ddnet/src/game/client/gameclient.cpp
Robert Müller dcd86cb873 Use golden angle to generate unique, distinct DDTeam colors
The DDTeam colors were previously generated in HSL by taking the team index and multiplying it by 360/64° to calculate the hue, which results in team colors being evenly distributed over the entire color range like a rainbow. However, this causes colors of adjacent teams to be very similar and therefore hard to distinguish.

Now, the hue is calculated by multiplying the team index with the golden angle (~137.50776°) and taking the modulo 360° of that. Due to the properties of the golden angle, this can generate never repeating sequences of unique colors where the adjacent colors are very distinct.

Duplicate code is reduced by adding the `CGameClient::GetDDTeamColor` function.
2023-09-13 18:56:47 +02:00

3830 lines
135 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <chrono>
#include <limits>
#include <engine/client/checksum.h>
#include <engine/demo.h>
#include <engine/editor.h>
#include <engine/engine.h>
#include <engine/favorites.h>
#include <engine/friends.h>
#include <engine/graphics.h>
#include <engine/map.h>
#include <engine/serverbrowser.h>
#include <engine/shared/config.h>
#include <engine/sound.h>
#include <engine/storage.h>
#include <engine/textrender.h>
#include <engine/updater.h>
#include <game/generated/client_data.h>
#include <game/generated/client_data7.h>
#include <game/generated/protocol.h>
#include <base/math.h>
#include <base/system.h>
#include <base/vmath.h>
#include "gameclient.h"
#include "lineinput.h"
#include "race.h"
#include "render.h"
#include <game/localization.h>
#include <game/mapitems.h>
#include <game/version.h>
#include "components/background.h"
#include "components/binds.h"
#include "components/broadcast.h"
#include "components/camera.h"
#include "components/chat.h"
#include "components/console.h"
#include "components/controls.h"
#include "components/countryflags.h"
#include "components/damageind.h"
#include "components/debughud.h"
#include "components/effects.h"
#include "components/emoticon.h"
#include "components/freezebars.h"
#include "components/ghost.h"
#include "components/hud.h"
#include "components/items.h"
#include "components/killmessages.h"
#include "components/mapimages.h"
#include "components/maplayers.h"
#include "components/mapsounds.h"
#include "components/menu_background.h"
#include "components/menus.h"
#include "components/motd.h"
#include "components/nameplates.h"
#include "components/particles.h"
#include "components/players.h"
#include "components/race_demo.h"
#include "components/scoreboard.h"
#include "components/skins.h"
#include "components/sounds.h"
#include "components/spectator.h"
#include "components/statboard.h"
#include "components/voting.h"
#include "prediction/entities/character.h"
#include "prediction/entities/projectile.h"
using namespace std::chrono_literals;
const char *CGameClient::Version() const { return GAME_VERSION; }
const char *CGameClient::NetVersion() const { return GAME_NETVERSION; }
int CGameClient::DDNetVersion() const { return DDNET_VERSION_NUMBER; }
const char *CGameClient::DDNetVersionStr() const { return m_aDDNetVersionStr; }
const char *CGameClient::GetItemName(int Type) const { return m_NetObjHandler.GetObjName(Type); }
void CGameClient::OnConsoleInit()
{
m_pEngine = Kernel()->RequestInterface<IEngine>();
m_pClient = Kernel()->RequestInterface<IClient>();
m_pTextRender = Kernel()->RequestInterface<ITextRender>();
m_pSound = Kernel()->RequestInterface<ISound>();
m_pConfig = Kernel()->RequestInterface<IConfigManager>()->Values();
m_pInput = Kernel()->RequestInterface<IInput>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
m_pStorage = Kernel()->RequestInterface<IStorage>();
m_pDemoPlayer = Kernel()->RequestInterface<IDemoPlayer>();
m_pServerBrowser = Kernel()->RequestInterface<IServerBrowser>();
m_pEditor = Kernel()->RequestInterface<IEditor>();
m_pFavorites = Kernel()->RequestInterface<IFavorites>();
m_pFriends = Kernel()->RequestInterface<IFriends>();
m_pFoes = Client()->Foes();
#if defined(CONF_AUTOUPDATE)
m_pUpdater = Kernel()->RequestInterface<IUpdater>();
#endif
m_Menus.SetMenuBackground(&m_MenuBackground);
m_NamePlates.SetPlayers(&m_Players);
// make a list of all the systems, make sure to add them in the correct render order
m_vpAll.insert(m_vpAll.end(), {&m_Skins,
&m_CountryFlags,
&m_MapImages,
&m_Effects, // doesn't render anything, just updates effects
&m_Binds,
&m_Binds.m_SpecialBinds,
&m_Controls,
&m_Camera,
&m_Sounds,
&m_Voting,
&m_Particles, // doesn't render anything, just updates all the particles
&m_RaceDemo,
&m_MapSounds,
&m_BackGround, // render instead of m_MapLayersBackGround when g_Config.m_ClOverlayEntities == 100
&m_MapLayersBackGround, // first to render
&m_Particles.m_RenderTrail,
&m_Items,
&m_Players,
&m_Ghost,
&m_MapLayersForeGround,
&m_Particles.m_RenderExplosions,
&m_NamePlates,
&m_Particles.m_RenderExtra,
&m_Particles.m_RenderGeneral,
&m_FreezeBars,
&m_DamageInd,
&m_Hud,
&m_Spectator,
&m_Emoticon,
&m_KillMessages,
&m_Chat,
&m_Broadcast,
&m_DebugHud,
&m_Scoreboard,
&m_Statboard,
&m_Motd,
&m_Menus,
&m_Tooltips,
&CMenus::m_Binder,
&m_GameConsole,
&m_MenuBackground});
// build the input stack
m_vpInput.insert(m_vpInput.end(), {&CMenus::m_Binder, // this will take over all input when we want to bind a key
&m_Binds.m_SpecialBinds,
&m_GameConsole,
&m_Chat, // chat has higher prio, due to that you can quit it by pressing esc
&m_Motd, // for pressing esc to remove it
&m_Menus,
&m_Spectator,
&m_Emoticon,
&m_Controls,
&m_Binds});
// add the some console commands
Console()->Register("team", "i[team-id]", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself to restart");
// register server dummy commands for tab completion
Console()->Register("tune", "s[tuning] ?i[value]", CFGFLAG_SERVER, 0, 0, "Tune variable to value or show current value");
Console()->Register("tune_reset", "?s[tuning]", CFGFLAG_SERVER, 0, 0, "Reset all or one tuning variable to default");
Console()->Register("tunes", "", CFGFLAG_SERVER, 0, 0, "List all tuning variables and their values");
Console()->Register("change_map", "?r[map]", CFGFLAG_SERVER, 0, 0, "Change map");
Console()->Register("restart", "?i[seconds]", CFGFLAG_SERVER, 0, 0, "Restart in x seconds");
Console()->Register("broadcast", "r[message]", CFGFLAG_SERVER, 0, 0, "Broadcast message");
Console()->Register("say", "r[message]", CFGFLAG_SERVER, 0, 0, "Say in chat");
Console()->Register("set_team", "i[id] i[team-id] ?i[delay in minutes]", CFGFLAG_SERVER, 0, 0, "Set team of player to team");
Console()->Register("set_team_all", "i[team-id]", CFGFLAG_SERVER, 0, 0, "Set team of all players to team");
Console()->Register("add_vote", "s[name] r[command]", CFGFLAG_SERVER, 0, 0, "Add a voting option");
Console()->Register("remove_vote", "s[name]", CFGFLAG_SERVER, 0, 0, "remove a voting option");
Console()->Register("force_vote", "s[name] s[command] ?r[reason]", CFGFLAG_SERVER, 0, 0, "Force a voting option");
Console()->Register("clear_votes", "", CFGFLAG_SERVER, 0, 0, "Clears the voting options");
Console()->Register("add_map_votes", "", CFGFLAG_SERVER, 0, 0, "Automatically adds voting options for all maps");
Console()->Register("vote", "r['yes'|'no']", CFGFLAG_SERVER, 0, 0, "Force a vote to yes/no");
Console()->Register("swap_teams", "", CFGFLAG_SERVER, 0, 0, "Swap the current teams");
Console()->Register("shuffle_teams", "", CFGFLAG_SERVER, 0, 0, "Shuffle the current teams");
// register tune zone command to allow the client prediction to load tunezones from the map
Console()->Register("tune_zone", "i[zone] s[tuning] i[value]", CFGFLAG_CLIENT | CFGFLAG_GAME, ConTuneZone, this, "Tune in zone a variable to value");
for(auto &pComponent : m_vpAll)
pComponent->m_pClient = this;
// let all the other components register their console commands
for(auto &pComponent : m_vpAll)
pComponent->OnConsoleInit();
Console()->Chain("cl_languagefile", ConchainLanguageUpdate, this);
Console()->Chain("player_name", ConchainSpecialInfoupdate, this);
Console()->Chain("player_clan", ConchainSpecialInfoupdate, this);
Console()->Chain("player_country", ConchainSpecialInfoupdate, this);
Console()->Chain("player_use_custom_color", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_body", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_feet", ConchainSpecialInfoupdate, this);
Console()->Chain("player_skin", ConchainSpecialInfoupdate, this);
Console()->Chain("dummy_name", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_clan", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_country", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_use_custom_color", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_color_body", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_color_feet", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_skin", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("cl_dummy", ConchainSpecialDummy, this);
Console()->Chain("cl_text_entities_size", ConchainClTextEntitiesSize, this);
Console()->Chain("cl_menu_map", ConchainMenuMap, this);
//
m_SuppressEvents = false;
}
void CGameClient::OnInit()
{
Client()->SetMapLoadingCBFunc([this]() {
m_Menus.RenderLoading(DemoPlayer()->IsPlaying() ? Localize("Preparing demo playback") : Localize("Connected"), Localize("Loading map file from storage"), 0, false);
});
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
// propagate pointers
m_UI.Init(Kernel());
m_RenderTools.Init(Graphics(), TextRender());
int64_t Start = time_get();
if(GIT_SHORTREV_HASH)
{
str_format(m_aDDNetVersionStr, sizeof(m_aDDNetVersionStr), "%s %s (%s)", GAME_NAME, GAME_RELEASE_VERSION, GIT_SHORTREV_HASH);
}
else
{
str_format(m_aDDNetVersionStr, sizeof(m_aDDNetVersionStr), "%s %s", GAME_NAME, GAME_RELEASE_VERSION);
}
// set the language
g_Localization.LoadIndexfile(Storage(), Console());
if(g_Config.m_ClShowWelcome)
g_Localization.SelectDefaultLanguage(Console(), g_Config.m_ClLanguagefile, sizeof(g_Config.m_ClLanguagefile));
g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console());
// TODO: this should be different
// setup item sizes
for(int i = 0; i < NUM_NETOBJTYPES; i++)
Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));
TextRender()->LoadFonts();
TextRender()->SetFontLanguageVariant(g_Config.m_ClLanguagefile);
// update and swap after font loading, they are quite huge
Client()->UpdateAndSwap();
const char *pLoadingDDNetCaption = Localize("Loading DDNet Client");
// init all components
int SkippedComps = 0;
int CompCounter = 0;
for(int i = m_vpAll.size() - 1; i >= 0; --i)
{
m_vpAll[i]->OnInit();
// try to render a frame after each component, also flushes GPU uploads
if(m_Menus.IsInit())
{
char aBuff[256];
str_format(aBuff, std::size(aBuff), "%s [%d/%d]", CompCounter == 40 ? Localize("Why are you slowmo replaying to read this?") : Localize("Initializing components"), (CompCounter + 1), (int)ComponentCount());
m_Menus.RenderLoading(pLoadingDDNetCaption, aBuff, 1 + SkippedComps);
SkippedComps = 0;
}
else
{
++SkippedComps;
}
++CompCounter;
}
char aBuf[256];
m_GameSkinLoaded = false;
m_ParticlesSkinLoaded = false;
m_EmoticonsSkinLoaded = false;
m_HudSkinLoaded = false;
// setup load amount, load textures
for(int i = 0; i < g_pData->m_NumImages; i++)
{
if(i == IMAGE_GAME)
LoadGameSkin(g_Config.m_ClAssetGame);
else if(i == IMAGE_EMOTICONS)
LoadEmoticonsSkin(g_Config.m_ClAssetEmoticons);
else if(i == IMAGE_PARTICLES)
LoadParticlesSkin(g_Config.m_ClAssetParticles);
else if(i == IMAGE_HUD)
LoadHudSkin(g_Config.m_ClAssetHud);
else if(i == IMAGE_EXTRAS)
LoadExtrasSkin(g_Config.m_ClAssetExtras);
else if(g_pData->m_aImages[i].m_pFilename[0] == '\0') // handle special null image without filename
g_pData->m_aImages[i].m_Id = IGraphics::CTextureHandle();
else
g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, IStorage::TYPE_ALL);
m_Menus.RenderLoading(pLoadingDDNetCaption, Localize("Initializing assets"), 1);
}
for(auto &pComponent : m_vpAll)
pComponent->OnReset();
m_ServerMode = SERVERMODE_PURE;
m_aDDRaceMsgSent[0] = false;
m_aDDRaceMsgSent[1] = false;
m_aShowOthers[0] = SHOW_OTHERS_NOT_SET;
m_aShowOthers[1] = SHOW_OTHERS_NOT_SET;
m_aSwitchStateTeam[0] = -1;
m_aSwitchStateTeam[1] = -1;
m_LastZoom = .0;
m_LastScreenAspect = .0;
m_LastDummyConnected = false;
// Set free binds to DDRace binds if it's active
m_Binds.SetDDRaceBinds(true);
if(g_Config.m_ClTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClTimeoutCode, "hGuEYnfxicsXGwFq") == 0)
{
for(unsigned int i = 0; i < 16; i++)
{
if(rand() % 2)
g_Config.m_ClTimeoutCode[i] = (char)((rand() % 26) + 97);
else
g_Config.m_ClTimeoutCode[i] = (char)((rand() % 26) + 65);
}
}
if(g_Config.m_ClDummyTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClDummyTimeoutCode, "hGuEYnfxicsXGwFq") == 0)
{
for(unsigned int i = 0; i < 16; i++)
{
if(rand() % 2)
g_Config.m_ClDummyTimeoutCode[i] = (char)((rand() % 26) + 97);
else
g_Config.m_ClDummyTimeoutCode[i] = (char)((rand() % 26) + 65);
}
}
int64_t End = time_get();
str_format(aBuf, sizeof(aBuf), "initialisation finished after %.2fms", ((End - Start) * 1000) / (float)time_freq());
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "gameclient", aBuf);
m_GameWorld.m_GameTickSpeed = SERVER_TICK_SPEED;
m_GameWorld.m_pCollision = Collision();
m_GameWorld.m_pTuningList = m_aTuningList;
m_MapImages.SetTextureScale(g_Config.m_ClTextEntitiesSize);
// Aggressively try to grab window again since some Windows users report
// window not being focused after starting client.
