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640 lines
18 KiB
C++
640 lines
18 KiB
C++
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#include <math.h>
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#include <stdio.h>
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#include <base/math.hpp>
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#include <engine/e_client_interface.h>
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#include <engine/e_config.h>
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#include <game/generated/gc_data.hpp>
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#include <game/generated/g_protocol.hpp>
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#include "gc_render.hpp"
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#include "gc_anim.hpp"
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#include "gc_client.hpp"
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#include "gc_skin.hpp"
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void render_projectile(const NETOBJ_PROJECTILE *current, int itemid)
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{
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if(debug_firedelay)
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{
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int64 delay = time_get()-debug_firedelay;
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dbg_msg("game", "firedelay=%.2f ms", delay/(float)time_freq()*1000.0f);
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debug_firedelay = 0;
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}
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gfx_texture_set(data->images[IMAGE_GAME].id);
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gfx_quads_begin();
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// get positions
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float curvature = 0;
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float speed = 0;
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if(current->type == WEAPON_GRENADE)
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{
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curvature = tuning.grenade_curvature;
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speed = tuning.grenade_speed;
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}
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else if(current->type == WEAPON_SHOTGUN)
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{
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curvature = tuning.shotgun_curvature;
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speed = tuning.shotgun_speed;
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}
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else if(current->type == WEAPON_GUN)
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{
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curvature = tuning.gun_curvature;
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speed = tuning.gun_speed;
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}
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float ct = (client_tick()-current->start_tick)/(float)SERVER_TICK_SPEED + client_ticktime()*1/(float)SERVER_TICK_SPEED;
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vec2 startpos(current->x, current->y);
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vec2 startvel(current->vx/100.0f, current->vy/100.0f);
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vec2 pos = calc_pos(startpos, startvel, curvature, speed, ct);
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vec2 prevpos = calc_pos(startpos, startvel, curvature, speed, ct-0.001f);
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select_sprite(data->weapons.id[clamp(current->type, 0, NUM_WEAPONS-1)].sprite_proj);
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vec2 vel = pos-prevpos;
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//vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
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// add particle for this projectile
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if(current->type == WEAPON_GRENADE)
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{
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effect_smoketrail(pos, vel*-1);
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flow_add(pos, vel*1000*client_frametime(), 10.0f);
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gfx_quads_setrotation(client_localtime()*pi*2*2 + itemid);
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}
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else
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{
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effect_bullettrail(pos);
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flow_add(pos, vel*1000*client_frametime(), 10.0f);
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if(length(vel) > 0.00001f)
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gfx_quads_setrotation(get_angle(vel));
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else
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gfx_quads_setrotation(0);
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}
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gfx_quads_draw(pos.x, pos.y, 32, 32);
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gfx_quads_setrotation(0);
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gfx_quads_end();
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}
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void render_pickup(const NETOBJ_PICKUP *prev, const NETOBJ_PICKUP *current)
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{
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gfx_texture_set(data->images[IMAGE_GAME].id);
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gfx_quads_begin();
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vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
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float angle = 0.0f;
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float size = 64.0f;
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if (current->type == POWERUP_WEAPON)
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{
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angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
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select_sprite(data->weapons.id[clamp(current->subtype, 0, NUM_WEAPONS-1)].sprite_body);
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size = data->weapons.id[clamp(current->subtype, 0, NUM_WEAPONS-1)].visual_size;
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}
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else
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{
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const int c[] = {
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SPRITE_PICKUP_HEALTH,
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SPRITE_PICKUP_ARMOR,
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SPRITE_PICKUP_WEAPON,
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SPRITE_PICKUP_NINJA
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};
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select_sprite(c[current->type]);
