#include #include #include "gameclient.hpp" #include "gc_client.hpp" #include "components/killmessages.hpp" #include "components/chat.hpp" #include "components/motd.hpp" #include "components/broadcast.hpp" #include "components/console.hpp" #include "components/binds.hpp" #include "components/particles.hpp" #include "components/menus.hpp" #include "components/skins.hpp" #include "components/flow.hpp" #include "components/players.hpp" #include "components/items.hpp" #include "components/maplayers.hpp" #include "components/camera.hpp" #include "components/hud.hpp" #include "components/debughud.hpp" #include "components/controls.hpp" #include "components/effects.hpp" #include "components/scoreboard.hpp" #include "components/sounds.hpp" GAMECLIENT gameclient; // instanciate all systems static KILLMESSAGES killmessages; static CAMERA camera; static CHAT chat; static MOTD motd; static BROADCAST broadcast; static CONSOLE console; static BINDS binds; static PARTICLES particles; static MENUS menus; static SKINS skins; static FLOW flow; static HUD hud; static DEBUGHUD debughud; static CONTROLS controls; static EFFECTS effects; static SCOREBOARD scoreboard; static SOUNDS sounds; static PLAYERS players; static ITEMS items; static MAPLAYERS maplayers_background(MAPLAYERS::TYPE_BACKGROUND); static MAPLAYERS maplayers_foreground(MAPLAYERS::TYPE_FOREGROUND); GAMECLIENT::STACK::STACK() { num = 0; } void GAMECLIENT::STACK::add(class COMPONENT *component) { components[num++] = component; } void GAMECLIENT::on_init() { // setup pointers binds = &::binds; console = &::console; particles = &::particles; menus = &::menus; skins = &::skins; chat = &::chat; flow = &::flow; camera = &::camera; controls = &::controls; effects = &::effects; sounds = &::sounds; // make a list of all the systems, make sure to add them in the corrent render order all.add(skins); all.add(effects); // doesn't render anything, just updates effects all.add(particles); all.add(binds); all.add(controls); all.add(camera); all.add(sounds); all.add(particles); // doesn't render anything, just updates all the particles all.add(&maplayers_background); // first to render all.add(&particles->render_trail); all.add(&particles->render_explosions); all.add(&items); all.add(&players); all.add(&maplayers_foreground); all.add(&particles->render_general); all.add(&hud); all.add(&killmessages); all.add(chat); all.add(&broadcast); all.add(&debughud); all.add(&scoreboard); all.add(&motd); all.add(menus); all.add(console); // build the input stack input.add(console); input.add(menus); input.add(chat); input.add(controls); input.add(binds); // init all components for(int i = 0; i < all.num; i++) all.components[i]->on_init(); /* input_stack.add_handler(console_input_special_binds, 0); // F1-Fx binds input_stack.add_handler(console_input_cli, 0); // console input_stack.add_handler(chat_input_handle, 0); // chat //input_stack.add_handler() // ui input_stack.add_handler(console_input_normal_binds, 0); // binds */ } void GAMECLIENT::dispatch_input() { // handle mouse movement int x=0, y=0; inp_mouse_relative(&x, &y); for(int h = 0; h < input.num; h++) { if(input.components[h]->on_mousemove(x, y)) break; } // handle key presses for(int i = 0; i < inp_num_events(); i++) { INPUT_EVENT e = inp_get_event(i); for(int h = 0; h < input.num; h++) { if(input.components[h]->on_input(e)) { //dbg_msg("", "%d char=%d key=%d flags=%d", h, e.ch, e.key, e.flags); break; } } } // clear all events for this frame inp_clear_events(); } int GAMECLIENT::on_snapinput(int *data) { return controls->snapinput(data); } void GAMECLIENT::on_connected() { on_reset(); // send the inital info send_info(true); } void GAMECLIENT::on_reset() { // clear out the invalid pointers last_new_predicted_tick = -1; mem_zero(&gameclient.snap, sizeof(gameclient.snap)); for(int i = 0; i < MAX_CLIENTS; i++) { clients[i].name[0] = 0; clients[i].skin_id = 0; clients[i].team = 0; clients[i].angle = 0; clients[i].emoticon = 0; clients[i].emoticon_start = -1; clients[i].skin_info.texture = gameclient.skins->get(0)->color_texture; clients[i].skin_info.color_body = vec4(1,1,1,1); clients[i].skin_info.color_feet = vec4(1,1,1,1); clients[i].update_render_info(); } for(int i = 0; i < all.num; i++) all.components[i]->on_reset(); } void GAMECLIENT::update_local_character_pos() { if(config.cl_predict) { if(!snap.local_character || (snap.local_character->health < 0) || (snap.gameobj && snap.gameobj->game_over)) { // don't use predicted } else local_character_pos = mix(predicted_prev_char.pos, predicted_char.pos, client_predintratick()); } else if(snap.local_character && snap.local_prev_character) { local_character_pos = mix( vec2(snap.local_prev_character->x, snap.local_prev_character->y), vec2(snap.local_character->x, snap.local_character->y), client_intratick()); } } void GAMECLIENT::on_render() { // update the local character position update_local_character_pos(); // dispatch all input to systems dispatch_input(); // render all systems for(int i = 0; i < all.num; i++) all.components[i]->on_render(); } void GAMECLIENT::on_message(int msgtype) { // special messages if(msgtype == NETMSGTYPE_SV_EXTRAPROJECTILE) { /* int num = msg_unpack_int(); for(int k = 0; k < num; k++) { NETOBJ_PROJECTILE proj; for(unsigned i = 0; i < sizeof(NETOBJ_PROJECTILE)/sizeof(int); i++) ((int *)&proj)[i] = msg_unpack_int(); if(msg_unpack_error()) return; if(extraproj_num != MAX_EXTRA_PROJECTILES) { extraproj_projectiles[extraproj_num] = proj; extraproj_num++; } } return;*/ } else if(msgtype == NETMSGTYPE_SV_TUNEPARAMS) { // unpack the new tuning TUNING_PARAMS new_tuning; int *params = (int *)&new_tuning; for(unsigned i = 0; i < sizeof(TUNING_PARAMS)/sizeof(int); i++) params[i] = msg_unpack_int(); // check for unpacking errors if(msg_unpack_error()) return; // apply new tuning tuning = new_tuning; return; } void *rawmsg = netmsg_secure_unpack(msgtype); if(!rawmsg) { dbg_msg("client", "dropped weird message '%s' (%d), failed on '%s'", netmsg_get_name(msgtype), msgtype, netmsg_failed_on()); return; } // TODO: this should be done smarter for(int i = 0; i < all.num; i++) all.components[i]->on_message(msgtype, rawmsg); // handle core messages if(msgtype == NETMSGTYPE_SV_SETINFO) { NETMSG_SV_SETINFO *msg = (NETMSG_SV_SETINFO *)rawmsg; str_copy(clients[msg->cid].name, msg->name, 64); str_copy(clients[msg->cid].skin_name, msg->skin, 64); // make sure that we don't set a special skin on the client if(clients[msg->cid].skin_name[0] == 'x' || clients[msg->cid].skin_name[1] == '_') str_copy(clients[msg->cid].skin_name, "default", 64); clients[msg->cid].skin_info.color_body = skins->get_color(msg->color_body); clients[msg->cid].skin_info.color_feet = skins->get_color(msg->color_feet); clients[msg->cid].skin_info.size = 64; // find new skin clients[msg->cid].skin_id = gameclient.skins->find(clients[msg->cid].skin_name); if(clients[msg->cid].skin_id < 0) clients[msg->cid].skin_id = 0; if(msg->use_custom_color) clients[msg->cid].skin_info.texture = gameclient.skins->get(clients[msg->cid].skin_id)->color_texture; else { clients[msg->cid].skin_info.texture = gameclient.skins->get(clients[msg->cid].skin_id)->org_texture; clients[msg->cid].skin_info.color_body = vec4(1,1,1,1); clients[msg->cid].skin_info.color_feet = vec4(1,1,1,1); } clients[msg->cid].update_render_info(); } else if(msgtype == NETMSGTYPE_SV_WEAPONPICKUP) { // TODO: repair me /*NETMSG_SV_WEAPONPICKUP *msg = (NETMSG_SV_WEAPONPICKUP *)rawmsg; if(config.cl_autoswitch_weapons) input_data.wanted_weapon = msg->weapon+1;*/ } else if(msgtype == NETMSGTYPE_SV_READYTOENTER) { client_entergame(); } else if (msgtype == NETMSGTYPE_SV_EMOTICON) { NETMSG_SV_EMOTICON *msg = (NETMSG_SV_EMOTICON *)rawmsg; // apply clients[msg->cid].emoticon = msg->emoticon; clients[msg->cid].emoticon_start = client_tick(); } else if(msgtype == NETMSGTYPE_SV_SOUNDGLOBAL) { NETMSG_SV_SOUNDGLOBAL *msg = (NETMSG_SV_SOUNDGLOBAL *)rawmsg; gameclient.sounds->play(SOUNDS::CHN_GLOBAL, msg->soundid, 1.0f, vec2(0,0)); } } void GAMECLIENT::on_statechange(int