount[j] = 1.f - powf(1.f - aMixAmount[j], 1 / 1.2f); } } int64_t TimePassed = time_get() - m_aClients[i].m_aSmoothStart[j]; if(in_range(TimePassed, (int64_t)0, Len - 1)) aMixAmount[j] = minimum(aMixAmount[j], (float)(TimePassed / (double)Len)); } for(int j = 0; j < 2; j++) if(fabs(RenderDiff[j]) < 0.01f && fabs(PredDiff[j]) < 0.01f && fabs(m_aClients[i].m_PrevPredicted.m_Pos[j] - m_aClients[i].m_Predicted.m_Pos[j]) < 0.01f && aMixAmount[j] > aMixAmount[j ^ 1]) aMixAmount[j] = aMixAmount[j ^ 1]; for(int j = 0; j < 2; j++) { int64_t Remaining = minimum((1.f - aMixAmount[j]) * Len, minimum(time_freq() * 0.700f, (1.f - aMixAmount[j ^ 1]) * Len + time_freq() * 0.300f)); // don't smooth for longer than 700ms, or more than 300ms longer along one axis than the other axis int64_t Start = time_get() - (Len - Remaining); if(!in_range(Start + Len, m_aClients[i].m_aSmoothStart[j], m_aClients[i].m_aSmoothStart[j] + Len)) { m_aClients[i].m_aSmoothStart[j] = Start; m_aClients[i].m_aSmoothLen[j] = Len; } } } } } for(int i = 0; i < MAX_CLIENTS; i++) { if(m_Snap.m_aCharacters[i].m_Active) { s_aLastPos[i] = m_aClients[i].m_Predicted.m_Pos; s_aLastActive[i] = true; } else s_aLastActive[i] = false; } if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick(g_Config.m_ClDummy)) { CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0}; BeforeChar.Write(&Before); BeforePrevChar.Write(&BeforePrev); m_PredictedChar.Write(&Now); m_PredictedPrevChar.Write(&NowPrev); if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0) { Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error"); for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore) / sizeof(int); i++) if(((int *)&Before)[i] != ((int *)&Now)[i]) { char aBuf[256]; str_format(aBuf, sizeof(aBuf), " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]); Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf); } } } m_PredictedTick = Client()->PredGameTick(g_Config.m_ClDummy); if(m_NewPredictedTick) m_Ghost.OnNewPredictedSnapshot(); } void CGameClient::OnActivateEditor() { OnRelease(); } CGameClient::CClientStats::CClientStats() { Reset(); } void CGameClient::CClientStats::Reset() { m_JoinTick = 0; m_IngameTicks = 0; m_Active = false; m_Frags = 0; m_Deaths = 0; m_Suicides = 0; m_BestSpree = 0; m_CurrentSpree = 0; for(int j = 0; j < NUM_WEAPONS; j++) { m_aFragsWith[j] = 0; m_aDeathsFrom[j] = 0; } m_FlagGrabs = 0; m_FlagCaptures = 0; } void CGameClient::CClientData::UpdateRenderInfo(bool IsTeamPlay) { m_RenderInfo = m_SkinInfo; // force team colors if(IsTeamPlay) { m_RenderInfo.m_CustomColoredSkin = true; const int aTeamColors[2] = {65461, 10223541}; if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE) { m_RenderInfo.m_ColorBody = color_cast(ColorHSLA(aTeamColors[m_Team])); m_RenderInfo.m_ColorFeet = color_cast(ColorHSLA(aTeamColors[m_Team])); } else { m_RenderInfo.m_ColorBody = color_cast(ColorHSLA(12829350)); m_RenderInfo.m_ColorFeet = color_cast(ColorHSLA(12829350)); } } } void CGameClient::CClientData::Reset() { m_aName[0] = 0; m_aClan[0] = 0; m_Country = -1; m_Team = 0; m_Angle = 0; m_Emoticon = 0; m_EmoticonStartTick = -1; m_EmoticonStartFraction = 0; m_Active = false; m_ChatIgnore = false; m_EmoticonIgnore = false; m_Friend = false; m_Foe = false; m_AuthLevel = AUTHED_NO; m_Afk = false; m_Paused = false; m_Spec = false; m_SkinInfo.m_BloodColor = ColorRGBA(1, 1, 1); m_SkinInfo.m_ColorableRenderSkin.Reset(); m_SkinInfo.m_OriginalRenderSkin.Reset(); m_SkinInfo.m_CustomColoredSkin = false; m_SkinInfo.m_ColorBody = ColorRGBA(1, 1, 1); m_SkinInfo.m_ColorFeet = ColorRGBA(1, 1, 1); m_SkinInfo.m_SkinMetrics.Reset(); m_Solo = false; m_Jetpack = false; m_CollisionDisabled = false; m_EndlessHook = false; m_EndlessJump = false; m_HammerHitDisabled = false; m_GrenadeHitDisabled = false; m_LaserHitDisabled = false; m_ShotgunHitDisabled = false; m_HookHitDisabled = false; m_Super = false; m_HasTelegunGun = false; m_HasTelegunGrenade = false; m_HasTelegunLaser = false; m_FreezeEnd = 0; m_DeepFrozen = false; m_LiveFrozen = false; m_Evolved.m_Tick = -1; m_SpecChar = vec2(0, 0); m_SpecCharPresent = false; mem_zero(m_aSwitchStates, sizeof(m_aSwitchStates)); UpdateRenderInfo(false); } void CGameClient::SendSwitchTeam(int Team) { CNetMsg_Cl_SetTeam Msg; Msg.m_Team = Team; Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL); if(Team != TEAM_SPECTATORS) m_Camera.OnReset(); } void CGameClient::SendInfo(bool Start) { if(Start) { CNetMsg_Cl_StartInfo Msg; Msg.m_pName = Client()->PlayerName(); Msg.m_pClan = g_Config.m_PlayerClan; Msg.m_Country = g_Config.m_PlayerCountry; Msg.m_pSkin = g_Config.m_ClPlayerSkin; Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor; Msg.m_ColorBody = g_Config.m_ClPlayerColorBody; Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet; CMsgPacker Packer(Msg.MsgID(), false); Msg.Pack(&Packer); Client()->SendMsg(IClient::CONN_MAIN, &Packer, MSGFLAG_VITAL); m_aCheckInfo[0] = -1; } else { CNetMsg_Cl_ChangeInfo Msg; Msg.m_pName = Client()->PlayerName(); Msg.m_pClan = g_Config.m_PlayerClan; Msg.m_Country = g_Config.m_PlayerCountry; Msg.m_pSkin = g_Config.m_ClPlayerSkin; Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor; Msg.m_ColorBody = g_Config.m_ClPlayerColorBody; Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet; CMsgPacker Packer(Msg.MsgID(), false); Msg.Pack(&Packer); Client()->SendMsg(IClient::CONN_MAIN, &Packer, MSGFLAG_VITAL); m_aCheckInfo[0] = Client()->GameTickSpeed(); } } void CGameClient::SendDummyInfo(bool Start) { if(Start) { CNetMsg_Cl_StartInfo Msg; Msg.m_pName = Client()->DummyName(); Msg.m_pClan = g_Config.m_ClDummyClan; Msg.m_Country = g_Config.m_ClDummyCountry; Msg.m_pSkin = g_Config.m_ClDummySkin; Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor; Msg.m_ColorBody = g_Config.m_ClDummyColorBody; Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet; CMsgPacker Packer(Msg.MsgID(), false); Msg.Pack(&Packer); Client()->SendMsg(IClient::CONN_DUMMY, &Packer, MSGFLAG_VITAL); m_aCheckInfo[1] = -1; } else { CNetMsg_Cl_ChangeInfo Msg; Msg.m_pName = Client()->DummyName(); Msg.m_pClan = g_Config.m_ClDummyClan; Msg.m_Country = g_Config.m_ClDummyCountry; Msg.m_pSkin = g_Config.m_ClDummySkin; Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor; Msg.m_ColorBody = g_Config.m_ClDummyColorBody; Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet; CMsgPacker Packer(Msg.MsgID(), false); Msg.Pack(&Packer); Client()->SendMsg(IClient::CONN_DUMMY, &Packer, MSGFLAG_VITAL); m_aCheckInfo[1] = Client()->GameTickSpeed(); } } void CGameClient::SendKill(int ClientID) { CNetMsg_Cl_Kill Msg; Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL); if(g_Config.m_ClDummyCopyMoves) { CMsgPacker MsgP(NETMSGTYPE_CL_KILL, false); Client()->SendMsg(!g_Config.m_ClDummy, &MsgP, MSGFLAG_VITAL); } } void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData) { ((CGameClient *)pUserData)->SendSwitchTeam(pResult->GetInteger(0)); } void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData) { ((CGameClient *)pUserData)->SendKill(-1); } void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) ((CGameClient *)pUserData)->SendInfo(false); } void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) ((CGameClient *)pUserData)->SendDummyInfo(false); } void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) if(g_Config.m_ClDummy && !((CGameClient *)pUserData)->Client()->DummyConnected()) g_Config.m_ClDummy = 0; } void CGameClient::ConchainClTextEntitiesSize(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments()) { CGameClient *pGameClient = (CGameClient *)pUserData; pGameClient->m_MapImages.SetTextureScale(g_Config.m_ClTextEntitiesSize); } } IGameClient *CreateGameClient() { return new CGameClient(); } int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2 &NewPos2, int ownID) { float Distance = 0.0f; int ClosestID = -1; CClientData &OwnClientData = m_aClients[ownID]; for(int i = 0; i < MAX_CLIENTS; i++) { if(i == ownID) continue; CClientData &cData = m_aClients[i]; if(!cData.m_Active) continue; CNetObj_Character Prev = m_Snap.m_aCharacters[i].m_Prev; CNetObj_Character Player = m_Snap.m_aCharacters[i].m_Cur; vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); bool IsOneSuper = cData.m_Super || OwnClientData.m_Super; bool IsOneSolo = cData.m_Solo || OwnClientData.m_Solo; if(!IsOneSuper && (!m_Teams.SameTeam(i, ownID) || IsOneSolo || OwnClientData.m_HookHitDisabled)) continue; vec2 ClosestPoint; if(closest_point_on_line(HookPos, NewPos, Position, ClosestPoint)) { if(distance(Position, ClosestPoint) < CCharacterCore::PhysicalSize() + 2.0f) { if(ClosestID == -1 || distance(HookPos, Position) < Distance) { NewPos2 = ClosestPoint; ClosestID = i; Distance = distance(HookPos, Position); } } } } return ClosestID; } ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL) { return color_cast(ColorHSLA(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f)); } void CGameClient::UpdatePrediction() { m_GameWorld.m_WorldConfig.m_IsVanilla = m_GameInfo.m_PredictVanilla; m_GameWorld.m_WorldConfig.m_IsDDRace = m_GameInfo.m_PredictDDRace; m_GameWorld.m_WorldConfig.m_IsFNG = m_GameInfo.m_PredictFNG; m_GameWorld.m_WorldConfig.m_PredictDDRace = m_GameInfo.m_PredictDDRace; m_GameWorld.m_WorldConfig.m_PredictTiles = m_GameInfo.m_PredictDDRace && m_GameInfo.m_PredictDDRaceTiles; m_GameWorld.m_WorldConfig.m_UseTuneZones = m_GameInfo.m_PredictDDRaceTiles; m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze; m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons(); m_GameWorld.m_WorldConfig.m_BugDDRaceInput = m_GameInfo.m_BugDDRaceInput; m_GameWorld.m_WorldConfig.m_NoWeakHookAndBounce = m_GameInfo.m_NoWeakHookAndBounce; // always update default tune zone, even without character if(!m_GameWorld.m_WorldConfig.m_UseTuneZones) m_GameWorld.TuningList()[0] = m_aTuning[g_Config.m_ClDummy]; if(!m_Snap.m_pLocalCharacter) { if(CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID)) pLocalChar->Destroy(); return; } if(m_Snap.m_pLocalCharacter->m_AmmoCount > 0 && m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA) m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false; m_GameWorld.m_WorldConfig.m_IsSolo = !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData && !m_aTuning[g_Config.m_ClDummy].m_PlayerCollision && !m_aTuning[g_Config.m_ClDummy].m_PlayerHooking; // update the tuning/tunezone at the local character position with the latest tunings received before the new snapshot vec2 LocalCharPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y); m_GameWorld.m_Core.m_aTuning[g_Config.m_ClDummy] = m_aTuning[g_Config.m_ClDummy]; int TuneZone = 0; if(m_GameWorld.m_WorldConfig.m_UseTuneZones) { TuneZone = Collision()->IsTune(Collision()->GetMapIndex(LocalCharPos)); if(TuneZone != m_aLocalTuneZone[g_Config.m_ClDummy]) { // our tunezone changed, expecting tuning message m_aLocalTuneZone[g_Config.m_ClDummy] = m_aExpectingTuningForZone[g_Config.m_ClDummy] = TuneZone; m_aExpectingTuningSince[g_Config.m_ClDummy] = 0; } if(m_aExpectingTuningForZone[g_Config.m_ClDummy] >= 0) { if(m_aReceivedTuning[g_Config.m_ClDummy]) { dbg_msg("tunezone", "got tuning for zone %d", m_aExpectingTuningForZone[g_Config.m_ClDummy]); m_GameWorld.TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy]; m_aReceivedTuning[g_Config.m_ClDummy] = false; m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1; } else if(m_aExpectingTuningSince[g_Config.m_ClDummy] >= 5) { // if we are expecting tuning for more than 10 snaps (less than a quarter of a second) // it is probably dropped or it was received out of order // or applied to another tunezone. // we need to fallback to current tuning to fix ourselves. m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1; m_aExpectingTuningSince[g_Config.m_ClDummy] = 0; m_aReceivedTuning[g_Config.m_ClDummy] = false; dbg_msg("tunezone", "the tuning was missed"); } else { // if we are expecting tuning and have not received one yet. // do not update any tuning, so we don't apply it to the wrong tunezone. dbg_msg("tunezone", "waiting for tuning for zone %d", m_aExpectingTuningForZone[g_Config.m_ClDummy]); m_aExpectingTuningSince[g_Config.m_ClDummy]++; } } else { // if we have processed what we need, and the tuning is still wrong due to out of order messege // fix our tuning by using the current one m_GameWorld.TuningList()[TuneZone] = m_aTuning[g_Config.m_ClDummy]; m_aExpectingTuningSince[g_Config.m_ClDummy] = 0; m_aReceivedTuning[g_Config.m_ClDummy] = false; } } // if ddnetcharacter