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if(c[current->type] == SPRITE_PICKUP_NINJA)
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{
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effect_powerupshine(pos, vec2(96,18));
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size *= 2.0f;
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pos.x += 10.0f;
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}
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}
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gfx_quads_setrotation(angle);
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float offset = pos.y/32.0f + pos.x/32.0f;
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pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
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pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
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draw_sprite(pos.x, pos.y, size);
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gfx_quads_end();
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}
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void render_flag(const NETOBJ_FLAG *prev, const NETOBJ_FLAG *current)
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{
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float angle = 0.0f;
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float size = 42.0f;
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gfx_blend_normal();
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gfx_texture_set(data->images[IMAGE_GAME].id);
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gfx_quads_begin();
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if(current->team == 0) // red team
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select_sprite(SPRITE_FLAG_RED);
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else
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select_sprite(SPRITE_FLAG_BLUE);
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gfx_quads_setrotation(angle);
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vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
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// make sure that the flag isn't interpolated between capture and return
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if(prev->carried_by != current->carried_by)
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pos = vec2(current->x, current->y);
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// make sure to use predicted position if we are the carrier
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if(netobjects.local_info && current->carried_by == netobjects.local_info->cid)
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pos = local_character_pos;
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gfx_quads_draw(pos.x, pos.y-size*0.75f, size, size*2);
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gfx_quads_end();
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}
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void render_laser(const struct NETOBJ_LASER *current)
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{
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vec2 pos = vec2(current->x, current->y);
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vec2 from = vec2(current->from_x, current->from_y);
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vec2 dir = normalize(pos-from);
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float ticks = client_tick() + client_intratick() - current->start_tick;
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float ms = (ticks/50.0f) * 1000.0f;
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float a = ms / tuning.laser_bounce_delay;
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a = clamp(a, 0.0f, 1.0f);
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float ia = 1-a;
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vec2 out, border;
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gfx_blend_normal();
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gfx_texture_set(-1);
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gfx_quads_begin();
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//vec4 inner_color(0.15f,0.35f,0.75f,1.0f);
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//vec4 outer_color(0.65f,0.85f,1.0f,1.0f);
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// do outline
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vec4 outer_color(0.075f,0.075f,0.25f,1.0f);
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gfx_setcolor(outer_color.r,outer_color.g,outer_color.b,1.0f);
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out = vec2(dir.y, -dir.x) * (7.0f*ia);
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gfx_quads_draw_freeform(
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from.x-out.x, from.y-out.y,
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from.x+out.x, from.y+out.y,
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pos.x-out.x, pos.y-out.y,
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pos.x+out.x, pos.y+out.y
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);
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// do inner
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vec4 inner_color(0.5f,0.5f,1.0f,1.0f);
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out = vec2(dir.y, -dir.x) * (5.0f*ia);
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gfx_setcolor(inner_color.r, inner_color.g, inner_color.b, 1.0f); // center
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gfx_quads_draw_freeform(
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from.x-out.x, from.y-out.y,
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from.x+out.x, from.y+out.y,
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pos.x-out.x, pos.y-out.y,
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pos.x+out.x, pos.y+out.y
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);
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gfx_quads_end();
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// render head
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{
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gfx_blend_normal();
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gfx_texture_set(data->images[IMAGE_PARTICLES].id);
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gfx_quads_begin();
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int sprites[] = {SPRITE_PART_SPLAT01, SPRITE_PART_SPLAT02, SPRITE_PART_SPLAT03};
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select_sprite(sprites[client_tick()%3]);
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gfx_quads_setrotation(client_tick());
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gfx_setcolor(outer_color.r,outer_color.g,outer_color.b,1.0f);
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gfx_quads_draw(pos.x, pos.y, 24,24);
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gfx_setcolor(inner_color.r, inner_color.g, inner_color.b, 1.0f);
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gfx_quads_draw(pos.x, pos.y, 20,20);
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gfx_quads_end();
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}
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gfx_blend_normal();