Graphics()->SetWindowGrab(true);
CChecksumData *pChecksum = Client()->ChecksumData();
pChecksum->m_SizeofGameClient = sizeof(*this);
pChecksum->m_NumComponents = m_vpAll.size();
for(size_t i = 0; i < m_vpAll.size(); i++)
{
if(i >= std::size(pChecksum->m_aComponentsChecksum))
{
break;
}
int Size = m_vpAll[i]->Sizeof();
pChecksum->m_aComponentsChecksum[i] = Size;
}
}
void CGameClient::OnUpdate()
{
HandleLanguageChanged();
CUIElementBase::Init(UI()); // update static pointer because game and editor use separate UI
// handle mouse movement
float x = 0.0f, y = 0.0f;
IInput::ECursorType CursorType = Input()->CursorRelative(&x, &y);
if(CursorType != IInput::CURSOR_NONE)
{
for(auto &pComponent : m_vpInput)
{
if(pComponent->OnCursorMove(x, y, CursorType))
break;
}
}
// handle key presses
for(size_t i = 0; i < Input()->NumEvents(); i++)
{
const IInput::CEvent &Event = Input()->GetEvent(i);
if(!Input()->IsEventValid(Event))
continue;
for(auto &pComponent : m_vpInput)
{
if(pComponent->OnInput(Event))
break;
}
}
}
void CGameClient::OnDummySwap()
{
if(g_Config.m_ClDummyResetOnSwitch)
{
int PlayerOrDummy = (g_Config.m_ClDummyResetOnSwitch == 2) ? g_Config.m_ClDummy : (!g_Config.m_ClDummy);
m_Controls.ResetInput(PlayerOrDummy);
m_Controls.m_aInputData[PlayerOrDummy].m_Hook = 0;
}
int tmp = m_DummyInput.m_Fire;
m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy];
m_Controls.m_aInputData[g_Config.m_ClDummy].m_Fire = tmp;
m_IsDummySwapping = 1;
}
int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)
{
if(!Dummy)
{
return m_Controls.SnapInput(pData);
}
if(!g_Config.m_ClDummyHammer)
{
if(m_DummyFire != 0)
{
m_DummyInput.m_Fire = (m_HammerInput.m_Fire + 1) & ~1;
m_DummyFire = 0;
}
if(!Force && (!m_DummyInput.m_Direction && !m_DummyInput.m_Jump && !m_DummyInput.m_Hook))
{
return 0;
}
mem_copy(pData, &m_DummyInput, sizeof(m_DummyInput));
return sizeof(m_DummyInput);
}
else
{
if(m_DummyFire % 25 != 0)
{
m_DummyFire++;
return 0;
}
m_DummyFire++;
m_HammerInput.m_Fire = (m_HammerInput.m_Fire + 1) | 1;
m_HammerInput.m_WantedWeapon = WEAPON_HAMMER + 1;
if(!g_Config.m_ClDummyRestoreWeapon)
{
m_DummyInput.m_WantedWeapon = WEAPON_HAMMER + 1;
}
vec2 MainPos = m_LocalCharacterPos;
vec2 DummyPos = m_aClients[m_aLocalIDs[!g_Config.m_ClDummy]].m_Predicted.m_Pos;
vec2 Dir = MainPos - DummyPos;
m_HammerInput.m_TargetX = (int)(Dir.x);
m_HammerInput.m_TargetY = (int)(Dir.y);
mem_copy(pData, &m_HammerInput, sizeof(m_HammerInput));
return sizeof(m_HammerInput);
}
}
void CGameClient::OnConnected()
{
const char *pConnectCaption = DemoPlayer()->IsPlaying() ? Localize("Preparing demo playback") : Localize("Connected");
const char *pLoadMapContent = Localize("Initializing map logic");
// render loading before skip is calculated
m_Menus.RenderLoading(pConnectCaption, pLoadMapContent, 0, false);
m_Layers.Init(Kernel());
m_Collision.Init(Layers());
m_GameWorld.m_Core.InitSwitchers(m_Collision.m_HighestSwitchNumber);
CRaceHelper::ms_aFlagIndex[0] = -1;
CRaceHelper::ms_aFlagIndex[1] = -1;
CTile *pGameTiles = static_cast<CTile *>(Layers()->Map()->GetData(Layers()->GameLayer()->m_Data));
// get flag positions
for(int i = 0; i < m_Collision.GetWidth() * m_Collision.GetHeight(); i++)
{
if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_RED)
CRaceHelper::ms_aFlagIndex[TEAM_RED] = i;
else if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_BLUE)
CRaceHelper::ms_aFlagIndex[TEAM_BLUE] = i;
i += pGameTiles[i].m_Skip;
}
// render loading before going through all components
m_Menus.RenderLoading(pConnectCaption, pLoadMapContent, 0, false);
for(auto &pComponent : m_vpAll)
{
pComponent->OnMapLoad();
pComponent->OnReset();
}
Client()->SetLoadingStateDetail(IClient::LOADING_STATE_DETAIL_GETTING_READY);
m_Menus.RenderLoading(pConnectCaption, Localize("Sending initial client info"), 0, false);
m_ServerMode = SERVERMODE_PURE;
// send the initial info
SendInfo(true);
// we should keep this in for now, because otherwise you can't spectate
// people at start as the other info 64 packet is only sent after the first
// snap
Client()->Rcon("crashmeplx");
m_GameWorld.Clear();
m_GameWorld.m_WorldConfig.m_InfiniteAmmo = true;
mem_zero(&m_GameInfo, sizeof(m_GameInfo));
m_PredictedDummyID = -1;
Console()->ResetGameSettings();
LoadMapSettings();
if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClAutoDemoOnConnect)
Client()->DemoRecorder_HandleAutoStart();
}
void CGameClient::OnReset()
{
m_aLastNewPredictedTick[0] = -1;
m_aLastNewPredictedTick[1] = -1;
m_aLocalTuneZone[0] = 0;
m_aLocalTuneZone[1] = 0;
m_aExpectingTuningForZone[0] = -1;
m_aExpectingTuningForZone[1] = -1;
m_aReceivedTuning[0] = false;
m_aReceivedTuning[1] = false;
InvalidateSnapshot();
for(auto &Client : m_aClients)
Client.Reset();
for(auto &pComponent : m_vpAll)
pComponent->OnReset();
m_DemoSpecID = SPEC_FOLLOW;
m_aFlagDropTick[TEAM_RED] = 0;
m_aFlagDropTick[TEAM_BLUE] = 0;
m_LastRoundStartTick = -1;
m_LastFlagCarrierRed = -4;
m_LastFlagCarrierBlue = -4;
m_aTuning[g_Config.m_ClDummy] = CTuningParams();
m_Teams.Reset();
m_aDDRaceMsgSent[0] = false;
m_aDDRaceMsgSent[1] = false;
m_aShowOthers[0] = SHOW_OTHERS_NOT_SET;
m_aShowOthers[1] = SHOW_OTHERS_NOT_SET;
m_LastZoom = .0;
m_LastScreenAspect = .0;
m_LastDummyConnected = false;
m_ReceivedDDNetPlayer = false;
Editor()->ResetMentions();
Editor()->ResetIngameMoved();
}
void CGameClient::UpdatePositions()
{
// local character position
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!AntiPingPlayers())
{
if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
{
// don't use predicted
}
else
m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
}
else
{
if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
{
if(m_Snap.m_pLocalCharacter)
m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
}
// else
// m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
}
}
else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
{
m_LocalCharacterPos = mix(
vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy));
}
// spectator position
if(m_Snap.m_SpecInfo.m_Active)
{
if(m_MultiViewActivated)
{
HandleMultiView();
}
else if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
{
m_Snap.m_SpecInfo.m_Position = mix(
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_Y),
Client()->IntraGameTick(g_Config.m_ClDummy));
m_Snap.m_SpecInfo.m_UsePosition = true;
}
else if(m_Snap.m_pSpectatorInfo && ((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID == SPEC_FOLLOW) || (Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)))
{
if(m_Snap.m_pPrevSpectatorInfo && m_Snap.m_pPrevSpectatorInfo->m_SpectatorID == m_Snap.m_pSpectatorInfo->m_SpectatorID)
m_Snap.m_SpecInfo.m_Position = mix(vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy));
else
m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
m_Snap.m_SpecInfo.m_UsePosition = true;
}
}
if(!m_MultiViewActivated && m_MultiView.m_IsInit)
ResetMultiView();
UpdateRenderedCharacters();
}
void CGameClient::OnRender()
{
// check if multi view got activated
if(!m_MultiView.m_IsInit && m_MultiViewActivated)
{
int TeamId = 0;
if(m_Snap.m_SpecInfo.m_SpectatorID >= 0)
TeamId = m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID);
if(TeamId > MAX_CLIENTS || TeamId < 0)
TeamId = 0;
if(!InitMultiView(TeamId))
{
dbg_msg("MultiView", "No players found to spectate");
ResetMultiView();
}
}
// update the local character and spectate position
UpdatePositions();
// display gfx & client warnings
for(SWarning *pWarning : {Graphics()->GetCurWarning(), Client()->GetCurWarning()})
{
if(pWarning != NULL && m_Menus.CanDisplayWarning())
{
m_Menus.PopupWarning(Localize("Warning"), pWarning->m_aWarningMsg, "Ok", 10s);
pWarning->m_WasShown = true;
}
}
// render all systems
for(auto &pComponent : m_vpAll)
pComponent->OnRender();
// clear all events/input for this frame
Input()->Clear();
CLineInput::RenderCandidates();
// clear new tick flags
m_NewTick = false;
m_NewPredictedTick = false;
if(g_Config.m_ClDummy && !Client()->DummyConnected())
g_Config.m_ClDummy = 0;
// resend player and dummy info if it was filtered by server
if(Client()->State() == IClient::STATE_ONLINE && !m_Menus.IsActive())
{
if(m_aCheckInfo[0] == 0)
{
if(
str_comp(m_aClients[m_aLocalIDs[0]].m_aName, Client()->PlayerName()) ||
str_comp(m_aClients[m_aLocalIDs[0]].m_aClan, g_Config.m_PlayerClan) ||
m_aClients[m_aLocalIDs[0]].m_Country != g_Config.m_PlayerCountry ||
str_comp(m_aClients[m_aLocalIDs[0]].m_aSkinName, g_Config.m_ClPlayerSkin) ||
m_aClients[m_aLocalIDs[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor ||
m_aClients[m_aLocalIDs[0]].m_ColorBody != (int)g_Config.m_ClPlayerColorBody ||
m_aClients[m_aLocalIDs[0]].m_ColorFeet != (int)g_Config.m_ClPlayerColorFeet)
SendInfo(false);
else
m_aCheckInfo[0] = -1;
}
if(m_aCheckInfo[0] > 0)
m_aCheckInfo[0]--;
if(Client()->DummyConnected())
{
if(m_aCheckInfo[1] == 0)
{
if(
str_comp(m_aClients[m_aLocalIDs[1]].m_aName, Client()->DummyName()) ||
str_comp(m_aClients[m_aLocalIDs[1]].m_aClan, g_Config.m_ClDummyClan) ||
m_aClients[m_aLocalIDs[1]].m_Country != g_Config.m_ClDummyCountry ||
str_comp(m_aClients[m_aLocalIDs[1]].m_aSkinName, g_Config.m_ClDummySkin) ||
m_aClients[m_aLocalIDs[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor ||
m_aClients[m_aLocalIDs[1]].m_ColorBody != (int)g_Config.m_ClDummyColorBody ||
m_aClients[m_aLocalIDs[1]].m_ColorFeet != (int)g_Config.m_ClDummyColorFeet)
SendDummyInfo(false);
else
m_aCheckInfo[1] = -1;
}
if(m_aCheckInfo[1] > 0)
m_aCheckInfo[1]--;
}
}
}
void CGameClient::OnDummyDisconnect()
{
m_aDDRaceMsgSent[1] = false;
m_aShowOthers[1] = SHOW_OTHERS_NOT_SET;
m_aLastNewPredictedTick[1] = -1;
m_PredictedDummyID = -1;
}
int CGameClient::GetLastRaceTick()
{
return m_Ghost.GetLastRaceTick();
}
bool CGameClient::Predict() const
{
if(!g_Config.m_ClPredict)
return false;
if(m_Snap.m_pGameInfoObj)
{
if(m_Snap.m_pGameInfoObj->m_GameStateFlags & (GAMESTATEFLAG_GAMEOVER | GAMESTATEFLAG_PAUSED))
{
return false;
}
}
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
return false;
return !m_Snap.m_SpecInfo.m_Active && m_Snap.m_pLocalCharacter;
}
ColorRGBA CGameClient::GetDDTeamColor(int DDTeam, float Lightness) const
{
// Use golden angle to generate unique colors with distinct adjacent colors.
// The first DDTeam (team 1) gets angle 0°, i.e. red hue.
const float Hue = std::fmod((DDTeam - 1) * (137.50776f / 360.0f), 1.0f);
return color_cast<ColorRGBA>(ColorHSLA(Hue, 1.0f, Lightness));
}
void CGameClient::OnRelease()
{
// release all systems
for(auto &pComponent : m_vpAll)
pComponent->OnRelease();
}
void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, int Conn, bool Dummy)
{
// special messages
if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
{
// unpack the new tuning
CTuningParams NewTuning;
int *pParams = (int *)&NewTuning;
// No jetpack on DDNet incompatible servers:
NewTuning.m_JetpackStrength = 0;
for(unsigned i = 0; i < sizeof(CTuningParams) / sizeof(int); i++)
{
int value = pUnpacker->GetInt();
// check for unpacking errors
if(pUnpacker->Error())
break;
pParams[i] = value;
}
m_ServerMode = SERVERMODE_PURE;
m_aReceivedTuning[Conn] = true;
// apply new tuning
m_aTuning[Conn] = NewTuning;
return;
}
void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
if(!pRawMsg)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", aBuf);
return;
}
if(Dummy)
{
if(MsgId == NETMSGTYPE_SV_CHAT && m_aLocalIDs[0] >= 0 && m_aLocalIDs[1] >= 0)
{
CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
if((pMsg->m_Team == 1 && (m_aClients[m_aLocalIDs[0]].m_Team != m_aClients[m_aLocalIDs[1]].m_Team || m_Teams.Team(m_aLocalIDs[0]) != m_Teams.Team(m_aLocalIDs[1]))) || pMsg->m_Team > 1)
{
m_Chat.OnMessage(MsgId, pRawMsg);
}
}
return; // no need of all that stuff for the dummy
}
// TODO: this should be done smarter
for(auto &pComponent : m_vpAll)
pComponent->OnMessage(MsgId, pRawMsg);
if(MsgId == NETMSGTYPE_SV_READYTOENTER)
{
Client()->EnterGame(Conn);
}
else if(MsgId == NETMSGTYPE_SV_EMOTICON)
{
CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
// apply
m_aClients[pMsg->m_ClientID].m_Emoticon = pMsg->m_Emoticon;
m_aClients[pMsg->m_ClientID].m_EmoticonStartTick = Client()->GameTick(Conn);
m_aClients[pMsg->m_ClientID].m_EmoticonStartFraction = Client()->IntraGameTickSincePrev(Conn);
}
else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
{
if(m_SuppressEvents)
return;
// don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
if(pMsg->m_SoundID == SOUND_CTF_DROP || pMsg->m_SoundID == SOUND_CTF_RETURN ||
pMsg->m_SoundID == SOUND_CTF_CAPTURE || pMsg->m_SoundID == SOUND_CTF_GRAB_EN ||
pMsg->m_SoundID == SOUND_CTF_GRAB_PL)
{
if(g_Config.m_SndGame)
m_Sounds.Enqueue(CSounds::CHN_GLOBAL, pMsg->m_SoundID);
}
else
{
if(g_Config.m_SndGame)
m_Sounds.Play(CSounds::CHN_GLOBAL, pMsg->m_SoundID, 1.0f);
}
}
else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE || MsgId == NETMSGTYPE_SV_TEAMSSTATELEGACY)
{
unsigned int i;
for(i = 0; i < MAX_CLIENTS; i++)
{
const int Team = pUnpacker->GetInt();
if(!pUnpacker->Error() && Team >= TEAM_FLOCK && Team <= TEAM_SUPER)
m_Teams.Team(i, Team);
else
{
m_Teams.Team(i, 0);
break;
}
}
if(i <= 16)
m_Teams.m_IsDDRace16 = true;
m_Ghost.m_AllowRestart = true;
m_RaceDemo.m_AllowRestart = true;
}
else if(MsgId == NETMSGTYPE_SV_KILLMSG)
{
CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
// reset character prediction
if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_LASER))
{
m_CharOrder.GiveWeak(pMsg->m_Victim);
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(pMsg->m_Victim))
pChar->ResetPrediction();
m_GameWorld.ReleaseHooked(pMsg->m_Victim);
}
// if we are spectating a static id set (team 0) and somebody killed, and its not a guy in solo, we remove him from the list
if(IsMultiViewIdSet() && m_MultiViewTeam == 0 && m_aMultiViewId[pMsg->m_Victim] && !m_aClients[pMsg->m_Victim].m_Spec && !m_MultiView.m_Solo)
{
m_aMultiViewId[pMsg->m_Victim] = false;
// if everyone of a team killed, we have no ids to spectate anymore, so we disable multi view
if(!IsMultiViewIdSet())
ResetMultiView();
else
{
// the "main" tee killed, search a new one
if(m_Snap.m_SpecInfo.m_SpectatorID == pMsg->m_Victim)
{
int NewClientID = FindFirstMultiViewId();
if(NewClientID < MAX_CLIENTS && NewClientID >= 0)
{
CleanMultiViewId(NewClientID);
m_aMultiViewId[NewClientID] = true;
m_Spectator.Spectate(NewClientID);
}
}
}
}
}
}
void CGameClient::OnStateChange(int NewState, int OldState)
{
// reset everything when not already connected (to keep gathered stuff)
if(NewState < IClient::STATE_ONLINE)
OnReset();
// then change the state
for(auto &pComponent : m_vpAll)
pComponent->OnStateChange(NewState, OldState);
}
void CGameClient::OnShutdown()
{
RenderShutdownMessage();
for(auto &pComponent : m_vpAll)
pComponent->OnShutdown();
}
void CGameClient::OnEnterGame()
{
m_Effects.ResetDamageIndicator();
}
void CGameClient::OnGameOver()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0)
Client()->AutoScreenshot_Start();
}
void CGameClient::OnStartGame()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK && !g_Config.m_ClAutoDemoOnConnect)
Client()->DemoRecorder_HandleAutoStart();
m_Statboard.OnReset();
}
void CGameClient::OnStartRound()
{
// In GamePaused or GameOver state RoundStartTick is updated on each tick
// hence no need to reset stats until player leaves GameOver
// and it would be a mistake to reset stats after or during the pause
m_Statboard.OnReset();
// Restart automatic race demo recording
m_RaceDemo.OnReset();
}
void CGameClient::OnFlagGrab(int TeamID)
{
if(TeamID == TEAM_RED)
m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++;
else
m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++;
}
void CGameClient::OnWindowResize()
{
for(auto &pComponent : m_vpAll)
pComponent->OnWindowResize();
UI()->OnWindowResize();
}
void CGameClient::OnLanguageChange()
{
// The actual language change is delayed because it
// might require clearing the text render font atlas,
// which would invalidate text that is currently drawn.
m_LanguageChanged = true;
}
void CGameClient::HandleLanguageChanged()
{
if(!m_LanguageChanged)
return;
m_LanguageChanged = false;
g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console());
TextRender()->SetFontLanguageVariant(g_Config.m_ClLanguagefile);
// Clear all text containers
Client()->OnWindowResize();
}
void CGameClient::RenderShutdownMessage()
{
const char *pMessage = nullptr;
if(Client()->State() == IClient::STATE_QUITTING)
pMessage = Localize("Quitting. Please wait…");
else if(Client()->State() == IClient::STATE_RESTARTING)
pMessage = Localize("Restarting. Please wait…");
else
dbg_assert(false, "Invalid client state for quitting message");
// This function only gets called after the render loop has already terminated, so we have to call Swap manually.
