ddnet/src/game/client/game_client.cpp
2007-06-10 15:42:19 +00:00

1997 lines
58 KiB
C++

#include <stdlib.h>
#include <stdio.h>
#include <engine/config.h>
#include "../game.h"
#include "mapres_image.h"
#include "mapres_tilemap.h"
using namespace baselib;
static int texture_char_default = 0;
static int texture_game = 0;
static int texture_weapon = 0;
static int texture_sun = 0;
static int texture_particles = 0;
struct weapontexcell
{
float x;
float y;
float w;
float h;
};
struct renderparams
{
float sizex;
float sizey;
float offsetx;
float offsety;
};
int numcellsx = 32;
int numcellsy = 32;
renderparams weaponrenderparams[WEAPON_NUMWEAPONS];
renderparams modifierrenderparams[WEAPON_NUMWEAPONS];
weapontexcell weaponprojtexcoord[WEAPON_NUMWEAPONS];
weapontexcell weapontexcoord[WEAPON_NUMWEAPONS];
weapontexcell weapontexcoordcursor[WEAPON_NUMWEAPONS];
weapontexcell poweruptexcoord[POWERUP_TYPE_NUMPOWERUPS];
weapontexcell modifiertexcoord[MODIFIER_NUMMODIFIERS];
weapontexcell modifiertexcoordcursor[MODIFIER_NUMMODIFIERS];
int nummuzzletex[WEAPON_NUMWEAPONS];
weapontexcell muzzletexcoord[WEAPON_NUMWEAPONS][3];
renderparams muzzleparams[WEAPON_NUMWEAPONS];
#define NUMHADOKENS 6
#define NUMSTARS 2
#define NUMPARTICLES 9
int particlesnumcellsx = 16;
int particlesnumcellsy = 16;
weapontexcell chaintexcoord;
weapontexcell chainheadtexcoord;
weapontexcell stars[NUMSTARS];
float lifemodifier[NUMPARTICLES];
vec4 particlecolors[NUMPARTICLES];
weapontexcell particlestexcoord[NUMPARTICLES];
int charnumcellsx = 8;
int charnumcellsy = 32;
int charoffsety = 2;
weapontexcell body[2];
weapontexcell leye;
weapontexcell reye;
weapontexcell feet[2];
int charids[16] = { 2,10,0,4,12,6,14,1,9,15,13,11,7,5,8,3 };
renderparams hadokenparams[6];
weapontexcell hadoken[6];
float recoils[WEAPON_NUMWEAPONS] = { 10.0f, 10.0f, 10.0f, 10.0f };
static int font_texture = 0;
static vec2 mouse_pos;
static vec2 local_player_pos;
static obj_player *local_player;
float frandom()
{
return rand()/(float)(RAND_MAX);
}
float sign(float f)
{
return f<0.0f?-1.0f:1.0f;
}
// sound helpers
template<int N>
class sound_kit
{
private:
int sounds[N];
int last_id;
public:
sound_kit() : last_id(-1) { }
int& operator[](int id) { return sounds[id]; }
inline void play_random(float vol = 1.0f, float pan = 0.0f);
};
template<>
inline void sound_kit<1>::play_random(float vol, float pan)
{
snd_play(sounds[0], SND_PLAY_ONCE, vol, pan);
}
template<int N>
inline void sound_kit<N>::play_random(float vol, float pan)
{
int id;
do {
id = rand() % N;
} while(id == last_id);
snd_play(sounds[id], SND_PLAY_ONCE, vol, pan);
last_id = id;
}
// sound volume tweak
static const float stereo_separation = 0.01f;
static const float stereo_separation_deadzone = 512.0f;
static const float volume_distance_falloff = 100.0f;
static const float volume_distance_deadzone = 512.0f;
static const float volume_gun = 0.5f;
static const float volume_tee = 0.5f;
static const float volume_hit = 0.5f;
static const float volume_music = 0.8f;
// sounds
sound_kit<3> sound_gun_fire;
sound_kit<3> sound_shotty_fire;
sound_kit<3> sound_flump_launch;
sound_kit<3> sound_hammer_swing;
sound_kit<3> sound_ninja_attack;
sound_kit<3> sound_flump_explode;
sound_kit<4> sound_ninja_hit;
sound_kit<3> sound_weapon_switch;
sound_kit<12> sound_pain_short;
sound_kit<2> sound_pain_long;
sound_kit<4> sound_body_jump;
sound_kit<4> sound_body_land;
sound_kit<2> sound_body_splat;
sound_kit<7> sound_spawn;
sound_kit<2> sound_tee_cry;
sound_kit<1> sound_hook_loop;
sound_kit<3> sound_hook_attach;
void sound_vol_pan(const vec2& p, float *vol, float *pan)
{
vec2 player_to_ev = p - local_player_pos;
*pan = 0.0f;
*vol = 1.0f;
if(fabs(player_to_ev.x) > stereo_separation_deadzone)
{
*pan = stereo_separation * (player_to_ev.x - sign(player_to_ev.x)*stereo_separation_deadzone);
if(*pan < -1.0f) *pan = -1.0f;
if(*pan > 1.0f) *pan = 1.0f;
}
float len = length(player_to_ev);
if(len > volume_distance_deadzone)
{
*vol = volume_distance_falloff / (len - volume_distance_deadzone);
if(*vol < 0.0f) *vol = 0.0f;
if(*vol > 1.0f) *vol = 1.0f;
}
}
// TODO: we should do something nicer then this
static void cell_select_ex(int cx, int cy, float x, float y, float w, float h)
{
gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(float)cy);
}
/*
static void cell_select_ex_flip_x(int cx, int cy, float x, float y, float w, float h)
{
gfx_quads_setsubset((x+w)/(float)cx,y/(float)cy,x /(float)cx,(y+h)/(float)cy);
}*/
static void cell_select_ex_flip_y(int cx, int cy, float x, float y, float w, float h)
{
gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy);
}
/*
static void cell_select(int x, int y, int w, int h)
{
gfx_quads_setsubset(x/16.0f,y/16.0f,(x+w)/16.0f,(y+h)/16.0f);
}*/
inline void cell_select_flip_x(int x, int y, int w, int h)
{
gfx_quads_setsubset((x+w)/16.0f,y/16.0f,(x)/16.0f,(y+h)/16.0f);
}
inline void cell_select_flip_y(int x, int y, int w, int h)
{
gfx_quads_setsubset(x/16.0f,(y+h)/16.0f,(x+w)/16.0f,(y)/16.0f);
}
struct particle
{
vec2 pos;
vec2 vel;
float life;
float max_life;
float size;
float rot;
float rotspeed;
float gravity;
float friction;
int iparticle;
vec4 color;
};
void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity)
{
vec2 pos = *inout_pos;
vec2 vel = *inout_vel;
if(col_check_point(pos + vel))
{
int affected = 0;
if(col_check_point(pos.x + vel.x, pos.y))
{
inout_vel->x *= -elasticity;
affected++;
}
if(col_check_point(pos.x, pos.y + vel.y))
{
inout_vel->y *= -elasticity;
affected++;
}
if(affected == 0)
{
inout_vel->x *= -elasticity;
inout_vel->y *= -elasticity;
}
}
else
{
*inout_pos = pos + vel;
}
}
class health_texts
{
public:
int64 lastupdate;
struct item
{
vec2 pos;
vec2 vel;
int amount;
int istar;
float life;
float startangle;
};
enum
{
MAX_ITEMS=16,
};
health_texts()
{
lastupdate = 0;
}
item items[MAX_ITEMS];
int num_items;
item *create_i()
{
if (num_items < MAX_ITEMS)
{
item *p = &items[num_items];
num_items++;
return p;
}
return 0;
}
void destroy_i(item *i)
{
num_items--;
*i = items[num_items];
}
void create(vec2 pos, int amount)
{
amount = max(1,amount);
for (int j = 0; j < amount; j++)
{
//float a = j/(float)amount-0.5f;
item *i = create_i();
if (i)
{
i->pos = pos;
i->pos.y -= 20.0f;
i->pos.x += ((float)rand()/(float)RAND_MAX) * 5.0f;
i->amount = amount;
i->life = 1.5f;
i->istar = rand() % NUMSTARS;
i->vel = vec2(((float)rand()/(float)RAND_MAX) * 50.0f,-150.0f);
i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
}
}
}
void render()
{
if (!lastupdate)
lastupdate = time_get();
int64 lasttime = lastupdate;
lastupdate = time_get();
float delta = (float) (lastupdate - lasttime) / (float)time_freq();
gfx_texture_set(texture_particles);
gfx_quads_begin();
