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428 lines
11 KiB
C++
428 lines
11 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_GAMECLIENT_H
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#define GAME_CLIENT_GAMECLIENT_H
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#include <base/vmath.h>
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#include <engine/client.h>
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#include <engine/console.h>
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#include <game/layers.h>
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#include <game/gamecore.h>
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#include "render.h"
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#include <game/teamscore.h>
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#define MIN3(x,y,z) ((y) <= (z) ? \
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((x) <= (y) ? (x) : (y)) \
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: \
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((x) <= (z) ? (x) : (z)))
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#define MAX3(x,y,z) ((y) >= (z) ? \
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((x) >= (y) ? (x) : (y)) \
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: \
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((x) >= (z) ? (x) : (z)))
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class CGameClient;
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class CWeaponData
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{
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public:
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int m_Tick;
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vec2 m_Pos;
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vec2 m_Direction;
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vec2 StartPos() { return m_Pos + m_Direction * 28.0f * 0.75f; }
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};
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class CLocalProjectile
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{
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public:
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int m_Active;
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CGameClient *m_pGameClient;
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CWorldCore *m_pWorld;
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CCollision *m_pCollision;
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vec2 m_Direction;
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vec2 m_Pos;
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int m_StartTick;
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int m_Type;
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int m_Owner;
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int m_Weapon;
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bool m_Explosive;
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int m_Bouncing;
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bool m_Freeze;
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bool m_ExtraInfo;
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vec2 GetPos(float Time);
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void CreateExplosion(vec2 Pos, int LocalClientID);
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void Tick(int CurrentTick, int GameTickSpeed, int LocalClientID);
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void Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, const CNetObj_Projectile *pProj);
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void Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, vec2 Vel, vec2 Pos, int StartTick, int Type, int Owner, int Weapon, bool Explosive, int Bouncing, bool Freeze, bool ExtraInfo);
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bool GameLayerClipped(vec2 CheckPos);
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void Deactivate() { m_Active = 0; }
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};
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class CGameClient : public IGameClient
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{
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class CStack
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{
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public:
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enum
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{
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MAX_COMPONENTS = 64,
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};
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CStack();
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void Add(class CComponent *pComponent);
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class CComponent *m_paComponents[MAX_COMPONENTS];
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int m_Num;
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};
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CStack m_All;
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CStack m_Input;
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CNetObjHandler m_NetObjHandler;
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class IEngine *m_pEngine;
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class IInput *m_pInput;
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class IGraphics *m_pGraphics;
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class ITextRender *m_pTextRender;
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class IClient *m_pClient;
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class ISound *m_pSound;
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class IConsole *m_pConsole;
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class IStorage *m_pStorage;
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class IDemoPlayer *m_pDemoPlayer;
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class IServerBrowser *m_pServerBrowser;
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class IEditor *m_pEditor;
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class IFriends *m_pFriends;
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class IUpdater *m_pUpdater;
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CLayers m_Layers;
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class CCollision m_Collision;
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CUI m_UI;
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void DispatchInput();
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void ProcessEvents();
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void UpdatePositions();
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int m_PredictedTick;
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int m_LastNewPredictedTick[2];
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int m_CheckInfo[2];
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static void ConTeam(IConsole::IResult *pResult, void *pUserData);
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static void ConKill(IConsole::IResult *pResult, void *pUserData);
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static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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static void ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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static void ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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public:
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IKernel *Kernel() { return IInterface::Kernel(); }
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IEngine *Engine() const { return m_pEngine; }
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class IGraphics *Graphics() const { return m_pGraphics; }
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class IClient *Client() const { return m_pClient; }
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class CUI *UI() { return &m_UI; }
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class ISound *Sound() const { return m_pSound; }
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class IInput *Input() const { return m_pInput; }
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class IStorage *Storage() const { return m_pStorage; }
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class IConsole *Console() { return m_pConsole; }
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class ITextRender *TextRender() const { return m_pTextRender; }
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class IDemoPlayer *DemoPlayer() const { return m_pDemoPlayer; }
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class IDemoRecorder *DemoRecorder(int Recorder) const { return Client()->DemoRecorder(Recorder); }
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class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; }
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class CRenderTools *RenderTools() { return &m_RenderTools; }
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class CLayers *Layers() { return &m_Layers; };
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class CCollision *Collision() { return &m_Collision; };