Graphics()->Clear(0.0f, 0.0f, 0.0f);
UI()->MapScreen();
TextRender()->TextColor(TextRender()->DefaultTextColor());
UI()->DoLabel(UI()->Screen(), pMessage, 16.0f, TEXTALIGN_MC);
Graphics()->Swap();
Graphics()->Clear(0.0f, 0.0f, 0.0f);
}
void CGameClient::OnRconType(bool UsernameReq)
{
m_GameConsole.RequireUsername(UsernameReq);
}
void CGameClient::OnRconLine(const char *pLine)
{
m_GameConsole.PrintLine(CGameConsole::CONSOLETYPE_REMOTE, pLine);
}
void CGameClient::ProcessEvents()
{
if(m_SuppressEvents)
return;
int SnapType = IClient::SNAP_CURRENT;
int Num = Client()->SnapNumItems(SnapType);
for(int Index = 0; Index < Num; Index++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(SnapType, Index, &Item);
// We don't have enough info about us, others, to know a correct alpha value.
float Alpha = 1.0f;
if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
{
CNetEvent_DamageInd *pEvent = (CNetEvent_DamageInd *)pData;
m_Effects.DamageIndicator(vec2(pEvent->m_X, pEvent->m_Y), direction(pEvent->m_Angle / 256.0f), Alpha);
}
else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
{
CNetEvent_Explosion *pEvent = (CNetEvent_Explosion *)pData;
m_Effects.Explosion(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
}
else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
{
CNetEvent_HammerHit *pEvent = (CNetEvent_HammerHit *)pData;
m_Effects.HammerHit(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
}
else if(Item.m_Type == NETEVENTTYPE_SPAWN)
{
CNetEvent_Spawn *pEvent = (CNetEvent_Spawn *)pData;
m_Effects.PlayerSpawn(vec2(pEvent->m_X, pEvent->m_Y), Alpha);
}
else if(Item.m_Type == NETEVENTTYPE_DEATH)
{
CNetEvent_Death *pEvent = (CNetEvent_Death *)pData;
m_Effects.PlayerDeath(vec2(pEvent->m_X, pEvent->m_Y), pEvent->m_ClientID, Alpha);
}
else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
{
CNetEvent_SoundWorld *pEvent = (CNetEvent_SoundWorld *)pData;
if(!Config()->m_SndGame)
continue;
if(m_GameInfo.m_RaceSounds && ((pEvent->m_SoundID == SOUND_GUN_FIRE && !g_Config.m_SndGun) || (pEvent->m_SoundID == SOUND_PLAYER_PAIN_LONG && !g_Config.m_SndLongPain)))
continue;
m_Sounds.PlayAt(CSounds::CHN_WORLD, pEvent->m_SoundID, 1.0f, vec2(pEvent->m_X, pEvent->m_Y));
}
}
}
static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize, CServerInfo *pFallbackServerInfo)
{
int Version = -1;
if(InfoExSize >= 12)
{
Version = pInfoEx->m_Version;
}
else if(InfoExSize >= 8)
{
Version = minimum(pInfoEx->m_Version, 4);
}
else if(InfoExSize >= 4)
{
Version = 0;
}
int Flags = 0;
if(Version >= 0)
{
Flags = pInfoEx->m_Flags;
}
int Flags2 = 0;
if(Version >= 5)
{
Flags2 = pInfoEx->m_Flags2;
}
bool Race;
bool FastCap;
bool FNG;
bool DDRace;
bool DDNet;
bool BlockWorlds;
bool City;
bool Vanilla;
bool Plus;
bool FDDrace;
if(Version < 1)
{
const char *pGameType = pFallbackServerInfo->m_aGameType;
Race = str_find_nocase(pGameType, "race") || str_find_nocase(pGameType, "fastcap");
FastCap = str_find_nocase(pGameType, "fastcap");
FNG = str_find_nocase(pGameType, "fng");
DDRace = str_find_nocase(pGameType, "ddrace") || str_find_nocase(pGameType, "mkrace");
DDNet = str_find_nocase(pGameType, "ddracenet") || str_find_nocase(pGameType, "ddnet");
BlockWorlds = str_startswith(pGameType, "bw ") || str_comp_nocase(pGameType, "bw") == 0;
City = str_find_nocase(pGameType, "city");
Vanilla = str_comp(pGameType, "DM") == 0 || str_comp(pGameType, "TDM") == 0 || str_comp(pGameType, "CTF") == 0;
Plus = str_find(pGameType, "+");
FDDrace = false;
}
else
{
Race = Flags & GAMEINFOFLAG_GAMETYPE_RACE;
FastCap = Flags & GAMEINFOFLAG_GAMETYPE_FASTCAP;
FNG = Flags & GAMEINFOFLAG_GAMETYPE_FNG;
DDRace = Flags & GAMEINFOFLAG_GAMETYPE_DDRACE;
DDNet = Flags & GAMEINFOFLAG_GAMETYPE_DDNET;
BlockWorlds = Flags & GAMEINFOFLAG_GAMETYPE_BLOCK_WORLDS;
Vanilla = Flags & GAMEINFOFLAG_GAMETYPE_VANILLA;
Plus = Flags & GAMEINFOFLAG_GAMETYPE_PLUS;
City = Version >= 5 && Flags2 & GAMEINFOFLAG2_GAMETYPE_CITY;
FDDrace = Version >= 6 && Flags2 & GAMEINFOFLAG2_GAMETYPE_FDDRACE;
// Ensure invariants upheld by the server info parsing business.
DDRace = DDRace || DDNet || FDDrace;
Race = Race || FastCap || DDRace;
}
CGameInfo Info;
Info.m_FlagStartsRace = FastCap;
Info.m_TimeScore = Race;
Info.m_UnlimitedAmmo = Race;
Info.m_DDRaceRecordMessage = DDRace && !DDNet;
Info.m_RaceRecordMessage = DDNet || (Race && !DDRace);
Info.m_RaceSounds = DDRace || FNG || BlockWorlds;
Info.m_AllowEyeWheel = DDRace || BlockWorlds || City || Plus;
Info.m_AllowHookColl = DDRace;
Info.m_AllowZoom = Race || BlockWorlds || City;
Info.m_BugDDRaceGhost = DDRace;
Info.m_BugDDRaceInput = DDRace;
Info.m_BugFNGLaserRange = FNG;
Info.m_BugVanillaBounce = Vanilla;
Info.m_PredictFNG = FNG;
Info.m_PredictDDRace = DDRace;
Info.m_PredictDDRaceTiles = DDRace && !BlockWorlds;
Info.m_PredictVanilla = Vanilla || FastCap;
Info.m_EntitiesDDNet = DDNet;
Info.m_EntitiesDDRace = DDRace;
Info.m_EntitiesRace = Race;
Info.m_EntitiesFNG = FNG;
Info.m_EntitiesVanilla = Vanilla;
Info.m_EntitiesBW = BlockWorlds;
Info.m_Race = Race;
Info.m_DontMaskEntities = !DDNet;
Info.m_AllowXSkins = false;
Info.m_EntitiesFDDrace = FDDrace;
Info.m_HudHealthArmor = true;
Info.m_HudAmmo = true;
Info.m_HudDDRace = false;
Info.m_NoWeakHookAndBounce = false;
Info.m_NoSkinChangeForFrozen = false;
if(Version >= 0)
{
Info.m_TimeScore = Flags & GAMEINFOFLAG_TIMESCORE;
}
if(Version >= 2)
{
Info.m_FlagStartsRace = Flags & GAMEINFOFLAG_FLAG_STARTS_RACE;
Info.m_UnlimitedAmmo = Flags & GAMEINFOFLAG_UNLIMITED_AMMO;
Info.m_DDRaceRecordMessage = Flags & GAMEINFOFLAG_DDRACE_RECORD_MESSAGE;
Info.m_RaceRecordMessage = Flags & GAMEINFOFLAG_RACE_RECORD_MESSAGE;
Info.m_AllowEyeWheel = Flags & GAMEINFOFLAG_ALLOW_EYE_WHEEL;
Info.m_AllowHookColl = Flags & GAMEINFOFLAG_ALLOW_HOOK_COLL;
Info.m_AllowZoom = Flags & GAMEINFOFLAG_ALLOW_ZOOM;
Info.m_BugDDRaceGhost = Flags & GAMEINFOFLAG_BUG_DDRACE_GHOST;
Info.m_BugDDRaceInput = Flags & GAMEINFOFLAG_BUG_DDRACE_INPUT;
Info.m_BugFNGLaserRange = Flags & GAMEINFOFLAG_BUG_FNG_LASER_RANGE;
Info.m_BugVanillaBounce = Flags & GAMEINFOFLAG_BUG_VANILLA_BOUNCE;
Info.m_PredictFNG = Flags & GAMEINFOFLAG_PREDICT_FNG;
Info.m_PredictDDRace = Flags & GAMEINFOFLAG_PREDICT_DDRACE;
Info.m_PredictDDRaceTiles = Flags & GAMEINFOFLAG_PREDICT_DDRACE_TILES;
Info.m_PredictVanilla = Flags & GAMEINFOFLAG_PREDICT_VANILLA;
Info.m_EntitiesDDNet = Flags & GAMEINFOFLAG_ENTITIES_DDNET;
Info.m_EntitiesDDRace = Flags & GAMEINFOFLAG_ENTITIES_DDRACE;
Info.m_EntitiesRace = Flags & GAMEINFOFLAG_ENTITIES_RACE;
Info.m_EntitiesFNG = Flags & GAMEINFOFLAG_ENTITIES_FNG;
Info.m_EntitiesVanilla = Flags & GAMEINFOFLAG_ENTITIES_VANILLA;
}
if(Version >= 3)
{
Info.m_Race = Flags & GAMEINFOFLAG_RACE;
Info.m_DontMaskEntities = Flags & GAMEINFOFLAG_DONT_MASK_ENTITIES;
}
if(Version >= 4)
{
Info.m_EntitiesBW = Flags & GAMEINFOFLAG_ENTITIES_BW;
}
if(Version >= 5)
{
Info.m_AllowXSkins = Flags2 & GAMEINFOFLAG2_ALLOW_X_SKINS;
}
if(Version >= 6)
{
Info.m_EntitiesFDDrace = Flags2 & GAMEINFOFLAG2_ENTITIES_FDDRACE;
}
if(Version >= 7)
{
Info.m_HudHealthArmor = Flags2 & GAMEINFOFLAG2_HUD_HEALTH_ARMOR;
Info.m_HudAmmo = Flags2 & GAMEINFOFLAG2_HUD_AMMO;
Info.m_HudDDRace = Flags2 & GAMEINFOFLAG2_HUD_DDRACE;
}
if(Version >= 8)
{
Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK;
}
if(Version >= 9)
{
Info.m_NoSkinChangeForFrozen = Flags2 & GAMEINFOFLAG2_NO_SKIN_CHANGE_FOR_FROZEN;
}
return Info;
}
void CGameClient::InvalidateSnapshot()
{
// clear all pointers
mem_zero(&m_Snap, sizeof(m_Snap));
m_Snap.m_LocalClientID = -1;
SnapCollectEntities();
}
void CGameClient::OnNewSnapshot()
{
auto &&Evolve = [this](CNetObj_Character *pCharacter, int Tick) {
CWorldCore TempWorld;
CCharacterCore TempCore = CCharacterCore();
CTeamsCore TempTeams = CTeamsCore();
TempCore.Init(&TempWorld, Collision(), &TempTeams);
TempCore.Read(pCharacter);
TempCore.m_ActiveWeapon = pCharacter->m_Weapon;
while(pCharacter->m_Tick < Tick)
{
pCharacter->m_Tick++;
TempCore.Tick(false);
TempCore.Move();
TempCore.Quantize();
}
TempCore.Write(pCharacter);
};
InvalidateSnapshot();
m_NewTick = true;
ProcessEvents();
#ifdef CONF_DEBUG
if(g_Config.m_DbgStress)
{
if((Client()->GameTick(g_Config.m_ClDummy) % 100) == 0)
{
char aMessage[64];
int MsgLen = rand() % (sizeof(aMessage) - 1);
for(int i = 0; i < MsgLen; i++)
aMessage[i] = (char)('a' + (rand() % ('z' - 'a')));
aMessage[MsgLen] = 0;
CNetMsg_Cl_Say Msg;
Msg.m_Team = rand() & 1;
Msg.m_pMessage = aMessage;
Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL);
}
}
#endif
bool FoundGameInfoEx = false;
bool GotSwitchStateTeam = false;
m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
for(auto &Client : m_aClients)
{
Client.m_SpecCharPresent = false;
}
// go through all the items in the snapshot and gather the info we want
{
m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int i = 0; i < Num; i++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item);
if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
{
const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)pData;
int ClientID = Item.m_ID;
if(ClientID < MAX_CLIENTS)
{
CClientData *pClient = &m_aClients[ClientID];
IntsToStr(&pInfo->m_Name0, 4, pClient->m_aName);
IntsToStr(&pInfo->m_Clan0, 3, pClient->m_aClan);
pClient->m_Country = pInfo->m_Country;
IntsToStr(&pInfo->m_Skin0, 6, pClient->m_aSkinName);
pClient->m_UseCustomColor = pInfo->m_UseCustomColor;
pClient->m_ColorBody = pInfo->m_ColorBody;
pClient->m_ColorFeet = pInfo->m_ColorFeet;
// prepare the info
if(!m_GameInfo.m_AllowXSkins && (pClient->m_aSkinName[0] == 'x' && pClient->m_aSkinName[1] == '_'))
str_copy(pClient->m_aSkinName, "default");
pClient->m_SkinInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(pClient->m_ColorBody).UnclampLighting());
pClient->m_SkinInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(pClient->m_ColorFeet).UnclampLighting());
pClient->m_SkinInfo.m_Size = 64;
// find new skin
const CSkin *pSkin = m_Skins.Find(pClient->m_aSkinName);
pClient->m_SkinInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
pClient->m_SkinInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
pClient->m_SkinInfo.m_SkinMetrics = pSkin->m_Metrics;
pClient->m_SkinInfo.m_BloodColor = pSkin->m_BloodColor;
pClient->m_SkinInfo.m_CustomColoredSkin = pClient->m_UseCustomColor;
if(!pClient->m_UseCustomColor)
{
pClient->m_SkinInfo.m_ColorBody = ColorRGBA(1, 1, 1);
pClient->m_SkinInfo.m_ColorFeet = ColorRGBA(1, 1, 1);
}
pClient->UpdateRenderInfo(IsTeamPlay());
}
}
else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
{
const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData;
if(pInfo->m_ClientID < MAX_CLIENTS)
{
m_aClients[pInfo->m_ClientID].m_Team = pInfo->m_Team;
m_aClients[pInfo->m_ClientID].m_Active = true;
m_Snap.m_apPlayerInfos[pInfo->m_ClientID] = pInfo;
m_Snap.m_NumPlayers++;
if(pInfo->m_Local)
{
m_Snap.m_LocalClientID = Item.m_ID;
m_Snap.m_pLocalInfo = pInfo;
if(pInfo->m_Team == TEAM_SPECTATORS)
{
m_Snap.m_SpecInfo.m_Active = true;
}
}
// calculate team-balance
if(pInfo->m_Team != TEAM_SPECTATORS)
{
m_Snap.m_aTeamSize[pInfo->m_Team]++;
if(!m_aStats[pInfo->m_ClientID].IsActive())
m_aStats[pInfo->m_ClientID].JoinGame(Client()->GameTick(g_Config.m_ClDummy));
}
else if(m_aStats[pInfo->m_ClientID].IsActive())
m_aStats[pInfo->m_ClientID].JoinSpec(Client()->GameTick(g_Config.m_ClDummy));
}
}
else if(Item.m_Type == NETOBJTYPE_DDNETPLAYER)
{
m_ReceivedDDNetPlayer = true;
const CNetObj_DDNetPlayer *pInfo = (const CNetObj_DDNetPlayer *)pData;
if(Item.m_ID < MAX_CLIENTS)
{
m_aClients[Item.m_ID].m_AuthLevel = pInfo->m_AuthLevel;
m_aClients[Item.m_ID].m_Afk = pInfo->m_Flags & EXPLAYERFLAG_AFK;
m_aClients[Item.m_ID].m_Paused = pInfo->m_Flags & EXPLAYERFLAG_PAUSED;
m_aClients[Item.m_ID].m_Spec = pInfo->m_Flags & EXPLAYERFLAG_SPEC;
if(Item.m_ID == m_Snap.m_LocalClientID && (m_aClients[Item.m_ID].m_Paused || m_aClients[Item.m_ID].m_Spec))
{
m_Snap.m_SpecInfo.m_Active = true;
}
}
}
else if(Item.m_Type == NETOBJTYPE_CHARACTER)
{
if(Item.m_ID < MAX_CLIENTS)
{
const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID);
m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData);
if(pOld)
{
m_Snap.m_aCharacters[Item.m_ID].m_Active = true;
m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld);
// limit evolving to 3 seconds
bool EvolvePrev = Client()->PrevGameTick(g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick <= 3 * Client()->GameTickSpeed();
bool EvolveCur = Client()->GameTick(g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick <= 3 * Client()->GameTickSpeed();
// reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot
if(EvolveCur && m_aClients[Item.m_ID].m_Evolved.m_Tick == Client()->PrevGameTick(g_Config.m_ClDummy))
{
if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0)
m_Snap.m_aCharacters[Item.m_ID].m_Prev = m_aClients[Item.m_ID].m_Evolved;
if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0)
m_Snap.m_aCharacters[Item.m_ID].m_Cur = m_aClients[Item.m_ID].m_Evolved;
}
if(EvolvePrev && m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick(g_Config.m_ClDummy));
if(EvolveCur && m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick(g_Config.m_ClDummy));
m_aClients[Item.m_ID].m_Snapped = *((const CNetObj_Character *)pData);
m_aClients[Item.m_ID].m_Evolved = m_Snap.m_aCharacters[Item.m_ID].m_Cur;
}
else
{
m_aClients[Item.m_ID].m_Evolved.m_Tick = -1;
}
}
}
else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER)
{
const CNetObj_DDNetCharacter *pCharacterData = (const CNetObj_DDNetCharacter *)pData;
if(Item.m_ID < MAX_CLIENTS)
{
m_Snap.m_aCharacters[Item.m_ID].m_ExtendedData = *pCharacterData;
m_Snap.m_aCharacters[Item.m_ID].m_PrevExtendedData = (const CNetObj_DDNetCharacter *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_DDNETCHARACTER, Item.m_ID);
m_Snap.m_aCharacters[Item.m_ID].m_HasExtendedData = true;
m_Snap.m_aCharacters[Item.m_ID].m_HasExtendedDisplayInfo = false;
if(pCharacterData->m_JumpedTotal != -1)
{
m_Snap.m_aCharacters[Item.m_ID].m_HasExtendedDisplayInfo = true;
}
CClientData *pClient = &m_aClients[Item.m_ID];
// Collision
pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;
pClient->m_CollisionDisabled = pCharacterData->m_Flags & CHARACTERFLAG_COLLISION_DISABLED;
pClient->m_HammerHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED;
pClient->m_GrenadeHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED;
pClient->m_LaserHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED;
pClient->m_ShotgunHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
pClient->m_HookHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
// Endless
pClient->m_EndlessHook = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
pClient->m_EndlessJump = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
// Freeze
pClient->m_FreezeEnd = pCharacterData->m_FreezeEnd;
