ddnet/src/game/client/game_client.cpp
2007-11-04 22:30:08 +00:00

2759 lines
67 KiB
C++

#include <game/math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
extern "C" {
#include <engine/external/glfw/include/GL/glfw.h> // DEBUG TESTING
#include <engine/client/ui.h>
#include <engine/config.h>
};
#include "../game.h"
#include "../version.h"
#include "mapres_image.h"
#include "mapres_tilemap.h"
#include "data.h"
#include "menu.h"
// sound channels
enum
{
CHN_GUI=0,
CHN_MUSIC,
CHN_WORLD,
};
data_container *data = 0x0;
int gametype = GAMETYPE_DM;
//static int skinseed = 0;
static int music_menu = -1;
static int music_menu_id = -1;
enum
{
CHATMODE_NONE=0,
CHATMODE_ALL,
CHATMODE_TEAM,
};
static int chat_mode = CHATMODE_NONE;
static bool menu_active = false;
static bool emoticon_selector_active = false;
static vec2 mouse_pos;
static vec2 local_character_pos;
static vec2 local_target_pos;
static const obj_player_character *local_character = 0;
static const obj_player_character *local_prev_character = 0;
static const obj_player_info *local_info = 0;
static const obj_game *gameobj = 0;
// do this better and nicer
struct skin
{
int org_texture;
int color_texture;
char name[31];
const char term[1];
};
enum
{
MAX_SKINS=256,
};
struct tee_render_info
{
int texture;
vec4 color;
};
static skin skins[MAX_SKINS] = {{-1, -1, {0}, {0}}};
static int num_skins = 0;
static struct client_data
{
char name[64];
char skin_name[64];
int skin_id;
int skin_color;
int team;
int emoticon;
int emoticon_start;
player_core predicted;
tee_render_info skin_info;
} client_datas[MAX_CLIENTS];
class client_effects
{
public:
float zoom;
float currentzoom;
float stage;
int lastzoomin;
int lastincrease;
client_effects()
{
currentzoom = zoom = 3.0f;
stage = 0.0f;
}
float getorgzoom() { return zoom; }
float getzoom(int tick, float intratick, const obj_player_character *player)
{
float currentstage = ((float)player->weaponstage) * 0.1f;
if (currentstage < stage)
{
if ((tick - lastincrease) > (client_tickspeed() / 2))
stage = currentstage;
}
else
{
lastincrease = tick;
stage = currentstage;
}
float targetzoom = 3.0f + stage;
currentzoom = LERP(currentzoom, targetzoom, 0.1);
return currentzoom;
}
};
client_effects cl_effects;
inline float frandom() { return rand()/(float)(RAND_MAX); }
void snd_play_random(int chn, int setid, float vol, vec2 pos)
{
soundset *set = &data->sounds[setid];
if(!set->num_sounds)
return;
if(set->num_sounds == 1)
{
snd_play_at(chn, set->sounds[0].id, 0, pos.x, pos.y);
return;
}
// play a random one
int id;
do {
id = rand() % set->num_sounds;
} while(id == set->last);
snd_play_at(chn, set->sounds[id].id, 0, pos.x, pos.y);
set->last = id;
}
// sound volume tweak
static const float stereo_separation = 0.001f;
static const float stereo_separation_deadzone = 200.0f;
static const float volume_distance_falloff = 200.0f;
static const float volume_distance_deadzone = 320.0f;
static const float volume_gun = 0.5f;
static const float volume_tee = 0.5f;
static const float volume_hit = 0.5f;
static const float volume_music = 0.8f;
void sound_vol_pan(const vec2& p, float *vol, float *pan)
{
vec2 player_to_ev = p - local_character_pos;
*pan = 0.0f;
*vol = 1.0f;
if(fabs(player_to_ev.x) > stereo_separation_deadzone)
{
*pan = stereo_separation * (player_to_ev.x - sign(player_to_ev.x)*stereo_separation_deadzone);
if(*pan < -1.0f) *pan = -1.0f;
if(*pan > 1.0f) *pan = 1.0f;
}
float len = length(player_to_ev);
if(len > volume_distance_deadzone)
{
*vol = volume_distance_falloff / (len - volume_distance_deadzone);
if(*vol < 0.0f) *vol = 0.0f;
if(*vol > 1.0f) *vol = 1.0f;
}
}
enum
{
SPRITE_FLAG_FLIP_Y=1,
};
static float sprite_w_scale;
static float sprite_h_scale;
static void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0)
{
int x = spr->x+sx;
int y = spr->y+sy;
int w = spr->w;
int h = spr->h;
int cx = spr->set->gridx;
int cy = spr->set->gridy;
float f = sqrtf(h*h + w*w);
sprite_w_scale = w/f;
sprite_h_scale = h/f;
if(flags&SPRITE_FLAG_FLIP_Y)
gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy);
else
gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(float)cy);
}
void select_sprite(int id, int flags=0, int sx=0, int sy=0)
{
if(id < 0 || id > data->num_sprites)
return;
select_sprite(&data->sprites[id], flags, sx, sy);
}
void draw_sprite(float x, float y, float size)
{
gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale);
}
class damage_indicators
{
public:
int64 lastupdate;
struct item
{
vec2 pos;
vec2 dir;
float life;
float startangle;
};
enum
{
MAX_ITEMS=64,
};
damage_indicators()
{
lastupdate = 0;
num_items = 0;
}
item items[MAX_ITEMS];
int num_items;
item *create_i()
{
if (num_items < MAX_ITEMS)
{
item *p = &items[num_items];
num_items++;
return p;
}
return 0;
}
void destroy_i(item *i)
{
num_items--;
*i = items[num_items];
}
void create(vec2 pos, vec2 dir)
{
item *i = create_i();
if (i)
{
i->pos = pos;
i->life = 0.75f;
i->dir = dir*-1;
i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
}
}
void render()
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
for(int i = 0; i < num_items;)
{
vec2 pos = mix(items[i].pos+items[i].dir*75.0f, items[i].pos, clamp((items[i].life-0.60f)/0.15f, 0.0f, 1.0f));
items[i].life -= client_frametime();
if(items[i].life < 0.0f)
destroy_i(&items[i]);
else
{
gfx_setcolor(1.0f,1.0f,1.0f, items[i].life/0.1f);
gfx_quads_setrotation(items[i].startangle + items[i].life * 2.0f);
select_sprite(SPRITE_STAR1);
draw_sprite(pos.x, pos.y, 48.0f);
i++;
}
}
gfx_quads_end();
}
};
static damage_indicators damageind;
class particle_system
{
public:
struct particle
{
vec2 pos;
vec2 vel;
float life;
float max_life;
float size;
float rot;
float rotspeed;
float gravity;
float friction;
int iparticle;
vec4 color;
};
enum
{
MAX_PARTICLES=1024,
};
particle particles[MAX_PARTICLES];
int num_particles;
particle_system()
{
num_particles = 0;
}
void new_particle(vec2 pos, vec2 vel, float life, float size, float gravity, float friction)
{
if (num_particles >= MAX_PARTICLES)
return;
particles[num_particles].iparticle = rand() % data->num_particles;
particles[num_particles].pos = pos;
particles[num_particles].vel = vel;
particles[num_particles].life = life - (data->particles[particles[num_particles].iparticle].lifemod/100.0f) * life;
particles[num_particles].size = size;
particles[num_particles].max_life = life;
particles[num_particles].gravity = gravity;
particles[num_particles].friction = friction;
particles[num_particles].rot = frandom()*pi*2;
particles[num_particles].rotspeed = frandom() * 10.0f;
num_particles++;
}
void update(float time_passed)
{
for(int i = 0; i < num_particles; i++)
{
particles[i].vel.y += particles[i].gravity*time_passed;
particles[i].vel *= particles[i].friction;
vec2 vel = particles[i].vel*time_passed;
move_point(&particles[i].pos, &vel, 0.1f+0.9f*frandom(), NULL);
particles[i].vel = vel* (1.0f/time_passed);
particles[i].life += time_passed;
particles[i].rot += time_passed * particles[i].rotspeed;
// check particle death
if(particles[i].life > particles[i].max_life)
{
num_particles--;
particles[i] = particles[num_particles];
i--;
}
}
}
void render()
{
gfx_blend_additive();
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
for(int i = 0; i < num_particles; i++)
{
int type = particles[i].iparticle;
select_sprite(data->particles[type].spr);
float a = 1 - particles[i].life / particles[i].max_life;
vec2 p = particles[i].pos;
gfx_quads_setrotation(particles[i].rot);
gfx_setcolor(
data->particles[type].color_r,
data->particles[type].color_g,
data->particles[type].color_b,
pow(a, 0.75f));
gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size);
}
gfx_quads_end();
gfx_blend_normal();
}
};
static particle_system temp_system;
class projectile_particles
{
public:
enum
{
LISTSIZE = 1000,
};
// meh, just use size %
int lastadd[LISTSIZE];
projectile_particles()
{
reset();
}
void reset()
{
for (int i = 0; i < LISTSIZE; i++)
lastadd[i] = -1000;
}
void addparticle(int projectiletype, int projectileid, vec2 pos, vec2 vel)
{
int particlespersecond = data->projectileinfo[projectiletype].particlespersecond;
int lastaddtick = lastadd[projectileid % LISTSIZE];
if(!particlespersecond)
return;
if ((client_tick() - lastaddtick) > (client_tickspeed() / particlespersecond))
{
lastadd[projectileid % LISTSIZE] = client_tick();
float life = data->projectileinfo[projectiletype].particlelife;
float size = data->projectileinfo[projectiletype].particlesize;
vec2 v = vel * 0.2f + normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
// add the particle (from projectiletype later on, but meh...)