new_state, int old_state) { // clear out the invalid pointers mem_zero(&gameclient.snap, sizeof(gameclient.snap)); for(int i = 0; i < all.num; i++) all.components[i]->on_statechange(new_state, old_state); } void GAMECLIENT::process_events() { int snaptype = SNAP_CURRENT; int num = snap_num_items(snaptype); for(int index = 0; index < num; index++) { SNAP_ITEM item; const void *data = snap_get_item(snaptype, index, &item); if(item.type == NETEVENTTYPE_DAMAGEIND) { NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)data; gameclient.effects->damage_indicator(vec2(ev->x, ev->y), get_direction(ev->angle)); } else if(item.type == NETEVENTTYPE_AIRJUMP) { NETEVENT_COMMON *ev = (NETEVENT_COMMON *)data; gameclient.effects->air_jump(vec2(ev->x, ev->y)); } else if(item.type == NETEVENTTYPE_EXPLOSION) { NETEVENT_EXPLOSION *ev = (NETEVENT_EXPLOSION *)data; gameclient.effects->explosion(vec2(ev->x, ev->y)); } else if(item.type == NETEVENTTYPE_SPAWN) { NETEVENT_SPAWN *ev = (NETEVENT_SPAWN *)data; gameclient.effects->playerspawn(vec2(ev->x, ev->y)); } else if(item.type == NETEVENTTYPE_DEATH) { NETEVENT_DEATH *ev = (NETEVENT_DEATH *)data; gameclient.effects->playerdeath(vec2(ev->x, ev->y), ev->cid); } else if(item.type == NETEVENTTYPE_SOUNDWORLD) { NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)data; gameclient.sounds->play(SOUNDS::CHN_WORLD, ev->soundid, 1.0f, vec2(ev->x, ev->y)); } } } void GAMECLIENT::on_snapshot() { // clear out the invalid pointers mem_zero(&gameclient.snap, sizeof(gameclient.snap)); static int snapshot_count = 0; snapshot_count++; // secure snapshot { int num = snap_num_items(SNAP_CURRENT); for(int index = 0; index < num; index++) { SNAP_ITEM item; void *data = snap_get_item(SNAP_CURRENT, index, &item); if(netobj_validate(item.type, data, item.datasize) != 0) { if(config.debug) dbg_msg("game", "invalidated index=%d type=%d (%s) size=%d id=%d", index, item.type, netobj_get_name(item.type), item.datasize, item.id); snap_invalidate_item(SNAP_CURRENT, index); } } } process_events(); if(config.dbg_stress) { if((client_tick()%250) == 0) { NETMSG_CL_SAY msg; msg.team = -1; msg.message = "galenskap!!!!"; msg.pack(MSGFLAG_VITAL); client_send_msg(); } } // setup world view { // 1. fetch local player // 2. set him to the center int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { SNAP_ITEM item; const void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == NETOBJTYPE_PLAYER_INFO) { const NETOBJ_PLAYER_INFO *info = (const NETOBJ_PLAYER_INFO *)data; gameclient.clients[info->cid].team = info->team; if(info->local) { gameclient.snap.local_info = info; const void *data = snap_find_item(SNAP_CURRENT, NETOBJTYPE_CHARACTER, item.id); if(data) { gameclient.snap.local_character = (const NETOBJ_CHARACTER *)data; gameclient.local_character_pos = vec2(gameclient.snap.local_character->x, gameclient.snap.local_character->y); const void *p = snap_find_item(SNAP_PREV, NETOBJTYPE_CHARACTER, item.id); if(p) gameclient.snap.local_prev_character = (NETOBJ_CHARACTER *)p; } } } else if(item.type == NETOBJTYPE_GAME) gameclient.snap.gameobj = (NETOBJ_GAME *)data; else if(item.type == NETOBJTYPE_FLAG) { gameclient.snap.flags[item.id%2] = (const NETOBJ_FLAG *)data; } } } for(int i = 0; i < MAX_CLIENTS; i++) gameclient.clients[i].update_render_info(); } void GAMECLIENT::on_predict() { CHARACTER_CORE before_prev_char = predicted_prev_char; CHARACTER_CORE before_char = predicted_char; // repredict character WORLD_CORE world; world.tuning = tuning; int local_cid = -1; // search for players for(int i = 0; i < snap_num_items(SNAP_CURRENT); i++) { SNAP_ITEM item; const void *data = snap_get_item(SNAP_CURRENT, i, &item); int client_id = item.id; if(item.type == NETOBJTYPE_CHARACTER) { const NETOBJ_CHARACTER *character = (const NETOBJ_CHARACTER *)data; gameclient.clients[client_id].predicted.world = &world; world.characters[client_id] = &gameclient.clients[client_id].predicted; gameclient.clients[client_id].predicted.read(character); } else if(item.type == NETOBJTYPE_PLAYER_INFO) { const NETOBJ_PLAYER_INFO *info = (const NETOBJ_PLAYER_INFO *)data; if(info->local) local_cid = client_id; } } // we can't predict without our own id if(local_cid == -1) return; // predict for(int tick = client_tick()+1; tick <= client_predtick(); tick++) { // fetch the local if(tick == client_predtick() && world.characters[local_cid]) predicted_prev_char = *world.characters[local_cid]; // first calculate where everyone should move for(int c = 0; c < MAX_CLIENTS; c++) { if(!world.characters[c]) continue; mem_zero(&world.characters[c]->input, sizeof(world.characters[c]->input)); if(local_cid == c) { // apply player input int *input = client_get_input(tick); if(input) world.characters[c]->input = *((NETOBJ_PLAYER_INPUT*)input); } world.characters[c]->tick(); } // move all players and quantize their data for(int c = 0; c < MAX_CLIENTS; c++) { if(!world.characters[c]) continue; world.characters[c]->move(); world.characters[c]->quantize(); } if(tick > last_new_predicted_tick) { last_new_predicted_tick = tick; if(local_cid != -1 && world.characters[local_cid]) { vec2 pos = world.characters[local_cid]->pos; int events = world.characters[local_cid]->triggered_events; if(events&COREEVENT_GROUND_JUMP) gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); if(events&COREEVENT_AIR_JUMP) { gameclient.effects->air_jump(pos); gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, pos); } //if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos); //if(events&COREEVENT_HOOK_ATTACH_PLAYER) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_PLAYER, 1.0f, pos); if(events&COREEVENT_HOOK_ATTACH_GROUND) gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, pos); //if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); } /* dbg_msg("predict", "%d %d %d", tick, (int)world.players[c]->pos.x, (int)world.players[c]->pos.y, (int)world.players[c]->vel.x, (int)world.players[c]->vel.y);*/ } if(tick == client_predtick() && world.characters[local_cid]) predicted_char = *world.characters[local_cid]; } if(config.debug && predicted_tick == client_predtick()) { if(predicted_char.pos.x != before_char.pos.x || predicted_char.pos.y != before_char.pos.y) { dbg_msg("client", "prediction error, (%d %d) (%d %d)", (int)before_char.pos.x, (int)before_char.pos.y, (int)predicted_char.pos.x, (int)predicted_char.pos.y); } if(predicted_prev_char.pos.x != before_prev_char.pos.x || predicted_prev_char.pos.y != before_prev_char.pos.y) { dbg_msg("client", "prediction error, prev (%d %d) (%d %d)", (int)before_prev_char.pos.x, (int)before_prev_char.pos.y, (int)predicted_prev_char.pos.x, (int)predicted_prev_char.pos.y); } } predicted_tick = client_predtick(); } void GAMECLIENT::CLIENT_DATA::update_render_info() { render_info = skin_info; // force team colors if(gameclient.snap.gameobj && gameclient.snap.gameobj->flags&GAMEFLAG_TEAMS) { const int team_colors[2] = {65387, 10223467}; if(team >= 0 || team <= 1) { render_info.texture = gameclient.skins->get(skin_id)->color_texture; render_info.color_body = gameclient.skins->get_color(team_colors[team]); render_info.color_feet = gameclient.skins->get_color(team_colors[team]); } } } void GAMECLIENT::send_switch_team(int team) { NETMSG_CL_SETTEAM msg; msg.team = team; msg.pack(MSGFLAG_VITAL); client_send_msg(); } void GAMECLIENT::send_info(bool start) { if(start) { NETMSG_CL_STARTINFO msg; msg.name = config.player_name; msg.skin = config.player_skin; msg.use_custom_color = config.player_use_custom_color; msg.color_body = config.player_color_body; msg.color_feet = config.player_color_feet; msg.pack(MSGFLAG_VITAL|MSGFLAG_FLUSH); } else { NETMSG_CL_CHANGEINFO msg; msg.name = config.player_name; msg.skin = config.player_skin; msg.use_custom_color = config.player_use_custom_color; msg.color_body = config.player_color_body; msg.color_feet = config.player_color_feet; msg.pack(MSGFLAG_VITAL); } client_send_msg(); } void GAMECLIENT::send_kill(int client_id) { NETMSG_CL_KILL msg; msg.pack(MSGFLAG_VITAL); client_send_msg(); }