pClient->m_DeepFrozen = pCharacterData->m_FreezeEnd == -1;
pClient->m_LiveFrozen = (pCharacterData->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0;
// Telegun
pClient->m_HasTelegunGrenade = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
pClient->m_HasTelegunGun = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GUN;
pClient->m_HasTelegunLaser = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_LASER;
pClient->m_Predicted.ReadDDNet(pCharacterData);
m_Teams.SetSolo(Item.m_ID, pClient->m_Solo);
}
}
else if(Item.m_Type == NETOBJTYPE_SPECCHAR)
{
const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)pData;
if(Item.m_ID < MAX_CLIENTS)
{
CClientData *pClient = &m_aClients[Item.m_ID];
pClient->m_SpecCharPresent = true;
pClient->m_SpecChar.x = pSpecCharData->m_X;
pClient->m_SpecChar.y = pSpecCharData->m_Y;
}
}
else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
{
m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)pData;
m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_SPECTATORINFO, Item.m_ID);
m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_pSpectatorInfo->m_SpectatorID;
}
else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
{
m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)pData;
bool CurrentTickGameOver = (bool)(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER);
if(!m_GameOver && CurrentTickGameOver)
OnGameOver();
else if(m_GameOver && !CurrentTickGameOver)
OnStartGame();
// Handle case that a new round is started (RoundStartTick changed)
// New round is usually started after `restart` on server
if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick && !(CurrentTickGameOver || m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED || m_GamePaused))
OnStartRound();
m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick;
m_GameOver = CurrentTickGameOver;
m_GamePaused = (bool)(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED);
}
else if(Item.m_Type == NETOBJTYPE_GAMEINFOEX)
{
if(FoundGameInfoEx)
{
continue;
}
FoundGameInfoEx = true;
CServerInfo ServerInfo;
Client()->GetServerInfo(&ServerInfo);
m_GameInfo = GetGameInfo((const CNetObj_GameInfoEx *)pData, Client()->SnapItemSize(IClient::SNAP_CURRENT, i), &ServerInfo);
}
else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
{
m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData;
m_Snap.m_GameDataSnapID = Item.m_ID;
if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
{
if(m_aFlagDropTick[TEAM_RED] == 0)
m_aFlagDropTick[TEAM_RED] = Client()->GameTick(g_Config.m_ClDummy);
}
else
m_aFlagDropTick[TEAM_RED] = 0;
if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
{
if(m_aFlagDropTick[TEAM_BLUE] == 0)
m_aFlagDropTick[TEAM_BLUE] = Client()->GameTick(g_Config.m_ClDummy);
}
else
m_aFlagDropTick[TEAM_BLUE] = 0;
if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0)
OnFlagGrab(TEAM_RED);
else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0)
OnFlagGrab(TEAM_BLUE);
m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed;
m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue;
}
else if(Item.m_Type == NETOBJTYPE_FLAG)
m_Snap.m_apFlags[Item.m_ID % 2] = (const CNetObj_Flag *)pData;
else if(Item.m_Type == NETOBJTYPE_SWITCHSTATE)
{
if(Item.m_DataSize < 36)
{
continue;
}
const CNetObj_SwitchState *pSwitchStateData = (const CNetObj_SwitchState *)pData;
int Team = clamp(Item.m_ID, (int)TEAM_FLOCK, (int)TEAM_SUPER - 1);
int HighestSwitchNumber = clamp(pSwitchStateData->m_HighestSwitchNumber, 0, 255);
if(HighestSwitchNumber != maximum(0, (int)Switchers().size() - 1))
{
m_GameWorld.m_Core.InitSwitchers(HighestSwitchNumber);
Collision()->m_HighestSwitchNumber = HighestSwitchNumber;
}
for(int j = 0; j < (int)Switchers().size(); j++)
{
Switchers()[j].m_aStatus[Team] = (pSwitchStateData->m_aStatus[j / 32] >> (j % 32)) & 1;
}
if(Item.m_DataSize >= 68)
{
// update the endtick of up to four timed switchers
for(int j = 0; j < (int)std::size(pSwitchStateData->m_aEndTicks); j++)
{
int SwitchNumber = pSwitchStateData->m_aSwitchNumbers[j];
int EndTick = pSwitchStateData->m_aEndTicks[j];
if(EndTick > 0 && in_range(SwitchNumber, 0, (int)Switchers().size()))
{
Switchers()[SwitchNumber].m_aEndTick[Team] = EndTick;
}
}
}
// update switch types
for(auto &Switcher : Switchers())
{
if(Switcher.m_aStatus[Team])
Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDOPEN : TILE_SWITCHOPEN;
else
Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDCLOSE : TILE_SWITCHCLOSE;
}
if(!GotSwitchStateTeam)
m_aSwitchStateTeam[g_Config.m_ClDummy] = Team;
else
m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
GotSwitchStateTeam = true;
}
}
}
if(!FoundGameInfoEx)
{
CServerInfo ServerInfo;
Client()->GetServerInfo(&ServerInfo);
m_GameInfo = GetGameInfo(0, 0, &ServerInfo);
}
// setup local pointers
if(m_Snap.m_LocalClientID >= 0)
{
m_aLocalIDs[g_Config.m_ClDummy] = m_Snap.m_LocalClientID;
CSnapState::CCharacterInfo *pChr = &m_Snap.m_aCharacters[m_Snap.m_LocalClientID];
if(pChr->m_Active)
{
if(!m_Snap.m_SpecInfo.m_Active)
{
m_Snap.m_pLocalCharacter = &pChr->m_Cur;
m_Snap.m_pLocalPrevCharacter = &pChr->m_Prev;
m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
}
}
else if(Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, m_Snap.m_LocalClientID))
{
// player died
m_Controls.OnPlayerDeath();
}
}
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
if(m_Snap.m_LocalClientID == -1 && m_DemoSpecID == SPEC_FOLLOW)
m_DemoSpecID = SPEC_FREEVIEW;
if(m_DemoSpecID != SPEC_FOLLOW)
{
m_Snap.m_SpecInfo.m_Active = true;
if(m_DemoSpecID > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecID].m_Active)
m_Snap.m_SpecInfo.m_SpectatorID = m_DemoSpecID;
else
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
}
}
// clear out unneeded client data
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(!m_Snap.m_apPlayerInfos[i] && m_aClients[i].m_Active)
{
m_aClients[i].Reset();
m_aStats[i].Reset();
}
}
for(int i = 0; i < MAX_CLIENTS; ++i)
{
// update friend state
m_aClients[i].m_Friend = !(i == m_Snap.m_LocalClientID || !m_Snap.m_apPlayerInfos[i] || !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true));
// update foe state
m_aClients[i].m_Foe = !(i == m_Snap.m_LocalClientID || !m_Snap.m_apPlayerInfos[i] || !Foes()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true));
}
// sort player infos by name
mem_copy(m_Snap.m_apInfoByName, m_Snap.m_apPlayerInfos, sizeof(m_Snap.m_apInfoByName));
std::stable_sort(m_Snap.m_apInfoByName, m_Snap.m_apInfoByName + MAX_CLIENTS,
[this](const CNetObj_PlayerInfo *p1, const CNetObj_PlayerInfo *p2) -> bool {
if(!p2)
return static_cast<bool>(p1);
if(!p1)
return false;
return str_comp_nocase(m_aClients[p1->m_ClientID].m_aName, m_aClients[p2->m_ClientID].m_aName) < 0;
});
bool TimeScore = m_GameInfo.m_TimeScore;
// sort player infos by score
mem_copy(m_Snap.m_apInfoByScore, m_Snap.m_apInfoByName, sizeof(m_Snap.m_apInfoByScore));
std::stable_sort(m_Snap.m_apInfoByScore, m_Snap.m_apInfoByScore + MAX_CLIENTS,
[TimeScore](const CNetObj_PlayerInfo *p1, const CNetObj_PlayerInfo *p2) -> bool {
if(!p2)
return static_cast<bool>(p1);
if(!p1)
return false;
return (((TimeScore && p1->m_Score == -9999) ? std::numeric_limits<int>::min() : p1->m_Score) >
((TimeScore && p2->m_Score == -9999) ? std::numeric_limits<int>::min() : p2->m_Score));
});
// sort player infos by DDRace Team (and score between)
int Index = 0;
for(int Team = TEAM_FLOCK; Team <= TEAM_SUPER; ++Team)
{
for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
{
if(m_Snap.m_apInfoByScore[i] && m_Teams.Team(m_Snap.m_apInfoByScore[i]->m_ClientID) == Team)
m_Snap.m_apInfoByDDTeamScore[Index++] = m_Snap.m_apInfoByScore[i];
}
}
// sort player infos by DDRace Team (and name between)
Index = 0;
for(int Team = TEAM_FLOCK; Team <= TEAM_SUPER; ++Team)
{
for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
{
if(m_Snap.m_apInfoByName[i] && m_Teams.Team(m_Snap.m_apInfoByName[i]->m_ClientID) == Team)
m_Snap.m_apInfoByDDTeamName[Index++] = m_Snap.m_apInfoByName[i];
}
}
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
CTuningParams StandardTuning;
if(CurrentServerInfo.m_aGameType[0] != '0')
{
if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0)
m_ServerMode = SERVERMODE_MOD;
else if(mem_comp(&StandardTuning, &m_aTuning[g_Config.m_ClDummy], 33) == 0)
m_ServerMode = SERVERMODE_PURE;
else
m_ServerMode = SERVERMODE_PUREMOD;
}
// add tuning to demo
bool AnyRecording = false;
for(int i = 0; i < RECORDER_MAX; i++)
if(DemoRecorder(i)->IsRecording())
{
AnyRecording = true;
break;
}
if(AnyRecording && mem_comp(&StandardTuning, &m_aTuning[g_Config.m_ClDummy], sizeof(CTuningParams)) != 0)
{
CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy];
for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++)
Msg.AddInt(pParams[i]);
Client()->SendMsgActive(&Msg, MSGFLAG_RECORD | MSGFLAG_NOSEND);
}
for(int i = 0; i < 2; i++)
{
if(m_aDDRaceMsgSent[i] || !m_Snap.m_pLocalInfo)
{
continue;
}
if(i == IClient::CONN_DUMMY && !Client()->DummyConnected())
{
continue;
}
CMsgPacker Msg(NETMSGTYPE_CL_ISDDNETLEGACY, false);
Msg.AddInt(DDNetVersion());
Client()->SendMsg(i, &Msg, MSGFLAG_VITAL);
m_aDDRaceMsgSent[i] = true;
}
if(m_Snap.m_SpecInfo.m_Active && m_MultiViewActivated)
{
// dont show other teams while spectating in multi view
CNetMsg_Cl_ShowOthers Msg;
Msg.m_Show = SHOW_OTHERS_ONLY_TEAM;
Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL);
// update state
m_aShowOthers[g_Config.m_ClDummy] = SHOW_OTHERS_ONLY_TEAM;
}
else if(m_aShowOthers[g_Config.m_ClDummy] == SHOW_OTHERS_NOT_SET || m_aShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers)
{
{
CNetMsg_Cl_ShowOthers Msg;
Msg.m_Show = g_Config.m_ClShowOthers;
Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL);
}
// update state
m_aShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers;
}
float ZoomToSend = m_Camera.m_Zoom;
if(m_Camera.m_Zooming)
{
if(m_Camera.m_ZoomSmoothingTarget > m_Camera.m_Zoom) // Zooming out
ZoomToSend = m_Camera.m_ZoomSmoothingTarget;
else if(m_Camera.m_ZoomSmoothingTarget < m_Camera.m_Zoom && m_LastZoom > 0) // Zooming in
ZoomToSend = m_LastZoom;
}
if(ZoomToSend != m_LastZoom || Graphics()->ScreenAspect() != m_LastScreenAspect || (Client()->DummyConnected() && !m_LastDummyConnected))
{
CNetMsg_Cl_ShowDistance Msg;
float x, y;
RenderTools()->CalcScreenParams(Graphics()->ScreenAspect(), ZoomToSend, &x, &y);
Msg.m_X = x;
Msg.m_Y = y;
Client()->ChecksumData()->m_Zoom = ZoomToSend;
CMsgPacker Packer(&Msg);
Msg.Pack(&Packer);
if(ZoomToSend != m_LastZoom)
Client()->SendMsg(IClient::CONN_MAIN, &Packer, MSGFLAG_VITAL);
if(Client()->DummyConnected())
Client()->SendMsg(IClient::CONN_DUMMY, &Packer, MSGFLAG_VITAL);
m_LastZoom = ZoomToSend;
m_LastScreenAspect = Graphics()->ScreenAspect();
}
m_LastDummyConnected = Client()->DummyConnected();
for(auto &pComponent : m_vpAll)
pComponent->OnNewSnapshot();
// notify editor when local character moved
UpdateEditorIngameMoved();
// detect air jump for other players
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_Snap.m_aCharacters[i].m_Active && (m_Snap.m_aCharacters[i].m_Cur.m_Jumped & 2) && !(m_Snap.m_aCharacters[i].m_Prev.m_Jumped & 2))
if(!Predict() || (i != m_Snap.m_LocalClientID && (!AntiPingPlayers() || i != m_PredictedDummyID)))
{
vec2 Pos = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
Client()->IntraGameTick(g_Config.m_ClDummy));
float Alpha = 1.0f;
bool SameTeam = m_Teams.SameTeam(m_Snap.m_LocalClientID, i);
if(!SameTeam || m_aClients[i].m_Solo || m_aClients[m_Snap.m_LocalClientID].m_Solo)
Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
m_Effects.AirJump(Pos, Alpha);
}
if(m_Snap.m_LocalClientID != m_PrevLocalID)
m_PredictedDummyID = m_PrevLocalID;
m_PrevLocalID = m_Snap.m_LocalClientID;
m_IsDummySwapping = 0;
SnapCollectEntities(); // creates a collection that associates EntityEx snap items with the entities they belong to
// update prediction data
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
UpdatePrediction();
}
void CGameClient::UpdateEditorIngameMoved()
{
const bool LocalCharacterMoved = m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter && (m_Snap.m_pLocalCharacter->m_X != m_Snap.m_pLocalPrevCharacter->m_X || m_Snap.m_pLocalCharacter->m_Y != m_Snap.m_pLocalPrevCharacter->m_Y);
if(!g_Config.m_ClEditor)
{
m_EditorMovementDelay = 5;
}
else if(m_EditorMovementDelay > 0 && !LocalCharacterMoved)
{
--m_EditorMovementDelay;
}
if(m_EditorMovementDelay == 0 && LocalCharacterMoved)
{
Editor()->OnIngameMoved();
}
}
void CGameClient::OnPredict()
{
// store the previous values so we can detect prediction errors
CCharacterCore BeforePrevChar = m_PredictedPrevChar;
CCharacterCore BeforeChar = m_PredictedChar;
// we can't predict without our own id or own character
if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active)
return;
// don't predict anything if we are paused
if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)
{
if(m_Snap.m_pLocalCharacter)
{
m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon;
}
if(m_Snap.m_pLocalPrevCharacter)
{
m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon;
}
return;
}
vec2 aBeforeRender[MAX_CLIENTS];
for(int i = 0; i < MAX_CLIENTS; i++)
aBeforeRender[i] = GetSmoothPos(i);
// init
bool Dummy = g_Config.m_ClDummy ^ m_IsDummySwapping;
m_PredictedWorld.CopyWorld(&m_GameWorld);
// don't predict inactive players, or entities from other teams
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
if((!m_Snap.m_aCharacters[i].m_Active && pChar->m_SnapTicks > 10) || IsOtherTeam(i))
pChar->Destroy();
CProjectile *pProjNext = 0;
for(CProjectile *pProj = (CProjectile *)m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = pProjNext)
{
pProjNext = (CProjectile *)pProj->TypeNext();
if(IsOtherTeam(pProj->GetOwner()))
{
pProj->Destroy();
}
}
CCharacter *pLocalChar = m_PredictedWorld.GetCharacterByID(m_Snap.m_LocalClientID);
if(!pLocalChar)
return;
CCharacter *pDummyChar = 0;
if(PredictDummy())
pDummyChar = m_PredictedWorld.GetCharacterByID(m_PredictedDummyID);
// predict
for(int Tick = Client()->GameTick(g_Config.m_ClDummy) + 1; Tick <= Client()->PredGameTick(g_Config.m_ClDummy); Tick++)
{
// fetch the previous characters
if(Tick == Client()->PredGameTick(g_Config.m_ClDummy))
{
m_PrevPredictedWorld.CopyWorld(&m_PredictedWorld);
m_PredictedPrevChar = pLocalChar->GetCore();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
m_aClients[i].m_PrevPredicted = pChar->GetCore();
}
// optionally allow some movement in freeze by not predicting freeze the last one to two ticks
if(g_Config.m_ClPredictFreeze == 2 && Client()->PredGameTick(g_Config.m_ClDummy) - 1 - Client()->PredGameTick(g_Config.m_ClDummy) % 2 <= Tick)
pLocalChar->m_CanMoveInFreeze = true;
// apply inputs and tick
CNetObj_PlayerInput *pInputData = (CNetObj_PlayerInput *)Client()->GetInput(Tick, m_IsDummySwapping);