for(int i = 0; i < num_items;)
{
items[i].vel += vec2(0,500.0f) * delta;
items[i].pos += items[i].vel * delta;
items[i].life -= delta;
//items[i].pos.y -= frametime*15.0f;
if(items[i].life < 0.0f)
destroy_i(&items[i]);
else
{
gfx_quads_setcolor(1.0f,1.0f,1.0f, items[i].life / 1.5f);
gfx_quads_setrotation(items[i].startangle + items[i].life * 2.0f);
float size = 64.0f;
cell_select_ex(particlesnumcellsx,particlesnumcellsy, stars[items[i].istar].x,stars[items[i].istar].y, stars[items[i].istar].w, stars[items[i].istar].h);
gfx_quads_draw(items[i].pos.x-size/2, items[i].pos.y-size/2, size, size);
/*char buf[32];
if(items[i].amount < 0)
{
sprintf(buf, "%d", items[i].amount*-1);
}
else
{
sprintf(buf, "%d", items[i].amount);
}
float size = 42.0f;
if(items[i].life > 1.25f)
size += 42.0f * ((items[i].life - 1.25f) * 4);
gfx_quads_text(items[i].pos.x-size/2, items[i].pos.y, size, buf);*/
i++;
}
}
gfx_quads_end();
}
};
/*class texture_animator
{
public:
int texture;
int numframes;
float duration;
float* framereltime;
weapontexcell* params;
texture_animator()
{
texture = -1;
numframes = 0;
duration = 0;
framereltime = 0;
params = 0;
}
~texture_animator()
{
if (params)
mem_free(params);
if (framereltime)
mem_free(framereltime);
}
void create_anim(int texture, int numframes, float duration)
{
framereltime = 0;
params = 0;
this->texture = texture;
this->numframes = numframes;
this->duration = duration;
if (numframes)
{
framereltime = (float*)mem_alloc(sizeof(float) * numframes,1);
params = (weapontexcell*)mem_alloc(sizeof(renderparams) * numframes,1);
float delta = 1.0f / (float)(numframes - 1);
for (int i = 0; i < numframes; i++)
{
framereltime[i] = delta * i;
}
}
}
static void create_gunmuzzle(texture_animator& anim, int texture, float duration)
{
anim.create_anim(texture, 3, duration);
anim.params[0].x = 8;
anim.params[0].y = 4;
anim.params[0].w = 3;
anim.params[0].h = 2;
anim.params[1].x = 12;
anim.params[1].y = 4;
anim.params[1].w = 3;
anim.params[1].h = 2;
anim.params[2].x = 16;
anim.params[2].y = 4;
anim.params[2].w = 3;
anim.params[2].h = 2;
}
static void create_shotgunmuzzle()
{
}
};*/
class keyframe
{
public:
vec2 pos;
float angle;
float relativetime;
};
class anim
{
public:
keyframe* keyframes;
int numframes;
float duration;
anim()
{
numframes = 0;
keyframes = 0;
}
~anim()
{
if (keyframes)
mem_free(keyframes);
}
void create_anim(int numframes, float duration)
{
if (keyframes)
mem_free(keyframes);
this->numframes = numframes;
this->duration = duration;
keyframes = (keyframe*)mem_alloc(sizeof(keyframe) * numframes,1);
float delta = 1.0f / (float) (numframes - 1);
for (int i = 0; i < numframes; i++)
{
keyframes[i].pos = vec2(0.0f,0.0f);
keyframes[i].angle = 0;
keyframes[i].relativetime = delta * (float)i;
}
}
void getframes(float relativetime, keyframe*& frame1, keyframe*& frame2, float& blend)
{
for (int i = 1; i < numframes; i++)
{
if (keyframes[i-1].relativetime <= relativetime && keyframes[i].relativetime >= relativetime)
{
frame1 = &keyframes[i-1];
frame2 = &keyframes[i];
blend = (relativetime - frame1->relativetime) / (frame2->relativetime - frame1->relativetime);
}
}
}
void evalanim(float time, vec2& pos, float& angle)
{
float reltime = max(0.0f, min(1.0f, time / duration));
keyframe* frame1 = 0;
keyframe* frame2 = 0;
float blend = 0.0f;
getframes(reltime, frame1, frame2, blend);
if (frame1 && frame2)
{
pos = mix(frame1->pos, frame2->pos, blend);
angle = LERP(frame1->angle, frame2->angle, blend);
}
}
static void setup_hammer(anim& hammeranim)
{
// straight up = -0.25
// frame0 = standard pose time 0
// frame1 = back a little time 0.3
// frame2 = over head time 0.4
// frame3 = on ground smashed time 0.5
// frame4 = back to standard pose time 1.0
hammeranim.create_anim(5, 1.0f);
// only angles... (for now...)
hammeranim.keyframes[0].angle = -0.35f * pi * 2.0f;
hammeranim.keyframes[1].angle = -0.4f * pi * 2.0f;
hammeranim.keyframes[1].relativetime = 0.3f;
hammeranim.keyframes[2].angle = -0.25f;
hammeranim.keyframes[2].relativetime = 0.4f;
hammeranim.keyframes[3].angle = 0.0f * pi * 2.0f;
hammeranim.keyframes[3].relativetime = 0.5f;
hammeranim.keyframes[4].angle = -0.35f * pi * 2.0f;
hammeranim.keyframes[4].relativetime = 1.0f;
}
static void setup_ninja(anim& ninjanim)
{
// (straight up = -0.25)
// frame0 = standard pose straight back time 0.0
// frame1 = overhead attack frame 1 time 0.1
// frame2 = attack end frame time 0.15
// frame3 = attack hold frame (a bit up) time 0.4
// frame4 = attack hold frame end time 0.7
// frame5 = endframe time 1.0
ninjanim.create_anim(6, 1.0f);
// only angles... (for now...)
ninjanim.keyframes[0].angle = -0.5f * pi * 2.0f;
ninjanim.keyframes[1].angle = -0.3f * pi * 2.0f;
ninjanim.keyframes[1].relativetime = 0.1f;
ninjanim.keyframes[2].angle = 0.1f * pi * 2.0f;
ninjanim.keyframes[2].relativetime = 0.15f;
ninjanim.keyframes[3].angle = -0.05f * pi * 2.0f;
ninjanim.keyframes[3].relativetime = 0.42;
ninjanim.keyframes[4].angle = -0.05f * pi * 2.0f;
ninjanim.keyframes[4].relativetime = 0.5f;
ninjanim.keyframes[5].angle = -0.5f * pi * 2.0f;
ninjanim.keyframes[5].relativetime = 1.0f;
}
};
static anim hammeranim;
static anim ninjaanim;
static health_texts healthmods;
class particle_system
{
public:
enum
{
MAX_PARTICLES=1024,
};
particle particles[MAX_PARTICLES];
int num_particles;
particle_system()
{
num_particles = 0;
}
void new_particle(vec2 pos, vec2 vel, float life, float size, float gravity, float friction)
{
if (num_particles >= MAX_PARTICLES)
return;
particles[num_particles].iparticle = rand() % NUMPARTICLES;
particles[num_particles].pos = pos;
particles[num_particles].vel = vel;
particles[num_particles].life = life - lifemodifier[particles[num_particles].iparticle] * life;
particles[num_particles].size = size;
particles[num_particles].max_life = life;
particles[num_particles].gravity = gravity;
particles[num_particles].friction = friction;
particles[num_particles].rot = frandom()*pi*2;
particles[num_particles].rotspeed = frandom() * 10.0f;
num_particles++;
}
void update(float time_passed)
{
for(int i = 0; i < num_particles; i++)
{
particles[i].vel.y += particles[i].gravity*time_passed;
particles[i].vel *= particles[i].friction;
vec2 vel = particles[i].vel*time_passed;
move_point(&particles[i].pos, &vel, 0.1f+0.9f*frandom());
particles[i].vel = vel* (1.0f/time_passed);
particles[i].life += time_passed;
particles[i].rot += time_passed * particles[i].rotspeed;
// check particle death
if(particles[i].life > particles[i].max_life)
{
num_particles--;
particles[i] = particles[num_particles];
i--;
}
}
}
void render()
{
gfx_blend_additive();
gfx_texture_set(texture_particles);
gfx_quads_begin();
//cell_select(4,1,1,1);
