ddnet/src/game/client/gameclient.cpp
2017-03-06 14:04:09 +01:00

2280 lines
70 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <engine/editor.h>
#include <engine/engine.h>
#include <engine/friends.h>
#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/demo.h>
#include <engine/map.h>
#include <engine/storage.h>
#include <engine/sound.h>
#include <engine/serverbrowser.h>
#include <engine/updater.h>
#include <engine/shared/demo.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
#include <base/math.h>
#include <base/vmath.h>
#include <game/localization.h>
#include <game/version.h>
#include "render.h"
#include "gameclient.h"
#include "components/background.h"
#include "components/binds.h"
#include "components/broadcast.h"
#include "components/camera.h"
#include "components/chat.h"
#include "components/console.h"
#include "components/controls.h"
#include "components/countryflags.h"
#include "components/damageind.h"
#include "components/debughud.h"
#include "components/effects.h"
#include "components/emoticon.h"
#include "components/flow.h"
#include "components/hud.h"
#include "components/items.h"
#include "components/killmessages.h"
#include "components/mapimages.h"
#include "components/maplayers.h"
#include "components/mapsounds.h"
#include "components/menus.h"
#include "components/motd.h"
#include "components/particles.h"
#include "components/players.h"
#include "components/nameplates.h"
#include "components/scoreboard.h"
#include "components/skins.h"
#include "components/sounds.h"
#include "components/spectator.h"
#include "components/statboard.h"
#include "components/voting.h"
#include <base/system.h>
#include "components/race_demo.h"
#include "components/ghost.h"
#include <base/tl/sorted_array.h>
CGameClient g_GameClient;
// instanciate all systems
static CKillMessages gs_KillMessages;
static CCamera gs_Camera;
static CChat gs_Chat;
static CMotd gs_Motd;
static CBroadcast gs_Broadcast;
static CGameConsole gs_GameConsole;
static CBinds gs_Binds;
static CParticles gs_Particles;
static CMenus gs_Menus;
static CSkins gs_Skins;
static CCountryFlags gs_CountryFlags;
static CFlow gs_Flow;
static CHud gs_Hud;
static CDebugHud gs_DebugHud;
static CControls gs_Controls;
static CEffects gs_Effects;
static CScoreboard gs_Scoreboard;
static CStatboard gs_Statboard;
static CSounds gs_Sounds;
static CEmoticon gs_Emoticon;
static CDamageInd gsDamageInd;
static CVoting gs_Voting;
static CSpectator gs_Spectator;
static CPlayers gs_Players;
static CNamePlates gs_NamePlates;
static CItems gs_Items;
static CMapImages gs_MapImages;
static CMapLayers gs_MapLayersBackGround(CMapLayers::TYPE_BACKGROUND);
static CMapLayers gs_MapLayersForeGround(CMapLayers::TYPE_FOREGROUND);
static CBackground gs_BackGround;
static CMapSounds gs_MapSounds;
static CRaceDemo gs_RaceDemo;
static CGhost gs_Ghost;
CGameClient::CStack::CStack() { m_Num = 0; }
void CGameClient::CStack::Add(class CComponent *pComponent) { m_paComponents[m_Num++] = pComponent; }
const char *CGameClient::Version() { return GAME_VERSION; }
const char *CGameClient::NetVersion() { return GAME_NETVERSION; }
const char *CGameClient::GetItemName(int Type) { return m_NetObjHandler.GetObjName(Type); }
void CGameClient::OnConsoleInit()
{
m_pEngine = Kernel()->RequestInterface<IEngine>();
m_pClient = Kernel()->RequestInterface<IClient>();
m_pTextRender = Kernel()->RequestInterface<ITextRender>();
