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780 lines
20 KiB
C++
780 lines
20 KiB
C++
#include <engine/e_client_interface.h>
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#include <game/generated/g_protocol.hpp>
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#include <game/generated/gc_data.hpp>
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#include <game/layers.hpp>
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#include "gc_render.hpp"
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#include "gameclient.hpp"
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#include "components/binds.hpp"
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#include "components/broadcast.hpp"
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#include "components/camera.hpp"
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#include "components/chat.hpp"
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#include "components/console.hpp"
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#include "components/controls.hpp"
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#include "components/damageind.hpp"
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#include "components/debughud.hpp"
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#include "components/effects.hpp"
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#include "components/emoticon.hpp"
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#include "components/flow.hpp"
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#include "components/hud.hpp"
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#include "components/items.hpp"
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#include "components/killmessages.hpp"
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#include "components/mapimages.hpp"
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#include "components/maplayers.hpp"
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#include "components/menus.hpp"
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#include "components/motd.hpp"
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#include "components/particles.hpp"
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#include "components/players.hpp"
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#include "components/nameplates.hpp"
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#include "components/scoreboard.hpp"
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#include "components/skins.hpp"
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#include "components/sounds.hpp"
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GAMECLIENT gameclient;
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// instanciate all systems
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static KILLMESSAGES killmessages;
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static CAMERA camera;
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static CHAT chat;
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static MOTD motd;
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static BROADCAST broadcast;
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static CONSOLE console;
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static BINDS binds;
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static PARTICLES particles;
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static MENUS menus;
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static SKINS skins;
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static FLOW flow;
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static HUD hud;
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static DEBUGHUD debughud;
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static CONTROLS controls;
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static EFFECTS effects;
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static SCOREBOARD scoreboard;
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static SOUNDS sounds;
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static EMOTICON emoticon;
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static DAMAGEIND damageind;
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static PLAYERS players;
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static NAMEPLATES nameplates;
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static ITEMS items;
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static MAPIMAGES mapimages;
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static MAPLAYERS maplayers_background(MAPLAYERS::TYPE_BACKGROUND);
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static MAPLAYERS maplayers_foreground(MAPLAYERS::TYPE_FOREGROUND);
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GAMECLIENT::STACK::STACK() { num = 0; }
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void GAMECLIENT::STACK::add(class COMPONENT *component) { components[num++] = component; }
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static int load_current;
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static int load_total;
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static void load_sounds_thread(void *do_render)
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{
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// load sounds
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for(int s = 0; s < data->num_sounds; s++)
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{
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if(do_render)
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gameclient.menus->render_loading(load_current/(float)load_total);
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for(int i = 0; i < data->sounds[s].num_sounds; i++)
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{
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int id = snd_load_wv(data->sounds[s].sounds[i].filename);
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data->sounds[s].sounds[i].id = id;
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}
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if(do_render)
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load_current++;
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}
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}
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void GAMECLIENT::on_console_init()
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{
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// setup pointers
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binds = &::binds;
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console = &::console;
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particles = &::particles;
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menus = &::menus;
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skins = &::skins;
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chat = &::chat;
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flow = &::flow;
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camera = &::camera;