//cell_select(0,6,2,2);
//gfx_quads_setrotation(get_angle(vec2(proj->vx, proj->vy)));
for(int i = 0; i < num_particles; i++)
{
int type = particles[i].iparticle;
cell_select_ex(particlesnumcellsx,particlesnumcellsy,particlestexcoord[type].x, particlestexcoord[type].y, particlestexcoord[type].w, particlestexcoord[type].h);
float a = 1 - particles[i].life / particles[i].max_life;
vec2 p = particles[i].pos;
//a *= length(particles[i].vel) * 0.01f;
gfx_quads_setrotation(particles[i].rot);
gfx_quads_setcolor(particlecolors[type].x,particlecolors[type].y,particlecolors[type].z,pow(a,0.75f));
//gfx_quads_setcolor(particlecolors[type].x * 0.5,particlecolors[type].y * 0.5,particlecolors[type].z* 0.5,pow(a,0.75f));
//gfx_quads_setcolor(particlecolors[type].x * 0.0,particlecolors[type].y * 0.0,particlecolors[type].z* 0.0,pow(a,0.75f));
//gfx_quads_setcolor(0.64f*2,0.28f*2,0.16f*2,pow(a,0.75f));
gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size);
}
gfx_quads_end();
gfx_blend_normal();
}
};
static particle_system temp_system;
void modc_init()
{
// load textures
texture_weapon = gfx_load_texture("data/tileset_weapons.png");
texture_game = gfx_load_texture("data/game_main.png");
texture_char_default = gfx_load_texture("data/char_teefault.png");
texture_sun = gfx_load_texture("data/sun.png");
texture_particles = gfx_load_texture("data/tileset_particles.png");
font_texture = gfx_load_texture("data/debug_font.png");
// load sounds
sound_gun_fire[0] = snd_load_wav("data/audio/wp_gun_fire-01.wav");
sound_gun_fire[0] = snd_load_wav("data/audio/wp_gun_fire-01.wav");
sound_gun_fire[1] = snd_load_wav("data/audio/wp_gun_fire-02.wav");
sound_shotty_fire[0] = snd_load_wav("data/audio/wp_shotty_fire-01.wav");
sound_shotty_fire[1] = snd_load_wav("data/audio/wp_shotty_fire-02.wav");
sound_shotty_fire[2] = snd_load_wav("data/audio/wp_shotty_fire-03.wav");
sound_flump_launch[0] = snd_load_wav("data/audio/wp_flump_launch-01.wav");
sound_flump_launch[1] = snd_load_wav("data/audio/wp_flump_launch-02.wav");
sound_flump_launch[2] = snd_load_wav("data/audio/wp_flump_launch-03.wav");
sound_hammer_swing[0] = snd_load_wav("data/audio/wp_hammer_swing-01.wav");
sound_hammer_swing[1] = snd_load_wav("data/audio/wp_hammer_swing-02.wav");
sound_hammer_swing[2] = snd_load_wav("data/audio/wp_hammer_swing-03.wav");
sound_ninja_attack[0] = snd_load_wav("data/audio/wp_ninja_attack-01.wav");
sound_ninja_attack[1] = snd_load_wav("data/audio/wp_ninja_attack-02.wav");
sound_ninja_attack[2] = snd_load_wav("data/audio/wp_ninja_attack-03.wav");
sound_flump_explode[0] = snd_load_wav("data/audio/wp_flump_explo-01.wav");
sound_flump_explode[1] = snd_load_wav("data/audio/wp_flump_explo-02.wav");
sound_flump_explode[2] = snd_load_wav("data/audio/wp_flump_explo-03.wav");
sound_ninja_hit[0] = snd_load_wav("data/audio/wp_ninja_hit-01.wav");
sound_ninja_hit[1] = snd_load_wav("data/audio/wp_ninja_hit-02.wav");
sound_ninja_hit[2] = snd_load_wav("data/audio/wp_ninja_hit-03.wav");
sound_ninja_hit[3] = snd_load_wav("data/audio/wp_ninja_hit-04.wav");
sound_weapon_switch[0] = snd_load_wav("data/audio/wp_switch-01.wav");
sound_weapon_switch[1] = snd_load_wav("data/audio/wp_switch-02.wav");
sound_weapon_switch[2] = snd_load_wav("data/audio/wp_switch-03.wav");
sound_pain_short[0] = snd_load_wav("data/audio/vo_teefault_pain_short-01.wav");
sound_pain_short[1] = snd_load_wav("data/audio/vo_teefault_pain_short-02.wav");
sound_pain_short[2] = snd_load_wav("data/audio/vo_teefault_pain_short-03.wav");
sound_pain_short[3] = snd_load_wav("data/audio/vo_teefault_pain_short-04.wav");
sound_pain_short[4] = snd_load_wav("data/audio/vo_teefault_pain_short-05.wav");
sound_pain_short[5] = snd_load_wav("data/audio/vo_teefault_pain_short-06.wav");
sound_pain_short[6] = snd_load_wav("data/audio/vo_teefault_pain_short-07.wav");
sound_pain_short[7] = snd_load_wav("data/audio/vo_teefault_pain_short-08.wav");
sound_pain_short[8] = snd_load_wav("data/audio/vo_teefault_pain_short-09.wav");
sound_pain_short[9] = snd_load_wav("data/audio/vo_teefault_pain_short-10.wav");
sound_pain_short[10] = snd_load_wav("data/audio/vo_teefault_pain_short-11.wav");
sound_pain_short[11] = snd_load_wav("data/audio/vo_teefault_pain_short-12.wav");
sound_pain_long[0] = snd_load_wav("data/audio/vo_teefault_pain_long-01.wav");
sound_pain_long[1] = snd_load_wav("data/audio/vo_teefault_pain_long-02.wav");
sound_body_land[0] = snd_load_wav("data/audio/foley_land-01.wav");
sound_body_land[1] = snd_load_wav("data/audio/foley_land-02.wav");
sound_body_land[2] = snd_load_wav("data/audio/foley_land-03.wav");
sound_body_land[3] = snd_load_wav("data/audio/foley_land-04.wav");
sound_body_jump[0] = snd_load_wav("data/audio/foley_foot_left-01.wav");
sound_body_jump[1] = snd_load_wav("data/audio/foley_foot_left-02.wav");
sound_body_jump[2] = snd_load_wav("data/audio/foley_foot_left-03.wav");
sound_body_jump[3] = snd_load_wav("data/audio/foley_foot_left-04.wav");
sound_body_jump[4] = snd_load_wav("data/audio/foley_foot_right-01.wav");
sound_body_jump[5] = snd_load_wav("data/audio/foley_foot_right-02.wav");
sound_body_jump[6] = snd_load_wav("data/audio/foley_foot_right-03.wav");
sound_body_jump[7] = snd_load_wav("data/audio/foley_foot_right-04.wav");
sound_body_splat[1] = snd_load_wav("data/audio/foley_body_splat-02.wav");
sound_body_splat[2] = snd_load_wav("data/audio/foley_body_splat-03.wav");
sound_body_splat[3] = snd_load_wav("data/audio/foley_body_splat-04.wav");
sound_spawn[0] = snd_load_wav("data/audio/vo_teefault_spawn-01.wav");
sound_spawn[1] = snd_load_wav("data/audio/vo_teefault_spawn-02.wav");
sound_spawn[2] = snd_load_wav("data/audio/vo_teefault_spawn-03.wav");
sound_spawn[3] = snd_load_wav("data/audio/vo_teefault_spawn-04.wav");
sound_spawn[4] = snd_load_wav("data/audio/vo_teefault_spawn-05.wav");
sound_spawn[5] = snd_load_wav("data/audio/vo_teefault_spawn-06.wav");
sound_spawn[6] = snd_load_wav("data/audio/vo_teefault_spawn-07.wav");
sound_tee_cry[0] = snd_load_wav("data/audio/vo_teefault_cry-01.wav");
sound_tee_cry[1] = snd_load_wav("data/audio/vo_teefault_cry-02.wav");
//sound_hook_loop[0] = snd_load_wav("data/audio/hook_loop-01.wav");
sound_hook_loop[0] = snd_load_wav("data/audio/hook_loop-02.wav");
sound_hook_attach[0] = snd_load_wav("data/audio/hook_attach-01.wav");
sound_hook_attach[1] = snd_load_wav("data/audio/hook_attach-02.wav");
sound_hook_attach[2] = snd_load_wav("data/audio/hook_attach-03.wav");
poweruptexcoord[POWERUP_TYPE_HEALTH].x = 10;
poweruptexcoord[POWERUP_TYPE_HEALTH].y = 2;
poweruptexcoord[POWERUP_TYPE_HEALTH].w = 2;
poweruptexcoord[POWERUP_TYPE_HEALTH].h = 2;
poweruptexcoord[POWERUP_TYPE_ARMOR].x = 12;
poweruptexcoord[POWERUP_TYPE_ARMOR].y = 2;