m_pSound = Kernel()->RequestInterface<ISound>();
m_pInput = Kernel()->RequestInterface<IInput>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
m_pStorage = Kernel()->RequestInterface<IStorage>();
m_pDemoPlayer = Kernel()->RequestInterface<IDemoPlayer>();
m_pServerBrowser = Kernel()->RequestInterface<IServerBrowser>();
m_pEditor = Kernel()->RequestInterface<IEditor>();
m_pFriends = Kernel()->RequestInterface<IFriends>();
m_pFoes = Client()->Foes();
#if defined(CONF_FAMILY_WINDOWS) || (defined(CONF_PLATFORM_LINUX) && !defined(__ANDROID__))
m_pUpdater = Kernel()->RequestInterface<IUpdater>();
#endif
// setup pointers
m_pBinds = &::gs_Binds;
m_pGameConsole = &::gs_GameConsole;
m_pParticles = &::gs_Particles;
m_pMenus = &::gs_Menus;
m_pSkins = &::gs_Skins;
m_pCountryFlags = &::gs_CountryFlags;
m_pChat = &::gs_Chat;
m_pFlow = &::gs_Flow;
m_pCamera = &::gs_Camera;
m_pControls = &::gs_Controls;
m_pEffects = &::gs_Effects;
m_pSounds = &::gs_Sounds;
m_pMotd = &::gs_Motd;
m_pDamageind = &::gsDamageInd;
m_pMapimages = &::gs_MapImages;
m_pVoting = &::gs_Voting;
m_pScoreboard = &::gs_Scoreboard;
m_pStatboard = &::gs_Statboard;
m_pItems = &::gs_Items;
m_pMapLayersBackGround = &::gs_MapLayersBackGround;
m_pMapLayersForeGround = &::gs_MapLayersForeGround;
m_pBackGround = &::gs_BackGround;
m_pMapSounds = &::gs_MapSounds;
m_pRaceDemo = &::gs_RaceDemo;
m_pGhost = &::gs_Ghost;
// make a list of all the systems, make sure to add them in the correct render order
m_All.Add(m_pSkins);
m_All.Add(m_pCountryFlags);
m_All.Add(m_pMapimages);
m_All.Add(m_pEffects); // doesn't render anything, just updates effects
m_All.Add(m_pParticles);
m_All.Add(m_pBinds);
m_All.Add(m_pControls);
m_All.Add(m_pCamera);
m_All.Add(m_pSounds);
m_All.Add(m_pVoting);
m_All.Add(m_pParticles); // doesn't render anything, just updates all the particles
m_All.Add(m_pRaceDemo);
m_All.Add(m_pMapSounds);
m_All.Add(&gs_BackGround); //render instead of gs_MapLayersBackGround when g_Config.m_ClOverlayEntities == 100
m_All.Add(&gs_MapLayersBackGround); // first to render
m_All.Add(&m_pParticles->m_RenderTrail);
m_All.Add(m_pItems);
m_All.Add(&gs_Players);
m_All.Add(m_pGhost);
m_All.Add(&gs_MapLayersForeGround);
m_All.Add(&m_pParticles->m_RenderExplosions);
m_All.Add(&gs_NamePlates);
m_All.Add(&m_pParticles->m_RenderGeneral);
m_All.Add(m_pDamageind);
m_All.Add(&gs_Hud);
m_All.Add(&gs_Spectator);
m_All.Add(&gs_Emoticon);
m_All.Add(&gs_KillMessages);
m_All.Add(m_pChat);
m_All.Add(&gs_Broadcast);
m_All.Add(&gs_DebugHud);
m_All.Add(&gs_Scoreboard);
m_All.Add(&gs_Statboard);
m_All.Add(m_pMotd);
m_All.Add(m_pMenus);
m_All.Add(m_pGameConsole);
// build the input stack
m_Input.Add(&m_pMenus->m_Binder); // this will take over all input when we want to bind a key
m_Input.Add(&m_pBinds->m_SpecialBinds);
m_Input.Add(m_pGameConsole);
m_Input.Add(m_pChat); // chat has higher prio due to tha you can quit it by pressing esc
m_Input.Add(m_pMotd); // for pressing esc to remove it
m_Input.Add(m_pMenus);
m_Input.Add(&gs_Spectator);
m_Input.Add(&gs_Emoticon);
m_Input.Add(m_pControls);
m_Input.Add(m_pBinds);
// add the some console commands
Console()->Register("team", "i[team-id]", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself");
// register server dummy commands for tab completion
Console()->Register("tune", "s[tuning] i[value]", CFGFLAG_SERVER, 0, 0, "Tune variable to value");
Console()->Register("tune_reset", "", CFGFLAG_SERVER, 0, 0, "Reset tuning");