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class IEditor *Editor() { return m_pEditor; }
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class IFriends *Friends() { return m_pFriends; }
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class IUpdater *Updater() { return m_pUpdater; }
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int NetobjNumCorrections() { return m_NetObjHandler.NumObjCorrections(); }
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const char *NetobjCorrectedOn() { return m_NetObjHandler.CorrectedObjOn(); }
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bool m_SuppressEvents;
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bool m_NewTick;
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bool m_NewPredictedTick;
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int m_FlagDropTick[2];
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// TODO: move this
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CTuningParams m_Tuning[2];
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enum
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{
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SERVERMODE_PURE=0,
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SERVERMODE_MOD,
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SERVERMODE_PUREMOD,
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};
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int m_ServerMode;
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int m_DemoSpecID;
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vec2 m_LocalCharacterPos;
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// predicted players
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CCharacterCore m_PredictedPrevChar;
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CCharacterCore m_PredictedChar;
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// snap pointers
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struct CSnapState
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{
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const CNetObj_Character *m_pLocalCharacter;
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const CNetObj_Character *m_pLocalPrevCharacter;
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const CNetObj_PlayerInfo *m_pLocalInfo;
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const CNetObj_SpectatorInfo *m_pSpectatorInfo;
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const CNetObj_SpectatorInfo *m_pPrevSpectatorInfo;
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const CNetObj_Flag *m_paFlags[2];
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const CNetObj_GameInfo *m_pGameInfoObj;
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const CNetObj_GameData *m_pGameDataObj;
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int m_GameDataSnapID;
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const CNetObj_PlayerInfo *m_paPlayerInfos[MAX_CLIENTS];
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const CNetObj_PlayerInfo *m_paInfoByScore[MAX_CLIENTS];
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const CNetObj_PlayerInfo *m_paInfoByName[MAX_CLIENTS];
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//const CNetObj_PlayerInfo *m_paInfoByTeam[MAX_CLIENTS];
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const CNetObj_PlayerInfo *m_paInfoByDDTeam[MAX_CLIENTS];
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int m_LocalClientID;
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int m_NumPlayers;
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int m_aTeamSize[2];
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// spectate data
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struct CSpectateInfo
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{
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bool m_Active;
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int m_SpectatorID;
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bool m_UsePosition;
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vec2 m_Position;
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} m_SpecInfo;
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//
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struct CCharacterInfo
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{
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bool m_Active;
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// snapshots
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CNetObj_Character m_Prev;
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CNetObj_Character m_Cur;
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// interpolated position
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vec2 m_Position;
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};
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CCharacterInfo m_aCharacters[MAX_CLIENTS];
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};
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CSnapState m_Snap;
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// client data
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struct CClientData
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{
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int m_UseCustomColor;
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int m_ColorBody;
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int m_ColorFeet;
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char m_aName[MAX_NAME_LENGTH];
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char m_aClan[MAX_CLAN_LENGTH];
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int m_Country;
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char m_aSkinName[64];
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int m_SkinID;
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int m_SkinColor;
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int m_Team;
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int m_Emoticon;
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int m_EmoticonStart;
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CCharacterCore m_Predicted;
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CCharacterCore m_PrevPredicted;
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CTeeRenderInfo m_SkinInfo; // this is what the server reports
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CTeeRenderInfo m_RenderInfo; // this is what we use
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float m_Angle;
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bool m_Active;
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bool m_ChatIgnore;
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bool m_Friend;
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void UpdateRenderInfo();
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void Reset();
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// DDRace
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int m_Score;
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};
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CClientData m_aClients[MAX_CLIENTS];
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class CClientStats
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{
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public:
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CClientStats();
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int m_JoinDate;
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bool m_Active;
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bool m_WasActive;
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int m_aFragsWith[NUM_WEAPONS];
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int m_aDeathsFrom[NUM_WEAPONS];
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int m_Frags;
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int m_Deaths;
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int m_Suicides;
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int m_BestSpree;
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int m_CurrentSpree;
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int m_FlagGrabs;
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int m_FlagCaptures;
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int m_CarriersKilled;
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int m_KillsCarrying;
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int m_DeathsCarrying;
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void Reset();
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};
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CClientStats m_aStats[MAX_CLIENTS];
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CRenderTools m_RenderTools;
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void OnReset();
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// hooks
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virtual void OnConnected();
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virtual void OnRender();
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virtual void OnDummyDisconnect();
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virtual void OnRelease();