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controls = &::controls;
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effects = &::effects;
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sounds = &::sounds;
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motd = &::motd;
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damageind = &::damageind;
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mapimages = &::mapimages;
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// make a list of all the systems, make sure to add them in the corrent render order
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all.add(skins);
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all.add(mapimages);
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all.add(effects); // doesn't render anything, just updates effects
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all.add(particles);
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all.add(binds);
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all.add(controls);
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all.add(camera);
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all.add(sounds);
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all.add(particles); // doesn't render anything, just updates all the particles
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all.add(&maplayers_background); // first to render
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all.add(&particles->render_trail);
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all.add(&particles->render_explosions);
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all.add(&items);
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all.add(&players);
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all.add(&maplayers_foreground);
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all.add(&nameplates);
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all.add(&particles->render_general);
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all.add(damageind);
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all.add(&hud);
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all.add(&emoticon);
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all.add(&killmessages);
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all.add(chat);
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all.add(&broadcast);
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all.add(&debughud);
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all.add(&scoreboard);
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all.add(motd);
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all.add(menus);
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all.add(console);
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// build the input stack
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input.add(&binds->special_binds);
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input.add(console);
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input.add(chat); // chat has higher prio due to tha you can quit it by pressing esc
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input.add(motd); // for pressing esc to remove it
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input.add(menus);
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input.add(&emoticon);
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input.add(controls);
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input.add(binds);
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// add the some console commands
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MACRO_REGISTER_COMMAND("team", "", con_team, this);
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MACRO_REGISTER_COMMAND("kill", "", con_kill, this);
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// let all the other components register their console commands
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for(int i = 0; i < all.num; i++)
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all.components[i]->on_console_init();
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}
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void GAMECLIENT::on_init()
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{
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// init all components
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for(int i = 0; i < all.num; i++)
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all.components[i]->on_init();
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// setup item sizes
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for(int i = 0; i < NUM_NETOBJTYPES; i++)
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snap_set_staticsize(i, netobj_get_size(i));
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// load default font
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static FONT_SET default_font;
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int64 start = time_get();
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int before = gfx_memory_usage();
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font_set_load(&default_font, "data/fonts/default_font%d.tfnt", "data/fonts/default_font%d.png", "data/fonts/default_font%d_b.png", 14, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 36);
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dbg_msg("font", "gfx memory used for font textures: %d", gfx_memory_usage()-before);
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gfx_text_set_default_font(&default_font);
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config.cl_threadsoundloading = 0;
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// setup load amount
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load_total = data->num_images;
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load_current = 0;
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if(!config.cl_threadsoundloading)
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load_total += data->num_sounds;
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// load textures
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for(int i = 0; i < data->num_images; i++)
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{
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gameclient.menus->render_loading(load_current/load_total);
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data->images[i].id = gfx_load_texture(data->images[i].filename, IMG_AUTO, 0);
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load_current++;
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}
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::skins.init();
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if(config.cl_threadsoundloading)
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thread_create(load_sounds_thread, 0);
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else
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load_sounds_thread((void*)1);
