/* (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 // get_angle #include #include #include #include #include #include #include #include #include #include #include "players.h" #include void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset) { // for drawing hand //const skin *s = skin_get(skin_id); float BaseSize = 10.0f; //dir = normalize(hook_pos-pos); vec2 HandPos = CenterPos + Dir; float Angle = GetAngle(Dir); if (Dir.x < 0) Angle -= AngleOffset; else Angle += AngleOffset; vec2 DirX = Dir; vec2 DirY(-Dir.y,Dir.x); if (Dir.x < 0) DirY = -DirY; HandPos += DirX * PostRotOffset.x; HandPos += DirY * PostRotOffset.y; //Graphics()->TextureSet(data->m_aImages[IMAGE_CHAR_DEFAULT].id); Graphics()->TextureSet(pInfo->m_Texture); Graphics()->QuadsBegin(); Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, pInfo->m_ColorBody.a); // two passes for (int i = 0; i < 2; i++) { bool OutLine = i == 0; RenderTools()->SelectSprite(OutLine?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0); Graphics()->QuadsSetRotation(Angle); IGraphics::CQuadItem QuadItem(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize); Graphics()->QuadsDraw(&QuadItem, 1); } Graphics()->QuadsSetRotation(0); Graphics()->QuadsEnd(); } inline float NormalizeAngular(float f) { return fmod(f+pi*2, pi*2); } inline float AngularMixDirection (float Src, float Dst) { return sinf(Dst-Src) >0?1:-1; } inline float AngularDistance(float Src, float Dst) { return asinf(sinf(Dst-Src)); } inline float AngularApproach(float Src, float Dst, float Amount) { float d = AngularMixDirection (Src, Dst); float n = Src + Amount*d; if(AngularMixDirection (n, Dst) != d) return Dst; return n; } void CPlayers::Predict( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CNetObj_PlayerInfo *pPrevInfo, const CNetObj_PlayerInfo *pPlayerInfo, vec2 &PrevPredPos, vec2 &SmoothPos, int &MoveCnt, vec2 &Position ) { CNetObj_Character Prev; CNetObj_Character Player; Prev = *pPrevChar; Player = *pPlayerChar; CNetObj_PlayerInfo pInfo = *pPlayerInfo; // set size float IntraTick = Client()->IntraGameTick(); //float angle = 0; if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK) { // just use the direct input if it's local player we are rendering } 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 = g_GameClient.m_aClients[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)); g_GameClient.m_aClients[info.cid].angle = angle;*/ } vec2 NonPredPos = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); // use preditect players if needed if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { // apply predicted results m_pClient->m_aClients[pInfo.m_ClientID].m_Predicted.Write(&Player); m_pClient->m_aClients[pInfo.m_ClientID].m_PrevPredicted.Write(&Prev); IntraTick = Client()->PredIntraGameTick(); } } Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); static double ping = 0; if(pInfo.m_Local) { ping = mix(ping, (double)pInfo.m_Latency, 0.1); } if(!pInfo.m_Local) { /* for ping = 260, usual missprediction distances: move = 120-140 jump = 130 dj = 250 normalized: move = 0.461 - 0.538 jump = 0.5 dj = .961 */ //printf("%d\n", m_pClient->m_Snap.m_pLocalInfo->m_Latency); if(m_pClient->m_Snap.m_pLocalInfo) ping = mix(ping, (double)m_pClient->m_Snap.m_pLocalInfo->m_Latency, 0.1); double d = length(PrevPredPos - Position)/ping; if((d > 0.4) && (d < 5.)) { // if(MoveCnt == 0) // printf("[\n"); if(MoveCnt == 0) SmoothPos = NonPredPos; MoveCnt = 10; // SmoothPos = PrevPredPos; // SmoothPos = mix(NonPredPos, Position, 0.6); } PrevPredPos = Position; if(MoveCnt > 0) { // Position = mix(mix(NonPredPos, Position, 0.5), SmoothPos, (((float)MoveCnt))/15); // Position = mix(mix(NonPredPos, Position, 0.5), SmoothPos, 0.5); Position = mix(NonPredPos, Position, 0.5); SmoothPos = Position; MoveCnt--; // if(MoveCnt == 0) // printf("]\n\n"); } } } void CPlayers::RenderHook( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CNetObj_PlayerInfo *pPrevInfo, const CNetObj_PlayerInfo *pPlayerInfo, const vec2 &parPosition, const vec2 &PositionTo ) { CNetObj_Character Prev; CNetObj_Character Player; Prev = *pPrevChar; Player = *pPlayerChar; CNetObj_PlayerInfo pInfo = *pPlayerInfo; CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID]; float IntraTick = Client()->IntraGameTick(); bool OtherTeam; if (m_pClient->m_Snap.m_SpecInfo.m_Active) { if (m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) OtherTeam = false; else OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID); } else OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_LocalClientID); if (OtherTeam) { RenderInfo.m_ColorBody.a = 0.4f; RenderInfo.m_ColorFeet.a = 0.4f; } // set size RenderInfo.m_Size = 64.0f; if (!g_Config.m_ClAntiPing) { // use preditect players