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virtual void OnInit();
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virtual void OnConsoleInit();
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virtual void OnStateChange(int NewState, int OldState);
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virtual void OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy = 0);
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virtual void OnNewSnapshot();
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virtual void OnPredict();
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virtual void OnActivateEditor();
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virtual int OnSnapInput(int *pData);
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virtual void OnShutdown();
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virtual void OnEnterGame();
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virtual void OnRconLine(const char *pLine);
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virtual void OnGameOver();
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virtual void OnStartGame();
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virtual void ResetDummyInput();
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virtual const char *GetItemName(int Type);
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virtual const char *Version();
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virtual const char *NetVersion();
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// actions
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// TODO: move these
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void SendSwitchTeam(int Team);
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void SendInfo(bool Start);
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virtual void SendDummyInfo(bool Start);
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void SendKill(int ClientID);
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// pointers to all systems
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class CGameConsole *m_pGameConsole;
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class CBinds *m_pBinds;
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class CParticles *m_pParticles;
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class CMenus *m_pMenus;
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class CSkins *m_pSkins;
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class CCountryFlags *m_pCountryFlags;
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class CFlow *m_pFlow;
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class CChat *m_pChat;
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class CDamageInd *m_pDamageind;
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class CCamera *m_pCamera;
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class CControls *m_pControls;
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class CEffects *m_pEffects;
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class CSounds *m_pSounds;
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class CMotd *m_pMotd;
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class CMapImages *m_pMapimages;
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class CVoting *m_pVoting;
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class CScoreboard *m_pScoreboard;
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class CDetailedStats *m_pDetailedStats;
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class CItems *m_pItems;
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class CMapLayers *m_pMapLayersBackGround;
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class CMapLayers *m_pMapLayersForeGround;
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class CMapSounds *m_pMapSounds;
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// DDRace
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class CRaceDemo *m_pRaceDemo;
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class CGhost *m_pGhost;
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class CTeamsCore m_Teams;
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int IntersectCharacter(vec2 Pos0, vec2 Pos1, vec2& NewPos, int ownID);
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int IntersectCharacter(vec2 OldPos, vec2 NewPos, float Radius, vec2* NewPos2, int ownID, CWorldCore *World);
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CWeaponData m_aWeaponData[150];
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CWeaponData *GetWeaponData(int Tick) { return &m_aWeaponData[((Tick%150)+150)%150]; }
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CWeaponData *FindWeaponData(int TargetTick);
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void FindWeaker(bool IsWeaker[2][MAX_CLIENTS]);
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private:
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bool m_DDRaceMsgSent[2];
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int m_ShowOthers[2];
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bool m_CurrentAntiPing;
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};
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inline float HueToRgb(float v1, float v2, float h)
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{
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if(h < 0.0f) h += 1;
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if(h > 1.0f) h -= 1;
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if((6.0f * h) < 1.0f) return v1 + (v2 - v1) * 6.0f * h;
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if((2.0f * h) < 1.0f) return v2;
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if((3.0f * h) < 2.0f) return v1 + (v2 - v1) * ((2.0f/3.0f) - h) * 6.0f;
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return v1;
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}
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inline vec3 HslToRgb(vec3 HSL)
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{
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if(HSL.s == 0.0f)
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return vec3(HSL.l, HSL.l, HSL.l);
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else
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{
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float v2 = HSL.l < 0.5f ? HSL.l * (1.0f + HSL.s) : (HSL.l+HSL.s) - (HSL.s*HSL.l);
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float v1 = 2.0f * HSL.l - v2;
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return vec3(HueToRgb(v1, v2, HSL.h + (1.0f/3.0f)), HueToRgb(v1, v2, HSL.h), HueToRgb(v1, v2, HSL.h - (1.0f/3.0f)));
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}
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}
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inline vec3 RgbToHsl(vec3 RGB)
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{
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vec3 HSL;
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float maxColor = MAX3(RGB.r, RGB.g, RGB.b);
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float minColor = MIN3(RGB.r, RGB.g, RGB.b);
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if (minColor == maxColor)
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return vec3(0.0f, 0.0f, RGB.g * 255.0f);
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else
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{
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HSL.l = (minColor + maxColor) / 2;
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if (HSL.l < 0.5)
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HSL.s = (maxColor - minColor) / (maxColor + minColor);
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else
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HSL.s = (maxColor - minColor) / (2.0 - maxColor - minColor);
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if (RGB.r == maxColor)
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HSL.h = (RGB.g - RGB.b) / (maxColor - minColor);
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else if (RGB.g == maxColor)
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HSL.h = 2.0 + (RGB.b - RGB.r) / (maxColor - minColor);
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else
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HSL.h = 4.0 + (RGB.r - RGB.g) / (maxColor - minColor);
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HSL.h /= 6; //to bring it to a number between 0 and 1
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if (HSL.h < 0) HSL.h++;
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}
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HSL.h = int(HSL.h * 255.0);
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HSL.s = int(HSL.s * 255.0);
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HSL.l = int(HSL.l * 255.0);
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return HSL;
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}
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extern const char *Localize(const char *Str);
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#endif
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