temp_system.new_particle(pos, v, life, size, 0, 0.95f);
}
}
};
static projectile_particles proj_particles;
static char chat_input[512];
static unsigned chat_input_len;
static const int chat_max_lines = 10;
struct chatline
{
int tick;
int client_id;
int team;
char text[512+64];
};
chatline chat_lines[chat_max_lines];
static int chat_current_line = 0;
void chat_reset()
{
for(int i = 0; i < chat_max_lines; i++)
chat_lines[i].tick = -1000000;
chat_current_line = 0;
}
void chat_add_line(int client_id, int team, const char *line)
{
chat_current_line = (chat_current_line+1)%chat_max_lines;
chat_lines[chat_current_line].tick = client_tick();
chat_lines[chat_current_line].client_id = client_id;
chat_lines[chat_current_line].team = team;
if(client_id == -1) // server message
sprintf(chat_lines[chat_current_line].text, "*** %s", line);
else
{
sprintf(chat_lines[chat_current_line].text, "%s: %s", client_datas[client_id].name, line);
}
}
struct killmsg
{
int weapon;
int victim;
int killer;
int tick;
};
static const int killmsg_max = 5;
killmsg killmsgs[killmsg_max];
static int killmsg_current = 0;
extern unsigned char internal_data[];
extern void draw_round_rect(float x, float y, float w, float h, float r);
extern int render_popup(const char *caption, const char *text, const char *button_text);
static void render_loading(float percent)
{
gfx_clear(0.65f,0.78f,0.9f);
gfx_mapscreen(0,0,800.0f,600.0f);
float tw;
float w = 700;
float h = 200;
float x = 800/2-w/2;
float y = 600/2-h/2;
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
gfx_setcolor(0,0,0,0.50f);
draw_round_rect(x, y, w, h, 40.0f);
gfx_quads_end();
const char *caption = "Loading";
tw = gfx_pretty_text_width(48.0f, caption, -1);
ui_do_label(x+w/2-tw/2, y+20, caption, 48.0f);
gfx_texture_set(-1);
gfx_quads_begin();
gfx_setcolor(1,1,1,1.0f);
draw_round_rect(x+40, y+h-75, (w-80)*percent, 25, 5.0f);
gfx_quads_end();
gfx_swap();
}
static void skinscan(const char *name, int is_dir, void *user)
{
int l = strlen(name);
if(l < 4 || is_dir || num_skins == MAX_SKINS)
return;
if(strcmp(name+l-4, ".png") != 0)
return;
char buf[512];
sprintf(buf, "data/skins/%s", name);
IMAGE_INFO info;
if(!gfx_load_png(&info, buf))
{
dbg_msg("game", "failed to load skin from %s", name);
return;
}
skins[num_skins].org_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
// create colorless version
unsigned char *d = (unsigned char *)info.data;
int step = info.format == IMG_RGBA ? 4 : 3;
for(int i = 0; i < info.width*info.height; i++)
{
int v = (d[i*step]+d[i*step+1]+d[i*step+2])/3;
d[i*step] = v;
d[i*step+1] = v;
d[i*step+2] = v;
}
skins[num_skins].color_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
mem_free(info.data);
// set skin data
strncpy(skins[num_skins].name, name, min((int)sizeof(skins[num_skins].name),l-4));
dbg_msg("game", "load skin %s", skins[num_skins].name);
num_skins++;
}
extern "C" void modc_init()
{
// setup sound channels
snd_set_channel(CHN_GUI, 1.0f, 0.0f);
snd_set_channel(CHN_MUSIC, 1.0f, 0.0f);
snd_set_channel(CHN_WORLD, 1.0f, 1.0f);
// load the data container
data = load_data_from_memory(internal_data);
// TODO: should be removed
music_menu = snd_load_wv("data/audio/music_menu.wv");
snd_set_listener_pos(0.0f, 0.0f);
float total = data->num_sounds+data->num_images;
float current = 0;
// load sounds
for(int s = 0; s < data->num_sounds; s++)
{
render_loading(current/total);
for(int i = 0; i < data->sounds[s].num_sounds; i++)
{
int id;
//if (strcmp(data->sounds[s].sounds[i].filename + strlen(data->sounds[s].sounds[i].filename) - 3, ".wv") == 0)
id = snd_load_wv(data->sounds[s].sounds[i].filename);
//else
// id = snd_load_wav(data->sounds[s].sounds[i].filename);
data->sounds[s].sounds[i].id = id;
}
current++;
}
// load textures
for(int i = 0; i < data->num_images; i++)
{
render_loading(current/total);
data->images[i].id = gfx_load_texture(data->images[i].filename);
current++;
}
// load skins
fs_listdir("data/skins", skinscan, 0);
}
extern "C" void modc_entergame()
{
}
extern "C" void modc_shutdown()
{
}
static void process_events(int s)
{
int num = snap_num_items(s);
for(int index = 0; index < num; index++)
{
SNAP_ITEM item;
const void *data = snap_get_item(s, index, &item);
if(item.type == EVENT_DAMAGEINDICATION)
{
ev_damageind *ev = (ev_damageind *)data;
damageind.create(vec2(ev->x, ev->y), get_direction(ev->angle));
}
else if(item.type == EVENT_EXPLOSION)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
temp_system.new_particle(p, vec2(0,0), 0.3f, 96.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 64.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 32.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 16.0f, 0, 0.95f);
for(int i = 0; i < 16; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 16; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(256.0f+frandom()*512.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 128.0f, 0.985f);
}
for(int i = 0; i < 64; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(frandom()*256.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 24.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_SMOKE)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_SPAWN)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_DEATH)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_SOUND)
{
ev_sound *ev = (ev_sound *)data;
vec2 p(ev->x, ev->y);
int soundid = ev->sound; //(ev->sound & SOUND_MASK);
//bool bstartloop = (ev->sound & SOUND_LOOPFLAG_STARTLOOP) != 0;
//bool bstoploop = (ev->sound & SOUND_LOOPFLAG_STOPLOOP) != 0;
//float vol, pan;
//sound_vol_pan(p, &vol, &pan);
if(soundid >= 0 && soundid < NUM_SOUNDS)
{
// TODO: we need to control the volume of the diffrent sounds
// depening on the category
snd_play_random(CHN_WORLD, soundid, 1.0f, p);
}
}
}
}
static player_core predicted_prev_player;
static player_core predicted_player;
extern "C" void modc_predict()
{
// repredict player
world_core world;
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 == OBJTYPE_PLAYER_CHARACTER)
{
const obj_player_character *character = (const obj_player_character *)data;
client_datas[client_id].predicted.world = &world;
world.players[client_id] = &client_datas[client_id].predicted;
client_datas[client_id].predicted.read(character);
}
else if(item.type == OBJTYPE_PLAYER_INFO)
{
const obj_player_info *info = (const obj_player_info *)data;
if(info->local)
local_cid = client_id;
}
}
// predict
for(int tick = client_tick()+1; tick <= client_predtick(); tick++)
{
// fetch the local
if(tick == client_predtick() && world.players[local_cid])
predicted_prev_player = *world.players[local_cid];
// first calculate where everyone should move
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!world.players[c])
continue;
mem_zero(&world.players[c]->input, sizeof(world.players[c]->input));
if(local_cid == c)
{
// apply player input
int *input = client_get_input(tick);
if(input)
world.players[c]->input = *((player_input*)input);
