#include #include #include #include // get_angle #include #include #include #include #include #include #include #include #include #include "players.hpp" void PLAYERS::render_hand(TEE_RENDER_INFO *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset) { // for drawing hand //const skin *s = skin_get(skin_id); float basesize = 10.0f; //dir = normalize(hook_pos-pos); vec2 hand_pos = center_pos + dir; float angle = get_angle(dir); if (dir.x < 0) angle -= angle_offset; else angle += angle_offset; vec2 dirx = dir; vec2 diry(-dir.y,dir.x); if (dir.x < 0) diry = -diry; hand_pos += dirx * post_rot_offset.x; hand_pos += diry * post_rot_offset.y; //gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id); gfx_texture_set(info->texture); gfx_quads_begin(); gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a); // two passes for (int i = 0; i < 2; i++) { bool outline = i == 0; select_sprite(outline?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0); gfx_quads_setrotation(angle); gfx_quads_draw(hand_pos.x, hand_pos.y, 2*basesize, 2*basesize); } gfx_quads_setrotation(0); gfx_quads_end(); } inline float normalize_angular(float f) { return fmod(f+pi*2, pi*2); } inline float angular_mix_direction(float src, float dst) { return sinf(dst-src) >0?1:-1; } inline float angular_distance(float src, float dst) { return asinf(sinf(dst-src)); } inline float angular_approach(float src, float dst, float amount) { float d = angular_mix_direction(src, dst); float n = src + amount*d; if(angular_mix_direction(n, dst) != d) return dst; return n; } void PLAYERS::render_player( const NETOBJ_CHARACTER *prev_char, const NETOBJ_CHARACTER *player_char, const NETOBJ_PLAYER_INFO *prev_info, const NETOBJ_PLAYER_INFO *player_info ) { NETOBJ_CHARACTER prev; NETOBJ_CHARACTER player; prev = *prev_char; player = *player_char; NETOBJ_PLAYER_INFO info = *player_info; TEE_RENDER_INFO render_info = gameclient.clients[info.cid].render_info; // check for teamplay modes bool is_teamplay = false; if(gameclient.snap.gameobj) is_teamplay = gameclient.snap.gameobj->flags&GAMEFLAG_TEAMS != 0; // check for ninja if (player.weapon == WEAPON_NINJA) { // change the skin for the player to the ninja int skin = gameclient.skins->find("x_ninja"); if(skin != -1) { if(is_teamplay) render_info.texture = gameclient.skins->get(skin)->color_texture; else { render_info.texture = gameclient.skins->get(skin)->org_texture; render_info.color_body = vec4(1,1,1,1); render_info.color_feet = vec4(1,1,1,1); } } } // set size render_info.size = 64.0f; float intratick = client_intratick(); float ticktime = client_ticktime(); if(player.health < 0) // dont render dead players return; //float angle = mix((float)prev.angle, (float)player.angle, intratick)/256.0f; float angle = 0; if(info.local && client_state() != CLIENTSTATE_DEMOPLAYBACK) { // just use the direct input if it's local player we are rendering angle = get_angle(gameclient.controls->mouse_pos); } else { float mixspeed = client_frametime()*2.5f; if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed mixspeed *= 15.0f; // move the delta on a constant speed on a x^2 curve float current = gameclient.clients[info.cid].angle; float target = player.angle/256.0f; float delta = angular_distance(current, target); float sign = delta < 0 ? -1 : 1; float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed; // make sure that it doesn't vibrate when it's still if(fabs(delta) < 2/256.0f) angle = target; else angle = angular_approach(current, target, fabs(delta-new_delta)); gameclient.clients[info.cid].angle = angle; } // use preditect players if needed if(info.local && config.cl_predict && client_state() != CLIENTSTATE_DEMOPLAYBACK) { if(!gameclient.snap.local_character || (gameclient.snap.local_character->health < 0) || (gameclient.snap.gameobj && gameclient.snap.gameobj->game_over)) { } else { // apply predicted results gameclient.predicted_char.write(&player); gameclient.predicted_prev_char.write(&prev); intratick = client_predintratick(); } } vec2 direction = get_direction((int)(angle*256.0f)); vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick); vec2 vel = mix(vec2(prev.vx/256.0f, prev.vy/256.0f), vec2(player.vx/256.0f, player.vy/256.0f), intratick); gameclient.flow->add(position, vel*100.0f, 