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}
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static void render_hand(TEE_RENDER_INFO *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
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{
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// for drawing hand
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//const skin *s = skin_get(skin_id);
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float basesize = 10.0f;
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//dir = normalize(hook_pos-pos);
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vec2 hand_pos = center_pos + dir;
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float angle = get_angle(dir);
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if (dir.x < 0)
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angle -= angle_offset;
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else
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angle += angle_offset;
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vec2 dirx = dir;
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vec2 diry(-dir.y,dir.x);
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if (dir.x < 0)
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diry = -diry;
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hand_pos += dirx * post_rot_offset.x;
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hand_pos += diry * post_rot_offset.y;
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//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
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gfx_texture_set(info->texture);
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gfx_quads_begin();
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gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a);
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// two passes
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for (int i = 0; i < 2; i++)
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{
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bool outline = i == 0;
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select_sprite(outline?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0);
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gfx_quads_setrotation(angle);
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gfx_quads_draw(hand_pos.x, hand_pos.y, 2*basesize, 2*basesize);
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}
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gfx_quads_setrotation(0);
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gfx_quads_end();
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}
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void render_player(
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const NETOBJ_CHARACTER *prev_char,
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const NETOBJ_CHARACTER *player_char,
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const NETOBJ_PLAYER_INFO *prev_info,
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const NETOBJ_PLAYER_INFO *player_info
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)
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{
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NETOBJ_CHARACTER prev;
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NETOBJ_CHARACTER player;
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prev = *prev_char;
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player = *player_char;
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NETOBJ_PLAYER_INFO info = *player_info;
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TEE_RENDER_INFO render_info = client_datas[info.cid].render_info;
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// check for teamplay modes
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bool is_teamplay = false;
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if(netobjects.gameobj && netobjects.gameobj->gametype != GAMETYPE_DM)
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is_teamplay = true;
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// check for ninja
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if (player.weapon == WEAPON_NINJA)
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{
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// change the skin for the player to the ninja
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int skin = skin_find("x_ninja");
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if(skin != -1)
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{
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if(is_teamplay)
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render_info.texture = skin_get(skin)->color_texture;
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else
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{
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render_info.texture = skin_get(skin)->org_texture;
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render_info.color_body = vec4(1,1,1,1);
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render_info.color_feet = vec4(1,1,1,1);
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}
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}
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}
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// set size
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render_info.size = 64.0f;
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float intratick = client_intratick();
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float ticktime = client_ticktime();
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if(player.health < 0) // dont render dead players
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return;
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//float angle = mix((float)prev.angle, (float)player.angle, intratick)/256.0f;
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// TODO: fix this good!
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float mixspeed = 0.05f;
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if(player.attacktick != prev.attacktick)
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mixspeed = 0.1f;
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float angle = mix(client_datas[info.cid].angle, player.angle/256.0f, mixspeed);
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client_datas[info.cid].angle = angle;
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vec2 direction = get_direction((int)(angle*256.0f));
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if(info.local && config.cl_predict)
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{
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if(!netobjects.local_character || (netobjects.local_character->health < 0) || (netobjects.gameobj && netobjects.gameobj->game_over))
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{
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}
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else
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{
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// apply predicted results
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predicted_char.write(&player);
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predicted_prev_char.write(&prev);