}
world.players[c]->tick();
}
// move all players and quantize their data
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!world.players[c])
continue;
world.players[c]->move();
world.players[c]->quantize();
}
if(tick == client_predtick() && world.players[local_cid])
predicted_player = *world.players[local_cid];
}
}
extern "C" void modc_newsnapshot()
{
process_events(SNAP_CURRENT);
if(config.stress)
{
if((client_tick()%250) == 0)
{
msg_pack_start(MSG_SAY, MSGFLAG_VITAL);
msg_pack_int(-1);
msg_pack_string("galenskap!!!!", 512);
msg_pack_end();
client_send_msg();
}
}
// clear out the invalid pointers
local_character = 0;
local_prev_character = 0;
local_info = 0;
gameobj = 0;
// 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 == OBJTYPE_PLAYER_INFO)
{
const obj_player_info *info = (const obj_player_info *)data;
if(info->local)
{
local_info = info;
const void *data = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_CHARACTER, item.id);
if(data)
{
local_character = (const obj_player_character *)data;
local_character_pos = vec2(local_character->x, local_character->y);
const void *p = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_CHARACTER, item.id);
if(p)
local_prev_character = (obj_player_character *)p;
}
}
}
else if(item.type == OBJTYPE_GAME)
gameobj = (obj_game *)data;
}
}
}
void send_info(bool start)
{
if(start)
msg_pack_start(MSG_STARTINFO, MSGFLAG_VITAL);
else
msg_pack_start(MSG_CHANGEINFO, MSGFLAG_VITAL);
msg_pack_string(config.player_name, 64);
msg_pack_string(config.player_skin, 64);
msg_pack_int(config.player_color);
msg_pack_end();
client_send_msg();
}
void send_emoticon(int emoticon)
{
msg_pack_start(MSG_EMOTICON, MSGFLAG_VITAL);
msg_pack_int(emoticon);
msg_pack_end();
client_send_msg();
}
static void render_projectile(const obj_projectile *prev, const obj_projectile *current, int itemid)
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj);
vec2 vel = mix(vec2(prev->vx, prev->vy), vec2(current->vx, current->vy), client_intratick());
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
// add particle for this projectile
proj_particles.addparticle(current->type, itemid, pos, vel);
if(length(vel) > 0.00001f)
gfx_quads_setrotation(get_angle(vel));
else
gfx_quads_setrotation(0);
// TODO: do this, but nice
//temp_system.new_particle(pos, vec2(0,0), 0.3f, 14.0f, 0, 0.95f);
gfx_quads_draw(pos.x, pos.y, 32, 32);
gfx_quads_setrotation(0);
gfx_quads_end();
}
static void render_powerup(const obj_powerup *prev, const obj_powerup *current)
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
float angle = 0.0f;
float size = 64.0f;
if (current->type == POWERUP_WEAPON)
{
angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body);
size = data->weapons[current->subtype%data->num_weapons].visual_size;
}
else
{
const int c[] = {
SPRITE_POWERUP_HEALTH,
SPRITE_POWERUP_ARMOR,
SPRITE_POWERUP_WEAPON,
SPRITE_POWERUP_NINJA,
SPRITE_POWERUP_TIMEFIELD
};
select_sprite(c[current->type]);
if(c[current->type] == SPRITE_POWERUP_NINJA)
{
proj_particles.addparticle(0, 0,
pos+vec2((frandom()-0.5f)*80.0f, (frandom()-0.5f)*20.0f),
vec2((frandom()-0.5f)*10.0f, (frandom()-0.5f)*10.0f));
size *= 2.0f;
pos.x += 10.0f;
}
}
gfx_quads_setrotation(angle);
float offset = pos.y/32.0f + pos.x/32.0f;
pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
draw_sprite(pos.x, pos.y, size);
gfx_quads_end();
}
static void render_flag(const obj_flag *prev, const obj_flag *current)
{
float angle = 0.0f;
float size = 36.0f;
gfx_blend_normal();
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
if(current->team == 0) // red team
select_sprite(SPRITE_FLAG_RED);
else
select_sprite(SPRITE_FLAG_BLUE);
gfx_quads_setrotation(angle);
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
if(current->local_carry)
pos = local_character_pos;
gfx_setcolor(current->team ? 0 : 1,0,current->team ? 1 : 0,1);
//draw_sprite(pos.x, pos.y, size);
gfx_quads_draw(pos.x, pos.y-size*0.75f, size, size*2);
gfx_quads_end();
}
static void anim_seq_eval(sequence *seq, float time, keyframe *frame)
{
if(seq->num_frames == 0)
{
frame->time = 0;
frame->x = 0;
frame->y = 0;
frame->angle = 0;
}
else if(seq->num_frames == 1)
{
*frame = seq->frames[0];
}
else
{
//time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp
keyframe *frame1 = 0;
keyframe *frame2 = 0;
float blend = 0.0f;
// TODO: make this smarter.. binary search
for (int i = 1; i < seq->num_frames; i++)
{
if (seq->frames[i-1].time <= time && seq->frames[i].time >= time)
{
frame1 = &seq->frames[i-1];
frame2 = &seq->frames[i];
blend = (time - frame1->time) / (frame2->time - frame1->time);
break;
}
}
if (frame1 && frame2)
{
frame->time = time;
frame->x = mix(frame1->x, frame2->x, blend);
frame->y = mix(frame1->y, frame2->y, blend);
frame->angle = mix(frame1->angle, frame2->angle, blend);
}
}
}
struct animstate
{
keyframe body;
keyframe back_foot;
keyframe front_foot;
keyframe attach;
};
static void anim_eval(animation *anim, float time, animstate *state)
{
anim_seq_eval(&anim->body, time, &state->body);
anim_seq_eval(&anim->back_foot, time, &state->back_foot);
anim_seq_eval(&anim->front_foot, time, &state->front_foot);
anim_seq_eval(&anim->attach, time, &state->attach);
}
static void anim_add_keyframe(keyframe *seq, keyframe *added, float amount)
{
seq->x += added->x*amount;
seq->y += added->y*amount;
seq->angle += added->angle*amount;
}
static void anim_add(animstate *state, animstate *added, float amount)
{
anim_add_keyframe(&state->body, &added->body, amount);
anim_add_keyframe(&state->back_foot, &added->back_foot, amount);
anim_add_keyframe(&state->front_foot, &added->front_foot, amount);
anim_add_keyframe(&state->attach, &added->attach, amount);
}
static void anim_eval_add(animstate *state, animation *anim, float time, float amount)
{
animstate add;
anim_eval(anim, time, &add);
anim_add(state, &add, amount);
}
static void render_hand(int skin_id, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
{
// for drawing hand
skin_id = skin_id%num_skins;
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(skins[skin_id].color_texture);
gfx_quads_begin();
// 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();
}
static void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos)
{
vec2 direction = dir;
vec2 position = pos;
//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
gfx_texture_set(info->texture);
gfx_quads_begin();
gfx_setcolor(info->color.r, info->color.g, info->color.b, info->color.a);
//gfx_quads_draw(pos.x, pos.y-128, 128, 128);
// first pass we draw the outline
// second pass we draw the filling
for(int p = 0; p < 2; p++)
{
int outline = p==0 ? 1 : 0;
//int shift = skin;
for(int f = 0; f < 2; f++)
{
float basesize = 16.0f;
if(f == 1)
{
gfx_quads_setrotation(anim->body.angle*pi*2);
// draw body
select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0);
gfx_quads_draw(position.x+anim->body.x, position.y+anim->body.y, 4*basesize, 4*basesize);
// draw eyes
if(p == 1)
{
switch (emote)