Console()->Register("tune_dump", "", CFGFLAG_SERVER, 0, 0, "Dump tuning");
Console()->Register("change_map", "?r[map]", CFGFLAG_SERVER, 0, 0, "Change map");
Console()->Register("restart", "?i[seconds]", CFGFLAG_SERVER, 0, 0, "Restart in x seconds");
Console()->Register("broadcast", "r[message]", CFGFLAG_SERVER, 0, 0, "Broadcast message");
Console()->Register("say", "r[message]", CFGFLAG_SERVER, 0, 0, "Say in chat");
Console()->Register("set_team", "i[id] i[team-id] ?i[delay in minutes]", CFGFLAG_SERVER, 0, 0, "Set team of player to team");
Console()->Register("set_team_all", "i[team-id]", CFGFLAG_SERVER, 0, 0, "Set team of all players to team");
Console()->Register("add_vote", "s[name] r[command]", CFGFLAG_SERVER, 0, 0, "Add a voting option");
Console()->Register("remove_vote", "s[name]", CFGFLAG_SERVER, 0, 0, "remove a voting option");
Console()->Register("force_vote", "s[name] s[command] ?r[reason]", CFGFLAG_SERVER, 0, 0, "Force a voting option");
Console()->Register("clear_votes", "", CFGFLAG_SERVER, 0, 0, "Clears the voting options");
Console()->Register("vote", "r['yes'|'no']", CFGFLAG_SERVER, 0, 0, "Force a vote to yes/no");
Console()->Register("swap_teams", "", CFGFLAG_SERVER, 0, 0, "Swap the current teams");
Console()->Register("shuffle_teams", "", CFGFLAG_SERVER, 0, 0, "Shuffle the current teams");
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->m_pClient = this;
// let all the other components register their console commands
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnConsoleInit();
//
Console()->Chain("player_name", ConchainSpecialInfoupdate, this);
Console()->Chain("player_clan", ConchainSpecialInfoupdate, this);
Console()->Chain("player_country", ConchainSpecialInfoupdate, this);
Console()->Chain("player_use_custom_color", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_body", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_feet", ConchainSpecialInfoupdate, this);
Console()->Chain("player_skin", ConchainSpecialInfoupdate, this);
Console()->Chain("dummy_name", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_clan", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_country", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_use_custom_color", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_color_body", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_color_feet", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_skin", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("cl_dummy", ConchainSpecialDummy, this);
//
m_SuppressEvents = false;
}
void CGameClient::OnInit()
{
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
// propagate pointers
m_UI.SetGraphics(Graphics(), TextRender());
m_RenderTools.m_pGraphics = Graphics();
m_RenderTools.m_pUI = UI();
int64 Start = time_get();
// set the language
g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console());
// TODO: this should be different
// setup item sizes
for(int i = 0; i < NUM_NETOBJTYPES; i++)
Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));
// load default font
static CFont *pDefaultFont = 0;
char aFilename[512];
const char *pFontFile = "fonts/DejaVuSansCJKName.ttf";
if (str_find(g_Config.m_ClLanguagefile, "chinese") != NULL || str_find(g_Config.m_ClLanguagefile, "japanese") != NULL ||
str_find(g_Config.m_ClLanguagefile, "korean") != NULL)
pFontFile = "fonts/DejavuWenQuanYiMicroHei.ttf";