poweruptexcoord[POWERUP_TYPE_ARMOR].w = 2;
poweruptexcoord[POWERUP_TYPE_ARMOR].h = 2;
poweruptexcoord[POWERUP_TYPE_WEAPON].x = 3;
poweruptexcoord[POWERUP_TYPE_WEAPON].y = 0;
poweruptexcoord[POWERUP_TYPE_WEAPON].w = 6;
poweruptexcoord[POWERUP_TYPE_WEAPON].h = 2;
poweruptexcoord[POWERUP_TYPE_NINJA].x = 3;
poweruptexcoord[POWERUP_TYPE_NINJA].y = 10;
poweruptexcoord[POWERUP_TYPE_NINJA].w = 7;
poweruptexcoord[POWERUP_TYPE_NINJA].h = 2;
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].x = 3;
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].y = 0;
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].w = 6;
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].h = 2;
// Setup weapon cell coords
float sizemodifier = 1.0f;
weaponrenderparams[WEAPON_TYPE_GUN].sizex = 60.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_GUN].sizey = 30.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_GUN].offsetx = 32.0f;
weaponrenderparams[WEAPON_TYPE_GUN].offsety = 4.0f;
weapontexcoordcursor[WEAPON_TYPE_GUN].x = 0;
weapontexcoordcursor[WEAPON_TYPE_GUN].y = 4;
weapontexcoordcursor[WEAPON_TYPE_GUN].w = 2;
weapontexcoordcursor[WEAPON_TYPE_GUN].h = 2;
weapontexcoord[WEAPON_TYPE_GUN].x = 2;
weapontexcoord[WEAPON_TYPE_GUN].y = 4;
weapontexcoord[WEAPON_TYPE_GUN].w = 4;
weapontexcoord[WEAPON_TYPE_GUN].h = 2;
weaponprojtexcoord[WEAPON_TYPE_GUN].x = 6;
weaponprojtexcoord[WEAPON_TYPE_GUN].y = 4;
weaponprojtexcoord[WEAPON_TYPE_GUN].w = 2;
weaponprojtexcoord[WEAPON_TYPE_GUN].h = 2;
nummuzzletex[WEAPON_TYPE_GUN] = 3;
muzzletexcoord[WEAPON_TYPE_GUN][0].x = 8;
muzzletexcoord[WEAPON_TYPE_GUN][0].y = 4;
muzzletexcoord[WEAPON_TYPE_GUN][0].w = 3;
muzzletexcoord[WEAPON_TYPE_GUN][0].h = 2;
muzzletexcoord[WEAPON_TYPE_GUN][1].x = 12;
muzzletexcoord[WEAPON_TYPE_GUN][1].y = 4;
muzzletexcoord[WEAPON_TYPE_GUN][1].w = 3;
muzzletexcoord[WEAPON_TYPE_GUN][1].h = 2;
muzzletexcoord[WEAPON_TYPE_GUN][2].x = 16;
muzzletexcoord[WEAPON_TYPE_GUN][2].y = 4;
muzzletexcoord[WEAPON_TYPE_GUN][2].w = 3;
muzzletexcoord[WEAPON_TYPE_GUN][2].h = 2;
muzzleparams[WEAPON_TYPE_GUN].sizex = 60.0f * sizemodifier;
muzzleparams[WEAPON_TYPE_GUN].sizey = 40.0f * sizemodifier;
muzzleparams[WEAPON_TYPE_GUN].offsetx = 50.0f * sizemodifier;
muzzleparams[WEAPON_TYPE_GUN].offsety = 6.0f * sizemodifier;
sizemodifier = 1.3f;
weaponrenderparams[WEAPON_TYPE_ROCKET].sizex = 70.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_ROCKET].sizey = 20.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_ROCKET].offsetx = 24.0f;
weaponrenderparams[WEAPON_TYPE_ROCKET].offsety = -2.0f;
weapontexcoordcursor[WEAPON_TYPE_ROCKET].x = 0;
weapontexcoordcursor[WEAPON_TYPE_ROCKET].y = 8;
weapontexcoordcursor[WEAPON_TYPE_ROCKET].w = 2;
weapontexcoordcursor[WEAPON_TYPE_ROCKET].h = 2;
weapontexcoord[WEAPON_TYPE_ROCKET].x = 2;
weapontexcoord[WEAPON_TYPE_ROCKET].y = 8;
weapontexcoord[WEAPON_TYPE_ROCKET].w = 7;
weapontexcoord[WEAPON_TYPE_ROCKET].h = 2;
weaponprojtexcoord[WEAPON_TYPE_ROCKET].x = 10;
weaponprojtexcoord[WEAPON_TYPE_ROCKET].y = 8;
weaponprojtexcoord[WEAPON_TYPE_ROCKET].w = 2;
weaponprojtexcoord[WEAPON_TYPE_ROCKET].h = 2;
/*weaponrenderparams[WEAPON_TYPE_SNIPER].sizex = 60.0f;
weaponrenderparams[WEAPON_TYPE_SNIPER].sizey = 20.0f;
weaponrenderparams[WEAPON_TYPE_SNIPER].offsetx = 16.0f;
weaponrenderparams[WEAPON_TYPE_SNIPER].offsety = 4.0f;
weapontexcoordcursor[WEAPON_TYPE_SNIPER].x = 0;
weapontexcoordcursor[WEAPON_TYPE_SNIPER].y = 6;
weapontexcoordcursor[WEAPON_TYPE_SNIPER].w = 2;
weapontexcoordcursor[WEAPON_TYPE_SNIPER].h = 2;
weapontexcoord[WEAPON_TYPE_SNIPER].x = 3;
weapontexcoord[WEAPON_TYPE_SNIPER].y = 6;
weapontexcoord[WEAPON_TYPE_SNIPER].w = 6;
weapontexcoord[WEAPON_TYPE_SNIPER].h = 2;
weaponprojtexcoord[WEAPON_TYPE_SNIPER].x = 10;
weaponprojtexcoord[WEAPON_TYPE_SNIPER].y = 6;
weaponprojtexcoord[WEAPON_TYPE_SNIPER].w = 1;
weaponprojtexcoord[WEAPON_TYPE_SNIPER].h = 1;*/
weaponrenderparams[WEAPON_TYPE_SHOTGUN].sizex = 80.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_SHOTGUN].sizey = 20.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_SHOTGUN].offsetx = 24.0f;
weaponrenderparams[WEAPON_TYPE_SHOTGUN].offsety = -2.0f;
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].x = 0;
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].y = 6;
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].w = 2;
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].h = 2;
weapontexcoord[WEAPON_TYPE_SHOTGUN].x = 2;
weapontexcoord[WEAPON_TYPE_SHOTGUN].y = 6;
weapontexcoord[WEAPON_TYPE_SHOTGUN].w = 8;
weapontexcoord[WEAPON_TYPE_SHOTGUN].h = 2;
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].x = 10;
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].y = 6;
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].w = 2;
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].h = 2;
nummuzzletex[WEAPON_TYPE_SHOTGUN] = 3;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].x = 12;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].y = 6;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].w = 3;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].h = 2;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].x = 16;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].y = 6;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].w = 3;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].h = 2;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].x = 20;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].y = 6;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].w = 3;
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].h = 2;
muzzleparams[WEAPON_TYPE_SHOTGUN].sizex = 60.0f * sizemodifier;
muzzleparams[WEAPON_TYPE_SHOTGUN].sizey = 40.0f * sizemodifier;
muzzleparams[WEAPON_TYPE_SHOTGUN].offsetx = 50.0f * sizemodifier;
muzzleparams[WEAPON_TYPE_SHOTGUN].offsety = 6.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_MELEE].sizex = 60.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_MELEE].sizey = 50.0f * sizemodifier;
weaponrenderparams[WEAPON_TYPE_MELEE].offsetx = 20.0f;
weaponrenderparams[WEAPON_TYPE_MELEE].offsety = -4.0f;
weapontexcoordcursor[WEAPON_TYPE_MELEE].x = 0;
weapontexcoordcursor[WEAPON_TYPE_MELEE].y = 0;
weapontexcoordcursor[WEAPON_TYPE_MELEE].w = 2;
weapontexcoordcursor[WEAPON_TYPE_MELEE].h = 2;
weapontexcoord[WEAPON_TYPE_MELEE].x = 2;
weapontexcoord[WEAPON_TYPE_MELEE].y = 1;
weapontexcoord[WEAPON_TYPE_MELEE].w = 4;
weapontexcoord[WEAPON_TYPE_MELEE].h = 3;
weaponprojtexcoord[WEAPON_TYPE_MELEE].x = 0;
weaponprojtexcoord[WEAPON_TYPE_MELEE].y = 0;
weaponprojtexcoord[WEAPON_TYPE_MELEE].w = 0;
weaponprojtexcoord[WEAPON_TYPE_MELEE].h = 0;
// MODIFIERS
sizemodifier = 2.0;