{
case EMOTE_PAIN:
select_sprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0);
break;
case EMOTE_HAPPY:
select_sprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0);
break;
case EMOTE_SURPRISE:
select_sprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0);
break;
case EMOTE_ANGRY:
select_sprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0);
break;
default:
select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0);
break;
}
int h = emote == EMOTE_BLINK ? (int)(basesize/3) : (int)(basesize);
gfx_quads_draw(position.x-4+direction.x*4, position.y-8+direction.y*3, basesize*1.5f, h*1.5f);
gfx_quads_draw(position.x+4+direction.x*4, position.y-8+direction.y*3, -basesize*1.5f, h*1.5f);
}
}
// draw feet
select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, 0);
keyframe *foot = f ? &anim->front_foot : &anim->back_foot;
float w = basesize*2.5f*1.5f;
float h = basesize*1.425f*1.5f;
gfx_quads_setrotation(foot->angle*pi*2);
gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h);
}
}
gfx_quads_end();
}
void draw_circle(float x, float y, float r, int segments)
{
float f_segments = (float)segments;
for(int i = 0; i < segments; i+=2)
{
float a1 = i/f_segments * 2*pi;
float a2 = (i+1)/f_segments * 2*pi;
float a3 = (i+2)/f_segments * 2*pi;
float ca1 = cosf(a1);
float ca2 = cosf(a2);
float ca3 = cosf(a3);
float sa1 = sinf(a1);
float sa2 = sinf(a2);
float sa3 = sinf(a3);
gfx_quads_draw_freeform(
x, y,
x+ca1*r, y+sa1*r,
x+ca3*r, y+sa3*r,
x+ca2*r, y+sa2*r);
}
}
void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners)
{
int num = 8;
for(int i = 0; i < num; i+=2)
{
float a1 = i/(float)num * pi/2;
float a2 = (i+1)/(float)num * pi/2;
float a3 = (i+2)/(float)num * pi/2;
float ca1 = cosf(a1);
float ca2 = cosf(a2);
float ca3 = cosf(a3);
float sa1 = sinf(a1);
float sa2 = sinf(a2);
float sa3 = sinf(a3);
if(corners&1) // TL
gfx_quads_draw_freeform(
x+r, y+r,
x+(1-ca1)*r, y+(1-sa1)*r,
x+(1-ca3)*r, y+(1-sa3)*r,
x+(1-ca2)*r, y+(1-sa2)*r);
if(corners&2) // TR
gfx_quads_draw_freeform(
x+w-r, y+r,
x+w-r+ca1*r, y+(1-sa1)*r,
x+w-r+ca3*r, y+(1-sa3)*r,
x+w-r+ca2*r, y+(1-sa2)*r);
if(corners&4) // BL
gfx_quads_draw_freeform(
x+r, y+h-r,
x+(1-ca1)*r, y+h-r+sa1*r,
x+(1-ca3)*r, y+h-r+sa3*r,
x+(1-ca2)*r, y+h-r+sa2*r);
if(corners&8) // BR
gfx_quads_draw_freeform(
x+w-r, y+h-r,
x+w-r+ca1*r, y+h-r+sa1*r,
x+w-r+ca3*r, y+h-r+sa3*r,
x+w-r+ca2*r, y+h-r+sa2*r);
}
gfx_quads_drawTL(x+r, y+r, w-r*2, h-r*2); // center
gfx_quads_drawTL(x+r, y, w-r*2, r); // top
gfx_quads_drawTL(x+r, y+h-r, w-r*2, r); // bottom
gfx_quads_drawTL(x, y+r, r, h-r*2); // left
gfx_quads_drawTL(x+w-r, y+r, r, h-r*2); // right
if(!(corners&1)) gfx_quads_drawTL(x, y, r, r); // TL
if(!(corners&2)) gfx_quads_drawTL(x+w, y, -r, r); // TR
if(!(corners&4)) gfx_quads_drawTL(x, y+h, r, -r); // BL
if(!(corners&8)) gfx_quads_drawTL(x+w, y+h, -r, -r); // BR
}
void draw_round_rect(float x, float y, float w, float h, float r)
{
draw_round_rect_ext(x,y,w,h,r,0xf);
}
static void render_player(
const obj_player_character *prev_char,
const obj_player_character *player_char,
const obj_player_info *prev_info,
const obj_player_info *player_info
)
{
obj_player_character prev;
obj_player_character player;
prev = *prev_char;
player = *player_char;
obj_player_info info = *player_info;
float intratick = client_intratick();
if(player.health < 0) // dont render dead players
return;
if(info.local && config.cl_predict)
{
// apply predicted results
predicted_player.write(&player);
predicted_prev_player.write(&prev);
intratick = client_intrapredtick();
}
// TODO: proper skin selection
int skin_id = client_datas[info.clientid].skin_id; //charids[info.clientid];
//if(gametype != GAMETYPE_DM)
//skin_id = info.team*9; // 0 or 9
vec2 direction = get_direction(player.angle);
float angle = player.angle/256.0f;
vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
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;
// evaluate animation
float walk_time = fmod(position.x, 100.0f)/100.0f;
animstate state;
anim_eval(&data->animations[ANIM_BASE], 0, &state);
if(inair)
anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
else if(stationary)
anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
else
anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f);
if (player.weapon == WEAPON_HAMMER)
{
float a = clamp((client_tick()-player.attacktick+intratick)/10.0f, 0.0f, 1.0f);
anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f);
}
if (player.weapon == WEAPON_NINJA)
{
float a = clamp((client_tick()-player.attacktick+intratick)/40.0f, 0.0f, 1.0f);
anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f);
}
// 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 = 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);
for(float f = 24; f < d; f += 24)
{
vec2 p = hook_pos + dir*f;
gfx_quads_draw(p.x, p.y,24,16);
}
gfx_quads_setrotation(0);
gfx_quads_end();
render_hand(skin_id, 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[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;
p.y += data->weapons[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[iw].offsetx;
}
else
{
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
}
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
}
else if (player.weapon == WEAPON_NINJA)
{
p = position;
p.y += data->weapons[iw].offsety;
if(direction.x < 0)
{
gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
p.x -= data->weapons[iw].offsetx;
}
else
{
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
}
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
// HADOKEN
if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons[iw].nummuzzlesprites)
{
int itex = rand() % data->weapons[iw].nummuzzlesprites;
float alpha = 1.0f;
if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
{
vec2 dir = vec2(player.x,player.y) - vec2(prev.x, prev.y);
dir = normalize(dir);
float hadokenangle = atan(dir.y/dir.x);
if (dir.x < 0.0f)
hadokenangle += pi;
gfx_quads_setrotation(hadokenangle);
//float offsety = -data->weapons[iw].muzzleoffsety;
select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, 0);
vec2 diry(-dir.y,dir.x);
p = position;
float offsetx = data->weapons[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[iw].offsetx - dir*recoil*10.0f;
p.y += data->weapons[iw].offsety;
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
}
if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
{
// check if we're firing stuff
if (true)///prev.attackticks)
{
float alpha = 0.0f;
int phase1tick = (client_tick() - player.attacktick);
if (phase1tick < (data->weapons[iw].muzzleduration + 3))
{
float t = ((((float)phase1tick) + intratick)/(float)data->weapons[iw].muzzleduration);
alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
}
int itex = rand() % data->weapons[iw].nummuzzlesprites;
if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
{
float offsety = -data->weapons[iw].muzzleoffsety;
select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