CNetObj_PlayerInput *pDummyInputData = !pDummyChar ? 0 : (CNetObj_PlayerInput *)Client()->GetInput(Tick, m_IsDummySwapping ^ 1);
bool DummyFirst = pInputData && pDummyInputData && pDummyChar->GetCID() < pLocalChar->GetCID();
if(DummyFirst)
pDummyChar->OnDirectInput(pDummyInputData);
if(pInputData)
pLocalChar->OnDirectInput(pInputData);
if(pDummyInputData && !DummyFirst)
pDummyChar->OnDirectInput(pDummyInputData);
m_PredictedWorld.m_GameTick = Tick;
if(pInputData)
pLocalChar->OnPredictedInput(pInputData);
if(pDummyInputData)
pDummyChar->OnPredictedInput(pDummyInputData);
m_PredictedWorld.Tick();
// fetch the current characters
if(Tick == Client()->PredGameTick(g_Config.m_ClDummy))
{
m_PredictedChar = pLocalChar->GetCore();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
m_aClients[i].m_Predicted = pChar->GetCore();
}
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
{
m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_aPredTick[Tick % 200] = Tick;
}
// check if we want to trigger effects
if(Tick > m_aLastNewPredictedTick[Dummy])
{
m_aLastNewPredictedTick[Dummy] = Tick;
m_NewPredictedTick = true;
vec2 Pos = pLocalChar->Core()->m_Pos;
int Events = pLocalChar->Core()->m_TriggeredEvents;
if(g_Config.m_ClPredict && !m_SuppressEvents)
if(Events & COREEVENT_AIR_JUMP)
m_Effects.AirJump(Pos, 1.0f);
if(g_Config.m_SndGame && !m_SuppressEvents)
{
if(Events & COREEVENT_GROUND_JUMP)
m_Sounds.PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);
if(Events & COREEVENT_HOOK_ATTACH_GROUND)
m_Sounds.PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
if(Events & COREEVENT_HOOK_HIT_NOHOOK)
m_Sounds.PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
}
}
// check if we want to trigger predicted airjump for dummy
if(AntiPingPlayers() && pDummyChar && Tick > m_aLastNewPredictedTick[!Dummy])
{
m_aLastNewPredictedTick[!Dummy] = Tick;
vec2 Pos = pDummyChar->Core()->m_Pos;
int Events = pDummyChar->Core()->m_TriggeredEvents;
if(g_Config.m_ClPredict && !m_SuppressEvents)
if(Events & COREEVENT_AIR_JUMP)
m_Effects.AirJump(Pos, 1.0f);
}
}
// detect mispredictions of other players and make corrections smoother when possible
if(g_Config.m_ClAntiPingSmooth && Predict() && AntiPingPlayers() && m_NewTick && absolute(m_PredictedTick - Client()->PredGameTick(g_Config.m_ClDummy)) <= 1 && absolute(Client()->GameTick(g_Config.m_ClDummy) - Client()->PrevGameTick(g_Config.m_ClDummy)) <= 2)
{
int PredTime = clamp(Client()->GetPredictionTime(), 0, 800);
float SmoothPace = 4 - 1.5f * PredTime / 800.f; // smoothing pace (a lower value will make the smoothing quicker)
int64_t Len = 1000 * PredTime * SmoothPace;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active || i == m_Snap.m_LocalClientID || !m_aLastActive[i])
continue;
vec2 NewPos = (m_PredictedTick == Client()->PredGameTick(g_Config.m_ClDummy)) ? m_aClients[i].m_Predicted.m_Pos : m_aClients[i].m_PrevPredicted.m_Pos;
vec2 PredErr = (m_aLastPos[i] - NewPos) / (float)minimum(Client()->GetPredictionTime(), 200);
if(in_range(length(PredErr), 0.05f, 5.f))
{
vec2 PredPos = mix(m_aClients[i].m_PrevPredicted.m_Pos, m_aClients[i].m_Predicted.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
vec2 CurPos = mix(
vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
Client()->IntraGameTick(g_Config.m_ClDummy));
vec2 RenderDiff = PredPos - aBeforeRender[i];
vec2 PredDiff = PredPos - CurPos;
float aMixAmount[2];
for(int j = 0; j < 2; j++)
{
aMixAmount[j] = 1.0f;
if(absolute(PredErr[j]) > 0.05f)
{
aMixAmount[j] = 0.0f;
if(absolute(RenderDiff[j]) > 0.01f)
{
aMixAmount[j] = 1.f - clamp(RenderDiff[j] / PredDiff[j], 0.f, 1.f);
aMixAmount[j] = 1.f - std::pow(1.f - aMixAmount[j], 1 / 1.2f);
}
}
int64_t TimePassed = time_get() - m_aClients[i].m_aSmoothStart[j];
if(in_range(TimePassed, (int64_t)0, Len - 1))
aMixAmount[j] = minimum(aMixAmount[j], (float)(TimePassed / (double)Len));
}
for(int j = 0; j < 2; j++)
if(absolute(RenderDiff[j]) < 0.01f && absolute(PredDiff[j]) < 0.01f && absolute(m_aClients[i].m_PrevPredicted.m_Pos[j] - m_aClients[i].m_Predicted.m_Pos[j]) < 0.01f && aMixAmount[j] > aMixAmount[j ^ 1])
aMixAmount[j] = aMixAmount[j ^ 1];
for(int j = 0; j < 2; j++)
{
int64_t Remaining = minimum((1.f - aMixAmount[j]) * Len, minimum(time_freq() * 0.700f, (1.f - aMixAmount[j ^ 1]) * Len + time_freq() * 0.300f)); // don't smooth for longer than 700ms, or more than 300ms longer along one axis than the other axis
int64_t Start = time_get() - (Len - Remaining);
if(!in_range(Start + Len, m_aClients[i].m_aSmoothStart[j], m_aClients[i].m_aSmoothStart[j] + Len))
{
m_aClients[i].m_aSmoothStart[j] = Start;
m_aClients[i].m_aSmoothLen[j] = Len;
}
}
}
}
}
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_Snap.m_aCharacters[i].m_Active)
{
m_aLastPos[i] = m_aClients[i].m_Predicted.m_Pos;
m_aLastActive[i] = true;
}
else
m_aLastActive[i] = false;
}
if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick(g_Config.m_ClDummy))
{
CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
BeforeChar.Write(&Before);
BeforePrevChar.Write(&BeforePrev);
m_PredictedChar.Write(&Now);
m_PredictedPrevChar.Write(&NowPrev);
if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
{
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error");
for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore) / sizeof(int); i++)
if(((int *)&Before)[i] != ((int *)&Now)[i])
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf);
}
}
}
m_PredictedTick = Client()->PredGameTick(g_Config.m_ClDummy);
if(m_NewPredictedTick)
m_Ghost.OnNewPredictedSnapshot();
}
void CGameClient::OnActivateEditor()
{
OnRelease();
}
CGameClient::CClientStats::CClientStats()
{
Reset();
}
void CGameClient::CClientStats::Reset()
{
m_JoinTick = 0;
m_IngameTicks = 0;
m_Active = false;
m_Frags = 0;
m_Deaths = 0;
m_Suicides = 0;
m_BestSpree = 0;
m_CurrentSpree = 0;
for(int j = 0; j < NUM_WEAPONS; j++)
{
m_aFragsWith[j] = 0;
m_aDeathsFrom[j] = 0;
}
m_FlagGrabs = 0;
m_FlagCaptures = 0;
}
void CGameClient::CClientData::UpdateRenderInfo(bool IsTeamPlay)
{
m_RenderInfo = m_SkinInfo;
// force team colors
if(IsTeamPlay)
{
m_RenderInfo.m_CustomColoredSkin = true;
const int aTeamColors[2] = {65461, 10223541};
if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
{
m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(aTeamColors[m_Team]));
m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(aTeamColors[m_Team]));
}
else
{
m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(12829350));
m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(12829350));
}
}
}
void CGameClient::CClientData::Reset()
{
m_aName[0] = 0;
m_aClan[0] = 0;
m_Country = -1;
m_Team = 0;
m_Angle = 0;
m_Emoticon = 0;
m_EmoticonStartTick = -1;
m_EmoticonStartFraction = 0;
m_Active = false;
m_ChatIgnore = false;
m_EmoticonIgnore = false;
m_Friend = false;
m_Foe = false;
m_AuthLevel = AUTHED_NO;
m_Afk = false;
m_Paused = false;
m_Spec = false;
m_SkinInfo.m_BloodColor = ColorRGBA(1, 1, 1);
m_SkinInfo.m_ColorableRenderSkin.Reset();
m_SkinInfo.m_OriginalRenderSkin.Reset();
m_SkinInfo.m_CustomColoredSkin = false;
m_SkinInfo.m_ColorBody = ColorRGBA(1, 1, 1);
m_SkinInfo.m_ColorFeet = ColorRGBA(1, 1, 1);
m_SkinInfo.m_SkinMetrics.Reset();
m_Solo = false;
m_Jetpack = false;
m_CollisionDisabled = false;
m_EndlessHook = false;
m_EndlessJump = false;
m_HammerHitDisabled = false;
m_GrenadeHitDisabled = false;
m_LaserHitDisabled = false;
m_ShotgunHitDisabled = false;
m_HookHitDisabled = false;
m_Super = false;
m_HasTelegunGun = false;
m_HasTelegunGrenade = false;
m_HasTelegunLaser = false;
m_FreezeEnd = 0;
m_DeepFrozen = false;
m_LiveFrozen = false;
m_Evolved.m_Tick = -1;
m_SpecChar = vec2(0, 0);
m_SpecCharPresent = false;
mem_zero(m_aSwitchStates, sizeof(m_aSwitchStates));
UpdateRenderInfo(false);
}
void CGameClient::SendSwitchTeam(int Team)
{
CNetMsg_Cl_SetTeam Msg;
Msg.m_Team = Team;
Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL);
if(Team != TEAM_SPECTATORS)
m_Camera.OnReset();
}
void CGameClient::SendInfo(bool Start)
{
if(Start)
{
CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = Client()->PlayerName();
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
Msg.m_pSkin = g_Config.m_ClPlayerSkin;
Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
CMsgPacker Packer(&Msg);
Msg.Pack(&Packer);
Client()->SendMsg(IClient::CONN_MAIN, &Packer, MSGFLAG_VITAL | MSGFLAG_FLUSH);
m_aCheckInfo[0] = -1;
}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = Client()->PlayerName();
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
Msg.m_pSkin = g_Config.m_ClPlayerSkin;
Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
CMsgPacker Packer(&Msg);
Msg.Pack(&Packer);
Client()->SendMsg(IClient::CONN_MAIN, &Packer, MSGFLAG_VITAL);
m_aCheckInfo[0] = Client()->GameTickSpeed();
}
}
void CGameClient::SendDummyInfo(bool Start)
{
if(Start)
{
CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = Client()->DummyName();
Msg.m_pClan = g_Config.m_ClDummyClan;
Msg.m_Country = g_Config.m_ClDummyCountry;
Msg.m_pSkin = g_Config.m_ClDummySkin;
Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
CMsgPacker Packer(&Msg);
Msg.Pack(&Packer);
Client()->SendMsg(IClient::CONN_DUMMY, &Packer, MSGFLAG_VITAL);
m_aCheckInfo[1] = -1;
}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = Client()->DummyName();
Msg.m_pClan = g_Config.m_ClDummyClan;
Msg.m_Country = g_Config.m_ClDummyCountry;
Msg.m_pSkin = g_Config.m_ClDummySkin;
Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
CMsgPacker Packer(&Msg);
Msg.Pack(&Packer);
Client()->SendMsg(IClient::CONN_DUMMY, &Packer, MSGFLAG_VITAL);
m_aCheckInfo[1] = Client()->GameTickSpeed();
}
}
void CGameClient::SendKill(int ClientID)
{
CNetMsg_Cl_Kill Msg;
Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL);
if(g_Config.m_ClDummyCopyMoves)
{
CMsgPacker MsgP(NETMSGTYPE_CL_KILL, false);
Client()->SendMsg(!g_Config.m_ClDummy, &MsgP, MSGFLAG_VITAL);
}
}
void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
{
((CGameClient *)pUserData)->SendSwitchTeam(pResult->GetInteger(0));
}
void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
{
((CGameClient *)pUserData)->SendKill(-1);
}
void CGameClient::ConchainLanguageUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
((CGameClient *)pUserData)->OnLanguageChange();
}
void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
((CGameClient *)pUserData)->SendInfo(false);
}
void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
((CGameClient *)pUserData)->SendDummyInfo(false);
}
void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
if(g_Config.m_ClDummy && !((CGameClient *)pUserData)->Client()->DummyConnected())
g_Config.m_ClDummy = 0;
}
void CGameClient::ConchainClTextEntitiesSize(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
{
CGameClient *pGameClient = (CGameClient *)pUserData;
pGameClient->m_MapImages.SetTextureScale(g_Config.m_ClTextEntitiesSize);
}
}
IGameClient *CreateGameClient()
{
return new CGameClient();
}
int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2 &NewPos2, int ownID)
{
float Distance = 0.0f;
int ClosestID = -1;
const CClientData &OwnClientData = m_aClients[ownID];
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(i == ownID)
continue;
const CClientData &cData = m_aClients[i];
if(!cData.m_Active)
continue;
CNetObj_Character Prev = m_Snap.m_aCharacters[i].m_Prev;
CNetObj_Character Player = m_Snap.m_aCharacters[i].m_Cur;
vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), Client()->IntraGameTick(g_Config.m_ClDummy));
bool IsOneSuper = cData.m_Super || OwnClientData.m_Super;
bool IsOneSolo = cData.m_Solo || OwnClientData.m_Solo;
if(!IsOneSuper && (!m_Teams.SameTeam(i, ownID) || IsOneSolo || OwnClientData.m_HookHitDisabled))
continue;
vec2 ClosestPoint;
if(closest_point_on_line(HookPos, NewPos, Position, ClosestPoint))
{
if(distance(Position, ClosestPoint) < CCharacterCore::PhysicalSize() + 2.0f)
{
if(ClosestID == -1 || distance(HookPos, Position) < Distance)
{
NewPos2 = ClosestPoint;
ClosestID = i;
Distance = distance(HookPos, Position);
}
}
}
}
return ClosestID;
}
ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL)
{
return color_cast<ColorRGBA>(ColorHSLA(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f));
}
void CGameClient::UpdatePrediction()
{
m_GameWorld.m_WorldConfig.m_IsVanilla = m_GameInfo.m_PredictVanilla;
m_GameWorld.m_WorldConfig.m_IsDDRace = m_GameInfo.m_PredictDDRace;
m_GameWorld.m_WorldConfig.m_IsFNG = m_GameInfo.m_PredictFNG;
m_GameWorld.m_WorldConfig.m_PredictDDRace = m_GameInfo.m_PredictDDRace;
m_GameWorld.m_WorldConfig.m_PredictTiles = m_GameInfo.m_PredictDDRace && m_GameInfo.m_PredictDDRaceTiles;
m_GameWorld.m_WorldConfig.m_UseTuneZones = m_GameInfo.m_PredictDDRaceTiles;
m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze;
m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons();
m_GameWorld.m_WorldConfig.m_BugDDRaceInput = m_GameInfo.m_BugDDRaceInput;
m_GameWorld.m_WorldConfig.m_NoWeakHookAndBounce = m_GameInfo.m_NoWeakHookAndBounce;
// always update default tune zone, even without character
if(!m_GameWorld.m_WorldConfig.m_UseTuneZones)
m_GameWorld.TuningList()[0] = m_aTuning[g_Config.m_ClDummy];
if(!m_Snap.m_pLocalCharacter)
{
if(CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID))
pLocalChar->Destroy();
return;
}
if(m_Snap.m_pLocalCharacter->m_AmmoCount > 0 && m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA)
m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
m_GameWorld.m_WorldConfig.m_IsSolo = !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData && !m_aTuning[g_Config.m_ClDummy].m_PlayerCollision && !m_aTuning[g_Config.m_ClDummy].m_PlayerHooking;
// update the tuning/tunezone at the local character position with the latest tunings received before the new snapshot
vec2 LocalCharPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
m_GameWorld.m_Core.m_aTuning[g_Config.m_ClDummy] = m_aTuning[g_Config.m_ClDummy];
if(m_GameWorld.m_WorldConfig.m_UseTuneZones)
{
int TuneZone = Collision()->IsTune(Collision()->GetMapIndex(LocalCharPos));
if(TuneZone != m_aLocalTuneZone[g_Config.m_ClDummy])
{
// our tunezone changed, expecting tuning message
m_aLocalTuneZone[g_Config.m_ClDummy] = m_aExpectingTuningForZone[g_Config.m_ClDummy] = TuneZone;
m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
}
if(m_aExpectingTuningForZone[g_Config.m_ClDummy] >= 0)
{
if(m_aReceivedTuning[g_Config.m_ClDummy])
{
m_GameWorld.TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy];
m_aReceivedTuning[g_Config.m_ClDummy] = false;
m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
}
else if(m_aExpectingTuningSince[g_Config.m_ClDummy] >= 5)
{
// if we are expecting tuning for more than 10 snaps (less than a quarter of a second)
// it is probably dropped or it was received out of order
// or applied to another tunezone.