IOHANDLE File = Storage()->OpenFile(pFontFile, IOFLAG_READ, IStorage::TYPE_ALL, aFilename, sizeof(aFilename));
if(File)
{
io_close(File);
pDefaultFont = TextRender()->LoadFont(aFilename);
TextRender()->SetDefaultFont(pDefaultFont);
}
if(!pDefaultFont)
Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "gameclient", "failed to load font. filename='%s'", pFontFile);
// init all components
for(int i = m_All.m_Num-1; i >= 0; --i)
m_All.m_paComponents[i]->OnInit();
char aBuf[256];
// setup load amount// load textures
for(int i = 0; i < g_pData->m_NumImages; i++)
{
g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
g_GameClient.m_pMenus->RenderLoading();
}
#if defined(__ANDROID__)
m_pMapimages->OnMapLoad(); // Reload map textures on Android
#endif
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
int64 End = time_get();
str_format(aBuf, sizeof(aBuf), "initialisation finished after %.2fms", ((End-Start)*1000)/(float)time_freq());
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "gameclient", aBuf);
m_ServerMode = SERVERMODE_PURE;
m_DDRaceMsgSent[0] = false;
m_DDRaceMsgSent[1] = false;
m_ShowOthers[0] = -1;
m_ShowOthers[1] = -1;
// Set free binds to DDRace binds if it's active
if(!g_Config.m_ClDDRaceBindsSet && g_Config.m_ClDDRaceBinds)
gs_Binds.SetDDRaceBinds(true);
if(g_Config.m_ClTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClTimeoutCode, "hGuEYnfxicsXGwFq") == 0)
{
for(unsigned int i = 0; i < 16; i++)
{
if (rand() % 2)
g_Config.m_ClTimeoutCode[i] = (rand() % 26) + 97;
else
g_Config.m_ClTimeoutCode[i] = (rand() % 26) + 65;
}
}
if(g_Config.m_ClDummyTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClDummyTimeoutCode, "hGuEYnfxicsXGwFq") == 0)
{
for(unsigned int i = 0; i < 16; i++)
{
if (rand() % 2)
g_Config.m_ClDummyTimeoutCode[i] = (rand() % 26) + 97;
else
g_Config.m_ClDummyTimeoutCode[i] = (rand() % 26) + 65;
}
}
}
void CGameClient::OnUpdate()
{
// handle mouse movement
float x = 0.0f, y = 0.0f;
Input()->MouseRelative(&x, &y);
#if !defined(__ANDROID__) // No relative mouse on Android
if(x != 0.0f || y != 0.0f)
#endif
{
for(int h = 0; h < m_Input.m_Num; h++)
{
if(m_Input.m_paComponents[h]->OnMouseMove(x, y))
break;
}
}
// handle key presses
for(int i = 0; i < Input()->NumEvents(); i++)
{
IInput::CEvent e = Input()->GetEvent(i);
if(!Input()->IsEventValid(&e))
continue;
for(int h = 0; h < m_Input.m_Num; h++)
{
if(m_Input.m_paComponents[h]->OnInput(e))
break;
}
}
}
void CGameClient::OnDummySwap()
{
if (g_Config.m_ClDummyResetOnSwitch)
{
m_pControls->ResetInput(!g_Config.m_ClDummy);
}
m_DummyInput = m_pControls->m_InputData[!g_Config.m_ClDummy];
}
int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)
{
m_LocalIDs[g_Config.m_ClDummy] = m_Snap.m_LocalClientID;
if (!Dummy)
{
return m_pControls->SnapInput(pData);
}
if(!g_Config.m_ClDummyHammer)
{
if(m_DummyFire != 0)
{
m_DummyInput.m_Fire = m_HammerInput.m_Fire;
m_DummyFire = 0;
}
if(!Force && (!m_DummyInput.m_Direction && !m_DummyInput.m_Jump && !m_DummyInput.m_Hook))
{
return 0;
}
mem_copy(pData, &m_DummyInput, sizeof(m_DummyInput));
return sizeof(m_DummyInput);
}
else
{
if((m_DummyFire / 12.5) - (int)(m_DummyFire / 12.5) > 0.01)
{
m_DummyFire++;
return 0;
}
m_DummyFire++;
m_HammerInput.m_Fire += 2;
m_HammerInput.m_WantedWeapon = 1;
vec2 Main = m_LocalCharacterPos;
vec2 Dummy = m_aClients[m_LocalIDs[!g_Config.m_ClDummy]].m_Predicted.m_Pos;
vec2 Dir = Main - Dummy;
m_HammerInput.m_TargetX = Dir.x;