is available, ignore server-wide tunings for hook and collision if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData) { m_GameWorld.m_Core.m_aTuning[g_Config.m_ClDummy].m_PlayerCollision = 1; m_GameWorld.m_Core.m_aTuning[g_Config.m_ClDummy].m_PlayerHooking = 1; } CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID); CCharacter *pDummyChar = 0; if(PredictDummy()) pDummyChar = m_GameWorld.GetCharacterByID(m_PredictedDummyID); // update strong and weak hook if(pLocalChar && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_aTuning[g_Config.m_ClDummy].m_PlayerCollision || m_aTuning[g_Config.m_ClDummy].m_PlayerHooking)) { if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData) { int aIDs[MAX_CLIENTS]; for(int &ID : aIDs) ID = -1; for(int i = 0; i < MAX_CLIENTS; i++) if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i)) aIDs[pChar->GetStrongWeakID()] = i; for(int ID : aIDs) if(ID >= 0) m_CharOrder.GiveStrong(ID); } else { // manual detection DetectStrongHook(); } for(int i : m_CharOrder.m_IDs) { if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i)) { m_GameWorld.RemoveEntity(pChar); m_GameWorld.InsertEntity(pChar); } } } // advance the gameworld to the current gametick if(pLocalChar && abs(m_GameWorld.GameTick() - Client()->GameTick(g_Config.m_ClDummy)) < SERVER_TICK_SPEED) { for(int Tick = m_GameWorld.GameTick() + 1; Tick <= Client()->GameTick(g_Config.m_ClDummy); Tick++) { CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick); CNetObj_PlayerInput *pDummyInput = 0; if(pDummyChar) pDummyInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick, 1); if(pInput) pLocalChar->OnDirectInput(pInput); if(pDummyInput) pDummyChar->OnDirectInput(pDummyInput); m_GameWorld.m_GameTick = Tick; if(pInput) pLocalChar->OnPredictedInput(pInput); if(pDummyInput) pDummyChar->OnPredictedInput(pDummyInput); m_GameWorld.Tick(); for(int i = 0; i < MAX_CLIENTS; i++) if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i)) { m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos; m_aClients[i].m_aPredTick[Tick % 200] = Tick; } } } else { // skip to current gametick m_GameWorld.m_GameTick = Client()->GameTick(g_Config.m_ClDummy); if(pLocalChar) if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Client()->GameTick(g_Config.m_ClDummy))) pLocalChar->SetInput(pInput); if(pDummyChar) if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Client()->GameTick(g_Config.m_ClDummy), 1)) pDummyChar->SetInput(pInput); } for(int i = 0; i < MAX_CLIENTS; i++) if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i)) { m_aClients[i].m_aPredPos[Client()->GameTick(g_Config.m_ClDummy) % 200] = pChar->Core()->m_Pos; m_aClients[i].m_aPredTick[Client()->GameTick(g_Config.m_ClDummy) % 200] = Client()->GameTick(g_Config.m_ClDummy); } // update the local gameworld with the new snapshot m_GameWorld.m_Teams = m_Teams; m_GameWorld.NetObjBegin(); for(int i = 0; i < MAX_CLIENTS; i++) if(m_Snap.m_aCharacters[i].m_Active) { bool IsLocal = (i == m_Snap.m_LocalClientID || (PredictDummy() && i == m_PredictedDummyID)); int GameTeam = (m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS) ? m_aClients[i].m_Team : i; m_GameWorld.NetCharAdd(i, &m_Snap.m_aCharacters[i].m_Cur, m_Snap.m_aCharacters[i].m_HasExtendedData ? &m_Snap.m_aCharacters[i].m_ExtendedData : 0, GameTeam, IsLocal); } for(const CSnapEntities &EntData : SnapEntities()) m_GameWorld.NetObjAdd(EntData.m_Item.m_ID, EntData.m_Item.m_Type, EntData.m_pData, EntData.m_pDataEx); m_GameWorld.NetObjEnd(m_Snap.m_LocalClientID); } void CGameClient::UpdateRenderedCharacters() { for(int i = 0; i < MAX_CLIENTS; i++) { if(!m_Snap.m_aCharacters[i].m_Active) continue; m_aClients[i].m_RenderCur = m_Snap.m_aCharacters[i].m_Cur; m_aClients[i].m_RenderPrev = m_Snap.m_aCharacters[i].m_Prev; m_aClients[i].m_IsPredicted = false; m_aClients[i].m_IsPredictedLocal = false; vec2 UnpredPos = mix( vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y), vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y), Client()->IntraGameTick(g_Config.m_ClDummy)); vec2 Pos = UnpredPos; if(Predict() && (i == m_Snap.m_LocalClientID || (AntiPingPlayers() && !IsOtherTeam(i)))) { m_aClients[i].m_Predicted.Write(&m_aClients[i].m_RenderCur); m_aClients[i].m_PrevPredicted.Write(&m_aClients[i].m_RenderPrev); m_aClients[i].m_IsPredicted = true; Pos = mix( vec2(m_aClients[i].m_RenderPrev.m_X, m_aClients[i].m_RenderPrev.m_Y), vec2(m_aClients[i].m_RenderCur.m_X, m_aClients[i].m_RenderCur.m_Y), m_aClients[i].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy)); if(i == m_Snap.m_LocalClientID) { m_aClients[i].m_IsPredictedLocal = true; CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i); if(pChar && AntiPingGunfire() && ((pChar->m_NinjaJetpack && pChar->m_FreezeTime == 0) || m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA || m_Snap.m_aCharacters[i].m_Cur.m_Weapon == m_aClients[i].m_Predicted.m_ActiveWeapon)) { m_aClients[i].m_RenderCur.m_AttackTick = pChar->GetAttackTick(); if(m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA && !(pChar->m_NinjaJetpack && pChar->Core()->m_ActiveWeapon == WEAPON_GUN)) m_aClients[i].m_RenderCur.m_Weapon = m_aClients[i].m_Predicted.m_ActiveWeapon; } } else { // use unpredicted values for other players m_aClients[i].m_RenderPrev.m_Angle = m_Snap.m_aCharacters[i].m_Prev.m_Angle; m_aClients[i].m_RenderCur.m_Angle = m_Snap.m_aCharacters[i].m_Cur.m_Angle; if(g_Config.m_ClAntiPingSmooth) Pos = GetSmoothPos(i); } } m_Snap.m_aCharacters[i].m_Position = Pos; m_aClients[i].m_RenderPos = Pos; if(Predict() && i == m_Snap.m_LocalClientID) m_LocalCharacterPos = Pos; } } void CGameClient::DetectStrongHook() { static int s_aLastUpdateTick[MAX_CLIENTS] = {0}; // attempt to detect strong/weak between players for(int FromPlayer = 0; FromPlayer < MAX_CLIENTS; FromPlayer++) { if(!m_Snap.m_aCharacters[FromPlayer].m_Active) continue; int ToPlayer = m_Snap.m_aCharacters[FromPlayer].m_Prev.m_HookedPlayer; if(ToPlayer < 0 || ToPlayer >= MAX_CLIENTS || !m_Snap.m_aCharacters[ToPlayer].m_Active || ToPlayer != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_HookedPlayer) continue; if(abs(minimum(s_aLastUpdateTick[ToPlayer], s_aLastUpdateTick[FromPlayer]) - Client()->GameTick(g_Config.m_ClDummy)) < SERVER_TICK_SPEED / 4) continue; if(m_Snap.m_aCharacters[FromPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_Direction || m_Snap.m_aCharacters[ToPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[ToPlayer].m_Cur.m_Direction) continue; CCharacter *pFromCharWorld = m_GameWorld.GetCharacterByID(FromPlayer); CCharacter *pToCharWorld = m_GameWorld.GetCharacterByID(ToPlayer); if(!pFromCharWorld || !pToCharWorld) continue; s_aLastUpdateTick[ToPlayer] = s_aLastUpdateTick[FromPlayer] = Client()->GameTick(g_Config.m_ClDummy); float aPredictErr[2]; CCharacterCore ToCharCur; ToCharCur.Read(&m_Snap.m_aCharacters[ToPlayer].m_Cur); CWorldCore World; World.m_aTuning[g_Config.m_ClDummy] = m_aTuning[g_Config.m_ClDummy]; for(int dir = 0; dir < 2; dir++) { CCharacterCore ToChar = pFromCharWorld->GetCore(); ToChar.Init(&World, Collision(), &m_Teams); World.m_apCharacters[ToPlayer] = &ToChar; ToChar.Read(&m_Snap.m_aCharacters[ToPlayer].m_Prev); CCharacterCore FromChar = pFromCharWorld->GetCore(); FromChar.Init(&World, Collision(), &m_Teams); World.m_apCharacters[FromPlayer] = &FromChar; FromChar.Read(&m_Snap.m_aCharacters[FromPlayer].m_Prev); for(int Tick = Client()->PrevGameTick(g_Config.m_ClDummy); Tick < Client()->GameTick(g_Config.m_ClDummy); Tick++) { if(dir == 0) { FromChar.Tick(false); ToChar.Tick(false); } else { ToChar.Tick(false); FromChar.Tick(false); } FromChar.Move(); FromChar.Quantize(); ToChar.Move(); ToChar.Quantize(); } aPredictErr[dir] = distance(ToChar.m_Vel, ToCharCur.m_Vel); } const float LOW = 0.0001f; const float HIGH = 0.07f; if(aPredictErr[1] < LOW && aPredictErr[0] > HIGH) { if(m_CharOrder.HasStrongAgainst(ToPlayer, FromPlayer)) { if(ToPlayer != m_Snap.m_LocalClientID) m_CharOrder.GiveWeak(ToPlayer); else m_CharOrder.GiveStrong(FromPlayer); } } else if(aPredictErr[0] < LOW && aPredictErr[1] > HIGH) { if(m_CharOrder.HasStrongAgainst(FromPlayer, ToPlayer)) { if(ToPlayer != m_Snap.m_LocalClientID) m_CharOrder.GiveStrong(ToPlayer); else m_CharOrder.GiveWeak(FromPlayer); } } } } vec2 CGameClient::GetSmoothPos(int ClientID) { vec2 Pos = mix(m_aClients[ClientID].m_PrevPredicted.m_Pos, m_aClients[ClientID].m_Predicted.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy)); int64_t Now = time_get(); for(int i = 0; i < 2; i++) { int64_t Len = clamp(m_aClients[ClientID].m_aSmoothLen[i], (int64_t)1, time_freq()); int64_t TimePassed = Now - m_aClients[ClientID].m_aSmoothStart[i]; if(in_range(TimePassed, (int64_t)0, Len - 1)) { float MixAmount = 1.f - powf(1.f - TimePassed / (float)Len, 1.2f); int SmoothTick; float SmoothIntra; Client()->GetSmoothTick(&SmoothTick, &SmoothIntra, MixAmount); if(SmoothTick > 0 && m_aClients[ClientID].m_aPredTick[(SmoothTick - 1) % 200] >= Client()->PrevGameTick(g_Config.m_ClDummy) && m_aClients[ClientID].m_aPredTick[SmoothTick % 200] <= Client()->PredGameTick(g_Config.m_ClDummy)) Pos[i] = mix(m_aClients[ClientID].m_aPredPos[(SmoothTick - 1) % 200][i], m_aClients[ClientID].m_aPredPos[SmoothTick % 200][i], SmoothIntra); } } return Pos; } void CGameClient::Echo(const char *pString) { m_Chat.Echo(pString); } bool CGameClient::IsOtherTeam(int ClientID) { bool Local = m_Snap.m_LocalClientID == ClientID; if(m_Snap.m_LocalClientID < 0) return false; else if((m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) || ClientID < 0) return false; else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW) { if(m_Teams.Team(ClientID) == TEAM_SUPER || m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID) == TEAM_SUPER) return false; return m_Teams.Team(ClientID) != m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID); } else if((m_aClients[m_Snap.m_LocalClientID].m_Solo || m_aClients[ClientID].m_Solo) && !Local) return true; if(m_Teams.Team(ClientID) == TEAM_SUPER || m_Teams.Team(m_Snap.m_LocalClientID) == TEAM_SUPER) return false; return m_Teams.Team(ClientID) != m_Teams.Team(m_Snap.m_LocalClientID); } int CGameClient::SwitchStateTeam() { if(m_aSwitchStateTeam[g_Config.m_ClDummy] >= 0) return m_aSwitchStateTeam[g_Config.m_ClDummy]; else if(m_Snap.m_LocalClientID < 0) return 0; else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW) return m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID); return m_Teams.Team(m_Snap.m_LocalClientID); } bool CGameClient::IsLocalCharSuper() { if(m_Snap.m_LocalClientID < 0) return false; return m_aClients[m_Snap.m_LocalClientID].m_Super; } void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) { if(m_GameSkinLoaded) { Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHealthFull); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHealthEmpty); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteArmorFull); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteArmorEmpty); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponHammerCursor); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGunCursor); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponShotgunCursor); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGrenadeCursor); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaCursor); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserCursor); for(auto &SpriteWeaponCursor : m_GameSkin.m_aSpriteWeaponCursors) { SpriteWeaponCursor = IGraphics::CTextureHandle(); } Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHookChain); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHookHead); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponHammer); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGun); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponShotgun); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGrenade); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinja); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaser); for(auto &SpriteWeapon : m_GameSkin.m_aSpriteWeapons) { SpriteWeapon = IGraphics::CTextureHandle(); } for(auto &SpriteParticle : m_GameSkin.m_aSpriteParticles) { Graphics()->UnloadTexture(&SpriteParticle); } for(auto &SpriteStar : m_GameSkin.m_aSpriteStars) { Graphics()->UnloadTexture(&SpriteStar); } Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGunProjectile); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponShotgunProjectile); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGrenadeProjectile); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponHammerProjectile); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaProjectile); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserProjectile); for(auto &SpriteWeaponProjectile : m_GameSkin.m_aSpriteWeaponProjectiles) { SpriteWeaponProjectile = IGraphics::CTextureHandle(); } for(int i = 0; i < 3; ++i) { Graphics()->UnloadTexture(&m_GameSkin.m_aSpriteWeaponGunMuzzles[i]); Graphics()->UnloadTexture(&m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i]); Graphics()->UnloadTexture(&m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i]); for(auto &SpriteWeaponsMuzzle : m_GameSkin.m_aaSpriteWeaponsMuzzles) { SpriteWeaponsMuzzle[i] = IGraphics::CTextureHandle(); } } Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupHealth); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmor); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorShotgun); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorGrenade); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorLaser); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorNinja); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupGrenade); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupShotgun); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupLaser); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupNinja); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupGun); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupHammer); for(auto &SpritePickupWeapon : m_GameSkin.m_aSpritePickupWeapons) { SpritePickupWeapon = IGraphics::CTextureHandle(); } for(auto &SpritePickupWeaponArmor : m_GameSkin.m_aSpritePickupWeaponArmor) { SpritePickupWeaponArmor = IGraphics::CTextureHandle(); } Graphics()->UnloadTexture(&m_GameSkin.m_SpriteFlagBlue); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteFlagRed); if(m_GameSkin.IsSixup()) { Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarFullLeft); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarFull); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarEmpty); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarEmptyRight); } m_GameSkinLoaded = false; } char aPath[IO_MAX_PATH_LENGTH]; bool IsDefault = false; if(str_comp(pPath, "default") == 0) { str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_GAME].m_pFilename); IsDefault = true; } else { if(AsDir) str_format(aPath, sizeof(aPath), "assets/game/%s/%s", pPath, g_pData->m_aImages[IMAGE_GAME].m_pFilename); else str_format(aPath, sizeof(aPath), "assets/game/%s.png", pPath); } CImageInfo ImgInfo; bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL); if(!PngLoaded && !IsDefault) { if(AsDir) LoadGameSkin("default"); else LoadGameSkin(pPath, true); } else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo)) { m_GameSkin.m_SpriteHealthFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HEALTH_FULL]); m_GameSkin.m_SpriteHealthEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HEALTH_EMPTY]); m_GameSkin.m_SpriteArmorFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_ARMOR_FULL]); m_GameSkin.m_SpriteArmorEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_ARMOR_EMPTY]); m_GameSkin.m_SpriteWeaponHammerCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_CURSOR]); m_GameSkin.m_SpriteWeaponGunCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_CURSOR]); m_GameSkin.m_SpriteWeaponShotgunCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_CURSOR]); m_GameSkin.m_SpriteWeaponGrenadeCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_CURSOR]); m_GameSkin.m_SpriteWeaponNinjaCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_CURSOR]); m_GameSkin.m_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]); m_GameSkin.m_aSpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor; m_GameSkin.m_aSpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor; m_GameSkin.m_aSpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor; m_GameSkin.m_aSpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor; m_GameSkin.m_aSpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor; m_GameSkin.m_aSpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor; // weapons and hook m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]); m_GameSkin.m_SpriteHookHead = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_HEAD]); m_GameSkin.m_SpriteWeaponHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_BODY]); m_GameSkin.m_SpriteWeaponGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_BODY]); m_GameSkin.m_SpriteWeaponShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_BODY]); m_GameSkin.m_SpriteWeaponGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_BODY]); m_GameSkin.m_SpriteWeaponNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_BODY]); m_GameSkin.m_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]); m_GameSkin.m_aSpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer; m_GameSkin.m_aSpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun; m_GameSkin.m_aSpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun; m_GameSkin.m_aSpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade; m_GameSkin.m_aSpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser; m_GameSkin.m_aSpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja; // particles for(int i = 0; i < 9; ++i) { m_GameSkin.m_aSpriteParticles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART1 + i]); } // stars for(int i = 0; i < 3; ++i) { m_GameSkin.m_aSpriteStars[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_STAR1 + i]); } // projectiles m_GameSkin.m_SpriteWeaponGunProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_PROJ]); m_GameSkin.m_SpriteWeaponShotgunProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_PROJ]); m_GameSkin.m_SpriteWeaponGrenadeProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_PROJ]); // these weapons have no projectiles m_GameSkin.m_SpriteWeaponHammerProjectile = IGraphics::CTextureHandle(); m_GameSkin.m_SpriteWeaponNinjaProjectile = IGraphics::CTextureHandle(); m_GameSkin.m_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]); m_GameSkin.m_aSpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile; m_GameSkin.m_aSpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile; m_GameSkin.m_aSpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile; m_GameSkin.m_aSpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile; m_GameSkin.m_aSpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile; m_GameSkin.m_aSpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile; // muzzles for(int i = 0; i < 3; ++i) { m_GameSkin.m_aSpriteWeaponGunMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_MUZZLE1 + i]); m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_MUZZLE1 + i]); m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_MUZZLE1 + i]); m_GameSkin.m_aaSpriteWeaponsMuzzles[1][i] = m_GameSkin.m_aSpriteWeaponGunMuzzles[i]; m_GameSkin.m_aaSpriteWeaponsMuzzles[2][i] = m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i]; m_GameSkin.m_aaSpriteWeaponsMuzzles[5][i] = m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i]; } // pickups m_GameSkin.m_SpritePickupHealth = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_HEALTH]); m_GameSkin.m_SpritePickupArmor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR]); m_GameSkin.m_SpritePickupHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_HAMMER]); m_GameSkin.m_SpritePickupGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_GUN]); m_GameSkin.m_SpritePickupShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_SHOTGUN]); m_GameSkin.m_SpritePickupGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_GRENADE]); m_GameSkin.m_SpritePickupLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_LASER]); m_GameSkin.m_SpritePickupNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_NINJA]); m_GameSkin.m_SpritePickupArmorShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_SHOTGUN]); m_GameSkin.m_SpritePickupArmorGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_GRENADE]); m_GameSkin.m_SpritePickupArmorNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_NINJA]); m_GameSkin.m_SpritePickupArmorLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_LASER]); m_GameSkin.m_aSpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer; m_GameSkin.m_aSpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun; m_GameSkin.m_aSpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun; m_GameSkin.m_aSpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade; m_GameSkin.m_aSpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser; m_GameSkin.m_aSpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja; m_GameSkin.m_aSpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun; m_GameSkin.m_aSpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade; m_GameSkin.m_aSpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja; m_GameSkin.m_aSpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser; // flags m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_BLUE]); m_GameSkin.m_SpriteFlagRed = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_RED]); // ninja bar (0.7) if(!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]) || !Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]) || !Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]) || !Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT])) { m_GameSkin.m_SpriteNinjaBarFullLeft = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]); m_GameSkin.m_SpriteNinjaBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]); m_GameSkin.m_SpriteNinjaBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]); m_GameSkin.m_SpriteNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]); } m_GameSkinLoaded = true; Graphics()->FreePNG(&ImgInfo); } } void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir) { if(m_EmoticonsSkinLoaded) { for(auto &SpriteEmoticon : m_EmoticonsSkin.m_aSpriteEmoticons) Graphics()->UnloadTexture(&SpriteEmoticon); m_EmoticonsSkinLoaded = false; } char aPath[IO_MAX_PATH_LENGTH]; bool IsDefault = false; if(str_comp(pPath, "default") == 0) { str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename); IsDefault = true; } else { if(AsDir) str_format(aPath, sizeof(aPath), "assets/emoticons/%s/%s", pPath, g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename); else str_format(aPath, sizeof(aPath), "assets/emoticons/%s.png", pPath); } CImageInfo ImgInfo; bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL); if(!PngLoaded && !IsDefault) { if(AsDir) LoadEmoticonsSkin("default"); else LoadEmoticonsSkin(pPath, true); } else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo)) { for(int i = 0; i < 16; ++i) m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_OOP + i]); m_EmoticonsSkinLoaded = true; Graphics()->FreePNG(&ImgInfo); } } void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir) { if(m_ParticlesSkinLoaded) { Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSlice); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleBall); for(auto &SpriteParticleSplat : m_ParticlesSkin.m_aSpriteParticleSplat) Graphics()->UnloadTexture(&SpriteParticleSplat); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSmoke); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleShell); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleExpl); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleAirJump); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleHit); for(auto &SpriteParticle : m_ParticlesSkin.m_aSpriteParticles) SpriteParticle = IGraphics::CTextureHandle(); m_ParticlesSkinLoaded = false; } char aPath[IO_MAX_PATH_LENGTH]; bool IsDefault = false; if(str_comp(pPath, "default") == 0) { str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename); IsDefault = true; } else { if(AsDir) str_format(aPath, sizeof(aPath), "assets/particles/%s/%s", pPath, g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename); else str_format(aPath, sizeof(aPath), "assets/particles/%s.png", pPath); } CImageInfo ImgInfo; bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL); if(!PngLoaded && !IsDefault) { if(AsDir) LoadParticlesSkin("default"); else LoadParticlesSkin(pPath, true); } else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo)) { m_ParticlesSkin.m_SpriteParticleSlice = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SLICE]); m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_BALL]); for(int