if(direction.x < 0)
offsety = -offsety;
vec2 diry(-dir.y,dir.x);
p += dir * data->weapons[iw].muzzleoffsetx + diry * offsety;
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
/*gfx_setcolor(1.0f,1.0f,1.0f,alpha);
vec2 diry(-dir.y,dir.x);
p += dir * muzzleparams[player.weapon].offsetx + diry * offsety;
gfx_quads_draw(p.x,p.y,muzzleparams[player.weapon].sizex, muzzleparams[player.weapon].sizey);*/
}
}
}
gfx_quads_end();
switch (player.weapon)
{
case WEAPON_GUN: render_hand(skin_id, p, direction, -3*pi/4, vec2(-15, 4)); break;
case WEAPON_SHOTGUN: render_hand(skin_id, p, direction, -pi/2, vec2(-5, 4)); break;
case WEAPON_ROCKET: render_hand(skin_id, 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 = client_datas[info.clientid].skin_info;
ghost.color.a = 0.5f;
render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
}
// render the tee
render_tee(&state, &client_datas[info.clientid].skin_info, player.emote, direction, position);
if(player.state == STATE_CHATTING)
{
gfx_texture_set(data->images[IMAGE_CHAT_BUBBLES].id);
gfx_quads_begin();
select_sprite(SPRITE_CHAT_DOTDOT);
gfx_quads_draw(position.x + 24, position.y - 40, 64,64);
gfx_quads_end();
}
if (client_datas[info.clientid].emoticon_start != -1 && client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() > client_tick())
{
gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
gfx_quads_begin();
int since_start = client_tick() - client_datas[info.clientid].emoticon_start;
int from_end = client_datas[info.clientid].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 + client_datas[info.clientid].emoticon);
gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h);
gfx_quads_end();
}
// render name plate
if(!info.local && config.cl_nameplates)
{
//gfx_pretty_text_color
float a = 1;
if(config.cl_nameplates == 1)
a = clamp(1-powf(distance(local_target_pos, position)/200.0f,16.0f), 0.0f, 1.0f);
const char *name = client_datas[info.clientid].name;
float tw = gfx_pretty_text_width(28.0f, name, -1);
gfx_pretty_text_color(1,1,1,a);
gfx_pretty_text(position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
}
}
void render_sun(float x, float y)
{
vec2 pos(x, y);
gfx_texture_set(-1);
gfx_blend_additive();
gfx_quads_begin();
const int rays = 10;
gfx_setcolor(1.0f,1.0f,1.0f,0.025f);
for(int r = 0; r < rays; r++)
{
float a = r/(float)rays + client_localtime()*0.025f;
float size = (1.0f/(float)rays)*0.25f;
vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
gfx_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
gfx_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
gfx_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
gfx_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
const float range = 1000.0f;
gfx_quads_draw_freeform(
pos.x+dir0.x, pos.y+dir0.y,
pos.x+dir1.x, pos.y+dir1.y,
pos.x+dir0.x*range, pos.y+dir0.y*range,
pos.x+dir1.x*range, pos.y+dir1.y*range);
}
gfx_quads_end();
gfx_blend_normal();
gfx_texture_set(data->images[IMAGE_SUN].id);
gfx_quads_begin();
gfx_quads_draw(pos.x, pos.y, 256, 256);
gfx_quads_end();
}
static bool emoticon_selector_inactive_override = false;
static vec2 emoticon_selector_mouse;
void emoticon_selector_reset()
{
emoticon_selector_mouse = vec2(0, 0);
}
int emoticon_selector_render()
{
int x, y;
inp_mouse_relative(&x, &y);
emoticon_selector_mouse.x += x;
emoticon_selector_mouse.y += y;
if (length(emoticon_selector_mouse) > 70)
emoticon_selector_mouse = normalize(emoticon_selector_mouse) * 70;
float selected_angle = get_angle(emoticon_selector_mouse) + 2*pi/24;
if (selected_angle < 0)
selected_angle += 2*pi;
static bool mouse_down = false;
bool return_now = false;
int selected_emoticon;
if (length(emoticon_selector_mouse) < 50)
selected_emoticon = -1;
else
selected_emoticon = (int)(selected_angle / (2*pi) * 12.0f);
if (inp_key_pressed(KEY_MOUSE_1))
{
mouse_down = true;
}
else if (mouse_down)
{
mouse_down = false;
if (selected_emoticon != -1)
{
return_now = true;
emoticon_selector_active = false;
emoticon_selector_inactive_override = true;
}
}
gfx_mapscreen(0,0,400,300);
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
gfx_setcolor(0,0,0,0.3f);
draw_circle(200, 150, 80, 64);
gfx_quads_end();
gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
gfx_quads_begin();
for (int i = 0; i < 12; i++)
{
float angle = 2*pi*i/12.0;
if (angle > pi)
angle -= 2*pi;
bool selected = selected_emoticon == i;
float size = selected ? 48 : 32;
float nudge_x = 60 * cos(angle);
float nudge_y = 60 * sin(angle);
select_sprite(SPRITE_OOP + i);
gfx_quads_draw(200 + nudge_x, 150 + nudge_y, size, size);
}
gfx_quads_end();
gfx_texture_set(data->images[IMAGE_CURSOR].id);
gfx_quads_begin();
gfx_setcolor(1,1,1,1);
gfx_quads_drawTL(emoticon_selector_mouse.x+200,emoticon_selector_mouse.y+150,12,12);
gfx_quads_end();
return return_now ? selected_emoticon : -1;
}
void render_goals(float x, float y, float w)
{
float h = 50.0f;
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
gfx_setcolor(0,0,0,0.5f);
draw_round_rect(x-10.f, y-10.f, w, h, 10.0f);
gfx_quads_end();
// render goals
//y = ystart+h-54;
if(gameobj && gameobj->time_limit)
{
char buf[64];
sprintf(buf, "Time Limit: %d min", gameobj->time_limit);
gfx_pretty_text(x+w/2, y, 32, buf, -1);
}
if(gameobj && gameobj->score_limit)
{
char buf[64];
sprintf(buf, "Score Limit: %d", gameobj->score_limit);
gfx_pretty_text(x+40, y, 32, buf, -1);
}
}
void render_scoreboard(float x, float y, float w, int team, const char *title)
{
//float w = 550.0f;
//float x = width/2-w/2;
//;
//float y = ystart;
//float w = 550.0f;
animstate idlestate;
anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
//float ystart = y;
float h = 600.0f;
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
gfx_setcolor(0,0,0,0.5f);
draw_round_rect(x-10.f, y-10.f, w, h, 40.0f);
gfx_quads_end();
// render title
if(!title)
{
if(gameobj->game_over)
title = "Game Over";
else
title = "Score Board";
}
float tw = gfx_pretty_text_width( 64, title, -1);
if(team == -1)
{
gfx_pretty_text(x+w/2-tw/2, y, 64, title, -1);
}
else
{
gfx_pretty_text(x+10, y, 64, title, -1);
char buf[128];
sprintf(buf, "%d", gameobj->teamscore[team&1]);
tw = gfx_pretty_text_width(64, buf, -1);
gfx_pretty_text(x+w-tw-40, y, 64, buf, -1);
}
y += 64.0f;
/*
if(team)
{
char buf[128];
sprintf(buf, "%4d", gameobj->teamscore[team&1]);
gfx_pretty_text(x+w/2-tw/2, y, 32, buf, -1);
}*/
// find players
const obj_player_info *players[MAX_CLIENTS] = {0};
int num_players = 0;
for(int i = 0; i < snap_num_items(SNAP_CURRENT); i++)
{
SNAP_ITEM item;
const void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER_INFO)
{
players[num_players] = (const obj_player_info *)data;
num_players++;
}
}
// sort players
for(int k = 0; k < num_players; k++) // ffs, bubblesort
{
for(int i = 0; i < num_players-k-1; i++)
{
if(players[i]->score < players[i+1]->score)
{
const obj_player_info *tmp = players[i];
players[i] = players[i+1];
players[i+1] = tmp;
}
}
}
// render headlines