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int64 end = time_get();
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dbg_msg("", "%f.2ms", ((end-start)*1000)/(float)time_freq());
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}
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void GAMECLIENT::on_save()
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{
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for(int i = 0; i < all.num; i++)
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all.components[i]->on_save();
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}
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void GAMECLIENT::dispatch_input()
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{
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// handle mouse movement
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int x=0, y=0;
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inp_mouse_relative(&x, &y);
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if(x || y)
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{
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for(int h = 0; h < input.num; h++)
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{
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if(input.components[h]->on_mousemove(x, y))
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break;
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}
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}
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// handle key presses
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for(int i = 0; i < inp_num_events(); i++)
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{
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INPUT_EVENT e = inp_get_event(i);
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for(int h = 0; h < input.num; h++)
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{
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if(input.components[h]->on_input(e))
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{
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//dbg_msg("", "%d char=%d key=%d flags=%d", h, e.ch, e.key, e.flags);
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break;
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}
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}
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}
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// clear all events for this frame
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inp_clear_events();
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}
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int GAMECLIENT::on_snapinput(int *data)
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{
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return controls->snapinput(data);
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}
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void GAMECLIENT::on_connected()
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{
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layers_init();
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col_init();
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render_tilemap_generate_skip();
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on_reset();
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// send the inital info
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send_info(true);
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}
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void GAMECLIENT::on_reset()
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{
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// clear out the invalid pointers
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last_new_predicted_tick = -1;
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mem_zero(&gameclient.snap, sizeof(gameclient.snap));
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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clients[i].name[0] = 0;
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clients[i].skin_id = 0;
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clients[i].team = 0;
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clients[i].angle = 0;
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clients[i].emoticon = 0;
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clients[i].emoticon_start = -1;
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clients[i].skin_info.texture = gameclient.skins->get(0)->color_texture;
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clients[i].skin_info.color_body = vec4(1,1,1,1);
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clients[i].skin_info.color_feet = vec4(1,1,1,1);
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clients[i].update_render_info();
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}
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for(int i = 0; i < all.num; i++)
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all.components[i]->on_reset();
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}
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void GAMECLIENT::update_local_character_pos()
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{
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if(config.cl_predict)
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{
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if(!snap.local_character || (snap.local_character->health < 0) || (snap.gameobj && snap.gameobj->game_over))
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{
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// don't use predicted
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}
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else
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local_character_pos = mix(predicted_prev_char.pos, predicted_char.pos, client_predintratick());
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}
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else if(snap.local_character && snap.local_prev_character)
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{
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local_character_pos = mix(
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vec2(snap.local_prev_character->x, snap.local_prev_character->y),
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vec2(snap.local_character->x, snap.local_character->y), client_intratick());
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}
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}
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void GAMECLIENT::on_render()
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{
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// update the local character position
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update_local_character_pos();
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// dispatch all input to systems
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dispatch_input();