modifierrenderparams[MODIFIER_TYPE_NINJA].sizex = 60.0f * sizemodifier;
modifierrenderparams[MODIFIER_TYPE_NINJA].sizey = 20.0f * sizemodifier;
modifierrenderparams[MODIFIER_TYPE_NINJA].offsetx = 20.0f;
modifierrenderparams[MODIFIER_TYPE_NINJA].offsety = 4.0f;
modifiertexcoord[MODIFIER_TYPE_NINJA].x = 2;
modifiertexcoord[MODIFIER_TYPE_NINJA].y = 10;
modifiertexcoord[MODIFIER_TYPE_NINJA].w = 7;
modifiertexcoord[MODIFIER_TYPE_NINJA].h = 2;
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].x = 0;
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].y = 10;
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].w = 2;
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].h = 2;
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].sizex = 60.0f * sizemodifier;
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].sizey = 20.0f * sizemodifier;
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].offsetx = 16.0f;
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].offsety = 4.0f;
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].x = 0;
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].y = 0;
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].w = 0;
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].h = 0;
stars[0].x = 0;
stars[0].y = 0;
stars[0].w = 2;
stars[0].h = 2;
stars[1].x = 0;
stars[1].y = 2;
stars[1].w = 2;
stars[1].h = 2;
particlecolors[0].x = 0.7f;
particlecolors[0].y = 0.7f;
particlecolors[0].z = 0.7f;
particlecolors[0].w = 1.0f;
particlestexcoord[0].x = 2;
particlestexcoord[0].y = 0;
particlestexcoord[0].w = 2;
particlestexcoord[0].h = 2;
particlecolors[1].x = 1.0f;
particlecolors[1].y = 1.0f;
particlecolors[1].z = 1.0f;
particlecolors[1].w = 1.0f;
particlestexcoord[1].x = 4;
particlestexcoord[1].y = 0;
particlestexcoord[1].w = 2;
particlestexcoord[1].h = 2;
particlecolors[2].x = 0.8f;
particlecolors[2].y = 0.8f;
particlecolors[2].z = 0.8f;
particlecolors[2].w = 1.0f;
particlestexcoord[2].x = 6;
particlestexcoord[2].y = 0;
particlestexcoord[2].w = 2;
particlestexcoord[2].h = 2;
particlecolors[3].x = 0.988f;
particlecolors[3].y = 1.0f;
particlecolors[3].z = 0.16f;
particlecolors[3].w = 1.0f;
particlestexcoord[3].x = 8;
particlestexcoord[3].y = 0;
particlestexcoord[3].w = 2;
particlestexcoord[3].h = 2;
particlecolors[4].x = 1.0f;
particlecolors[4].y = 1.0f;
particlecolors[4].z = 1.0f;
particlecolors[4].w = 1.0f;
particlestexcoord[4].x = 10;
particlestexcoord[4].y = 0;
particlestexcoord[4].w = 2;
particlestexcoord[4].h = 2;
particlecolors[5].x = 0.6f;
particlecolors[5].y = 0.6f;
particlecolors[5].z = 0.6f;
particlecolors[5].w = 1.0f;
particlestexcoord[5].x = 2;
particlestexcoord[5].y = 2;
particlestexcoord[5].w = 2;
particlestexcoord[5].h = 2;
particlecolors[6].x = 1.0f;
particlecolors[6].y = 1.0f;
particlecolors[6].z = 1.0f;
particlecolors[6].w = 1.0f;
particlestexcoord[6].x = 4;
particlestexcoord[6].y = 2;
particlestexcoord[6].w = 2;
particlestexcoord[6].h = 2;
particlecolors[5].x = 0.9f;
particlecolors[5].y = 0.9f;
particlecolors[5].z = 0.9f;
particlecolors[5].w = 1.0f;
particlestexcoord[7].x = 6;
particlestexcoord[7].y = 2;
particlestexcoord[7].w = 2;
particlestexcoord[7].h = 2;
particlecolors[8].x = 1.0f;
particlecolors[8].y = 1.0f;
particlecolors[8].z = 1.0f;
particlecolors[8].w = 1.0f;
particlestexcoord[8].x = 8;
particlestexcoord[8].y = 2;
particlestexcoord[8].w = 2;
particlestexcoord[8].h = 2;
lifemodifier[0] = 0.5f;
lifemodifier[1] = 0.5f;
lifemodifier[2] = 0.5f;
lifemodifier[3] = 0.7f;
lifemodifier[4] = 0.7f;
lifemodifier[5] = 1.0f;
lifemodifier[6] = 1.0f;
lifemodifier[7] = 1.5f;
lifemodifier[8] = 0.4f;
chaintexcoord.x = 2;
chaintexcoord.y = 0;
chaintexcoord.w = 1;
chaintexcoord.h = 1;
chainheadtexcoord.x = 3;
chainheadtexcoord.y = 0;
chainheadtexcoord.w = 2;
chainheadtexcoord.h = 1;
// anims
anim::setup_hammer(hammeranim);
anim::setup_ninja(ninjaanim);
for (int i = 0; i < NUMHADOKENS; i++)
{
hadoken[i].x = 1;
hadoken[i].y = 12;
hadoken[i].w = 7;
hadoken[i].h = 4;
hadokenparams[i].sizex = 0.0f;
hadokenparams[i].sizey = 0.0f;
hadokenparams[i].offsetx = 0.0f;
hadokenparams[i].offsety = 0.0f;//-hadokenparams[0].sizey * 0.15f;
}
// hadoken
hadoken[0].x = 1;
hadoken[0].y = 12;
hadoken[0].w = 7;
hadoken[0].h = 4;
hadokenparams[0].sizex = 70.0f * 2.5f;
hadokenparams[0].sizey = 40.0f * 2.5f;
hadokenparams[0].offsetx = -60.0f;
hadokenparams[0].offsety = 0;//-hadokenparams[0].sizey * 0.15f;
hadoken[2].x = 8;
hadoken[2].y = 12;
hadoken[2].w = 8;
hadoken[2].h = 4;
hadokenparams[2].sizex = 80.0f * 2.5f;
hadokenparams[2].sizey = 40.0f * 2.5f;
hadokenparams[2].offsetx = -60.0f;
hadokenparams[2].offsety = 0;//-hadokenparams[1].sizey * 0.5f;
hadoken[4].x = 17;
hadoken[4].y = 12;
hadoken[4].w = 7;
hadoken[4].h = 4;
hadokenparams[4].sizex = 70.0f * 2.5f;
hadokenparams[4].sizey = 40.0f * 2.5f;
hadokenparams[4].offsetx = -60.0f;
hadokenparams[4].offsety = 0;//-hadokenparams[2].sizey * 0.5f;
// 0 = outline, 1 = body
body[0].x = 2;
body[0].y = 0;
body[0].w = 2;
body[0].h = 2;
body[1].x = 0;
body[1].y = 0;
body[1].w = 2;
body[1].h = 2;
feet[0].x = 4;
feet[0].y = 1;
feet[0].w = 1;
feet[0].h = 0.5;
feet[1].x = 4;
feet[1].y = 1.52;
feet[1].w = 1;
feet[1].h = 0.48;
leye.x = 5;
leye.y = 1;
leye.w = 0.5;
leye.h = 0.5;
reye.x = 5;
reye.y = 1.0;
reye.w = 0.5;
reye.h = 0.5;
}
void modc_entergame()
{
col_init(32);
img_init();
tilemap_init();
}
void modc_shutdown()
{
}
void modc_newsnapshot()
{
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == EVENT_HEALTHMOD)
{
ev_healthmod *ev = (ev_healthmod *)data;
healthmods.create(vec2(ev->x, ev->y), ev->amount);
}
else if(item.type == EVENT_EXPLOSION)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
temp_system.new_particle(p, vec2(0,0), 0.3f, 96.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 64.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 32.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 16.0f, 0, 0.95f);
for(int i = 0; i < 16; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 16; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(256.0f+frandom()*512.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 128.0f, 0.985f);
}
for(int i = 0; i < 64; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(frandom()*256.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 24.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_SMOKE)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_SOUND)
{
ev_sound *ev = (ev_sound *)data;
vec2 p(ev->x, ev->y);
int sound = (ev->sound & SOUND_MASK);
//bool bstartloop = (ev->sound & SOUND_LOOPFLAG_STARTLOOP) != 0;
//bool bstoploop = (ev->sound & SOUND_LOOPFLAG_STOPLOOP) != 0;
float vol, pan;
sound_vol_pan(p, &vol, &pan);
switch(sound)
{
// FIRE!