gfx_pretty_text(x+10, y, 32, "Score", -1);
gfx_pretty_text(x+125, y, 32, "Name", -1);
gfx_pretty_text(x+w-70, y, 32, "Ping", -1);
y += 38.0f;
// render player scores
for(int i = 0; i < num_players; i++)
{
const obj_player_info *info = players[i];
// make sure that we render the correct team
if(team != -1 && info->team != team)
continue;
char buf[128];
float font_size = 46.0f;
if(info->local)
{
// background so it's easy to find the local player
gfx_texture_set(-1);
gfx_quads_begin();
gfx_setcolor(1,1,1,0.25f);
draw_round_rect(x, y, w-20, 48, 20.0f);
gfx_quads_end();
}
sprintf(buf, "%4d", info->score);
gfx_pretty_text(x+60-gfx_pretty_text_width(font_size,buf,-1), y, font_size, buf, -1);
gfx_pretty_text(x+128, y, font_size, client_datas[info->clientid].name, -1);
sprintf(buf, "%4d", info->latency);
float tw = gfx_pretty_text_width(font_size, buf, -1);
gfx_pretty_text(x+w-tw-35, y, font_size, buf, -1);
// render avatar
render_tee(&idlestate, &client_datas[info->clientid].skin_info, EMOTE_NORMAL, vec2(1,0), vec2(x+90, y+28));
y += 50.0f;
}
}
void mapscreen_to_world(float center_x, float center_y, float zoom)
{
const float default_zoom = 3.0f;
float width = 400*default_zoom*zoom;
float height = 300*default_zoom*zoom;
gfx_mapscreen(center_x-width/2, center_y-height/2, center_x+width/2, center_y+height/2);
}
// renders the complete game world
void render_world(float center_x, float center_y, float zoom)
{
mapscreen_to_world(center_x, center_y, zoom);
//gfx_mapscreen(center_x-width/2, center_y-height/2, center_x+width/2, center_y+height/2);
// draw the sun
if(config.gfx_high_detail)
{
render_sun(20+center_x*0.6f, 20+center_y*0.6f);
// draw clouds
static vec2 cloud_pos[6] = {vec2(-500,0),vec2(-500,200),vec2(-500,400)};
static float cloud_speed[6] = {30, 20, 10};
static int cloud_sprites[6] = {SPRITE_CLOUD1, SPRITE_CLOUD2, SPRITE_CLOUD3};
gfx_texture_set(data->images[IMAGE_CLOUDS].id);
gfx_quads_begin();
for(int i = 0; i < 3; i++)
{
float parallax_amount = 0.55f;
select_sprite(cloud_sprites[i]);
draw_sprite((cloud_pos[i].x+fmod(client_localtime()*cloud_speed[i]+i*100.0f, 3000.0f))+center_x*parallax_amount,
cloud_pos[i].y+center_y*parallax_amount, 300);
}
gfx_quads_end();
// draw backdrop
gfx_texture_set(data->images[IMAGE_BACKDROP].id);
gfx_quads_begin();
float parallax_amount = 0.25f;
for(int x = -1; x < 3; x++)
gfx_quads_drawTL(1024*x+center_x*parallax_amount, (center_y)*parallax_amount+150+512, 1024, 512);
gfx_quads_end();
}
// render background tilemaps
tilemap_render(32.0f, 0);
// render items
{
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 == OBJTYPE_PROJECTILE)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_projectile((const obj_projectile *)prev, (const obj_projectile *)data, item.id);
}
else if(item.type == OBJTYPE_POWERUP)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_powerup((const obj_powerup *)prev, (const obj_powerup *)data);
}
else if(item.type == OBJTYPE_FLAG)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if (prev)
render_flag((const obj_flag *)prev, (const obj_flag *)data);
}
}
}
// render players above all
{
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 == OBJTYPE_PLAYER_CHARACTER)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
const void *prev_info = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_INFO, item.id);
const void *info = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_INFO, item.id);
if(prev && prev_info && info)
{
client_datas[((const obj_player_info *)info)->clientid].team = ((const obj_player_info *)info)->team;
render_player(
(const obj_player_character *)prev,
(const obj_player_character *)data,
(const obj_player_info *)prev_info,
(const obj_player_info *)info
);
}
}
}
}
// render particles
temp_system.update(client_frametime());
temp_system.render();
// render foreground tilemaps
tilemap_render(32.0f, 1);
// render damage indications
damageind.render();
}
static void next_skin()
{
int skin_id = 0;
for(int i = 0; i < num_skins; i++)
{
if(strcmp(config.player_skin, skins[i].name) == 0)
{
skin_id = (i+1)%num_skins;
break;
}
}
config_set_player_skin(&config, skins[skin_id].name);
send_info(false);
}
static void do_input(int *v, int key)
{
*v += inp_key_presses(key) + inp_key_releases(key);
if((*v&1) != inp_key_state(key))
(*v)++;
*v &= INPUT_STATE_MASK;
}
void render_game()
{
if(inp_key_down('L'))
next_skin();
float width = 400*3.0f;
float height = 300*3.0f;
bool spectate = false;
if(config.cl_predict)
local_character_pos = mix(predicted_prev_player.pos, predicted_player.pos, client_intrapredtick());
else if(local_character && local_prev_character)
{
local_character_pos = mix(
vec2(local_prev_character->x, local_prev_character->y),
vec2(local_character->x, local_character->y), client_intratick());
}
if(local_info && local_info->team == -1)
spectate = true;
// set listner pos
snd_set_listener_pos(local_character_pos.x, local_character_pos.y);
animstate idlestate;
anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
if (inp_key_down(KEY_ESC))
{
if (chat_mode)
chat_mode = CHATMODE_NONE;
else
menu_active = !menu_active;
}
// handle chat input
if (!menu_active)
{
if(chat_mode != CHATMODE_NONE)
{
if(inp_key_down(KEY_ENTER))
{
// send message
if(chat_input_len)
{
if(chat_input[0] == '/') // check for local command
config_set(&chat_input[1]);
else
{
// check for remote command
if(inp_key_pressed(KEY_RSHIFT) || inp_key_pressed(KEY_LSHIFT))
client_rcon(chat_input);
else
{
// send chat message
msg_pack_start(MSG_SAY, MSGFLAG_VITAL);
if(chat_mode == CHATMODE_ALL)
msg_pack_int(0);
else
msg_pack_int(1);
msg_pack_string(chat_input, 512);
msg_pack_end();
client_send_msg();
}
}
}
chat_mode = CHATMODE_NONE;
}
int c = inp_last_char();
int k = inp_last_key();
if (!(c >= 0 && c < 32))
{
if (chat_input_len < sizeof(chat_input) - 1)
{
chat_input[chat_input_len] = c;
chat_input[chat_input_len+1] = 0;
chat_input_len++;
}
}
if(k == KEY_BACKSPACE)
{
if(chat_input_len > 0)
{
chat_input[chat_input_len-1] = 0;
chat_input_len--;
}
}
}
else
{
if(chat_mode == CHATMODE_NONE)
{
if(inp_key_down(config.key_chat))
chat_mode = CHATMODE_ALL;
if(inp_key_down(config.key_teamchat))
chat_mode = CHATMODE_TEAM;
if(chat_mode != CHATMODE_NONE)
{
mem_zero(chat_input, sizeof(chat_input));
chat_input_len = 0;
}
}
}
}
if (!menu_active)
inp_clear();
// fetch new input
if(!menu_active && (!emoticon_selector_active || emoticon_selector_inactive_override))
{
int x, y;
inp_mouse_relative(&x, &y);
mouse_pos += vec2(x, y);
if(!spectate)
{
float l = length(mouse_pos);
if(l > 600.0f)
mouse_pos = normalize(mouse_pos)*600.0f;
}
}
local_target_pos = local_character_pos + mouse_pos;
// snap input
{
static player_input input = {0};
input.target_x = (int)mouse_pos.x;
input.target_y = (int)mouse_pos.y;
if(chat_mode != CHATMODE_NONE)
input.state = STATE_CHATTING;
else if(menu_active)
input.state = STATE_IN_MENU;
else
{
input.state = STATE_PLAYING;
input.left = inp_key_state(config.key_move_left);