// we need to fallback to current tuning to fix ourselves.
m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
m_aReceivedTuning[g_Config.m_ClDummy] = false;
dbg_msg("tunezone", "the tuning was missed");
}
else
{
// if we are expecting tuning and have not received one yet.
// do not update any tuning, so we don't apply it to the wrong tunezone.
dbg_msg("tunezone", "waiting for tuning for zone %d", m_aExpectingTuningForZone[g_Config.m_ClDummy]);
m_aExpectingTuningSince[g_Config.m_ClDummy]++;
}
}
else
{
// if we have processed what we need, and the tuning is still wrong due to out of order messege
// fix our tuning by using the current one
m_GameWorld.TuningList()[TuneZone] = m_aTuning[g_Config.m_ClDummy];
m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
m_aReceivedTuning[g_Config.m_ClDummy] = false;
}
}
// if ddnetcharacter is available, ignore server-wide tunings for hook and collision
if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData)
{
m_GameWorld.m_Core.m_aTuning[g_Config.m_ClDummy].m_PlayerCollision = 1;
m_GameWorld.m_Core.m_aTuning[g_Config.m_ClDummy].m_PlayerHooking = 1;
}
CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID);
CCharacter *pDummyChar = 0;
if(PredictDummy())
pDummyChar = m_GameWorld.GetCharacterByID(m_PredictedDummyID);
// update strong and weak hook
if(pLocalChar && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_aTuning[g_Config.m_ClDummy].m_PlayerCollision || m_aTuning[g_Config.m_ClDummy].m_PlayerHooking))
{
if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData)
{
int aIDs[MAX_CLIENTS];
for(int &ID : aIDs)
ID = -1;
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
aIDs[pChar->GetStrongWeakID()] = i;
for(int ID : aIDs)
if(ID >= 0)
m_CharOrder.GiveStrong(ID);
}
else
{
// manual detection
DetectStrongHook();
}
for(int i : m_CharOrder.m_IDs)
{
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_GameWorld.RemoveEntity(pChar);
m_GameWorld.InsertEntity(pChar);
}
}
}
// advance the gameworld to the current gametick
if(pLocalChar && absolute(m_GameWorld.GameTick() - Client()->GameTick(g_Config.m_ClDummy)) < SERVER_TICK_SPEED)
{
for(int Tick = m_GameWorld.GameTick() + 1; Tick <= Client()->GameTick(g_Config.m_ClDummy); Tick++)
{
CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick);
CNetObj_PlayerInput *pDummyInput = 0;
if(pDummyChar)
pDummyInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick, 1);
if(pInput)
pLocalChar->OnDirectInput(pInput);
if(pDummyInput)
pDummyChar->OnDirectInput(pDummyInput);
m_GameWorld.m_GameTick = Tick;
if(pInput)
pLocalChar->OnPredictedInput(pInput);
if(pDummyInput)
pDummyChar->OnPredictedInput(pDummyInput);
m_GameWorld.Tick();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_aPredTick[Tick % 200] = Tick;
}
}
}
else
{
// skip to current gametick
m_GameWorld.m_GameTick = Client()->GameTick(g_Config.m_ClDummy);
if(pLocalChar)
if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Client()->GameTick(g_Config.m_ClDummy)))
pLocalChar->SetInput(pInput);
if(pDummyChar)
if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Client()->GameTick(g_Config.m_ClDummy), 1))
pDummyChar->SetInput(pInput);
}
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aClients[i].m_aPredPos[Client()->GameTick(g_Config.m_ClDummy) % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_aPredTick[Client()->GameTick(g_Config.m_ClDummy) % 200] = Client()->GameTick(g_Config.m_ClDummy);
}
// update the local gameworld with the new snapshot
m_GameWorld.NetObjBegin(m_Teams, m_Snap.m_LocalClientID);
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_Snap.m_aCharacters[i].m_Active)
{
bool IsLocal = (i == m_Snap.m_LocalClientID || (PredictDummy() && i == m_PredictedDummyID));
int GameTeam = (m_Snap.m_pGameInfoObj && (m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS)) ? m_aClients[i].m_Team : i;
m_GameWorld.NetCharAdd(i, &m_Snap.m_aCharacters[i].m_Cur,
m_Snap.m_aCharacters[i].m_HasExtendedData ? &m_Snap.m_aCharacters[i].m_ExtendedData : 0,
GameTeam, IsLocal);
}
for(const CSnapEntities &EntData : SnapEntities())
m_GameWorld.NetObjAdd(EntData.m_Item.m_ID, EntData.m_Item.m_Type, EntData.m_pData, EntData.m_pDataEx);
m_GameWorld.NetObjEnd();
}
void CGameClient::UpdateRenderedCharacters()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active)
continue;
m_aClients[i].m_RenderCur = m_Snap.m_aCharacters[i].m_Cur;
m_aClients[i].m_RenderPrev = m_Snap.m_aCharacters[i].m_Prev;
m_aClients[i].m_IsPredicted = false;
m_aClients[i].m_IsPredictedLocal = false;
vec2 UnpredPos = mix(
vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
Client()->IntraGameTick(g_Config.m_ClDummy));
vec2 Pos = UnpredPos;
CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i);
if(Predict() && (i == m_Snap.m_LocalClientID || (AntiPingPlayers() && !IsOtherTeam(i))) && pChar)
{
m_aClients[i].m_Predicted.Write(&m_aClients[i].m_RenderCur);
m_aClients[i].m_PrevPredicted.Write(&m_aClients[i].m_RenderPrev);
m_aClients[i].m_IsPredicted = true;
Pos = mix(
vec2(m_aClients[i].m_RenderPrev.m_X, m_aClients[i].m_RenderPrev.m_Y),
vec2(m_aClients[i].m_RenderCur.m_X, m_aClients[i].m_RenderCur.m_Y),
m_aClients[i].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy));
if(i == m_Snap.m_LocalClientID)
{
m_aClients[i].m_IsPredictedLocal = true;
if(AntiPingGunfire() && ((pChar->m_NinjaJetpack && pChar->m_FreezeTime == 0) || m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA || m_Snap.m_aCharacters[i].m_Cur.m_Weapon == m_aClients[i].m_Predicted.m_ActiveWeapon))
{
m_aClients[i].m_RenderCur.m_AttackTick = pChar->GetAttackTick();
if(m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA && !(pChar->m_NinjaJetpack && pChar->Core()->m_ActiveWeapon == WEAPON_GUN))
m_aClients[i].m_RenderCur.m_Weapon = m_aClients[i].m_Predicted.m_ActiveWeapon;
}
}
else
{
// use unpredicted values for other players
m_aClients[i].m_RenderPrev.m_Angle = m_Snap.m_aCharacters[i].m_Prev.m_Angle;
m_aClients[i].m_RenderCur.m_Angle = m_Snap.m_aCharacters[i].m_Cur.m_Angle;
if(g_Config.m_ClAntiPingSmooth)
Pos = GetSmoothPos(i);
}
}
m_Snap.m_aCharacters[i].m_Position = Pos;
m_aClients[i].m_RenderPos = Pos;
if(Predict() && i == m_Snap.m_LocalClientID)
m_LocalCharacterPos = Pos;
}
}
void CGameClient::DetectStrongHook()
{
// attempt to detect strong/weak between players
for(int FromPlayer = 0; FromPlayer < MAX_CLIENTS; FromPlayer++)
{
if(!m_Snap.m_aCharacters[FromPlayer].m_Active)
continue;
int ToPlayer = m_Snap.m_aCharacters[FromPlayer].m_Prev.m_HookedPlayer;
if(ToPlayer < 0 || ToPlayer >= MAX_CLIENTS || !m_Snap.m_aCharacters[ToPlayer].m_Active || ToPlayer != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_HookedPlayer)
continue;
if(absolute(minimum(m_aLastUpdateTick[ToPlayer], m_aLastUpdateTick[FromPlayer]) - Client()->GameTick(g_Config.m_ClDummy)) < SERVER_TICK_SPEED / 4)
continue;
if(m_Snap.m_aCharacters[FromPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_Direction || m_Snap.m_aCharacters[ToPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[ToPlayer].m_Cur.m_Direction)
continue;
CCharacter *pFromCharWorld = m_GameWorld.GetCharacterByID(FromPlayer);
CCharacter *pToCharWorld = m_GameWorld.GetCharacterByID(ToPlayer);
if(!pFromCharWorld || !pToCharWorld)
continue;
m_aLastUpdateTick[ToPlayer] = m_aLastUpdateTick[FromPlayer] = Client()->GameTick(g_Config.m_ClDummy);
float aPredictErr[2];
CCharacterCore ToCharCur;
ToCharCur.Read(&m_Snap.m_aCharacters[ToPlayer].m_Cur);
CWorldCore World;
World.m_aTuning[g_Config.m_ClDummy] = m_aTuning[g_Config.m_ClDummy];
for(int dir = 0; dir < 2; dir++)
{
CCharacterCore ToChar = pFromCharWorld->GetCore();
ToChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[ToPlayer] = &ToChar;
ToChar.Read(&m_Snap.m_aCharacters[ToPlayer].m_Prev);
CCharacterCore FromChar = pFromCharWorld->GetCore();
FromChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[FromPlayer] = &FromChar;
FromChar.Read(&m_Snap.m_aCharacters[FromPlayer].m_Prev);
for(int Tick = Client()->PrevGameTick(g_Config.m_ClDummy); Tick < Client()->GameTick(g_Config.m_ClDummy); Tick++)
{
if(dir == 0)
{
FromChar.Tick(false);
ToChar.Tick(false);
}
else
{
ToChar.Tick(false);
FromChar.Tick(false);
}
FromChar.Move();
FromChar.Quantize();
ToChar.Move();
ToChar.Quantize();
}
aPredictErr[dir] = distance(ToChar.m_Vel, ToCharCur.m_Vel);
}
const float LOW = 0.0001f;
const float HIGH = 0.07f;
if(aPredictErr[1] < LOW && aPredictErr[0] > HIGH)
{
if(m_CharOrder.HasStrongAgainst(ToPlayer, FromPlayer))
{
if(ToPlayer != m_Snap.m_LocalClientID)
m_CharOrder.GiveWeak(ToPlayer);
else
m_CharOrder.GiveStrong(FromPlayer);
}
}
else if(aPredictErr[0] < LOW && aPredictErr[1] > HIGH)
{
if(m_CharOrder.HasStrongAgainst(FromPlayer, ToPlayer))
{
if(ToPlayer != m_Snap.m_LocalClientID)
m_CharOrder.GiveStrong(ToPlayer);
else
m_CharOrder.GiveWeak(FromPlayer);
}
}
}
}
vec2 CGameClient::GetSmoothPos(int ClientID)
{
vec2 Pos = mix(m_aClients[ClientID].m_PrevPredicted.m_Pos, m_aClients[ClientID].m_Predicted.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
int64_t Now = time_get();
for(int i = 0; i < 2; i++)
{
int64_t Len = clamp(m_aClients[ClientID].m_aSmoothLen[i], (int64_t)1, time_freq());
int64_t TimePassed = Now - m_aClients[ClientID].m_aSmoothStart[i];
if(in_range(TimePassed, (int64_t)0, Len - 1))
{
float MixAmount = 1.f - std::pow(1.f - TimePassed / (float)Len, 1.2f);
int SmoothTick;
float SmoothIntra;
Client()->GetSmoothTick(&SmoothTick, &SmoothIntra, MixAmount);
if(SmoothTick > 0 && m_aClients[ClientID].m_aPredTick[(SmoothTick - 1) % 200] >= Client()->PrevGameTick(g_Config.m_ClDummy) && m_aClients[ClientID].m_aPredTick[SmoothTick % 200] <= Client()->PredGameTick(g_Config.m_ClDummy))
Pos[i] = mix(m_aClients[ClientID].m_aPredPos[(SmoothTick - 1) % 200][i], m_aClients[ClientID].m_aPredPos[SmoothTick % 200][i], SmoothIntra);
}
}
return Pos;
}
void CGameClient::Echo(const char *pString)
{
m_Chat.Echo(pString);
}
bool CGameClient::IsOtherTeam(int ClientID)
{
bool Local = m_Snap.m_LocalClientID == ClientID;
if(m_Snap.m_LocalClientID < 0)
return false;
else if((m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) || ClientID < 0)
return false;
else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
{
if(m_Teams.Team(ClientID) == TEAM_SUPER || m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID) == TEAM_SUPER)
return false;
return m_Teams.Team(ClientID) != m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID);
}
else if((m_aClients[m_Snap.m_LocalClientID].m_Solo || m_aClients[ClientID].m_Solo) && !Local)
return true;
if(m_Teams.Team(ClientID) == TEAM_SUPER || m_Teams.Team(m_Snap.m_LocalClientID) == TEAM_SUPER)
return false;
return m_Teams.Team(ClientID) != m_Teams.Team(m_Snap.m_LocalClientID);
}
int CGameClient::SwitchStateTeam()
{
if(m_aSwitchStateTeam[g_Config.m_ClDummy] >= 0)
return m_aSwitchStateTeam[g_Config.m_ClDummy];
else if(m_Snap.m_LocalClientID < 0)
return 0;
else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
return m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID);
return m_Teams.Team(m_Snap.m_LocalClientID);
}
bool CGameClient::IsLocalCharSuper()
{
if(m_Snap.m_LocalClientID < 0)
return false;
return m_aClients[m_Snap.m_LocalClientID].m_Super;
}
void CGameClient::LoadGameSkin(const char *pPath, bool AsDir)
{
if(m_GameSkinLoaded)
{
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHealthFull);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHealthEmpty);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteArmorFull);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteArmorEmpty);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponHammerCursor);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGunCursor);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponShotgunCursor);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGrenadeCursor);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaCursor);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserCursor);
for(auto &SpriteWeaponCursor : m_GameSkin.m_aSpriteWeaponCursors)
{
SpriteWeaponCursor = IGraphics::CTextureHandle();
}
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHookChain);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteHookHead);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponHammer);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGun);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponShotgun);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGrenade);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinja);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaser);
for(auto &SpriteWeapon : m_GameSkin.m_aSpriteWeapons)
{
SpriteWeapon = IGraphics::CTextureHandle();
}
for(auto &SpriteParticle : m_GameSkin.m_aSpriteParticles)
{
Graphics()->UnloadTexture(&SpriteParticle);
}
for(auto &SpriteStar : m_GameSkin.m_aSpriteStars)
{
Graphics()->UnloadTexture(&SpriteStar);
}
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGunProjectile);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponShotgunProjectile);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponGrenadeProjectile);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponHammerProjectile);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaProjectile);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserProjectile);
for(auto &SpriteWeaponProjectile : m_GameSkin.m_aSpriteWeaponProjectiles)
{
SpriteWeaponProjectile = IGraphics::CTextureHandle();
}
for(int i = 0; i < 3; ++i)
{
Graphics()->UnloadTexture(&m_GameSkin.m_aSpriteWeaponGunMuzzles[i]);
Graphics()->UnloadTexture(&m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i]);
Graphics()->UnloadTexture(&m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i]);
for(auto &SpriteWeaponsMuzzle : m_GameSkin.m_aaSpriteWeaponsMuzzles)
{
SpriteWeaponsMuzzle[i] = IGraphics::CTextureHandle();
}
}
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupHealth);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmor);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorShotgun);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorGrenade);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorLaser);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupArmorNinja);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupGrenade);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupShotgun);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupLaser);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupNinja);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupGun);
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupHammer);
for(auto &SpritePickupWeapon : m_GameSkin.m_aSpritePickupWeapons)
{
SpritePickupWeapon = IGraphics::CTextureHandle();
}
for(auto &SpritePickupWeaponArmor : m_GameSkin.m_aSpritePickupWeaponArmor)
{
SpritePickupWeaponArmor = IGraphics::CTextureHandle();
}
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteFlagBlue);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteFlagRed);
if(m_GameSkin.IsSixup())
{
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarFullLeft);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarFull);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarEmpty);
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteNinjaBarEmptyRight);
}
m_GameSkinLoaded = false;
}
char aPath[IO_MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_copy(aPath, g_pData->m_aImages[IMAGE_GAME].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/game/%s/%s", pPath, g_pData->m_aImages[IMAGE_GAME].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/game/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadGameSkin("default");