10.0f); render_info.got_airjump = player.jumped&2?0:1; if(prev.health < 0) // Don't flicker from previous position position = vec2(player.x, player.y); bool stationary = player.vx < 1 && player.vx > -1; bool inair = col_check_point(player.x, player.y+16) == 0; bool want_other_dir = (player.direction == -1 && vel.x > 0) || (player.direction == 1 && vel.x < 0); // evaluate animation float walk_time = fmod(position.x, 100.0f)/100.0f; ANIMSTATE state; state.set(&data->animations[ANIM_BASE], 0); if(inair) state.add(&data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here else if(stationary) state.add(&data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here else if(!want_other_dir) state.add(&data->animations[ANIM_WALK], walk_time, 1.0f); if (player.weapon == WEAPON_HAMMER) { float ct = (client_prevtick()-player.attacktick)/(float)SERVER_TICK_SPEED + client_ticktime(); state.add(&data->animations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f); } if (player.weapon == WEAPON_NINJA) { float a = clamp((client_tick()-player.attacktick+ticktime)/40.0f, 0.0f, 1.0f); state.add(&data->animations[ANIM_NINJA_SWING], a, 1.0f); } // do skidding if(!inair && want_other_dir && length(vel*50) > 500.0f) { static int64 skid_sound_time = 0; if(time_get()-skid_sound_time > time_freq()/10) { gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, position); skid_sound_time = time_get(); } gameclient.effects->skidtrail( position+vec2(-player.direction*6,12), vec2(-player.direction*100*length(vel),-50) ); } // draw hook if (prev.hook_state>0 && player.hook_state>0) { gfx_texture_set(data->images[IMAGE_GAME].id); gfx_quads_begin(); //gfx_quads_begin(); vec2 pos = position; vec2 hook_pos; if(player_char->hooked_player != -1) { if(gameclient.snap.local_info && player_char->hooked_player == gameclient.snap.local_info->cid) { hook_pos = mix(vec2(gameclient.predicted_prev_char.pos.x, gameclient.predicted_prev_char.pos.y), vec2(gameclient.predicted_char.pos.x, gameclient.predicted_char.pos.y), client_predintratick()); } else hook_pos = mix(vec2(prev_char->hook_x, prev_char->hook_y), vec2(player_char->hook_x, player_char->hook_y), client_intratick()); } else hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick); float d = distance(pos, hook_pos); vec2 dir = normalize(pos-hook_pos); gfx_quads_setrotation(get_angle(dir)+pi); // render head select_sprite(SPRITE_HOOK_HEAD); gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16); // render chain select_sprite(SPRITE_HOOK_CHAIN); int i = 0; for(float f = 24; f < d && i < 1024; f += 24, i++) { vec2 p = hook_pos + dir*f; gfx_quads_draw(p.x, p.y,24,16); } gfx_quads_setrotation(0); gfx_quads_end(); render_hand(&render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0)); } // draw gun { gfx_texture_set(data->images[IMAGE_GAME].id); gfx_quads_begin(); gfx_quads_setrotation(state.attach.angle*pi*2+angle); // normal weapons int iw = clamp(player.weapon, 0, NUM_WEAPONS-1); select_sprite(data->weapons.id[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); vec2 dir = direction; float recoil = 0.0f; vec2 p; if (player.weapon == WEAPON_HAMMER) { // Static position for hammer p = position + vec2(state.attach.x, state.attach.y); p.y += data->weapons.id[iw].offsety; // if attack is under way, bash stuffs if(direction.x < 0) { gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2); p.x -= data->weapons.id[iw].offsetx; } else { gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2); } draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size); } else if (player.weapon == WEAPON_NINJA) { p = position; p.y += data->weapons.id[iw].offsety; if(direction.x < 0) { gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2); p.x -= data->weapons.id[iw].offsetx; gameclient.effects->powerupshine(p+vec2(32,0), vec2(32,12)); } else { gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2); gameclient.effects->powerupshine(p-vec2(32,0), vec2(32,12)); } draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size); // HADOKEN if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons.id[iw].num_sprite_muzzles) { int itex = rand() % data->weapons.id[iw].num_sprite_muzzles; float alpha = 1.0f; if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex]) { vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y); dir = normalize(dir); float hadokenangle = get_angle(dir); gfx_quads_setrotation(hadokenangle); //float offsety = -data->weapons[iw].muzzleoffsety; select_sprite(data->weapons.id[iw].sprite_muzzles[itex], 0); vec2 diry(-dir.y,dir.x); p = position; float offsetx = data->weapons.id[iw].muzzleoffsetx; p -= dir * offsetx; draw_sprite(p.x, p.y, 160.0f); } } } else { // TODO: should be an animation recoil = 0; float a = (client_tick()-player.attacktick+intratick)/5.0f; if(a < 1) recoil = sinf(a*pi); p = position + dir * data->weapons.id[iw].offsetx - dir*recoil*10.0f; p.y += data->weapons.id[iw].offsety; draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size); } if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN) { // check if we're firing stuff if(data->weapons.id[iw].num_sprite_muzzles)//prev.attackticks) { float alpha = 0.0f; int phase1tick = (client_tick() - player.attacktick); if (phase1tick < (data->weapons.id[iw].muzzleduration + 3)) { float t = ((((float)phase1tick) + intratick)/(float)data->weapons.id[iw].muzzleduration); alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t))); } int itex = rand() % data->weapons.id[iw].num_sprite_muzzles; if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex]) { float offsety = -data->weapons.id[iw].muzzleoffsety; select_sprite(data->weapons.id[iw].sprite_muzzles[itex], direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); if(direction.x < 0) offsety = -offsety; vec2 diry(-dir.y,dir.x); vec2 muzzlepos = p + dir * data->weapons.id[iw].muzzleoffsetx + diry * offsety; draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons.id[iw].visual_size); } } } gfx_quads_end(); switch (player.weapon) { case WEAPON_GUN: render_hand(&render_info, p, direction, -3*pi/4, vec2(-15, 4)); break; case WEAPON_SHOTGUN: render_hand(&render_info, p, direction, -pi/2, vec2(-5, 4)); break; case WEAPON_GRENADE: render_hand(&render_info, p, direction, -pi/2, vec2(-4, 7)); break; } } // render the "shadow" tee if(info.local && config.debug) { vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick()); TEE_RENDER_INFO ghost = render_info; ghost.color_body.a = 0.5f; ghost.color_feet.a = 0.5f; render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost } render_info.size = 64.0f; // force some settings render_info.color_body.a = 1.0f; render_info.color_feet.a = 1.0f; render_tee(&state, &render_info, player.emote, direction, position); if(player.player_state == PLAYERSTATE_CHATTING) { gfx_texture_set(data->images[IMAGE_EMOTICONS].id); gfx_quads_begin(); select_sprite(SPRITE_DOTDOT); gfx_quads_draw(position.x + 24, position.y - 40, 64,64); gfx_quads_end(); } if (gameclient.clients[info.cid].emoticon_start != -1 && gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() > client_tick()) { gfx_texture_set(data->images[IMAGE_EMOTICONS].id); gfx_quads_begin(); int since_start = client_tick() - gameclient.clients[info.cid].emoticon_start; int from_end = gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() - client_tick(); float a = 1; if (from_end < client_tickspeed() / 5) a = from_end / (client_tickspeed() / 5.0); float h = 1; if (since_start < client_tickspeed() / 10) h = since_start / (client_tickspeed() / 10.0); float wiggle = 0; if (since_start < client_tickspeed() / 5) wiggle = since_start / (client_tickspeed() / 5.0); float wiggle_angle = sin(5*wiggle); gfx_quads_setrotation(pi/6*wiggle_angle); gfx_setcolor(1.0f,1.0f,1.0f,a); // client_datas::emoticon is an offset from the first emoticon select_sprite(SPRITE_OOP + gameclient.clients[info.cid].emoticon); gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h); gfx_quads_end(); } } void PLAYERS::on_render() { for(int i = 0; i < MAX_CLIENTS; i++) { // only render active characters if(!gameclient.snap.characters[i].active) continue; const void *prev_info = snap_find_item(SNAP_PREV, NETOBJTYPE_PLAYER_INFO, i); const void *info = snap_find_item(SNAP_CURRENT, NETOBJTYPE_PLAYER_INFO, i); if(prev_info && info) { NETOBJ_CHARACTER prev_char = gameclient.snap.characters[i].prev; NETOBJ_CHARACTER cur_char = gameclient.snap.characters[i].cur; render_player( &prev_char, &cur_char, (const NETOBJ_PLAYER_INFO *)prev_info, (const NETOBJ_PLAYER_INFO *)info ); } } }