input.right = inp_key_state(config.key_move_right);
input.hook = inp_key_state(config.key_hook);
input.jump = inp_key_state(config.key_jump);
if(!emoticon_selector_active)
do_input(&input.fire, config.key_fire);
// weapon selection
do_input(&input.next_weapon, config.key_next_weapon);
do_input(&input.prev_weapon, config.key_prev_weapon);
if(inp_key_presses(config.key_next_weapon) || inp_key_presses(config.key_prev_weapon))
input.wanted_weapon = 0;
else
{
if(inp_key_presses(config.key_weapon1)) input.wanted_weapon = 1;
if(inp_key_presses(config.key_weapon2)) input.wanted_weapon = 2;
if(inp_key_presses(config.key_weapon3)) input.wanted_weapon = 3;
if(inp_key_presses(config.key_weapon4)) input.wanted_weapon = 4;
if(inp_key_presses(config.key_weapon5)) input.wanted_weapon = 5;
if(inp_key_presses(config.key_weapon6)) input.wanted_weapon = 6;
}
}
// stress testing
if(config.stress)
{
float t = client_localtime();
mem_zero(&input, sizeof(input));
input.left = ((int)t/2)&1;
input.right = ((int)t/2+1)&1;
input.jump = ((int)t);
input.fire = ((int)(t*10));
input.hook = ((int)(t*2))&1;
input.wanted_weapon = ((int)t)%NUM_WEAPONS;
input.target_x = (int)(sinf(t*3)*100.0f);
input.target_y = (int)(cosf(t*3)*100.0f);
}
snap_input(&input, sizeof(input));
}
// center at char but can be moved when mouse is far away
float offx = 0, offy = 0;
if (config.dynamic_camera)
{
int deadzone = 300;
if(mouse_pos.x > deadzone) offx = mouse_pos.x-deadzone;
if(mouse_pos.x <-deadzone) offx = mouse_pos.x+deadzone;
if(mouse_pos.y > deadzone) offy = mouse_pos.y-deadzone;
if(mouse_pos.y <-deadzone) offy = mouse_pos.y+deadzone;
offx = offx*2/3;
offy = offy*2/3;
}
// render the world
gfx_clear(0.65f,0.78f,0.9f);
if(spectate)
render_world(mouse_pos.x, mouse_pos.y, 1.0f);
else
{
render_world(local_character_pos.x+offx, local_character_pos.y+offy, 1.0f);
// draw screen box
if(0)
{
gfx_texture_set(-1);
gfx_blend_normal();
gfx_lines_begin();
float cx = local_character_pos.x+offx;
float cy = local_character_pos.y+offy;
float w = 400*3/2;
float h = 300*3/2;
gfx_lines_draw(cx-w,cy-h,cx+w,cy-h);
gfx_lines_draw(cx+w,cy-h,cx+w,cy+h);
gfx_lines_draw(cx+w,cy+h,cx-w,cy+h);
gfx_lines_draw(cx-w,cy+h,cx-w,cy-h);
gfx_lines_end();
}
}
// pseudo format
// ZOOM ZOOM
float zoom = 3.0;
if(local_character)
cl_effects.getzoom(client_tick(), client_intratick(), local_character);
// DEBUG TESTING
if(inp_key_pressed('M') || zoom > 3.01f)
{
gfx_clear_mask(0);
gfx_texture_set(-1);
gfx_blend_normal();
gfx_mask_op(MASK_NONE, 1);
gfx_quads_begin();
gfx_setcolor(0.65f,0.78f,0.9f,1.0f);
float fov;
if (zoom > 3.01f)
fov = pi * (zoom - 3.0f) / 6.0f;
else
fov = pi / 6.0f;
float fade = 0.7f;
float a = get_angle(normalize(vec2(mouse_pos.x, mouse_pos.y)));
vec2 d = get_dir(a);
vec2 d0 = get_dir(a-fov/2.0f);
vec2 d1 = get_dir(a+fov/2.0f);
vec2 cd0 = get_dir(a-(fov*fade)/2.0f); // center direction
vec2 cd1 = get_dir(a+(fov*fade)/2.0f);
vec2 p0n = local_character_pos + d0*32.0f;
vec2 p1n = local_character_pos + d1*32.0f;
vec2 p0f = local_character_pos + d0*1000.0f;
vec2 p1f = local_character_pos + d1*1000.0f;
vec2 cn = local_character_pos + d*32.0f;
vec2 cf = local_character_pos + d*1000.0f;
vec2 cp0n = local_character_pos + cd0*32.0f;
vec2 cp0f = local_character_pos + cd0*1000.0f;
vec2 cp1n = local_character_pos + cd1*32.0f;
vec2 cp1f = local_character_pos + cd1*1000.0f;
gfx_quads_draw_freeform(
p0n.x,p0n.y,
p1n.x,p1n.y,
p0f.x,p0f.y,
p1f.x,p1f.y);
gfx_quads_end();
gfx_mask_op(MASK_SET, 0);
render_world(local_character_pos.x+offx, local_character_pos.y+offy, 2.0f);
gfx_mask_op(MASK_NONE, 0);
mapscreen_to_world(local_character_pos.x+offx, local_character_pos.y+offy, 1.0f);
gfx_texture_set(-1);
gfx_blend_normal();
gfx_quads_begin();
gfx_setcolor(0.5f,0.9f,0.5f,0.25f);
float r=0.5f, g=1.0f, b=0.5f;
float r2=r*0.25f, g2=g*0.25f, b2=b*0.25f;
gfx_setcolor(r,g,b,0.2f);
gfx_quads_draw_freeform(
cn.x,cn.y,
cn.x,cn.y,
cp0f.x,cp0f.y,
cp1f.x,cp1f.y);
gfx_setcolorvertex(0, r, g, b, 0.2f);
gfx_setcolorvertex(1, r2, g2, b2, 0.9f);
gfx_setcolorvertex(2, r, g, b, 0.2f);
gfx_setcolorvertex(3, r2, g2, b2, 0.9f);
gfx_quads_draw_freeform(
cn.x,cn.y,
p0n.x,p0n.y,
cp0f.x,cp0f.y,
p0f.x,p0f.y);
gfx_quads_draw_freeform(
cn.x,cn.y,
p1n.x,p1n.y,
cp1f.x,cp1f.y,
p1f.x,p1f.y);
gfx_quads_end();
//gfx_mapscreen(0,0,400*3,300*3);
}
if(local_character && !spectate)
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
// render cursor
if (!menu_active && (!emoticon_selector_active || emoticon_selector_inactive_override))
{
select_sprite(data->weapons[local_character->weapon%data->num_weapons].sprite_cursor);
float cursorsize = 64;
draw_sprite(local_target_pos.x, local_target_pos.y, cursorsize);
}
// render ammo count
// render gui stuff
gfx_quads_end();
gfx_quads_begin();
gfx_mapscreen(0,0,400,300);
// if weaponstage is active, put a "glow" around the stage ammo
select_sprite(SPRITE_TEE_BODY);
for (int i = 0; i < local_character->weaponstage; i++)
gfx_quads_drawTL(local_character->ammocount * 12 -i*12, 32, 11, 11);
select_sprite(data->weapons[local_character->weapon%data->num_weapons].sprite_proj);
for (int i = 0; i < local_character->ammocount; i++)
gfx_quads_drawTL(10+i*12,34,10,10);
gfx_quads_end();
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
int h = 0;
// render health
select_sprite(SPRITE_HEALTH_FULL);
for(; h < local_character->health; h++)
gfx_quads_drawTL(10+h*12,10,10,10);
select_sprite(SPRITE_HEALTH_EMPTY);
for(; h < 10; h++)
gfx_quads_drawTL(10+h*12,10,10,10);
// render armor meter
h = 0;
select_sprite(SPRITE_ARMOR_FULL);
for(; h < local_character->armor; h++)
gfx_quads_drawTL(10+h*12,22,10,10);
select_sprite(SPRITE_ARMOR_EMPTY);
for(; h < 10; h++)
gfx_quads_drawTL(10+h*12,22,10,10);
gfx_quads_end();
}
// render kill messages
{
gfx_mapscreen(0, 0, width*1.5f, height*1.5f);
float startx = width*1.5f-10.0f;
float y = 10.0f;
for(int i = 0; i < killmsg_max; i++)
{
int r = (killmsg_current+i+1)%killmsg_max;
if(client_tick() > killmsgs[r].tick+50*10)
continue;
float font_size = 48.0f;
float killername_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].killer].name, -1);
float victimname_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].victim].name, -1);
float x = startx;
// render victim name
x -= victimname_w;
gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].victim].name, -1);
// render victim tee
x -= 24.0f;
//int skin = gametype == GAMETYPE_TDM ? skinseed + client_datas[killmsgs[r].victim].team : killmsgs[r].victim;
render_tee(&idlestate, &client_datas[killmsgs[r].victim].skin_info, EMOTE_PAIN, vec2(-1,0), vec2(x, y+28));
x -= 32.0f;
// render weapon
x -= 44.0f;
if (killmsgs[r].weapon >= 0)
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
select_sprite(data->weapons[killmsgs[r].weapon].sprite_body);
draw_sprite(x, y+28, 96);
gfx_quads_end();
}
x -= 52.0f;
// render killer tee
x -= 24.0f;
//skin = gametype == GAMETYPE_TDM ? skinseed + client_datas[killmsgs[r].killer].team : killmsgs[r].killer;