else
LoadGameSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo))
{
m_GameSkin.m_SpriteHealthFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HEALTH_FULL]);
m_GameSkin.m_SpriteHealthEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HEALTH_EMPTY]);
m_GameSkin.m_SpriteArmorFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_ARMOR_FULL]);
m_GameSkin.m_SpriteArmorEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_ARMOR_EMPTY]);
m_GameSkin.m_SpriteWeaponHammerCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_CURSOR]);
m_GameSkin.m_SpriteWeaponGunCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_CURSOR]);
m_GameSkin.m_SpriteWeaponShotgunCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_CURSOR]);
m_GameSkin.m_SpriteWeaponGrenadeCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_CURSOR]);
m_GameSkin.m_SpriteWeaponNinjaCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_CURSOR]);
m_GameSkin.m_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]);
m_GameSkin.m_aSpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor;
m_GameSkin.m_aSpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor;
m_GameSkin.m_aSpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor;
m_GameSkin.m_aSpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor;
m_GameSkin.m_aSpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor;
m_GameSkin.m_aSpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor;
// weapons and hook
m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]);
m_GameSkin.m_SpriteHookHead = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_HEAD]);
m_GameSkin.m_SpriteWeaponHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_BODY]);
m_GameSkin.m_SpriteWeaponGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_BODY]);
m_GameSkin.m_SpriteWeaponShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_BODY]);
m_GameSkin.m_SpriteWeaponGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_BODY]);
m_GameSkin.m_SpriteWeaponNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_BODY]);
m_GameSkin.m_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]);
m_GameSkin.m_aSpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer;
m_GameSkin.m_aSpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun;
m_GameSkin.m_aSpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun;
m_GameSkin.m_aSpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade;
m_GameSkin.m_aSpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser;
m_GameSkin.m_aSpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja;
// particles
for(int i = 0; i < 9; ++i)
{
m_GameSkin.m_aSpriteParticles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART1 + i]);
}
// stars
for(int i = 0; i < 3; ++i)
{
m_GameSkin.m_aSpriteStars[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_STAR1 + i]);
}
// projectiles
m_GameSkin.m_SpriteWeaponGunProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_PROJ]);
m_GameSkin.m_SpriteWeaponShotgunProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_PROJ]);
m_GameSkin.m_SpriteWeaponGrenadeProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_PROJ]);
// these weapons have no projectiles
m_GameSkin.m_SpriteWeaponHammerProjectile = IGraphics::CTextureHandle();
m_GameSkin.m_SpriteWeaponNinjaProjectile = IGraphics::CTextureHandle();
m_GameSkin.m_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]);
m_GameSkin.m_aSpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile;
m_GameSkin.m_aSpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile;
m_GameSkin.m_aSpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile;
m_GameSkin.m_aSpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile;
m_GameSkin.m_aSpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile;
m_GameSkin.m_aSpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile;
// muzzles
for(int i = 0; i < 3; ++i)
{
m_GameSkin.m_aSpriteWeaponGunMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_MUZZLE1 + i]);
m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_MUZZLE1 + i]);
m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_MUZZLE1 + i]);
m_GameSkin.m_aaSpriteWeaponsMuzzles[1][i] = m_GameSkin.m_aSpriteWeaponGunMuzzles[i];
m_GameSkin.m_aaSpriteWeaponsMuzzles[2][i] = m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i];
m_GameSkin.m_aaSpriteWeaponsMuzzles[5][i] = m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i];
}
// pickups
m_GameSkin.m_SpritePickupHealth = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_HEALTH]);
m_GameSkin.m_SpritePickupArmor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR]);
m_GameSkin.m_SpritePickupHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_HAMMER]);
m_GameSkin.m_SpritePickupGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_GUN]);
m_GameSkin.m_SpritePickupShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_SHOTGUN]);
m_GameSkin.m_SpritePickupGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_GRENADE]);
m_GameSkin.m_SpritePickupLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_LASER]);
m_GameSkin.m_SpritePickupNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_NINJA]);
m_GameSkin.m_SpritePickupArmorShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_SHOTGUN]);
m_GameSkin.m_SpritePickupArmorGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_GRENADE]);
m_GameSkin.m_SpritePickupArmorNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_NINJA]);
m_GameSkin.m_SpritePickupArmorLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_LASER]);
m_GameSkin.m_aSpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer;
m_GameSkin.m_aSpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun;
m_GameSkin.m_aSpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun;
m_GameSkin.m_aSpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade;
m_GameSkin.m_aSpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser;
m_GameSkin.m_aSpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja;
m_GameSkin.m_aSpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun;
m_GameSkin.m_aSpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade;
m_GameSkin.m_aSpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja;
m_GameSkin.m_aSpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser;
// flags
m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_BLUE]);
m_GameSkin.m_SpriteFlagRed = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_RED]);
// ninja bar (0.7)
if(!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]) ||
!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]) ||
!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]) ||
!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]))
{
m_GameSkin.m_SpriteNinjaBarFullLeft = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]);
m_GameSkin.m_SpriteNinjaBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]);
m_GameSkin.m_SpriteNinjaBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]);
m_GameSkin.m_SpriteNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]);
}
m_GameSkinLoaded = true;
Graphics()->FreePNG(&ImgInfo);
}
}
void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
{
if(m_EmoticonsSkinLoaded)
{
for(auto &SpriteEmoticon : m_EmoticonsSkin.m_aSpriteEmoticons)
Graphics()->UnloadTexture(&SpriteEmoticon);
m_EmoticonsSkinLoaded = false;
}
char aPath[IO_MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_copy(aPath, g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/emoticons/%s/%s", pPath, g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/emoticons/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadEmoticonsSkin("default");
else
LoadEmoticonsSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo))
{
for(int i = 0; i < 16; ++i)
m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_OOP + i]);
m_EmoticonsSkinLoaded = true;
Graphics()->FreePNG(&ImgInfo);
}
}
void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
{
if(m_ParticlesSkinLoaded)
{
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSlice);
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleBall);
for(auto &SpriteParticleSplat : m_ParticlesSkin.m_aSpriteParticleSplat)
Graphics()->UnloadTexture(&SpriteParticleSplat);
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSmoke);
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleShell);
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleExpl);
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleAirJump);
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleHit);
for(auto &SpriteParticle : m_ParticlesSkin.m_aSpriteParticles)
SpriteParticle = IGraphics::CTextureHandle();
m_ParticlesSkinLoaded = false;
}
char aPath[IO_MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_copy(aPath, g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/particles/%s/%s", pPath, g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/particles/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadParticlesSkin("default");
else
LoadParticlesSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo))
{
m_ParticlesSkin.m_SpriteParticleSlice = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SLICE]);
m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_BALL]);
for(int i = 0; i < 3; ++i)
m_ParticlesSkin.m_aSpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]);
m_ParticlesSkin.m_SpriteParticleSmoke = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SMOKE]);
m_ParticlesSkin.m_SpriteParticleShell = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SHELL]);
m_ParticlesSkin.m_SpriteParticleExpl = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_EXPL01]);
m_ParticlesSkin.m_SpriteParticleAirJump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_AIRJUMP]);
m_ParticlesSkin.m_SpriteParticleHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_HIT01]);
m_ParticlesSkin.m_aSpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice;
m_ParticlesSkin.m_aSpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall;
for(int i = 0; i < 3; ++i)
m_ParticlesSkin.m_aSpriteParticles[2 + i] = m_ParticlesSkin.m_aSpriteParticleSplat[i];
m_ParticlesSkin.m_aSpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke;
m_ParticlesSkin.m_aSpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell;
m_ParticlesSkin.m_aSpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl;
m_ParticlesSkin.m_aSpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump;
m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
m_ParticlesSkinLoaded = true;
free(ImgInfo.m_pData);
}
}
void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
{
if(m_HudSkinLoaded)
{
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudAirjump);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudAirjumpEmpty);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudSolo);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudCollisionDisabled);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudEndlessJump);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudEndlessHook);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudJetpack);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarFullLeft);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarFull);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarEmpty);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudFreezeBarEmptyRight);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarFullLeft);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarFull);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarEmpty);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarEmptyRight);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudHookHitDisabled);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudHammerHitDisabled);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudShotgunHitDisabled);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudGrenadeHitDisabled);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLaserHitDisabled);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudGunHitDisabled);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDeepFrozen);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLiveFrozen);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportGrenade);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportGun);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportLaser);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudPracticeMode);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDummyHammer);
Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDummyCopy);
m_HudSkinLoaded = false;
}
char aPath[IO_MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_copy(aPath, g_pData->m_aImages[IMAGE_HUD].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/hud/%s/%s", pPath, g_pData->m_aImages[IMAGE_HUD].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/hud/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadHudSkin("default");
else
LoadHudSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_HUD_AIRJUMP].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_HUD_AIRJUMP].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo))
{
m_HudSkin.m_SpriteHudAirjump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP]);
m_HudSkin.m_SpriteHudAirjumpEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP_EMPTY]);
m_HudSkin.m_SpriteHudSolo = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_SOLO]);
m_HudSkin.m_SpriteHudCollisionDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_COLLISION_DISABLED]);
m_HudSkin.m_SpriteHudEndlessJump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_JUMP]);
m_HudSkin.m_SpriteHudEndlessHook = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_HOOK]);
m_HudSkin.m_SpriteHudJetpack = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_JETPACK]);
m_HudSkin.m_SpriteHudFreezeBarFullLeft = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL_LEFT]);
m_HudSkin.m_SpriteHudFreezeBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL]);
m_HudSkin.m_SpriteHudFreezeBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY]);
m_HudSkin.m_SpriteHudFreezeBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY_RIGHT]);
m_HudSkin.m_SpriteHudNinjaBarFullLeft = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL_LEFT]);
m_HudSkin.m_SpriteHudNinjaBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL]);
m_HudSkin.m_SpriteHudNinjaBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY]);
m_HudSkin.m_SpriteHudNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY_RIGHT]);
m_HudSkin.m_SpriteHudHookHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_HOOK_HIT_DISABLED]);
m_HudSkin.m_SpriteHudHammerHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_HAMMER_HIT_DISABLED]);
m_HudSkin.m_SpriteHudShotgunHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_SHOTGUN_HIT_DISABLED]);
m_HudSkin.m_SpriteHudGrenadeHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_GRENADE_HIT_DISABLED]);
m_HudSkin.m_SpriteHudLaserHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LASER_HIT_DISABLED]);
m_HudSkin.m_SpriteHudGunHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_GUN_HIT_DISABLED]);
m_HudSkin.m_SpriteHudDeepFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DEEP_FROZEN]);
m_HudSkin.m_SpriteHudLiveFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LIVE_FROZEN]);
m_HudSkin.m_SpriteHudTeleportGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GRENADE]);