case SOUND_FIRE_GUN:
sound_gun_fire.play_random(volume_gun*vol, pan);
break;
case SOUND_FIRE_SHOTGUN:
sound_shotty_fire.play_random(volume_gun*vol, pan);
break;
case SOUND_FIRE_ROCKET:
sound_flump_launch.play_random(volume_gun*vol, pan);
break;
case SOUND_FIRE_MELEE:
sound_hammer_swing.play_random(volume_gun*vol, pan);
break;
case SOUND_FIRE_NINJA:
sound_ninja_attack.play_random(volume_gun*vol, pan);
break;
// IMPACT
case SOUND_IMPACT_PROJECTILE_GUN:
break;
case SOUND_IMPACT_PROJECTILE_SHOTGUN:
break;
case SOUND_IMPACT_PROJECTILE_ROCKET:
sound_flump_explode.play_random(volume_hit*vol, pan);
break;
// PLAYER
case SOUND_PLAYER_JUMP:
sound_body_jump.play_random(volume_tee*vol, pan);
break;
case SOUND_PLAYER_HURT_SHORT:
sound_pain_short.play_random(volume_tee*vol, pan);
break;
case SOUND_PLAYER_HURT_LONG:
sound_pain_long.play_random(volume_tee*vol, pan);
break;
case SOUND_PLAYER_SPAWN:
sound_spawn.play_random(volume_tee*vol, pan);
break;
case SOUND_PLAYER_CHAIN_LOOP:
sound_hook_loop.play_random(volume_gun*vol, pan);
break;
case SOUND_PLAYER_CHAIN_IMPACT:
sound_hook_attach.play_random(volume_gun*vol, pan);
break;
case SOUND_PLAYER_IMPACT:
sound_body_land.play_random(volume_hit*vol, pan);
break;
case SOUND_PLAYER_IMPACT_NINJA:
sound_ninja_hit.play_random(volume_hit*vol, pan);
break;
case SOUND_PLAYER_DIE:
sound_body_splat.play_random(volume_tee*vol, pan);
break;
case SOUND_PLAYER_SWITCHWEAPON:
sound_weapon_switch.play_random(volume_gun*vol, pan);
break;
case SOUND_PLAYER_EQUIP:
break;
case SOUND_PLAYER_LAND:
sound_body_land.play_random(volume_tee*vol, pan);
break;
}
}
}
}
static void render_projectile(obj_projectile *prev, obj_projectile *current)
{
gfx_texture_set(texture_weapon);
gfx_quads_begin();
cell_select_ex(numcellsx,numcellsy,weaponprojtexcoord[current->type].x, weaponprojtexcoord[current->type].y, weaponprojtexcoord[current->type].w, weaponprojtexcoord[current->type].h);
vec2 vel(current->vx, current->vy);
// TODO: interpolare angle aswell
if(length(vel) > 0.00001f)
gfx_quads_setrotation(get_angle(vel));
else
gfx_quads_setrotation(0);
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), snap_intratick());
gfx_quads_draw(pos.x, pos.y,32,32);
gfx_quads_setrotation(0);
gfx_quads_end();
}
static void render_powerup(obj_powerup *prev, obj_powerup *current)
{
//dbg_msg("client", "rendering powerup at %d,%d", current->x, current->y);
gfx_texture_set(texture_weapon);
gfx_quads_begin();
float angle = 0.0f;
float sizex = 64.0f;
float sizey = 64.0f;
if (current->type == POWERUP_TYPE_WEAPON)
{
angle = -0.25f * pi * 2.0f;
cell_select_ex(numcellsx,numcellsy,weapontexcoord[current->subtype].x, weapontexcoord[current->subtype].y, weapontexcoord[current->subtype].w, weapontexcoord[current->subtype].h);
sizex = weaponrenderparams[current->subtype].sizex;
sizey = weaponrenderparams[current->subtype].sizey;
}
else
cell_select_ex(numcellsx,numcellsy,poweruptexcoord[current->type].x, poweruptexcoord[current->type].y, poweruptexcoord[current->type].w, poweruptexcoord[current->type].h);
vec2 vel(current->vx, current->vy);
gfx_quads_setrotation(angle);
// TODO: interpolare angle aswell
/*if(length(vel) > 0.00001f)
gfx_quads_setrotation(get_angle(vel));
else
gfx_quads_setrotation(0);*/
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), snap_intratick());
float offset = pos.y/32.0f + pos.x/32.0f;
gfx_quads_draw(pos.x+cosf(client_localtime()*2.0f+offset)*2.5f, pos.y+sinf(client_localtime()*2.0f+offset)*2.5f,sizex * 0.65f,sizey * 0.65f);
gfx_quads_setrotation(0);
gfx_quads_end();
}
float getmeleeangle(vec2 direction, obj_player* prev, obj_player* player)
{
vec2 meleedir(0.53, -0.84);
meleedir = normalize(meleedir);
vec2 meleedirattack(0.95, -0.3);
meleedirattack = normalize(meleedirattack);
if(direction.x < 0)
{
meleedir.x = -meleedir.x;
meleedirattack.x = -meleedirattack.x;
}
// 0 -> visualtimeattack go to end pose, (len - visualime) -> go back to normal pose
float angle = get_angle(meleedir);
if (prev->attackticks)
{
float angleattack = get_angle(meleedirattack);
int phase1tick = (player->attacklen - player->attackticks);
if (phase1tick < player->visualtimeattack)
{
float intratick = snap_intratick();
float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
angle = LERP(angle, angleattack, min(1.0f,max(0.0f,t)));
}
else
{
// go back to normal pose
int phase2tick = (player->attacklen - player->visualtimeattack - player->attackticks);
float intratick = snap_intratick();
float t = ((((float)phase2tick) + intratick)/(float)player->visualtimeattack);
angle = LERP(angleattack, angle, min(1.0f,max(0.0f,t)));
}
}
/*if (prev->attackticks && !player->attackticks)
{
// blend back to normal
float angleattack = get_angle(meleedirattack);
angle = LERP(angleattack, angle, min(1.0f,max(0.0f,snap_intratick())));
}
else if (player->attackticks)
{
float angleattack = get_angle(meleedirattack);
float intratick = snap_intratick();
float t = ((((float)player->attackticks) - intratick)/(float)player->attacklen);
angle = LERP(angleattack, angle, min(1.0f,max(0.0f,t)));
}*/
return angle;
}
float gethammereangle(vec2 direction, obj_player* prev, obj_player* player)
{
float t = 0.0f;
if (prev->attackticks)
t = 1.0f - ((((float)player->attackticks) - snap_intratick())/(float)player->attacklen);
vec2 pos;
float angle = 0.0f;
hammeranim.evalanim(t,pos,angle);
if(direction.x < 0)
angle = pi -angle;// + ;
//dbg_msg("anim", "Time: %f", t);
return angle;
}
float getninjaangle(vec2 direction, obj_player* prev, obj_player* player)
{
float t = 0.0f;
if (prev->attackticks)
t = 1.0f - ((((float)player->attackticks) - snap_intratick())/(float)player->attacklen);
vec2 pos;
float angle = 0.0f;
ninjaanim.evalanim(t,pos,angle);
if(direction.x < 0)
angle = pi -angle;// + ;
//dbg_msg("anim", "Time: %f", t);
return angle;
}
float getrecoil(obj_player* prev, obj_player* player)
{
// attack = -10
float recoil = 0.0f;
if (prev->attackticks)
{
float attackrecoil = recoils[player->weapon];
int phase1tick = (player->attacklen - player->attackticks);
if (phase1tick < player->visualtimeattack)
{
float intratick = snap_intratick();
float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
recoil = LERP(0, attackrecoil, min(1.0f,max(0.0f,t)));
}
else
{
// go back to normal pose
int phase2tick = (player->attacklen - player->visualtimeattack - player->attackticks);
float intratick = snap_intratick();
float t = ((((float)phase2tick) + intratick)/(float)(player->attacklen - player->visualtimeattack));
recoil = LERP(attackrecoil, 0.0f, min(1.0f,max(0.0f,t)));
}
}
return recoil;
}
static void render_player(obj_player *prev, obj_player *player)
{
vec2 direction = get_direction(player->angle);
float angle = player->angle/256.0f;
vec2 position = mix(vec2(prev->x, prev->y), vec2(player->x, player->y), snap_intratick());
// draw hook
if(player->hook_active)
{
gfx_texture_set(texture_weapon);
gfx_quads_begin();
//gfx_quads_begin();
vec2 pos = position;
vec2 hook_pos = mix(vec2(prev->hook_x, prev->hook_y), vec2(player->hook_x, player->hook_y), snap_intratick());
float d = distance(pos, hook_pos);
vec2 dir = normalize(pos-hook_pos);
gfx_quads_setrotation(get_angle(dir)+pi);
// render head
cell_select_ex(numcellsx,numcellsy, chainheadtexcoord.x,chainheadtexcoord.y, chainheadtexcoord.w, chainheadtexcoord.h);
gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);
// render chain
cell_select_ex(numcellsx,numcellsy, chaintexcoord.x, chaintexcoord.y, chaintexcoord.w, chaintexcoord.h);
for(float f = 24; f < d; f += 24)
{
vec2 p = hook_pos + dir*f;
gfx_quads_draw(p.x, p.y,24,16);
}
gfx_quads_setrotation(0);
gfx_quads_end();
}
// draw gun
{
gfx_texture_set(texture_weapon);
gfx_quads_begin();
gfx_quads_setrotation(angle);
if (player->modifier & (1 << MODIFIER_TYPE_NINJA))
{
float playerangle = angle;
// render NINJA!!! (0.53, 0.84) when idle to -> (0.95, 0.3) at the end of attack
if(direction.x < 0)
cell_select_ex_flip_y(numcellsx, numcellsy, modifiertexcoord[MODIFIER_TYPE_NINJA].x, modifiertexcoord[MODIFIER_TYPE_NINJA].y, modifiertexcoord[MODIFIER_TYPE_NINJA].w, modifiertexcoord[MODIFIER_TYPE_NINJA].h);
else
cell_select_ex(numcellsx, numcellsy, modifiertexcoord[MODIFIER_TYPE_NINJA].x, modifiertexcoord[MODIFIER_TYPE_NINJA].y, modifiertexcoord[MODIFIER_TYPE_NINJA].w, modifiertexcoord[MODIFIER_TYPE_NINJA].h);
angle = getninjaangle(direction, prev, player);//getmeleeangle(direction, prev, player);
vec2 ninjadir = get_direction((int)(angle * 256.0f)); // TODO: ugly, fix this
gfx_quads_setrotation(angle);
vec2 p = position + vec2(0,modifierrenderparams[MODIFIER_TYPE_NINJA].offsety)+ ninjadir * modifierrenderparams[MODIFIER_TYPE_NINJA].offsetx;
// if attack is active hold it differently and draw speedlines behind us?
