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475 lines
14 KiB
C++
475 lines
14 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/gamecore.hpp> // get_angle
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#include <game/client/animstate.hpp>
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#include <game/client/gameclient.hpp>
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#include <game/client/ui.hpp>
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#include <game/client/gc_render.hpp>
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#include <game/client/components/flow.hpp>
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#include <game/client/components/skins.hpp>
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#include <game/client/components/effects.hpp>
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#include <game/client/components/sounds.hpp>
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#include <game/client/components/controls.hpp>
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#include "players.hpp"
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void PLAYERS::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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inline float normalize_angular(float f)
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{
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return fmod(f+pi*2, pi*2);
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}
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inline float angular_mix_direction(float src, float dst) { return sinf(dst-src) >0?1:-1; }
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inline float angular_distance(float src, float dst) { return asinf(sinf(dst-src)); }
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inline float angular_approach(float src, float dst, float amount)
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{
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float d = angular_mix_direction(src, dst);
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float n = src + amount*d;
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if(angular_mix_direction(n, dst) != d)
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return dst;
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return n;
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}
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void PLAYERS::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 = gameclient.clients[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(gameclient.snap.gameobj)
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is_teamplay = gameclient.snap.gameobj->flags&GAMEFLAG_TEAMS != 0;
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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 = gameclient.skins->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 = gameclient.skins->get(skin)->color_texture;
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else
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{
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render_info.texture = gameclient.skins->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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float angle = 0;
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if(info.local && client_state() != CLIENTSTATE_DEMOPLAYBACK)
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{
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// just use the direct input if it's local player we are rendering
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angle = get_angle(gameclient.controls->mouse_pos);
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}
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else
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{
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float mixspeed = client_frametime()*2.5f;
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if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
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mixspeed *= 15.0f;
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// move the delta on a constant speed on a x^2 curve
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float current = gameclient.clients[info.cid].angle;
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float target = player.angle/256.0f;
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float delta = angular_distance(current, target);
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float sign = delta < 0 ? -1 : 1;
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float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
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// make sure that it doesn't vibrate when it's still
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if(fabs(delta) < 2/256.0f)
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angle = target;
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else
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angle = angular_approach(current, target, fabs(delta-new_delta));
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gameclient.clients[info.cid].angle = angle;
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}
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// use preditect players if needed
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if(info.local && config.cl_predict && client_state() != CLIENTSTATE_DEMOPLAYBACK)
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{
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if(!gameclient.snap.local_character || (gameclient.snap.local_character->health < 0) || (gameclient.snap.gameobj && gameclient.snap.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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gameclient.predicted_char.write(&player);
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gameclient.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 direction = get_direction((int)(angle*256.0f));
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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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gameclient.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.direction == -1 && vel.x > 0) || (player.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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ANIMSTATE state;
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state.set(&data->animations[ANIM_BASE], 0);
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if(inair)
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state.add(&data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
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else if(stationary)
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state.add(&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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state.add(&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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state.add(&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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state.add(&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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gameclient.sounds->play(SOUNDS::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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gameclient.effects->skidtrail(
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position+vec2(-player.direction*6,12),
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vec2(-player.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(gameclient.snap.local_info && player_char->hooked_player == gameclient.snap.local_info->cid)
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{
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hook_pos = mix(vec2(gameclient.predicted_prev_char.pos.x, gameclient.predicted_prev_char.pos.y),
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vec2(gameclient.predicted_char.pos.x, gameclient.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;
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}
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else
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{
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gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
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}
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draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
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}
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else if (player.weapon == WEAPON_NINJA)
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{
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p = position;
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p.y += data->weapons.id[iw].offsety;
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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;
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gameclient.effects->powerupshine(p+vec2(32,0), vec2(32,12));
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}
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else
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{
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gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
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gameclient.effects->powerupshine(p-vec2(32,0), vec2(32,12));
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}
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draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
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// HADOKEN
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if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons.id[iw].num_sprite_muzzles)