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// render all systems
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for(int i = 0; i < all.num; i++)
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all.components[i]->on_render();
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}
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void GAMECLIENT::on_message(int msgtype)
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{
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// special messages
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if(msgtype == NETMSGTYPE_SV_EXTRAPROJECTILE)
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{
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/*
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int num = msg_unpack_int();
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for(int k = 0; k < num; k++)
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{
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NETOBJ_PROJECTILE proj;
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for(unsigned i = 0; i < sizeof(NETOBJ_PROJECTILE)/sizeof(int); i++)
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((int *)&proj)[i] = msg_unpack_int();
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if(msg_unpack_error())
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return;
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if(extraproj_num != MAX_EXTRA_PROJECTILES)
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{
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extraproj_projectiles[extraproj_num] = proj;
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extraproj_num++;
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}
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}
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return;*/
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}
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else if(msgtype == NETMSGTYPE_SV_TUNEPARAMS)
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{
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// unpack the new tuning
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TUNING_PARAMS new_tuning;
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int *params = (int *)&new_tuning;
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for(unsigned i = 0; i < sizeof(TUNING_PARAMS)/sizeof(int); i++)
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params[i] = msg_unpack_int();
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// check for unpacking errors
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if(msg_unpack_error())
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return;
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// apply new tuning
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tuning = new_tuning;
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return;
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}
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void *rawmsg = netmsg_secure_unpack(msgtype);
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if(!rawmsg)
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{
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dbg_msg("client", "dropped weird message '%s' (%d), failed on '%s'", netmsg_get_name(msgtype), msgtype, netmsg_failed_on());
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return;
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}
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// TODO: this should be done smarter
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for(int i = 0; i < all.num; i++)
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all.components[i]->on_message(msgtype, rawmsg);
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// handle core messages
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if(msgtype == NETMSGTYPE_SV_SETINFO)
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{
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NETMSG_SV_SETINFO *msg = (NETMSG_SV_SETINFO *)rawmsg;
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str_copy(clients[msg->cid].name, msg->name, 64);
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str_copy(clients[msg->cid].skin_name, msg->skin, 64);
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// make sure that we don't set a special skin on the client
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if(clients[msg->cid].skin_name[0] == 'x' || clients[msg->cid].skin_name[1] == '_')
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str_copy(clients[msg->cid].skin_name, "default", 64);
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clients[msg->cid].skin_info.color_body = skins->get_color(msg->color_body);
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clients[msg->cid].skin_info.color_feet = skins->get_color(msg->color_feet);
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clients[msg->cid].skin_info.size = 64;
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// find new skin
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clients[msg->cid].skin_id = gameclient.skins->find(clients[msg->cid].skin_name);
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if(clients[msg->cid].skin_id < 0)
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clients[msg->cid].skin_id = 0;
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if(msg->use_custom_color)
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clients[msg->cid].skin_info.texture = gameclient.skins->get(clients[msg->cid].skin_id)->color_texture;
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else
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{
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clients[msg->cid].skin_info.texture = gameclient.skins->get(clients[msg->cid].skin_id)->org_texture;
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clients[msg->cid].skin_info.color_body = vec4(1,1,1,1);
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clients[msg->cid].skin_info.color_feet = vec4(1,1,1,1);
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}
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clients[msg->cid].update_render_info();
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}
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else if(msgtype == NETMSGTYPE_SV_READYTOENTER)
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{
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client_entergame();
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}
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else if (msgtype == NETMSGTYPE_SV_EMOTICON)
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{
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NETMSG_SV_EMOTICON *msg = (NETMSG_SV_EMOTICON *)rawmsg;
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// apply
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clients[msg->cid].emoticon = msg->emoticon;
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clients[msg->cid].emoticon_start = client_tick();
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}