if needed if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { } else { // apply predicted results m_pClient->m_PredictedChar.Write(&Player); m_pClient->m_PredictedPrevChar.Write(&Prev); IntraTick = Client()->PredIntraGameTick(); } } } else { if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { // apply predicted results m_pClient->m_aClients[pInfo.m_ClientID].m_Predicted.Write(&Player); m_pClient->m_aClients[pInfo.m_ClientID].m_PrevPredicted.Write(&Prev); IntraTick = Client()->PredIntraGameTick(); } } } vec2 Position; if (!g_Config.m_ClAntiPing) Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); else Position = parPosition; // draw hook if (Prev.m_HookState>0 && Player.m_HookState>0) { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsBegin(); //Graphics()->QuadsBegin(); vec2 Pos = Position; vec2 HookPos; if (!g_Config.m_ClAntiPing) { if(pPlayerChar->m_HookedPlayer != -1) { if(m_pClient->m_Snap.m_pLocalInfo && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_pLocalInfo->m_ClientID) { if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y); else HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y), vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick()); } else if(pInfo.m_Local) { HookPos = mix(vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_Y), vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_Y), Client()->IntraGameTick()); } else HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick()); } else HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick); } else { if(pPrevChar->m_HookedPlayer != -1) HookPos = PositionTo; else HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick); } float d = distance(Pos, HookPos); vec2 Dir = normalize(Pos-HookPos); Graphics()->QuadsSetRotation(GetAngle(Dir)+pi); // render head RenderTools()->SelectSprite(SPRITE_HOOK_HEAD); IGraphics::CQuadItem QuadItem(HookPos.x, HookPos.y, 24,16); if (OtherTeam) Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f); Graphics()->QuadsDraw(&QuadItem, 1); // render chain RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN); IGraphics::CQuadItem Array[1024]; int i = 0; for(float f = 24; f < d && i < 1024; f += 24, i++) { vec2 p = HookPos + Dir*f; Array[i] = IGraphics::CQuadItem(p.x, p.y,24,16); } if (OtherTeam) Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f); Graphics()->QuadsDraw(Array, i); Graphics()->QuadsSetRotation(0); Graphics()->QuadsEnd(); RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0)); } } void CPlayers::RenderPlayer( const CNetObj_Character *pPrevChar, const CNetObj_Character *pPlayerChar, const CNetObj_PlayerInfo *pPrevInfo, const CNetObj_PlayerInfo *pPlayerInfo, const vec2 &parPosition /* vec2 &PrevPos, vec2 &SmoothPos, int &MoveCnt */ ) { CNetObj_Character Prev; CNetObj_Character Player; Prev = *pPrevChar; Player = *pPlayerChar; CNetObj_PlayerInfo pInfo = *pPlayerInfo; CTeeRenderInfo RenderInfo = m_aRenderInfo[pInfo.m_ClientID]; bool NewTick = m_pClient->m_NewTick; bool OtherTeam; if (m_pClient->m_Snap.m_SpecInfo.m_Active) { if (m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) OtherTeam = false; else OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID); } else OtherTeam = m_pClient->m_Teams.Team(pInfo.m_ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_LocalClientID); // set size RenderInfo.m_Size = 64.0f; float IntraTick = Client()->IntraGameTick(); float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f; //float angle = 0; if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK) { // just use the direct input if it's local player we are rendering Angle = GetAngle(m_pClient->m_pControls->m_MousePos); } 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 = g_GameClient.m_aClients[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)); g_GameClient.m_aClients[info.cid].angle = angle;*/ } // use preditect players if needed if (!g_Config.m_ClAntiPing) { if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { } else { // apply predicted results m_pClient->m_PredictedChar.Write(&Player); m_pClient->m_PredictedPrevChar.Write(&Prev); IntraTick = Client()->PredIntraGameTick(); NewTick = m_pClient->m_NewPredictedTick; } } } else { if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) { if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { // apply predicted results m_pClient->m_aClients[pInfo.m_ClientID].m_Predicted.Write(&Player); m_pClient->m_aClients[pInfo.m_ClientID].m_PrevPredicted.Write(&Prev); IntraTick = Client()->PredIntraGameTick(); NewTick = m_pClient->m_NewPredictedTick; } } } vec2 Direction = GetDirection((int)(Angle*256.0f)); vec2 Position; if (!g_Config.m_ClAntiPing) Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); else Position = parPosition; vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick); m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f); RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1; // detect events if(NewTick) { // detect air jump if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2)) m_pClient->m_pEffects->AirJump(Position); } bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1; bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y+16); bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0); // evaluate animation float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f; CAnimState State; State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0); if(InAir) State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here else if(Stationary) State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here else if(!WantOtherDir) State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f); static float s_LastGameTickTime = Client()->GameTickTime(); if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) s_LastGameTickTime = Client()->GameTickTime(); if (Player.m_Weapon == WEAPON_HAMMER) { float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime; State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f); } if (Player.m_Weapon == WEAPON_NINJA) { float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime; State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f); } // do skidding if(!InAir && WantOtherDir && length(Vel*50) > 500.0f) { static int64 SkidSoundTime = 0; if(time_get()-SkidSoundTime > time_freq()/10) { m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position); SkidSoundTime = time_get(); } m_pClient->m_pEffects->SkidTrail( Position+vec2(-Player.m_Direction*6,12), vec2(-Player.m_Direction*100*length(Vel),-50) ); } // draw gun { if (Player.m_PlayerFlags&PLAYERFLAG_AIM) { vec2 ExDirection = Direction; if (pPlayerInfo->m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK) ExDirection = normalize(vec2(m_pClient->m_pControls->m_InputData.m_TargetX, m_pClient->m_pControls->m_InputData.m_TargetY)); Graphics()->TextureSet(-1); vec2 initPos = Position; vec2 finishPos = initPos + ExDirection * (m_pClient->m_Tuning.m_HookLength-42.0f); Graphics()->LinesBegin(); Graphics()->SetColor(1.00f, 0.0f, 0.0f, 1.00f); float PhysSize = 28.0f; vec2 OldPos = initPos + ExDirection * PhysSize * 1.5f;; vec2 NewPos = OldPos; bool doBreak = false; int Hit = 0; do { OldPos = NewPos; NewPos = OldPos + ExDirection * m_pClient->m_Tuning.m_HookFireSpeed; if (distance(Position, NewPos) > m_pClient->m_Tuning.m_HookLength) { NewPos = initPos + normalize(NewPos-initPos) * m_pClient->m_Tuning.m_HookLength; doBreak = true; } int teleNr = 0; Hit = Collision()->IntersectLineTeleHook(OldPos, NewPos, &finishPos, 0x0, &teleNr, true); if(!doBreak && Hit) { vec2 finishPosPost = finishPos; if (!(Collision()->GetCollisionAt(finishPosPost.x, finishPosPost.y)&CCollision::COLFLAG_NOHOOK)) Graphics()->SetColor(130.0f/255.0f, 232.0f/255.0f, 160.0f/255.0f, 1.0f); } if(m_pClient->m_Tuning.m_PlayerHooking && m_pClient->IntersectCharacter(OldPos, finishPos, finishPos, pPlayerInfo->m_ClientID) != -1) { Graphics()->SetColor(1.0f, 1.0f, 0.0f, 1.0f); break; } if(Hit) break; NewPos.x = round(NewPos.x); NewPos.y = round(NewPos.y); if (OldPos == NewPos) break; ExDirection.x = round(ExDirection.x*256.0f) / 256.0f; ExDirection.y = round(ExDirection.y*256.0f) / 256.0f; } while (!doBreak); IGraphics::CLineItem LineItem(Position.x, Position.y, finishPos.x, finishPos.y); Graphics()->LinesDraw(&LineItem, 1); Graphics()->LinesEnd(); } Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->QuadsBegin(); Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle); // normal weapons int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1); RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_pSpriteBody, Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0); if (OtherTeam) Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f); vec2 Dir = Direction; float Recoil = 0.0f; vec2 p; if (Player.m_Weapon == WEAPON_HAMMER) { // Static position for hammer p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y); p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety; // if attack is under way, bash stuffs if(Direction.x < 0) { Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2); p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx; } else { Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2); } RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); } else if (Player.m_Weapon == WEAPON_NINJA) { p = Position; p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety; if(Direction.x < 0) { Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2); p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx; m_pClient->m_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12)); } else { Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2); m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12)); } RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); // HADOKEN if ((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles) { int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles; static int s_LastIteX = IteX; if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); if(pInfo->m_Paused) IteX = s_LastIteX; else s_LastIteX = IteX; } else { if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED) IteX = s_LastIteX; else s_LastIteX = IteX; } if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX]) { vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y); Dir = normalize(Dir); float HadOkenAngle = GetAngle(Dir); Graphics()->QuadsSetRotation(HadOkenAngle ); //float offsety = -data->weapons[iw].muzzleoffsety; RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], 0); vec2 DirY(-Dir.y,Dir.x); p = Position; float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx; p -= Dir * OffsetX; RenderTools()->DrawSprite(p.x, p.y, 160.0f); } } } else { // TODO: should be an animation Recoil = 0; static float s_LastIntraTick = IntraTick; if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) s_LastIntraTick = IntraTick; float a = (Client()->GameTick()-Player.m_AttackTick+s_LastIntraTick)/5.0f; if(a < 1) Recoil = sinf(a*pi); p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir*Recoil*10.0f; p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety; RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); } if (Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN) { // check if we're firing stuff if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)//prev.attackticks) { float Alpha = 0.0f; int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick); if (Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3)) { float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration); Alpha = mix(2.0f, 0.0f, min(1.0f,max(0.0f,t))); } int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles; static int s_LastIteX = IteX; if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); if(pInfo->m_Paused) IteX = s_LastIteX; else s_LastIteX = IteX; } else { if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED) IteX = s_LastIteX; else s_LastIteX = IteX; } if (Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX]) { float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety; RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[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 * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY; RenderTools()->DrawSprite(MuzzlePos.x, MuzzlePos.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize); } } } Graphics()->QuadsEnd(); if (OtherTeam) { RenderInfo.m_ColorBody.a = 0.4f; RenderInfo.m_ColorFeet.a = 0.4f; } switch (Player.m_Weapon) { case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break; case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break; case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break; } } // render the "shadow" tee if(pInfo.m_Local && g_Config.m_Debug) { vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick()); CTeeRenderInfo Ghost = RenderInfo; Ghost.m_ColorBody.a = 0.5f; Ghost.m_ColorFeet.a = 0.5f; RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition, true); // render ghost } RenderInfo.m_Size = 64.0f; // force some settings if (OtherTeam) { RenderInfo.m_ColorBody.a = 0.4f; RenderInfo.m_ColorFeet.a = 0.4f; } RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, OtherTeam); if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING) { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id); Graphics()->QuadsBegin(); RenderTools()->SelectSprite(SPRITE_DOTDOT); IGraphics::CQuadItem QuadItem(Position.x + 24, Position.y - 40, 64,64); Graphics()->QuadsDraw(&QuadItem, 1); Graphics()->QuadsEnd(); } if (m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick()) { Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id); Graphics()->QuadsBegin(); int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart; int FromEnd = m_pClient->m_aClients[pInfo.m_ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick(); float a = 1; if (FromEnd < Client()->GameTickSpeed() / 5) a = FromEnd / (Client()->GameTickSpeed() / 5.0); float h = 1; if (SinceStart < Client()->GameTickSpeed() / 10) h = SinceStart / (Client()->GameTickSpeed() / 10.0); float Wiggle = 0; if (SinceStart < Client()->GameTickSpeed() / 5) Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0); float WiggleAngle = sinf(5*Wiggle); Graphics()->QuadsSetRotation(pi/6*WiggleAngle); Graphics()->SetColor(1.0f,1.0f,1.0f,a); // client_datas::emoticon