m_HudSkin.m_SpriteHudTeleportGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GUN]);
m_HudSkin.m_SpriteHudTeleportLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_LASER]);
m_HudSkin.m_SpriteHudPracticeMode = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_PRACTICE_MODE]);
m_HudSkin.m_SpriteHudDummyHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_HAMMER]);
m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]);
m_HudSkinLoaded = true;
free(ImgInfo.m_pData);
}
}
void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
{
if(m_ExtrasSkinLoaded)
{
Graphics()->UnloadTexture(&m_ExtrasSkin.m_SpriteParticleSnowflake);
for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles)
SpriteParticle = IGraphics::CTextureHandle();
m_ExtrasSkinLoaded = false;
}
char aPath[IO_MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_copy(aPath, g_pData->m_aImages[IMAGE_EXTRAS].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/extras/%s/%s", pPath, g_pData->m_aImages[IMAGE_EXTRAS].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/extras/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadExtrasSkin("default");
else
LoadExtrasSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo))
{
m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]);
m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake;
m_ExtrasSkinLoaded = true;
free(ImgInfo.m_pData);
}
}
void CGameClient::RefindSkins()
{
for(auto &Client : m_aClients)
{
Client.m_SkinInfo.m_OriginalRenderSkin.Reset();
Client.m_SkinInfo.m_ColorableRenderSkin.Reset();
if(Client.m_aSkinName[0] != '\0')
{
const CSkin *pSkin = m_Skins.Find(Client.m_aSkinName);
Client.m_SkinInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
Client.m_SkinInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
Client.UpdateRenderInfo(IsTeamPlay());
}
else
{
Client.m_SkinInfo.m_OriginalRenderSkin.Reset();
Client.m_SkinInfo.m_ColorableRenderSkin.Reset();
}
}
m_Ghost.RefindSkin();
m_Chat.RefindSkins();
m_KillMessages.RefindSkins();
}
void CGameClient::LoadMapSettings()
{
// Reset Tunezones
CTuningParams TuningParams;
for(int i = 0; i < NUM_TUNEZONES; i++)
{
TuningList()[i] = TuningParams;
TuningList()[i].Set("gun_curvature", 0);
TuningList()[i].Set("gun_speed", 1400);
TuningList()[i].Set("shotgun_curvature", 0);
TuningList()[i].Set("shotgun_speed", 500);
TuningList()[i].Set("shotgun_speeddiff", 0);
}
// Load map tunings
IMap *pMap = Kernel()->RequestInterface<IMap>();
int Start, Num;
pMap->GetType(MAPITEMTYPE_INFO, &Start, &Num);
for(int i = Start; i < Start + Num; i++)
{
int ItemID;
CMapItemInfoSettings *pItem = (CMapItemInfoSettings *)pMap->GetItem(i, nullptr, &ItemID);
int ItemSize = pMap->GetItemSize(i);
if(!pItem || ItemID != 0)
continue;
if(ItemSize < (int)sizeof(CMapItemInfoSettings))
break;
if(!(pItem->m_Settings > -1))
break;
int Size = pMap->GetDataSize(pItem->m_Settings);
char *pSettings = (char *)pMap->GetData(pItem->m_Settings);
char *pNext = pSettings;
dbg_msg("tune", "%s", pNext);
while(pNext < pSettings + Size)
{
int StrSize = str_length(pNext) + 1;
Console()->ExecuteLine(pNext, IConsole::CLIENT_ID_GAME);
pNext += StrSize;
}
pMap->UnloadData(pItem->m_Settings);
break;
}
}
void CGameClient::ConTuneZone(IConsole::IResult *pResult, void *pUserData)
{
CGameClient *pSelf = (CGameClient *)pUserData;
int List = pResult->GetInteger(0);
const char *pParamName = pResult->GetString(1);
float NewValue = pResult->GetFloat(2);
if(List >= 0 && List < NUM_TUNEZONES)
pSelf->TuningList()[List].Set(pParamName, NewValue);
}
void CGameClient::ConchainMenuMap(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
CGameClient *pSelf = (CGameClient *)pUserData;
if(pResult->NumArguments())
{
if(str_comp(g_Config.m_ClMenuMap, pResult->GetString(0)) != 0)
{
str_copy(g_Config.m_ClMenuMap, pResult->GetString(0));
pSelf->m_MenuBackground.LoadMenuBackground();
}
}
else
pfnCallback(pResult, pCallbackUserData);
}
void CGameClient::DummyResetInput()
{
if(!Client()->DummyConnected())
return;
if((m_DummyInput.m_Fire & 1) != 0)
m_DummyInput.m_Fire++;
m_Controls.ResetInput(!g_Config.m_ClDummy);
m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Hook = 0;
m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Fire = m_DummyInput.m_Fire;
m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy];
}
bool CGameClient::CanDisplayWarning()
{
return m_Menus.CanDisplayWarning();
}
bool CGameClient::IsDisplayingWarning()
{
return m_Menus.GetCurPopup() == CMenus::POPUP_WARNING;
}
CNetObjHandler *CGameClient::GetNetObjHandler()
{
return &m_NetObjHandler;
}
void CGameClient::SnapCollectEntities()
{
int NumSnapItems = Client()->SnapNumItems(IClient::SNAP_CURRENT);
std::vector<CSnapEntities> vItemData;
std::vector<CSnapEntities> vItemEx;
for(int Index = 0; Index < NumSnapItems; Index++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
if(Item.m_Type == NETOBJTYPE_ENTITYEX)
vItemEx.push_back({Item, pData, 0});
else if(Item.m_Type == NETOBJTYPE_PICKUP || Item.m_Type == NETOBJTYPE_DDNETPICKUP || Item.m_Type == NETOBJTYPE_LASER || Item.m_Type == NETOBJTYPE_DDNETLASER || Item.m_Type == NETOBJTYPE_PROJECTILE || Item.m_Type == NETOBJTYPE_DDRACEPROJECTILE || Item.m_Type == NETOBJTYPE_DDNETPROJECTILE)
vItemData.push_back({Item, pData, 0});
}
// sort by id
class CEntComparer
{
public:
bool operator()(const CSnapEntities &lhs, const CSnapEntities &rhs) const
{
return lhs.m_Item.m_ID < rhs.m_Item.m_ID;
}
};
std::sort(vItemData.begin(), vItemData.end(), CEntComparer());
std::sort(vItemEx.begin(), vItemEx.end(), CEntComparer());
// merge extended items with items they belong to
m_vSnapEntities.clear();
size_t IndexEx = 0;
for(const CSnapEntities &Ent : vItemData)
{
const CNetObj_EntityEx *pDataEx = 0;
while(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_ID < Ent.m_Item.m_ID)
IndexEx++;
if(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_ID == Ent.m_Item.m_ID)
pDataEx = (const CNetObj_EntityEx *)vItemEx[IndexEx].m_pData;
m_vSnapEntities.push_back({Ent.m_Item, Ent.m_pData, pDataEx});
}
}
void CGameClient::HandleMultiView()
{
bool IsTeamZero = IsMultiViewIdSet();
bool Init = false;
int AmountPlayers = 0;
vec2 Minpos, Maxpos;
float TmpVel = 0.0f;
for(int i = 0; i < MAX_CLIENTS; i++)
{
// look at players who are vanished
if(m_MultiView.m_aVanish[i])
{
// not in freeze anymore and the delay is over
if(m_MultiView.m_aLastFreeze[i] + 6.0f <= Client()->LocalTime() && m_aClients[i].m_FreezeEnd == 0)
{
m_MultiView.m_aVanish[i] = false;
m_MultiView.m_aLastFreeze[i] = 0.0f;
}
}
// we look at team 0 and the player is not in the spec list
if(IsTeamZero && !m_aMultiViewId[i])
continue;
// player is vanished
if(m_MultiView.m_aVanish[i])
continue;
// the player is not in the team we are spectating
if(m_Teams.Team(i) != m_MultiViewTeam)
continue;
vec2 PlayerPos;
if(m_Snap.m_aCharacters[i].m_Active)
PlayerPos = vec2(m_aClients[i].m_RenderPos.x, m_aClients[i].m_RenderPos.y);
else if(m_aClients[i].m_Spec) // tee is in spec
PlayerPos = m_aClients[i].m_SpecChar;
else
continue;
// player is far away and frozen
if(distance(m_MultiView.m_OldPos, PlayerPos) > 1100 && m_aClients[i].m_FreezeEnd != 0)
{
// check if the player is frozen for more than 3 seconds, if so vanish him
if(m_MultiView.m_aLastFreeze[i] == 0.0f)
m_MultiView.m_aLastFreeze[i] = Client()->LocalTime();
else if(m_MultiView.m_aLastFreeze[i] + 3.0f <= Client()->LocalTime())
{
m_MultiView.m_aVanish[i] = true;
// player we want to be vanished is our "main" tee, so lets switch the tee
if(i == m_Snap.m_SpecInfo.m_SpectatorID)
m_Spectator.Spectate(FindFirstMultiViewId());
}
}
else if(m_MultiView.m_aLastFreeze[i] != 0)
m_MultiView.m_aLastFreeze[i] = 0;
// set the minimum and maximum position
if(!Init)
{
Minpos = PlayerPos;
Maxpos = PlayerPos;
Init = true;
}
else
{
Minpos.x = std::min(Minpos.x, PlayerPos.x);
Maxpos.x = std::max(Maxpos.x, PlayerPos.x);
Minpos.y = std::min(Minpos.y, PlayerPos.y);
Maxpos.y = std::max(Maxpos.y, PlayerPos.y);
}
// sum up the velocity of all players we are spectating
const CNetObj_Character &CurrentCharacter = m_Snap.m_aCharacters[i].m_Cur;
TmpVel += (length(vec2(CurrentCharacter.m_VelX / 256.0f, CurrentCharacter.m_VelY / 256.0f)) * 50) / 32.0f;
AmountPlayers++;
}
// if we have found no players, we disable multi view
if(AmountPlayers == 0)
{
if(m_MultiView.m_SecondChance == 0.0f)
m_MultiView.m_SecondChance = Client()->LocalTime() + 0.3f;
else if(m_MultiView.m_SecondChance < Client()->LocalTime())
{
ResetMultiView();
return;
}
return;
}
else if(m_MultiView.m_SecondChance != 0.0f)
m_MultiView.m_SecondChance = 0.0f;
// if we only have one tee that's in the list, we activate solo-mode
m_MultiView.m_Solo = std::count(std::begin(m_aMultiViewId), std::end(m_aMultiViewId), true) == 1;
vec2 TargetPos = vec2((Minpos.x + Maxpos.x) / 2.0f, (Minpos.y + Maxpos.y) / 2.0f);
// dont hide the position hud if its only one player
m_MultiViewShowHud = AmountPlayers == 1;
// get the average velocity
float AvgVel = clamp(TmpVel / AmountPlayers ? TmpVel / (float)AmountPlayers : 0.0f, 0.0f, 1000.0f);
if(m_MultiView.m_OldPersonalZoom == m_MultiViewPersonalZoom)
m_Camera.SetZoom(CalculateMultiViewZoom(Minpos, Maxpos, AvgVel), g_Config.m_ClMultiViewZoomSmoothness);
else
m_Camera.SetZoom(CalculateMultiViewZoom(Minpos, Maxpos, AvgVel), 50);
m_Snap.m_SpecInfo.m_Position = m_MultiView.m_OldPos + ((TargetPos - m_MultiView.m_OldPos) * CalculateMultiViewMultiplier(TargetPos));
m_MultiView.m_OldPos = m_Snap.m_SpecInfo.m_Position;
m_Snap.m_SpecInfo.m_UsePosition = true;
}
bool CGameClient::InitMultiView(int Team)
{
float Width, Height;
CleanMultiViewIds();
m_MultiView.m_IsInit = true;
// get the current view coordinates
RenderTools()->CalcScreenParams(Graphics()->ScreenAspect(), m_Camera.m_Zoom, &Width, &Height);
vec2 AxisX = vec2(m_Camera.m_Center.x - (Width / 2), m_Camera.m_Center.x + (Width / 2));
vec2 AxisY = vec2(m_Camera.m_Center.y - (Height / 2), m_Camera.m_Center.y + (Height / 2));
if(Team > 0)
{
m_MultiViewTeam = Team;
for(int i = 0; i < MAX_CLIENTS; i++)
m_aMultiViewId[i] = m_Teams.Team(i) == Team;
}
else
{
// we want to allow spectating players in teams directly if there is no other team on screen
// to do that, -1 is used temporarily for "we don't know which team to spectate yet"
m_MultiViewTeam = -1;
int Count = 0;
for(int i = 0; i < MAX_CLIENTS; i++)
{
vec2 PlayerPos;
// get the position of the player
if(m_Snap.m_aCharacters[i].m_Active)
PlayerPos = vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y);
else if(m_aClients[i].m_Spec)
PlayerPos = m_aClients[i].m_SpecChar;
else
continue;
if(PlayerPos.x == 0 || PlayerPos.y == 0)
continue;
// skip players that aren't in view
if(PlayerPos.x <= AxisX.x || PlayerPos.x >= AxisX.y || PlayerPos.y <= AxisY.x || PlayerPos.y >= AxisY.y)
continue;
if(m_MultiViewTeam == -1)
{
// use the current player's team for now, but it might switch to team 0 if any other team is found
m_MultiViewTeam = m_Teams.Team(i);
}
else if(m_MultiViewTeam != 0 && m_Teams.Team(i) != m_MultiViewTeam)
{
// mismatched teams; remove all previously added players again and switch to team 0 instead
std::fill_n(m_aMultiViewId, i, false);
m_MultiViewTeam = 0;
}
m_aMultiViewId[i] = true;
Count++;
}
// might still be -1 if not a single player was in view; fallback to team 0 in that case
if(m_MultiViewTeam == -1)
m_MultiViewTeam = 0;
// we are spectating only one player
m_MultiView.m_Solo = Count == 1;
}
if(IsMultiViewIdSet())
{
int SpectatorID = m_Snap.m_SpecInfo.m_SpectatorID;
int NewSpectatorID = -1;
vec2 CurPosition(m_Camera.m_Center);
if(SpectatorID != SPEC_FREEVIEW)
{
const CNetObj_Character &CurCharacter = m_Snap.m_aCharacters[SpectatorID].m_Cur;
CurPosition.x = CurCharacter.m_X;
CurPosition.y = CurCharacter.m_Y;
}
int ClosestDistance = INT_MAX;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_apPlayerInfos[i] || m_Snap.m_apPlayerInfos[i]->m_Team == TEAM_SPECTATORS || m_Teams.Team(i) != m_MultiViewTeam)
continue;
vec2 PlayerPos;
if(m_Snap.m_aCharacters[i].m_Active)
PlayerPos = vec2(m_aClients[i].m_RenderPos.x, m_aClients[i].m_RenderPos.y);
else if(m_aClients[i].m_Spec) // tee is in spec
PlayerPos = m_aClients[i].m_SpecChar;
else
continue;
int Distance = distance(CurPosition, PlayerPos);
if(NewSpectatorID == -1 || Distance < ClosestDistance)
{
NewSpectatorID = i;
ClosestDistance = Distance;
}
}
if(NewSpectatorID > -1)
m_Spectator.Spectate(NewSpectatorID);
}
return IsMultiViewIdSet();
}
float CGameClient::CalculateMultiViewMultiplier(vec2 TargetPos)
{
float MaxCameraDist = 200.0f;
float MinCameraDist = 20.0f;
float MaxVel = g_Config.m_ClMultiViewSensitivity / 150.0f;
float MinVel = 0.007f;
float CurrentCameraDistance = distance(m_MultiView.m_OldPos, TargetPos);
float UpperLimit = 1.0f;
if(m_MultiView.m_Teleported && CurrentCameraDistance <= 100)
m_MultiView.m_Teleported = false;
// somebody got teleported very likely
if((m_MultiView.m_Teleported || CurrentCameraDistance - m_MultiView.m_OldCameraDistance > 100) && m_MultiView.m_OldCameraDistance != 0.0f)
{
UpperLimit = 0.1f; // dont try to compensate it by flickering
m_MultiView.m_Teleported = true;
}
m_MultiView.m_OldCameraDistance = CurrentCameraDistance;
return clamp(MapValue(MaxCameraDist, MinCameraDist, MaxVel, MinVel, CurrentCameraDistance), MinVel, UpperLimit);
}
float CGameClient::CalculateMultiViewZoom(vec2 MinPos, vec2 MaxPos, float Vel)
{
float Ratio = Graphics()->ScreenAspect();
float ZoomX = 0.0f, ZoomY;
// only calc two axis if the aspect ratio is not 1:1
if(Ratio != 1.0f)
ZoomX = (0.001309f - 0.000328 * Ratio) * (MaxPos.x - MinPos.x) + (0.741413f - 0.032959 * Ratio);
// calculate the according zoom with linear function
ZoomY = 0.001309f * (MaxPos.y - MinPos.y) + 0.741413f;
// choose the highest zoom
float Zoom = std::max(ZoomX, ZoomY);
// zoom out to maximum 10 percent of the current zoom for 70 velocity
float Diff = clamp(MapValue(70.0f, 15.0f, Zoom * 0.10f, 0.0f, Vel), 0.0f, Zoom * 0.10f);
// zoom should stay between 1.1 and 20.0
Zoom = clamp(Zoom + Diff, 1.1f, 20.0f);
// add the user preference
Zoom -= (Zoom * 0.1f) * m_MultiViewPersonalZoom;
m_MultiView.m_OldPersonalZoom = m_MultiViewPersonalZoom;
return Zoom;
}
float CGameClient::MapValue(float MaxValue, float MinValue, float MaxRange, float MinRange, float Value)
{
return (MaxRange - MinRange) / (MaxValue - MinValue) * (Value - MinValue) + MinRange;
}
void CGameClient::ResetMultiView()
{
m_Camera.SetZoom(std::pow(CCamera::ZOOM_STEP, g_Config.m_ClDefaultZoom - 10), g_Config.m_ClSmoothZoomTime);
m_MultiViewPersonalZoom = 0;
m_MultiViewActivated = false;
m_MultiView.m_Solo = false;
m_MultiView.m_IsInit = false;
m_MultiView.m_Teleported = false;
m_MultiView.m_OldCameraDistance = 0.0f;
}
void CGameClient::CleanMultiViewIds()
{
std::fill(std::begin(m_aMultiViewId), std::end(m_aMultiViewId), false);
std::fill(std::begin(m_MultiView.m_aLastFreeze), std::end(m_MultiView.m_aLastFreeze), 0.0f);
std::fill(std::begin(m_MultiView.m_aVanish), std::end(m_MultiView.m_aVanish), false);
}
void CGameClient::CleanMultiViewId(int ClientID)
{
if(ClientID >= MAX_CLIENTS || ClientID < 0)
return;
m_aMultiViewId[ClientID] = false;
m_MultiView.m_aLastFreeze[ClientID] = 0.0f;
m_MultiView.m_aVanish[ClientID] = false;
}
bool CGameClient::IsMultiViewIdSet()
{
return std::any_of(std::begin(m_aMultiViewId), std::end(m_aMultiViewId), [](bool IsSet) { return IsSet; });
}
int CGameClient::FindFirstMultiViewId()
{
int ClientID = -1;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_aMultiViewId[i] && !m_MultiView.m_aVanish[i])
return i;
}
return ClientID;
}