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else if(msgtype == NETMSGTYPE_SV_SOUNDGLOBAL)
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{
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NETMSG_SV_SOUNDGLOBAL *msg = (NETMSG_SV_SOUNDGLOBAL *)rawmsg;
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gameclient.sounds->play(SOUNDS::CHN_GLOBAL, msg->soundid, 1.0f, vec2(0,0));
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}
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}
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void GAMECLIENT::on_statechange(int new_state, int old_state)
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{
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// clear out the invalid pointers
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mem_zero(&gameclient.snap, sizeof(gameclient.snap));
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for(int i = 0; i < all.num; i++)
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all.components[i]->on_statechange(new_state, old_state);
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}
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void GAMECLIENT::process_events()
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{
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int snaptype = SNAP_CURRENT;
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int num = snap_num_items(snaptype);
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for(int index = 0; index < num; index++)
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{
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SNAP_ITEM item;
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const void *data = snap_get_item(snaptype, index, &item);
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if(item.type == NETEVENTTYPE_DAMAGEIND)
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{
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NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)data;
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gameclient.effects->damage_indicator(vec2(ev->x, ev->y), get_direction(ev->angle));
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}
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else if(item.type == NETEVENTTYPE_AIRJUMP)
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{
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NETEVENT_COMMON *ev = (NETEVENT_COMMON *)data;
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gameclient.effects->air_jump(vec2(ev->x, ev->y));
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}
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else if(item.type == NETEVENTTYPE_EXPLOSION)
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{
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NETEVENT_EXPLOSION *ev = (NETEVENT_EXPLOSION *)data;
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gameclient.effects->explosion(vec2(ev->x, ev->y));
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}
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else if(item.type == NETEVENTTYPE_SPAWN)
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{
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NETEVENT_SPAWN *ev = (NETEVENT_SPAWN *)data;
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gameclient.effects->playerspawn(vec2(ev->x, ev->y));
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}
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else if(item.type == NETEVENTTYPE_DEATH)
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{
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NETEVENT_DEATH *ev = (NETEVENT_DEATH *)data;
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gameclient.effects->playerdeath(vec2(ev->x, ev->y), ev->cid);
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}
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else if(item.type == NETEVENTTYPE_SOUNDWORLD)
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{
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NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)data;
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gameclient.sounds->play(SOUNDS::CHN_WORLD, ev->soundid, 1.0f, vec2(ev->x, ev->y));
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}
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}
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}
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static void evolve(NETOBJ_CHARACTER *character, int tick)
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{
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WORLD_CORE tempworld;
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CHARACTER_CORE tempcore;
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mem_zero(&tempcore, sizeof(tempcore));
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tempcore.world = &tempworld;
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tempcore.read(character);
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//tempcore.input.direction = character->wanted_direction;
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while(character->tick < tick)
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{
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character->tick++;
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tempcore.tick(false);
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tempcore.move();
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tempcore.quantize();
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}
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tempcore.write(character);
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}
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void GAMECLIENT::on_snapshot()
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{
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// clear out the invalid pointers
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mem_zero(&gameclient.snap, sizeof(gameclient.snap));
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snap.local_cid = -1;
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// secure snapshot
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{
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int num = snap_num_items(SNAP_CURRENT);
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for(int index = 0; index < num; index++)
|
|
{
|
|
SNAP_ITEM item;
|
|
void *data = snap_get_item(SNAP_CURRENT, index, &item);
|
|
if(netobj_validate(item.type, data, item.datasize) != 0)
|
|
{
|
|
if(config.debug)
|
|
dbg_msg("game", "invalidated index=%d type=%d (%s) size=%d id=%d", index, item.type, netobj_get_name(item.type), item.datasize, item.id);
|
|
snap_invalidate_item(SNAP_CURRENT, index);
|
|
}
|
|
}
|
|
}
|
|
|
|
process_events();
|
|
|
|
if(config.dbg_stress)
|
|
{
|
|
if((client_tick()%250) == 0)
|
|
{
|
|
NETMSG_CL_SAY msg;
|
|
msg.team = -1;
|
|
msg.message = "galenskap!!!!";
|
|
msg.pack(MSGFLAG_VITAL);
|
|
client_send_msg();
|
|
}
|
|
}
|
|
|
|
// go trough all the items in the snapshot and gather the info we want
|
|
{
|
|