is an offset from the first emoticon RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientID].m_Emoticon); IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h); Graphics()->QuadsDraw(&QuadItem, 1); Graphics()->QuadsEnd(); } if(g_Config.m_ClNameplates && g_Config.m_ClAntiPing) { float FontSize = 18.0f + 20.0f * g_Config.m_ClNameplatesSize / 100.0f; // render name plate if(!pPlayerInfo->m_Local) { float a = 1; if(g_Config.m_ClNameplatesAlways == 0) a = clamp(1-powf(distance(m_pClient->m_pControls->m_TargetPos, Position)/200.0f,16.0f), 0.0f, 1.0f); const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientID].m_aName; float tw = TextRender()->TextWidth(0, FontSize, pName, -1); if (OtherTeam) { TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.2f); TextRender()->TextColor(1.0f, 1.0f, 1.0f, 0.4f); } else { TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.5f*a); TextRender()->TextColor(1.0f, 1.0f, 1.0f, a); } if(g_Config.m_ClNameplatesTeamcolors && m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) { if(pPlayerInfo->m_Team == TEAM_RED) TextRender()->TextColor(1.0f, 0.5f, 0.5f, a); else if(pPlayerInfo->m_Team == TEAM_BLUE) TextRender()->TextColor(0.7f, 0.7f, 1.0f, a); } TextRender()->Text(0, Position.x-tw/2.0f, Position.y-FontSize-38.0f, FontSize, pName, -1); if(g_Config.m_Debug) // render client id when in debug aswell { char aBuf[128]; str_format(aBuf, sizeof(aBuf),"%d", pPlayerInfo->m_ClientID); TextRender()->Text(0, Position.x, Position.y-90, 28.0f, aBuf, -1); } TextRender()->TextColor(1,1,1,1); TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.3f); } } } void CPlayers::OnRender() { // update RenderInfo for ninja bool IsTeamplay = false; if(m_pClient->m_Snap.m_pGameInfoObj) IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0; for(int i = 0; i < MAX_CLIENTS; ++i) { m_aRenderInfo[i] = m_pClient->m_aClients[i].m_RenderInfo; if(m_pClient->m_Snap.m_aCharacters[i].m_Cur.m_Weapon == WEAPON_NINJA) { // change the skin for the player to the ninja int Skin = m_pClient->m_pSkins->Find("x_ninja"); if(Skin != -1) { if(IsTeamplay) m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture; else { m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture; m_aRenderInfo[i].m_ColorBody = vec4(1,1,1,1); m_aRenderInfo[i].m_ColorFeet = vec4(1,1,1,1); } } } } static vec2 PrevPos[MAX_CLIENTS]; static vec2 SmoothPos[MAX_CLIENTS]; static int MoveCnt[MAX_CLIENTS] = {0}; static vec2 PredictedPos[MAX_CLIENTS]; static int predcnt = 0; if (g_Config.m_ClAntiPing) { for(int i = 0; i < MAX_CLIENTS; i++) { if(!m_pClient->m_Snap.m_aCharacters[i].m_Active) continue; const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i); const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i); if(pPrevInfo && pInfo) { CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev; CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur; Predict( &PrevChar, &CurChar, (const CNetObj_PlayerInfo *)pPrevInfo, (const CNetObj_PlayerInfo *)pInfo, PrevPos[i], SmoothPos[i], MoveCnt[i], PredictedPos[i] ); } } if(g_Config.m_ClAntiPing && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK) if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER)) { // double ping = m_pClient->m_Snap.m_pLocalInfo->m_Latency; // static double fps; // fps = mix(fps, (1. / Client()->RenderFrameTime()), 0.1); // int predmax = (fps * ping / 1000.); int predmax = 19; // if( 0 <= predmax && predmax <= 100) predcnt = (predcnt + 1) % predmax; // else // predcnt = (predcnt + 1) % 2; } } // render other players in two passes, first pass we render the other, second pass we render our self for(int p = 0; p < 4; p++) { for(int i = 0; i < MAX_CLIENTS; i++) { // only render active characters if(!m_pClient->m_Snap.m_aCharacters[i].m_Active) continue; const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i); const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i); if(pPrevInfo && pInfo) { // bool Local = ((const CNetObj_PlayerInfo *)pInfo)->m_Local !=0; if((p % 2) == 0 && Local) continue; if((p % 2) == 1 && !Local) continue; CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev; CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur; if(p<2) { if(PrevChar.m_HookedPlayer != -1) RenderHook( &PrevChar, &CurChar, (const CNetObj_PlayerInfo *)pPrevInfo, (const CNetObj_PlayerInfo *)pInfo, PredictedPos[i], PredictedPos[PrevChar.m_HookedPlayer] ); else RenderHook( &PrevChar, &CurChar, (const CNetObj_PlayerInfo *)pPrevInfo, (const CNetObj_PlayerInfo *)pInfo, PredictedPos[i], PredictedPos[i] ); } else { RenderPlayer( &PrevChar, &CurChar, (const CNetObj_PlayerInfo *)pPrevInfo, (const CNetObj_PlayerInfo *)pInfo, PredictedPos[i] ); } } } } }