gfx_quads_draw(p.x,p.y/*+bob*/,modifierrenderparams[MODIFIER_TYPE_NINJA].sizex, modifierrenderparams[MODIFIER_TYPE_NINJA].sizey);
if ((player->attacklen - player->attackticks) <= (SERVER_TICK_SPEED / 5))
{
gfx_quads_setrotation(playerangle);
int ihadoken = rand() % NUMHADOKENS;
cell_select_ex(numcellsx, numcellsy, hadoken[ihadoken].x, hadoken[ihadoken].y, hadoken[ihadoken].w, hadoken[ihadoken].h);
vec2 p = position + vec2(0,hadokenparams[ihadoken].offsety)+ direction * hadokenparams[ihadoken].offsetx;
gfx_quads_draw(p.x,p.y/*+bob*/,hadokenparams[ihadoken].sizex, hadokenparams[ihadoken].sizey);
}
}
else
{
// normal weapons
if(direction.x < 0)
cell_select_ex_flip_y(numcellsx, numcellsy, weapontexcoord[player->weapon].x, weapontexcoord[player->weapon].y, weapontexcoord[player->weapon].w, weapontexcoord[player->weapon].h);
else
cell_select_ex(numcellsx, numcellsy, weapontexcoord[player->weapon].x, weapontexcoord[player->weapon].y, weapontexcoord[player->weapon].w, weapontexcoord[player->weapon].h);
vec2 dir = direction;
float recoil = 0.0f;
if (player->weapon == WEAPON_TYPE_MELEE)
{
// if attack is under way, bash stuffs
//angle = getmeleeangle(direction, prev, player);
angle = gethammereangle(direction, prev, player);
gfx_quads_setrotation(angle);
dir = get_direction((int)(angle * 256.0f)); // TODO: ugly, fix this
}
else
{
recoil = getrecoil(prev, player);
}
vec2 p = position + vec2(0,weaponrenderparams[player->weapon].offsety) + dir * weaponrenderparams[player->weapon].offsetx - dir * recoil;
gfx_quads_draw(p.x,p.y/*+bob*/,weaponrenderparams[player->weapon].sizex, weaponrenderparams[player->weapon].sizey);
// draw muzzleflare
if (player->weapon == WEAPON_TYPE_GUN || player->weapon == WEAPON_TYPE_SHOTGUN)
{
// check if we're firing stuff
if (true)///prev->attackticks)
{
float alpha = 0.0f;
int phase1tick = (player->attacklen - player->attackticks);
if (phase1tick < (player->visualtimeattack + 3))
{
float intratick = snap_intratick();
float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
}
if (alpha > 0.0f)
{
float offsety = -muzzleparams[player->weapon].offsety;
int itex = rand() % nummuzzletex[player->weapon];
if(direction.x < 0)
{
offsety = -offsety;
cell_select_ex_flip_y(numcellsx, numcellsy, muzzletexcoord[player->weapon][itex].x, muzzletexcoord[player->weapon][itex].y, muzzletexcoord[player->weapon][itex].w, muzzletexcoord[player->weapon][itex].h);
}
else
cell_select_ex(numcellsx, numcellsy, muzzletexcoord[player->weapon][itex].x, muzzletexcoord[player->weapon][itex].y, muzzletexcoord[player->weapon][itex].w, muzzletexcoord[player->weapon][itex].h);
gfx_quads_setcolor(1.0f,1.0f,1.0f,alpha);
vec2 diry(-dir.y,dir.x);
p += dir * muzzleparams[player->weapon].offsetx + diry * offsety;
gfx_quads_draw(p.x,p.y/*+bob*/,muzzleparams[player->weapon].sizex, muzzleparams[player->weapon].sizey);
}
}
}
}
/*else
{
// minigun
if(direction.x < 0)
cell_select_flip_y(4,4,8,2);
else
cell_select(4,4,8,2);
vec2 p = position + vec2(0,3);
gfx_quads_draw(p.x,p.y,8*8,8*2);
}*/
gfx_quads_setrotation(0);
gfx_quads_end();
}
gfx_texture_set(texture_char_default);
gfx_quads_begin();
float bob = 0;
// draw foots
const float cyclelength = 128.0f;
const float steplength = 26;
const float lift = 4.0f;
bool stationary = player->vx < 1 && player->vx > -1;
bool inair = col_check_point(player->x, player->y+16) == 0;
for(int p = 0; p < 2; p++)
{
// first pass we draw the outline
// second pass we draw the filling
//int v_offset = p?0:5;
int outline = p;// ? 1 : 0;
float offsety = charids[player->clientid % 16] * 2.0f;
for(int f = 0; f < 2; f++)
{
float basesize = 10.0f;
if(f == 1)
{
// draw body
float t = fmod(position.x, cyclelength/2)/(cyclelength/2);
bob = -sinf(pow(t,2)*pi) * 3;
cell_select_ex(charnumcellsx,charnumcellsy, body[outline].x,body[outline].y + offsety,body[outline].w,body[outline].h);
//cell_select_ex(16,16, 0,0+v_offset,4,4);
//const float size = 64.0f;
if(stationary || inair)
bob = 0;
gfx_quads_draw(position.x, position.y-5+bob, 4*basesize, 4*basesize);
// draw eyes
if(p == 1)
{
//cell_select_ex(16,16, 8,3,1,1);
vec2 md = get_direction(player->angle);
float mouse_dir_x = md.x;
float mouse_dir_y = md.y;
// normal
cell_select_ex(charnumcellsx,charnumcellsy, leye.x,leye.y + offsety,leye.w,leye.h);
gfx_quads_draw(position.x-4+mouse_dir_x*4, position.y-8+mouse_dir_y*3+bob, basesize, basesize);
cell_select_ex(charnumcellsx,charnumcellsy, reye.x,reye.y + offsety,reye.w,reye.h);
gfx_quads_draw(position.x+4+mouse_dir_x*4, position.y-8+mouse_dir_y*3+bob, basesize, basesize);
}
}
// draw feet
//cell_select_ex(16,16, 5,2+v_offset, 2,2);
cell_select_ex(charnumcellsx,charnumcellsy, feet[outline].x,feet[outline].y + offsety, feet[outline].w,feet[outline].h);
float w = basesize*2.5f;
float h = basesize*1.425f;
if(inair)
{
float r = 0.0f;
if(player->vy < 0.0f)
r = player->vy/3.0f;
else
r = player->vy/15.0f;
// clamp the rotation
if(r > 0.5f) r = 0.5f;
if(r < -0.5f) r = -0.5f;
if(player->vx > 0.0f)
r *= -1.0f;
gfx_quads_setrotation(r);
gfx_quads_drawTL(position.x-4+f*7-w/2, position.y+16 - h, w, h);
gfx_quads_setrotation(0);
}
else if(stationary)
{
// stationary
gfx_quads_drawTL(position.x-7+f*14-w/2, position.y+16 - h, w, h);
}
else
{
/*
The walk cycle, 2 parts
111
1 1
2 1
2 1
2222221
GROUND GROUND GROUND
*/
// moving
float tx = position.x+f*(cyclelength/2);
float t = fmod(tx, cyclelength) / cyclelength;
if(player->vx < 0)
t = 1.0f-t;
float y;
float x = 0;
float r = 0;
float r_back = 1.5f;
if(t < 0.5f)
{
// stomp down foot (part 1)
float st = t*2;
y = 1.0f-pow(st, 0.5f) + sinf(pow(st,2)*pi)*0.5f;
x = -steplength/2 + st*steplength;
r = r_back*(1-st) + sinf(pow(st,1.5f)*pi*2);
}
else
{
// lift foot up again (part 2)
float st = (t-0.5f)*2;
y = pow(st, 5.0f);
x = steplength/2 - st*steplength;
r = y*r_back;
}
if(player->vx > 0)
{
gfx_quads_setrotation(r);
gfx_quads_drawTL(position.x+x-w/2, position.y+16-y*lift - h, w, h);
}
else
{
gfx_quads_setrotation(-r);
gfx_quads_drawTL(position.x-x-w/2, position.y+16-y*lift - h, w, h);
}
gfx_quads_setrotation(0);
}
}
}
gfx_quads_end();
}
static player_input oldinput;
static bool bfirst = true;
void modc_render()
{
if (bfirst)
{
bfirst = false;
oldinput.activeweapon = 0;
oldinput.angle = 0;
oldinput.blink = 0;
oldinput.fire = 0;
oldinput.hook = 0;
oldinput.jump = 0;
oldinput.left = 0;
oldinput.right = 0;
}
// fetch new input
{
int x, y;
inp_mouse_relative(&x, &y);
mouse_pos += vec2(x, y);
float l = length(mouse_pos);