snap.team_size[0] = snap.team_size[1] = 0;
|
|
|
|
int num = snap_num_items(SNAP_CURRENT);
|
|
for(int i = 0; i < num; i++)
|
|
{
|
|
SNAP_ITEM item;
|
|
const void *data = snap_get_item(SNAP_CURRENT, i, &item);
|
|
|
|
if(item.type == NETOBJTYPE_PLAYER_INFO)
|
|
{
|
|
const NETOBJ_PLAYER_INFO *info = (const NETOBJ_PLAYER_INFO *)data;
|
|
|
|
clients[info->cid].team = info->team;
|
|
snap.player_infos[info->cid] = info;
|
|
|
|
if(info->local)
|
|
{
|
|
snap.local_cid = item.id;
|
|
snap.local_info = info;
|
|
|
|
if (info->team == -1)
|
|
snap.spectate = true;
|
|
}
|
|
|
|
// calculate team-balance
|
|
if(info->team != -1)
|
|
snap.team_size[info->team]++;
|
|
|
|
}
|
|
else if(item.type == NETOBJTYPE_CHARACTER)
|
|
{
|
|
const void *old = snap_find_item(SNAP_PREV, NETOBJTYPE_CHARACTER, item.id);
|
|
if(old)
|
|
{
|
|
snap.characters[item.id].active = true;
|
|
snap.characters[item.id].prev = *((const NETOBJ_CHARACTER *)old);
|
|
snap.characters[item.id].cur = *((const NETOBJ_CHARACTER *)data);
|
|
|
|
// perform dead reckoning
|
|
if(snap.characters[item.id].prev.tick)
|
|
evolve(&snap.characters[item.id].prev, client_prevtick());
|
|
if(snap.characters[item.id].cur.tick)
|
|
evolve(&snap.characters[item.id].cur, client_tick());
|
|
}
|
|
}
|
|
else if(item.type == NETOBJTYPE_GAME)
|
|
snap.gameobj = (NETOBJ_GAME *)data;
|
|
else if(item.type == NETOBJTYPE_FLAG)
|
|
snap.flags[item.id%2] = (const NETOBJ_FLAG *)data;
|
|
}
|
|
}
|
|
|
|
// setup local pointers
|
|
if(snap.local_cid >= 0)
|
|
{
|
|
SNAPSTATE::CHARACTERINFO *c = &snap.characters[snap.local_cid];
|
|
if(c->active)
|
|
{
|
|
snap.local_character = &c->cur;
|
|
snap.local_prev_character = &c->prev;
|
|
local_character_pos = vec2(snap.local_character->x, snap.local_character->y);
|
|
}
|
|
}
|
|
|
|
// update render info
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
clients[i].update_render_info();
|
|
}
|
|
|
|
void GAMECLIENT::on_predict()
|
|
{
|
|
// store the previous values so we can detect prediction errors
|
|
CHARACTER_CORE before_prev_char = predicted_prev_char;
|
|
CHARACTER_CORE before_char = predicted_char;
|
|
|
|
// we can't predict without our own id or own character
|
|
if(snap.local_cid == -1 || !snap.characters[snap.local_cid].active)
|
|
return;
|
|
|
|
// repredict character
|
|
WORLD_CORE world;
|
|
world.tuning = tuning;
|
|
|
|
// search for players
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(!snap.characters[i].active)
|
|
continue;
|
|
|
|
gameclient.clients[i].predicted.world = &world;
|
|
world.characters[i] = &gameclient.clients[i].predicted;
|
|
gameclient.clients[i].predicted.read(&snap.characters[i].cur);
|
|
}
|
|
|
|
// predict
|
|
for(int tick = client_tick()+1; tick <= client_predtick(); tick++)
|
|
{
|
|
// fetch the local
|
|
if(tick == client_predtick() && world.characters[snap.local_cid])
|
|
predicted_prev_char = *world.characters[snap.local_cid];
|
|
|
|
// first calculate where everyone should move
|
|
for(int c = 0; c < MAX_CLIENTS; c++)
|
|
{
|
|
if(!world.characters[c])
|
|
continue;
|
|
|
|
mem_zero(&world.characters[c]->input, sizeof(world.characters[c]->input));
|
|
if(snap.local_cid == c)
|
|
{
|
|
// apply player input
|
|
int *input = client_get_input(tick);
|
|
if(input)
|
|
world.characters[c]->input = *((NETOBJ_PLAYER_INPUT*)input);
|
|
world.characters[c]->tick(true);
|
|
}
|
|
else
|
|
world.characters[c]->tick(false);
|
|
|
|
}
|
|
|
|
// move all players and quantize their data
|
|
for(int c = 0; c < MAX_CLIENTS; c++)
|
|
{
|
|
if(!world.characters[c])
|
|
continue;
|
|
|
|
world.characters[c]->move();
|
|
world.characters[c]->quantize();
|
|
}
|
|
|
|
// check if we want to trigger effects
|
|
if(tick > last_new_predicted_tick)
|
|
{
|
|
last_new_predicted_tick = tick;
|
|
|
|
if(snap.local_cid != -1 && world.characters[snap.local_cid])
|
|
{
|
|
vec2 pos = world.characters[snap.local_cid]->pos;
|
|
int events = world.characters[snap.local_cid]->triggered_events;
|
|
if(events&COREEVENT_GROUND_JUMP) gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
|
|
if(events&COREEVENT_AIR_JUMP)
|
|
{
|
|
gameclient.effects->air_jump(pos);
|
|
gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, pos);
|
|
}
|
|
//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
|
|
//if(events&COREEVENT_HOOK_ATTACH_PLAYER) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_PLAYER, 1.0f, pos);
|
|
if(events&COREEVENT_HOOK_ATTACH_GROUND) gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, pos);
|
|
//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
|
|
}
|
|
}
|
|
|
|
if(tick == client_predtick() && world.characters[snap.local_cid])
|
|
predicted_char = *world.characters[snap.local_cid];
|
|
}
|
|
|
|
if(config.debug && config.cl_predict && predicted_tick == client_predtick())
|
|
{
|
|
NETOBJ_CHARACTER_CORE before = {0}, now = {0};
|
|
before_char.write(&before);
|
|
predicted_char.write(&now);
|
|
|
|
if(mem_comp(&before, &now, sizeof(NETOBJ_CHARACTER_CORE)) != 0)
|
|
{
|
|
dbg_msg("client", "prediction error");
|
|
for(unsigned i = 0; i < sizeof(NETOBJ_CHARACTER_CORE)/sizeof(int); i++)
|
|
if(((int *)&before)[i] != ((int *)&now)[i])
|
|
{
|
|
dbg_msg("", "\t%d %d %d", i, ((int *)&before)[i], ((int *)&now)[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
predicted_tick = client_predtick();
|
|
}
|
|
|
|
void GAMECLIENT::CLIENT_DATA::update_render_info()
|
|
{
|
|
render_info = skin_info;
|
|
|
|
// force team colors
|
|
if(gameclient.snap.gameobj && gameclient.snap.gameobj->flags&GAMEFLAG_TEAMS)
|
|
{
|
|
const int team_colors[2] = {65387, 10223467};
|
|
if(team >= 0 || team <= 1)
|
|
{
|
|
render_info.texture = gameclient.skins->get(skin_id)->color_texture;
|
|
render_info.color_body = gameclient.skins->get_color(team_colors[team]);
|
|
render_info.color_feet = gameclient.skins->get_color(team_colors[team]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GAMECLIENT::send_switch_team(int team)
|
|
{
|
|
NETMSG_CL_SETTEAM msg;
|
|
msg.team = team;
|
|
msg.pack(MSGFLAG_VITAL);
|
|
client_send_msg();
|
|
}
|
|
|
|
void GAMECLIENT::send_info(bool start)
|
|
{
|
|
if(start)
|
|
{
|
|
NETMSG_CL_STARTINFO msg;
|
|
msg.name = config.player_name;
|
|
msg.skin = config.player_skin;
|
|
msg.use_custom_color = config.player_use_custom_color;
|
|
msg.color_body = config.player_color_body;
|
|
msg.color_feet = config.player_color_feet;
|
|
msg.pack(MSGFLAG_VITAL|MSGFLAG_FLUSH);
|
|
}
|
|
else
|
|
{
|
|
NETMSG_CL_CHANGEINFO msg;
|
|
msg.name = config.player_name;
|
|
msg.skin = config.player_skin;
|
|
msg.use_custom_color = config.player_use_custom_color;
|
|
msg.color_body = config.player_color_body;
|
|
msg.color_feet = config.player_color_feet;
|
|
msg.pack(MSGFLAG_VITAL);
|
|
}
|
|
client_send_msg();
|
|
}
|
|
|
|
void GAMECLIENT::send_kill(int client_id)
|
|
{
|
|
NETMSG_CL_KILL msg;
|
|
msg.pack(MSGFLAG_VITAL);
|
|
client_send_msg();
|
|
}
|
|
|
|
void GAMECLIENT::con_team(void *result, void *user_data)
|
|
{
|
|
((GAMECLIENT*)user_data)->send_switch_team(console_arg_int(result, 0));
|
|
}
|
|
|
|
void GAMECLIENT::con_kill(void *result, void *user_data)
|
|
{
|
|
((GAMECLIENT*)user_data)->send_kill(-1);
|
|
}
|