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{
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int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
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float alpha = 1.0f;
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if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
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{
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vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
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dir = normalize(dir);
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float hadokenangle = get_angle(dir);
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gfx_quads_setrotation(hadokenangle);
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//float offsety = -data->weapons[iw].muzzleoffsety;
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select_sprite(data->weapons.id[iw].sprite_muzzles[itex], 0);
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vec2 diry(-dir.y,dir.x);
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p = position;
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float offsetx = data->weapons.id[iw].muzzleoffsetx;
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p -= dir * offsetx;
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draw_sprite(p.x, p.y, 160.0f);
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}
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}
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}
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else
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{
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// TODO: should be an animation
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recoil = 0;
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float a = (client_tick()-player.attacktick+intratick)/5.0f;
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if(a < 1)
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recoil = sinf(a*pi);
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p = position + dir * data->weapons.id[iw].offsetx - dir*recoil*10.0f;
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p.y += data->weapons.id[iw].offsety;
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draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
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}
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if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
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{
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// check if we're firing stuff
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if(data->weapons.id[iw].num_sprite_muzzles)//prev.attackticks)
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{
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float alpha = 0.0f;
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int phase1tick = (client_tick() - player.attacktick);
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if (phase1tick < (data->weapons.id[iw].muzzleduration + 3))
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{
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float t = ((((float)phase1tick) + intratick)/(float)data->weapons.id[iw].muzzleduration);
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alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
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}
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int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
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if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
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{
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float offsety = -data->weapons.id[iw].muzzleoffsety;
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select_sprite(data->weapons.id[iw].sprite_muzzles[itex], direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
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if(direction.x < 0)
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offsety = -offsety;
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vec2 diry(-dir.y,dir.x);
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vec2 muzzlepos = p + dir * data->weapons.id[iw].muzzleoffsetx + diry * offsety;
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draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons.id[iw].visual_size);
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}
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}
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}
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gfx_quads_end();
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switch (player.weapon)
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{
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case WEAPON_GUN: render_hand(&render_info, p, direction, -3*pi/4, vec2(-15, 4)); break;
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case WEAPON_SHOTGUN: render_hand(&render_info, p, direction, -pi/2, vec2(-5, 4)); break;
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case WEAPON_GRENADE: render_hand(&render_info, p, direction, -pi/2, vec2(-4, 7)); break;
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}
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}
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// render the "shadow" tee
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if(info.local && config.debug)
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{
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vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
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TEE_RENDER_INFO ghost = render_info;
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ghost.color_body.a = 0.5f;
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ghost.color_feet.a = 0.5f;
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render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
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}
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render_info.size = 64.0f; // force some settings
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render_info.color_body.a = 1.0f;
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render_info.color_feet.a = 1.0f;
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render_tee(&state, &render_info, player.emote, direction, position);
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if(player.player_state == PLAYERSTATE_CHATTING)
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{
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gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
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gfx_quads_begin();
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select_sprite(SPRITE_DOTDOT);
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gfx_quads_draw(position.x + 24, position.y - 40, 64,64);
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gfx_quads_end();
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}
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if (gameclient.clients[info.cid].emoticon_start != -1 && gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() > client_tick())
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{
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gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
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gfx_quads_begin();
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int since_start = client_tick() - gameclient.clients[info.cid].emoticon_start;
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int from_end = gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() - client_tick();
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float a = 1;
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if (from_end < client_tickspeed() / 5)
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a = from_end / (client_tickspeed() / 5.0);
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float h = 1;
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if (since_start < client_tickspeed() / 10)
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h = since_start / (client_tickspeed() / 10.0);
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float wiggle = 0;
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if (since_start < client_tickspeed() / 5)
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wiggle = since_start / (client_tickspeed() / 5.0);
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float wiggle_angle = sin(5*wiggle);
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gfx_quads_setrotation(pi/6*wiggle_angle);
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gfx_setcolor(1.0f,1.0f,1.0f,a);
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// client_datas::emoticon is an offset from the first emoticon
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select_sprite(SPRITE_OOP + gameclient.clients[info.cid].emoticon);
|
|
gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h);
|
|
gfx_quads_end();
|
|
}
|
|
}
|
|
|
|
void PLAYERS::on_render()
|
|
{
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
// only render active characters
|
|
if(!gameclient.snap.characters[i].active)
|
|
continue;
|
|
|
|
const void *prev_info = snap_find_item(SNAP_PREV, NETOBJTYPE_PLAYER_INFO, i);
|
|
const void *info = snap_find_item(SNAP_CURRENT, NETOBJTYPE_PLAYER_INFO, i);
|
|
|
|
if(prev_info && info)
|
|
{
|
|
NETOBJ_CHARACTER prev_char = gameclient.snap.characters[i].prev;
|
|
NETOBJ_CHARACTER cur_char = gameclient.snap.characters[i].cur;
|
|
|
|
render_player(
|
|
&prev_char,
|
|
&cur_char,
|
|
(const NETOBJ_PLAYER_INFO *)prev_info,
|
|
(const NETOBJ_PLAYER_INFO *)info
|
|
);
|
|
}
|
|
}
|
|
}
|