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intratick = client_predintratick();
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}
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}
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vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
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vec2 vel = mix(vec2(prev.vx/256.0f, prev.vy/256.0f), vec2(player.vx/256.0f, player.vy/256.0f), intratick);
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flow_add(position, vel*100.0f, 10.0f);
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render_info.got_airjump = player.jumped&2?0:1;
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if(prev.health < 0) // Don't flicker from previous position
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position = vec2(player.x, player.y);
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bool stationary = player.vx < 1 && player.vx > -1;
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bool inair = col_check_point(player.x, player.y+16) == 0;
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bool want_other_dir = (player.wanted_direction == -1 && vel.x > 0) || (player.wanted_direction == 1 && vel.x < 0);
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// evaluate animation
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float walk_time = fmod(position.x, 100.0f)/100.0f;
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ANIM_STATE state;
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anim_eval(&data->animations[ANIM_BASE], 0, &state);
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if(inair)
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anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
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else if(stationary)
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anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
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else if(!want_other_dir)
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anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f);
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if (player.weapon == WEAPON_HAMMER)
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{
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float a = clamp((client_tick()-player.attacktick+ticktime)/10.0f, 0.0f, 1.0f);
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anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f);
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}
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if (player.weapon == WEAPON_NINJA)
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{
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float a = clamp((client_tick()-player.attacktick+ticktime)/40.0f, 0.0f, 1.0f);
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anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f);
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}
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// do skidding
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if(!inair && want_other_dir && length(vel*50) > 500.0f)
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{
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static int64 skid_sound_time = 0;
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if(time_get()-skid_sound_time > time_freq()/10)
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{
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snd_play_random(CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, position);
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skid_sound_time = time_get();
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}
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effect_skidtrail(
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position+vec2(-player.wanted_direction*6,12),
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vec2(-player.wanted_direction*100*length(vel),-50)
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);
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}
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// draw hook
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if (prev.hook_state>0 && player.hook_state>0)
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{
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gfx_texture_set(data->images[IMAGE_GAME].id);
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gfx_quads_begin();
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//gfx_quads_begin();
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vec2 pos = position;
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vec2 hook_pos;
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if(player_char->hooked_player != -1)
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{
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if(netobjects.local_info && player_char->hooked_player == netobjects.local_info->cid)
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{
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hook_pos = mix(vec2(predicted_prev_char.pos.x, predicted_prev_char.pos.y),
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vec2(predicted_char.pos.x, predicted_char.pos.y), client_predintratick());
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}
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else
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hook_pos = mix(vec2(prev_char->hook_x, prev_char->hook_y), vec2(player_char->hook_x, player_char->hook_y), client_intratick());
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}
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else
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hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick);
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float d = distance(pos, hook_pos);
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vec2 dir = normalize(pos-hook_pos);
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gfx_quads_setrotation(get_angle(dir)+pi);
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// render head
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select_sprite(SPRITE_HOOK_HEAD);
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gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);
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// render chain
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select_sprite(SPRITE_HOOK_CHAIN);
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int i = 0;
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for(float f = 24; f < d && i < 1024; f += 24, i++)
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{
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vec2 p = hook_pos + dir*f;
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gfx_quads_draw(p.x, p.y,24,16);
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}
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gfx_quads_setrotation(0);
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gfx_quads_end();
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render_hand(&render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0));
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}
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// draw gun