i = 0; i < 3; ++i) m_ParticlesSkin.m_aSpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]); m_ParticlesSkin.m_SpriteParticleSmoke = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SMOKE]); m_ParticlesSkin.m_SpriteParticleShell = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SHELL]); m_ParticlesSkin.m_SpriteParticleExpl = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_EXPL01]); m_ParticlesSkin.m_SpriteParticleAirJump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_AIRJUMP]); m_ParticlesSkin.m_SpriteParticleHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_HIT01]); m_ParticlesSkin.m_aSpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice; m_ParticlesSkin.m_aSpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall; for(int i = 0; i < 3; ++i) m_ParticlesSkin.m_aSpriteParticles[2 + i] = m_ParticlesSkin.m_aSpriteParticleSplat[i]; m_ParticlesSkin.m_aSpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke; m_ParticlesSkin.m_aSpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell; m_ParticlesSkin.m_aSpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl; m_ParticlesSkin.m_aSpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump; m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit; m_ParticlesSkinLoaded = true; free(ImgInfo.m_pData); } } void CGameClient::LoadHudSkin(const char *pPath, bool AsDir) { if(m_HudSkinLoaded) { Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudAirjump); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudAirjumpEmpty); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudSolo); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudCollisionDisabled); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudEndlessJump); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudEndlessHook); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudJetpack); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarFullLeft); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarFull); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarEmpty); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarEmptyRight); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarFullLeft); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarFull); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarEmpty); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarEmptyRight); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudHookHitDisabled); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudHammerHitDisabled); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudShotgunHitDisabled); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudGrenadeHitDisabled); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLaserHitDisabled); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudGunHitDisabled); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDeepFrozen); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLiveFrozen); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportGrenade); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportGun); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportLaser); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudPracticeMode); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDummyHammer); Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDummyCopy); m_HudSkinLoaded = false; } char aPath[IO_MAX_PATH_LENGTH]; bool IsDefault = false; if(str_comp(pPath, "default") == 0) { str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_HUD].m_pFilename); IsDefault = true; } else { if(AsDir) str_format(aPath, sizeof(aPath), "assets/hud/%s/%s", pPath, g_pData->m_aImages[IMAGE_HUD].m_pFilename); else str_format(aPath, sizeof(aPath), "assets/hud/%s.png", pPath); } CImageInfo ImgInfo; bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL); if(!PngLoaded && !IsDefault) { if(AsDir) LoadHudSkin("default"); else LoadHudSkin(pPath, true); } else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_HUD_AIRJUMP].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_HUD_AIRJUMP].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo)) { m_HudSkin.m_SpriteHudAirjump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP]); m_HudSkin.m_SpriteHudAirjumpEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP_EMPTY]); m_HudSkin.m_SpriteHudSolo = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_SOLO]); m_HudSkin.m_SpriteHudCollisionDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_COLLISION_DISABLED]); m_HudSkin.m_SpriteHudEndlessJump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_JUMP]); m_HudSkin.m_SpriteHudEndlessHook = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_HOOK]); m_HudSkin.m_SpriteHudJetpack = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_JETPACK]); m_HudSkin.m_SpriteHudFreezeBarFullLeft = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL_LEFT]); m_HudSkin.m_SpriteHudFreezeBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL]); m_HudSkin.m_SpriteHudFreezeBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY]); m_HudSkin.m_SpriteHudFreezeBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY_RIGHT]); m_HudSkin.m_SpriteHudNinjaBarFullLeft = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL_LEFT]); m_HudSkin.m_SpriteHudNinjaBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL]); m_HudSkin.m_SpriteHudNinjaBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY]); m_HudSkin.m_SpriteHudNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY_RIGHT]); m_HudSkin.m_SpriteHudHookHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_HOOK_HIT_DISABLED]); m_HudSkin.m_SpriteHudHammerHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_HAMMER_HIT_DISABLED]); m_HudSkin.m_SpriteHudShotgunHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_SHOTGUN_HIT_DISABLED]); m_HudSkin.m_SpriteHudGrenadeHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_GRENADE_HIT_DISABLED]); m_HudSkin.m_SpriteHudLaserHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LASER_HIT_DISABLED]); m_HudSkin.m_SpriteHudGunHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_GUN_HIT_DISABLED]); m_HudSkin.m_SpriteHudDeepFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DEEP_FROZEN]); m_HudSkin.m_SpriteHudLiveFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LIVE_FROZEN]); m_HudSkin.m_SpriteHudTeleportGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GRENADE]); m_HudSkin.m_SpriteHudTeleportGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GUN]); m_HudSkin.m_SpriteHudTeleportLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_LASER]); m_HudSkin.m_SpriteHudPracticeMode = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_PRACTICE_MODE]); m_HudSkin.m_SpriteHudDummyHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_HAMMER]); m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]); m_HudSkinLoaded = true; free(ImgInfo.m_pData); } } void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir) { if(m_ExtrasSkinLoaded) { Graphics()->UnloadTexture(&m_ExtrasSkin.m_SpriteParticleSnowflake); for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles) SpriteParticle = IGraphics::CTextureHandle(); m_ExtrasSkinLoaded = false; } char aPath[IO_MAX_PATH_LENGTH]; bool IsDefault = false; if(str_comp(pPath, "default") == 0) { str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_EXTRAS].m_pFilename); IsDefault = true; } else { if(AsDir) str_format(aPath, sizeof(aPath), "assets/extras/%s/%s", pPath, g_pData->m_aImages[IMAGE_EXTRAS].m_pFilename); else str_format(aPath, sizeof(aPath), "assets/extras/%s.png", pPath); } CImageInfo ImgInfo; bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL); if(!PngLoaded && !IsDefault) { if(AsDir) LoadExtrasSkin("default"); else LoadExtrasSkin(pPath, true); } else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo)) { m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]); m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake; m_ExtrasSkinLoaded = true; free(ImgInfo.m_pData); } } void CGameClient::RefindSkins() { for(auto &Client : m_aClients) { Client.m_SkinInfo.m_OriginalRenderSkin.Reset(); Client.m_SkinInfo.m_ColorableRenderSkin.Reset(); if(Client.m_aSkinName[0] != '\0') { const CSkin *pSkin = m_Skins.Find(Client.m_aSkinName); Client.m_SkinInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin; Client.m_SkinInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin; Client.UpdateRenderInfo(IsTeamPlay()); } } m_Ghost.RefindSkin(); m_Chat.RefindSkins(); m_KillMessages.RefindSkins(); } void CGameClient::LoadMapSettings() { // Reset Tunezones CTuningParams TuningParams; for(int i = 0; i < NUM_TUNEZONES; i++) { TuningList()[i] = TuningParams; TuningList()[i].Set("gun_curvature", 0); TuningList()[i].Set("gun_speed", 1400); TuningList()[i].Set("shotgun_curvature", 0); TuningList()[i].Set("shotgun_speed", 500); TuningList()[i].Set("shotgun_speeddiff", 0); } // Load map tunings IMap *pMap = Kernel()->RequestInterface(); int Start, Num; pMap->GetType(MAPITEMTYPE_INFO, &Start, &Num); for(int i = Start; i < Start + Num; i++) { int ItemID; CMapItemInfoSettings *pItem = (CMapItemInfoSettings *)pMap->GetItem(i, 0, &ItemID); int ItemSize = pMap->GetItemSize(i); if(!pItem || ItemID != 0) continue; if(ItemSize < (int)sizeof(CMapItemInfoSettings)) break; if(!(pItem->m_Settings > -1)) break; int Size = pMap->GetDataSize(pItem->m_Settings); char *pSettings = (char *)pMap->GetData(pItem->m_Settings); char *pNext = pSettings; dbg_msg("tune", "%s", pNext); while(pNext < pSettings + Size) { int StrSize = str_length(pNext) + 1; Console()->ExecuteLine(pNext, IConsole::CLIENT_ID_GAME); pNext += StrSize; } pMap->UnloadData(pItem->m_Settings); break; } } void CGameClient::ConTuneZone(IConsole::IResult *pResult, void *pUserData) { CGameClient *pSelf = (CGameClient *)pUserData; int List = pResult->GetInteger(0); const char *pParamName = pResult->GetString(1); float NewValue = pResult->GetFloat(2); if(List >= 0 && List < NUM_TUNEZONES) pSelf->TuningList()[List].Set(pParamName, NewValue); } void CGameClient::ConchainMenuMap(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { CGameClient *pSelf = (CGameClient *)pUserData; if(pResult->NumArguments()) { if(str_comp(g_Config.m_ClMenuMap, pResult->GetString(0)) != 0) { str_format(g_Config.m_ClMenuMap, sizeof(g_Config.m_ClMenuMap), "%s", pResult->GetString(0)); pSelf->m_MenuBackground.LoadMenuBackground(); } } else pfnCallback(pResult, pCallbackUserData); } void CGameClient::DummyResetInput() { if(!Client()->DummyConnected()) return; if((m_DummyInput.m_Fire & 1) != 0) m_DummyInput.m_Fire++; m_Controls.ResetInput(!g_Config.m_ClDummy); m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Hook = 0; m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Fire = m_DummyInput.m_Fire; m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy]; } bool CGameClient::CanDisplayWarning() { return m_Menus.CanDisplayWarning(); } bool CGameClient::IsDisplayingWarning() { return m_Menus.GetCurPopup() == CMenus::POPUP_WARNING; } CNetObjHandler *CGameClient::GetNetObjHandler() { return &m_NetObjHandler; } void CGameClient::SnapCollectEntities() { int NumSnapItems = Client()->SnapNumItems(IClient::SNAP_CURRENT); std::vector vItemData; std::vector vItemEx; for(int Index = 0; Index < NumSnapItems; Index++) { IClient::CSnapItem Item; const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item); if(Item.m_Type == NETOBJTYPE_ENTITYEX) vItemEx.push_back({Item, pData, 0}); else if(Item.m_Type == NETOBJTYPE_PICKUP || Item.m_Type == NETOBJTYPE_LASER || Item.m_Type == NETOBJTYPE_DDNETLASER || Item.m_Type == NETOBJTYPE_PROJECTILE || Item.m_Type == NETOBJTYPE_DDNETPROJECTILE) vItemData.push_back({Item, pData, 0}); } // sort by id class CEntComparer { public: bool operator()(const CSnapEntities &lhs, const CSnapEntities &rhs) const { return lhs.m_Item.m_ID < rhs.m_Item.m_ID; } }; std::sort(vItemData.begin(), vItemData.end(), CEntComparer()); std::sort(vItemEx.begin(), vItemEx.end(), CEntComparer()); // merge extended items with items they belong to m_vSnapEntities.clear(); size_t IndexEx = 0; for(const CSnapEntities &Ent : vItemData) { const CNetObj_EntityEx *pDataEx = 0; while(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_ID < Ent.m_Item.m_ID) IndexEx++; if(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_ID == Ent.m_Item.m_ID) pDataEx = (const CNetObj_EntityEx *)vItemEx[IndexEx].m_pData; m_vSnapEntities.push_back({Ent.m_Item, Ent.m_pData, pDataEx}); } }