if(l > 600.0f)
mouse_pos = normalize(mouse_pos)*600.0f;
}
// snap input
{
player_input input;
input.left = inp_key_pressed(config.key_move_left);
input.right = inp_key_pressed(config.key_move_right);
float a = atan((float)mouse_pos.y/(float)mouse_pos.x);
if(mouse_pos.x < 0)
a = a+pi;
input.angle = (int)(a*256.0f);
input.jump = inp_key_pressed(config.key_jump);
input.fire = inp_key_pressed(config.key_fire);// | (oldinput.fire << 16);
//oldinput.fire = input.fire & 0x0000ffff;
input.hook = inp_key_pressed(config.key_hook);
input.blink = inp_key_pressed('S');
// Weapon switching
input.activeweapon = inp_key_pressed('1') ? 0x80000000 : 0;
if (!input.activeweapon)
input.activeweapon = inp_key_pressed('2') ? 0x80000000 | 1 : 0;
if (!input.activeweapon)
input.activeweapon = inp_key_pressed('3') ? 0x80000000 | 2 : 0;
if (!input.activeweapon)
input.activeweapon = inp_key_pressed('4') ? 0x80000000 | 3 : 0;
/*if (!input.activeweapon)
input.activeweapon = inp_key_pressed('5') ? 0x80000000 | 4 : 0;*/
snap_input(&input, sizeof(input));
}
// setup world view
{
// 1. fetch local player
// 2. set him to the center
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER)
{
obj_player *player = (obj_player *)data;
if(player->local)
{
local_player = player;
local_player_pos = vec2(player->x, player->y);
void *p = snap_find_item(SNAP_PREV, item.type, item.id);
if(p)
local_player_pos = mix(vec2(((obj_player *)p)->x, ((obj_player *)p)->y), local_player_pos, snap_intratick());
break;
}
}
}
}
// pseudo format
float zoom = inp_key_pressed('T') ? 1.0 : 3.0f;
float width = 400*zoom;
float height = 300*zoom;
float screen_x = 0;
float screen_y = 0;
// center at char but can be moved when mouse is far away
float offx = 0, offy = 0;
int deadzone = 300;
if(mouse_pos.x > deadzone) offx = mouse_pos.x-deadzone;
if(mouse_pos.x <-deadzone) offx = mouse_pos.x+deadzone;
if(mouse_pos.y > deadzone) offy = mouse_pos.y-deadzone;
if(mouse_pos.y <-deadzone) offy = mouse_pos.y+deadzone;
offx = offx*2/3;
offy = offy*2/3;
screen_x = local_player_pos.x+offx;
screen_y = local_player_pos.y+offy;
gfx_mapscreen(screen_x-width/2, screen_y-height/2, screen_x+width/2, screen_y+height/2);
// draw background
gfx_clear(0.65f,0.78f,0.9f);
{
vec2 pos(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
gfx_texture_set(-1);
gfx_blend_additive();
gfx_quads_begin();
const int rays = 10;
gfx_quads_setcolor(1.0f,1.0f,1.0f,0.025f);
for(int r = 0; r < rays; r++)
{
float a = r/(float)rays + client_localtime()*0.05f;
float size = (1.0f/(float)rays)*0.25f;
vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
//gfx_quads_draw_freeform(0,0, -100,0, -100,-100, 0,-100);
gfx_quads_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
gfx_quads_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
const float range = 1000.0f;
gfx_quads_draw_freeform(
pos.x+dir0.x, pos.y+dir0.y,
pos.x+dir1.x, pos.y+dir1.y,
pos.x+dir0.x*range, pos.y+dir0.y*range,
pos.x+dir1.x*range, pos.y+dir1.y*range);
}
gfx_quads_end();
gfx_blend_normal();
gfx_texture_set(texture_sun);
gfx_quads_begin();
gfx_quads_draw(pos.x, pos.y, 256, 256);
gfx_quads_end();
}
// render map
tilemap_render(32.0f, 0);
#ifdef _DEBUG
float speed = 0.0f;
#endif
// render items
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER)
{
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
{
render_player((obj_player *)prev, (obj_player *)data);
/*#ifdef _DEBUG
{
obj_player *p = (obj_player *)prev;
obj_player *c = (obj_player *)data;
vec2 positionold = vec2(p->x, p->y);
vec2 poscur = vec2(c->x, c->y);
speed = distance(positionold,poscur);
}
#endif*/
}
}
else if(item.type == OBJTYPE_PROJECTILE)
{
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_projectile((obj_projectile *)prev, (obj_projectile *)data);
}
else if(item.type == OBJTYPE_POWERUP)
{
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_powerup((obj_powerup*)prev, (obj_powerup *)data);
}
}
// render particles
temp_system.update(client_frametime());
temp_system.render();
tilemap_render(32.0f, 1);
// render health mods
healthmods.render();
// render cursor
// FIXME CURSOR!!!
if(local_player)
{
gfx_texture_set(texture_weapon);
gfx_quads_begin();
if (local_player->modifier & (1 << MODIFIER_TYPE_NINJA))
cell_select_ex(numcellsx,numcellsy, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].x, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].y, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].w, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].h);
else
cell_select_ex(numcellsx,numcellsy, weapontexcoordcursor[local_player->weapon].x, weapontexcoordcursor[local_player->weapon].y, weapontexcoordcursor[local_player->weapon].w, weapontexcoordcursor[local_player->weapon].h);
float cursorsize = 64;
gfx_quads_draw(local_player_pos.x+mouse_pos.x, local_player_pos.y+mouse_pos.y,cursorsize,cursorsize);
// render ammo count
// render gui stuff
gfx_quads_end();
gfx_quads_begin();
gfx_mapscreen(0,0,400,300);
cell_select_ex(numcellsx,numcellsy, weaponprojtexcoord[local_player->weapon].x, weaponprojtexcoord[local_player->weapon].y, weaponprojtexcoord[local_player->weapon].w, weaponprojtexcoord[local_player->weapon].h);
for (int i = 0; i < local_player->ammocount; i++)
{
gfx_quads_drawTL(10+i*12,34,10,10);
}
gfx_quads_end();
gfx_texture_set(texture_game);
gfx_quads_begin();
int h = 0;
cell_select_ex(32,16, 0,0, 4,4);
for(; h < local_player->health; h++)
gfx_quads_drawTL(10+h*12,10,10,10);
cell_select_ex(32,16, 5,0, 4,4);
for(; h < 10; h++)
gfx_quads_drawTL(10+h*12,10,10,10);
h = 0;
cell_select_ex(32,16, 0,5, 4,4);
for(; h < local_player->armor; h++)
gfx_quads_drawTL(10+h*12,22,10,10);
cell_select_ex(32,16, 5,5, 4,4);
for(; h < 10; h++)
gfx_quads_drawTL(10+h*12,22,10,10);
gfx_quads_end();
// render speed
/*#ifdef _DEBUG
gfx_texture_set(font_texture);
char text[256];
sprintf(text,"speed: %f",speed);
gfx_quads_text(300,20,10,text);
#endif*/
}
// render gui stuff
gfx_mapscreen(0,0,400,300);
// render score board
if(inp_key_pressed(baselib::input::tab))
{
gfx_texture_set(font_texture);
gfx_quads_text(10, 50, 8, "Score Board");
int num = snap_num_items(SNAP_CURRENT);
int row = 1;
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER)
{
obj_player *player = (obj_player *)data;
if(player)
{
char buf[128];
char name[32];
snap_decode_string(player->name, name, 32);
sprintf(buf, "%4d %s", player->score, name);
gfx_quads_text(10, 50 + 10 * row, 8, buf);
row++;
}
}
}
}
}