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{
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gfx_texture_set(data->images[IMAGE_GAME].id);
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gfx_quads_begin();
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gfx_quads_setrotation(state.attach.angle*pi*2+angle);
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// normal weapons
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int iw = clamp(player.weapon, 0, NUM_WEAPONS-1);
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select_sprite(data->weapons.id[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
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vec2 dir = direction;
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float recoil = 0.0f;
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vec2 p;
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if (player.weapon == WEAPON_HAMMER)
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{
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// Static position for hammer
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p = position + vec2(state.attach.x, state.attach.y);
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p.y += data->weapons.id[iw].offsety;
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// if attack is under way, bash stuffs
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if(direction.x < 0)
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{
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gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
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p.x -= data->weapons.id[iw].offsetx;
|
|
}
|
|
else
|
|
{
|
|
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
|
|
}
|
|
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
|
|
}
|
|
else if (player.weapon == WEAPON_NINJA)
|
|
{
|
|
p = position;
|
|
p.y += data->weapons.id[iw].offsety;
|
|
|
|
if(direction.x < 0)
|
|
{
|
|
gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
|
|
p.x -= data->weapons.id[iw].offsetx;
|
|
effect_powerupshine(p+vec2(32,0), vec2(32,12));
|
|
}
|
|
else
|
|
{
|
|
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
|
|
effect_powerupshine(p-vec2(32,0), vec2(32,12));
|
|
}
|
|
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
|
|
|
|
// HADOKEN
|
|
if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons.id[iw].num_sprite_muzzles)
|
|
{
|
|
int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
|
|
float alpha = 1.0f;
|
|
if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
|
|
{
|
|
vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
|
|
dir = normalize(dir);
|
|
float hadokenangle = get_angle(dir);
|
|
gfx_quads_setrotation(hadokenangle);
|
|
//float offsety = -data->weapons[iw].muzzleoffsety;
|
|
select_sprite(data->weapons.id[iw].sprite_muzzles[itex], 0);
|
|
vec2 diry(-dir.y,dir.x);
|
|
p = position;
|
|
float offsetx = data->weapons.id[iw].muzzleoffsetx;
|
|
p -= dir * offsetx;
|
|
draw_sprite(p.x, p.y, 160.0f);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO: should be an animation
|
|
recoil = 0;
|
|
float a = (client_tick()-player.attacktick+intratick)/5.0f;
|
|
if(a < 1)
|
|
recoil = sinf(a*pi);
|
|
p = position + dir * data->weapons.id[iw].offsetx - dir*recoil*10.0f;
|
|
p.y += data->weapons.id[iw].offsety;
|
|
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
|
|
}
|
|
|
|
if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
|
|
{
|
|
// check if we're firing stuff
|
|
if(data->weapons.id[iw].num_sprite_muzzles)//prev.attackticks)
|
|
{
|
|
float alpha = 0.0f;
|
|
int phase1tick = (client_tick() - player.attacktick);
|
|
if (phase1tick < (data->weapons.id[iw].muzzleduration + 3))
|
|
{
|
|
float t = ((((float)phase1tick) + intratick)/(float)data->weapons.id[iw].muzzleduration);
|
|
alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
|
|
}
|
|
|
|
int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
|
|
if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
|
|
{
|
|
float offsety = -data->weapons.id[iw].muzzleoffsety;
|
|
select_sprite(data->weapons.id[iw].sprite_muzzles[itex], direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
|
|
if(direction.x < 0)
|
|
offsety = -offsety;
|
|
|
|
vec2 diry(-dir.y,dir.x);
|
|
vec2 muzzlepos = p + dir * data->weapons.id[iw].muzzleoffsetx + diry * offsety;
|
|
|
|
draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons.id[iw].visual_size);
|
|
}
|
|
}
|
|
}
|
|
gfx_quads_end();
|
|
|
|
switch (player.weapon)
|
|
{
|
|
case WEAPON_GUN: render_hand(&render_info, p, direction, -3*pi/4, vec2(-15, 4)); break;
|
|
case WEAPON_SHOTGUN: render_hand(&render_info, p, direction, -pi/2, vec2(-5, 4)); break;
|
|
case WEAPON_GRENADE: render_hand(&render_info, p, direction, -pi/2, vec2(-4, 7)); break;
|
|
}
|
|
|
|
}
|
|
|
|
// render the "shadow" tee
|
|
if(info.local && config.debug)
|
|
{
|
|
vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
|
|
TEE_RENDER_INFO ghost = render_info;
|
|
ghost.color_body.a = 0.5f;
|
|
ghost.color_feet.a = 0.5f;
|
|
render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
|
|
}
|
|
|
|
render_info.size = 64.0f; // force some settings
|
|
render_info.color_body.a = 1.0f;
|
|
render_info.color_feet.a = 1.0f;
|
|
render_tee(&state, &render_info, player.emote, direction, position);
|
|
|
|
if(player.player_state == PLAYERSTATE_CHATTING)
|
|
{
|
|
gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
|
|
gfx_quads_begin();
|
|
select_sprite(SPRITE_DOTDOT);
|
|
gfx_quads_draw(position.x + 24, position.y - 40, 64,64);
|
|
gfx_quads_end();
|
|
}
|
|
|
|
if (client_datas[info.cid].emoticon_start != -1 && client_datas[info.cid].emoticon_start + 2 * client_tickspeed() > client_tick())
|
|
{
|
|
gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
|
|
gfx_quads_begin();
|
|
|
|
int since_start = client_tick() - client_datas[info.cid].emoticon_start;
|
|
int from_end = client_datas[info.cid].emoticon_start + 2 * client_tickspeed() - client_tick();
|
|
|
|
float a = 1;
|
|
|
|
if (from_end < client_tickspeed() / 5)
|
|
a = from_end / (client_tickspeed() / 5.0);
|
|
|
|
float h = 1;
|
|
if (since_start < client_tickspeed() / 10)
|
|
h = since_start / (client_tickspeed() / 10.0);
|
|
|
|
float wiggle = 0;
|
|
if (since_start < client_tickspeed() / 5)
|
|
wiggle = since_start / (client_tickspeed() / 5.0);
|
|
|
|
float wiggle_angle = sin(5*wiggle);
|
|
|
|
gfx_quads_setrotation(pi/6*wiggle_angle);
|
|
|
|
gfx_setcolor(1.0f,1.0f,1.0f,a);
|
|
// client_datas::emoticon is an offset from the first emoticon
|
|
select_sprite(SPRITE_OOP + client_datas[info.cid].emoticon);
|
|
gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h);
|
|
gfx_quads_end();
|
|
}
|
|
|
|
// render name plate
|
|
if(!info.local && config.cl_nameplates)
|
|
{
|
|
//gfx_text_color
|
|
float a = 1;
|
|
if(config.cl_nameplates_always == 0)
|
|
a = clamp(1-powf(distance(local_target_pos, position)/200.0f,16.0f), 0.0f, 1.0f);
|
|
|
|
const char *name = client_datas[info.cid].name;
|
|
float tw = gfx_text_width(0, 28.0f, name, -1);
|
|
gfx_text_color(1,1,1,a);
|
|
gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
|
|
|
|
if(config.debug) // render client id when in debug aswell
|
|
{
|
|
char buf[128];
|
|
str_format(buf, sizeof(buf),"%d", info.cid);
|
|
gfx_text(0, position.x, position.y-90, 28.0f, buf, -1);
|
|
}
|
|
|
|
gfx_text_color(1,1,1,1);
|
|
}
|
|
}
|