render_tee(&idlestate, &client_datas[killmsgs[r].killer].skin_info, EMOTE_ANGRY, vec2(1,0), vec2(x, y+28));
x -= 32.0f;
// render killer name
x -= killername_w;
gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].killer].name, -1);
y += 44;
}
}
// render chat
{
gfx_mapscreen(0,0,400,300);
float x = 10.0f;
float y = 300.0f-50.0f;
float starty = -1;
if(chat_mode != CHATMODE_NONE)
{
// render chat input
char buf[sizeof(chat_input)+16];
if(chat_mode == CHATMODE_ALL)
sprintf(buf, "All: %s_", chat_input);
else if(chat_mode == CHATMODE_TEAM)
sprintf(buf, "Team: %s_", chat_input);
else
sprintf(buf, "Chat: %s_", chat_input);
gfx_pretty_text(x, y, 10.0f, buf, 380);
starty = y;
}
y -= 10;
int i;
for(i = 0; i < chat_max_lines; i++)
{
int r = ((chat_current_line-i)+chat_max_lines)%chat_max_lines;
if(client_tick() > chat_lines[r].tick+50*15)
break;
int lines = int(gfx_pretty_text_width(10, chat_lines[r].text, -1)) / 380 + 1;
gfx_pretty_text_color(1,1,1,1);
if(chat_lines[r].client_id == -1)
gfx_pretty_text_color(1,1,0.5f,1); // system
else if(chat_lines[r].team)
gfx_pretty_text_color(0.5f,1,0.5f,1); // team message
gfx_pretty_text(x, y - 8 * (lines - 1), 10, chat_lines[r].text, 380);
y -= 8 * lines;
}
gfx_pretty_text_color(1,1,1,1);
}
// render goals
if(gameobj)
{
gametype = gameobj->gametype;
gfx_mapscreen(0,0,400,300);
if(!gameobj->sudden_death)
{
char buf[32];
int time = 0;
if(gameobj->time_limit)
{
time = gameobj->time_limit*60 - ((client_tick()-gameobj->round_start_tick)/client_tickspeed());
if(gameobj->game_over)
time = 0;
}
else
time = (client_tick()-gameobj->round_start_tick)/client_tickspeed();
sprintf(buf, "%d:%02d", time /60, time %60);
float w = gfx_pretty_text_width(16, buf, -1);
gfx_pretty_text(200-w/2, 2, 16, buf, -1);
}
if(gameobj->sudden_death)
{
const char *text = "Sudden Death";
float w = gfx_pretty_text_width(16, text, -1);
gfx_pretty_text(200-w/2, 2, 16, text, -1);
}
if(gametype == GAMETYPE_TDM || gametype == GAMETYPE_CTF)
{
for(int t = 0; t < 2; t++)
{
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
if(t == 0)
gfx_setcolor(1,0,0,0.5f);
else
gfx_setcolor(0,0,1,0.5f);
draw_round_rect(320+t*35, 300-15, 30, 50, 5.0f);
gfx_quads_end();
char buf[32];
sprintf(buf, "%d", gameobj->teamscore[t]);
float w = gfx_pretty_text_width(14, buf, -1);
gfx_pretty_text(320+t*35+30/2-w/2, 300-15, 14, buf, -1);
}
}
// render warmup timer
if(gameobj->warmup)
{
char buf[256];
float w = gfx_pretty_text_width(24, "Warmup", -1);
gfx_pretty_text(200+-w/2, 50, 24, "Warmup", -1);
int seconds = gameobj->warmup/SERVER_TICK_SPEED;
if(seconds < 5)
sprintf(buf, "%d.%d", seconds, (gameobj->warmup*10/SERVER_TICK_SPEED)%10);
else
sprintf(buf, "%d", seconds);
w = gfx_pretty_text_width(24, buf, -1);
gfx_pretty_text(200+-w/2, 75, 24, buf, -1);
}
}
if (menu_active)
{
if (modmenu_render(true))
menu_active = false;
//ingamemenu_render();
return;
}
if(chat_mode == CHATMODE_NONE && !menu_active && inp_key_pressed(config.key_emoticon))
{
if (!emoticon_selector_active)
{
emoticon_selector_active = true;
emoticon_selector_reset();
}
}
else
{
emoticon_selector_active = false;
emoticon_selector_inactive_override = false;
}
if (emoticon_selector_active && !emoticon_selector_inactive_override)
{
int emoticon = emoticon_selector_render();
if (emoticon != -1)
send_emoticon(emoticon);
}
// render score board
if(inp_key_pressed(KEY_TAB) || // user requested
(!spectate && (local_character && local_character->health == -1)) || // not spectating and is dead
(gameobj && gameobj->game_over) // game over
)
{
gfx_mapscreen(0, 0, width, height);
float w = 550.0f;
if (gameobj && gameobj->gametype == GAMETYPE_DM)
{
render_scoreboard(width/2-w/2, 150.0f, w, -1, 0);
//render_scoreboard(gameobj, 0, 0, -1, 0);
}
else
{
render_scoreboard(width/2-w-20, 150.0f, w, 0, "Red Team");
render_scoreboard(width/2 + 20, 150.0f, w, 1, "Blue Team");
}
render_goals(width/2-w/2, 150+600+25, w);
}
}
extern "C" void modc_render()
{
// this should be moved around abit
if(client_state() == CLIENTSTATE_ONLINE)
{
if (music_menu_id != -1)
{
snd_stop(music_menu_id);
music_menu_id = -1;
}
render_game();
// handle team switching
// TODO: FUGLY!!!
if(config.team != -10)
{
msg_pack_start(MSG_SETTEAM, MSGFLAG_VITAL);
msg_pack_int(config.team);
msg_pack_end();
client_send_msg();
}
}
else // if (client_state() != CLIENTSTATE_CONNECTING && client_state() != CLIENTSTATE_LOADING)
{
if (music_menu_id == -1)
{
music_menu_id = snd_play(CHN_MUSIC, music_menu, SNDFLAG_LOOP);
}
//netaddr4 server_address;
if(modmenu_render(false) == -1)
client_quit();
}
//
config.team = -10;
}
void menu_do_disconnected();
void menu_do_connecting();
void menu_do_connected();
extern "C" void modc_statechange(int state, int old)
{
if(state == CLIENTSTATE_OFFLINE)
menu_do_disconnected();
if(state == CLIENTSTATE_CONNECTING)
menu_do_connecting();
if (state == CLIENTSTATE_ONLINE)
menu_do_connected();
}
extern "C" void modc_message(int msg)
{
if(msg == MSG_CHAT)
{
int cid = msg_unpack_int();
int team = msg_unpack_int();
const char *message = msg_unpack_string();
dbg_msg("message", "chat cid=%d team=%d msg='%s'", cid, team, message);
chat_add_line(cid, team, message);
if(cid >= 0)
snd_play(CHN_GUI, data->sounds[SOUND_CHAT_CLIENT].sounds[0].id, 0);
else
snd_play(CHN_GUI, data->sounds[SOUND_CHAT_SERVER].sounds[0].id, 0);
}
else if(msg == MSG_SETINFO)
{
int cid = msg_unpack_int();
const char *name = msg_unpack_string();
const char *skinname = msg_unpack_string();
int color = msg_unpack_int();
(void)color;
strncpy(client_datas[cid].name, name, 64);
strncpy(client_datas[cid].skin_name, skinname, 64);
client_datas[cid].skin_info.color = vec4(1,1,1,1); //color;
// find new skin
client_datas[cid].skin_id = 0;
for(int i = 0; i < num_skins; i++)
{
if(strcmp(skins[i].name, client_datas[cid].skin_name) == 0)
{
client_datas[cid].skin_id = i;
break;
}
}
client_datas[cid].skin_info.texture = skins[client_datas[cid].skin_id].org_texture;
}
else if(msg == MSG_READY_TO_ENTER)
{
client_entergame();
}
else if(msg == MSG_KILLMSG)
{
killmsg_current = (killmsg_current+1)%killmsg_max;
killmsgs[killmsg_current].killer = msg_unpack_int();
killmsgs[killmsg_current].victim = msg_unpack_int();
killmsgs[killmsg_current].weapon = msg_unpack_int();
killmsgs[killmsg_current].tick = client_tick();
}
else if (msg == MSG_EMOTICON)
{
int cid = msg_unpack_int();
int emoticon = msg_unpack_int();
client_datas[cid].emoticon = emoticon;
client_datas[cid].emoticon_start = client_tick();
}
}
extern "C" void modc_connected()
{
// init some stuff
col_init(32);
img_init();
tilemap_init();
chat_reset();
proj_particles.reset();
for(int i = 0; i < MAX_CLIENTS; i++)
{
client_datas[i].name[0] = 0;
client_datas[i].team = 0;
client_datas[i].emoticon = 0;
client_datas[i].emoticon_start = -1;
}
for(int i = 0; i < killmsg_max; i++)
killmsgs[i].tick = -100000;
send_info(true);
config.ui_page = 5;
}
extern "C" const char *modc_net_version() { return TEEWARS_NETVERSION; }