m_HammerInput.m_TargetY = Dir.y;
mem_copy(pData, &m_HammerInput, sizeof(m_HammerInput));
return sizeof(m_HammerInput);
}
}
void CGameClient::OnConnected()
{
m_Layers.Init(Kernel());
m_Collision.Init(Layers());
RenderTools()->RenderTilemapGenerateSkip(Layers());
for(int i = 0; i < m_All.m_Num; i++)
{
m_All.m_paComponents[i]->OnMapLoad();
m_All.m_paComponents[i]->OnReset();
}
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
m_ServerMode = SERVERMODE_PURE;
// send the inital info
SendInfo(true);
// we should keep this in for now, because otherwise you can't spectate
// people at start as the other info 64 packet is only sent after the first
// snap
Client()->Rcon("crashmeplx");
}
void CGameClient::OnReset()
{
// clear out the invalid pointers
m_LastNewPredictedTick[0] = -1;
m_LastNewPredictedTick[1] = -1;
mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
for(int i = 0; i < MAX_CLIENTS; i++)
m_aClients[i].Reset();
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
m_DemoSpecID = SPEC_FOLLOW;
m_FlagDropTick[TEAM_RED] = 0;
m_FlagDropTick[TEAM_BLUE] = 0;
m_LastRoundStartTick = -1;
m_LastFlagCarrierRed = -4;
m_LastFlagCarrierBlue = -4;
m_Tuning[g_Config.m_ClDummy] = CTuningParams();
m_Teams.Reset();
m_DDRaceMsgSent[0] = false;
m_DDRaceMsgSent[1] = false;
m_ShowOthers[0] = -1;
m_ShowOthers[1] = -1;
for(int i = 0; i < 150; i++)
m_aWeaponData[i].m_Tick = -1;
}
void CGameClient::UpdatePositions()
{
// local character position
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!AntiPingPlayers())
{
if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
// don't use predicted
}
else
m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
else
{
if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
if (m_Snap.m_pLocalCharacter)
m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
// else
// m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
}
else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
{
m_LocalCharacterPos = mix(
vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick());
}
if (AntiPingPlayers())
{
for (int i = 0; i < MAX_CLIENTS; i++)
{
if (!m_Snap.m_aCharacters[i].m_Active)
continue;
if (m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter && g_Config.m_ClPredict /* && g_Config.m_AntiPing */ && !(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active))
m_Snap.m_aCharacters[i].m_Position = mix(m_aClients[i].m_PrevPredicted.m_Pos, m_aClients[i].m_Predicted.m_Pos, Client()->PredIntraGameTick());
else
m_Snap.m_aCharacters[i].m_Position = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y), vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y), Client()->IntraGameTick());
}
}
// spectator position
if(m_Snap.m_SpecInfo.m_Active)
{
if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
{
m_Snap.m_SpecInfo.m_Position = mix(
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_Y),
Client()->IntraGameTick());
m_Snap.m_SpecInfo.m_UsePosition = true;
}
else if(m_Snap.m_pSpectatorInfo && ((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID == SPEC_FOLLOW) || (Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)))
{
if(m_Snap.m_pPrevSpectatorInfo)
m_Snap.m_SpecInfo.m_Position = mix(vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), Client()->IntraGameTick());
else
m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
m_Snap.m_SpecInfo.m_UsePosition = true;
}
}
}
static void Evolve(CNetObj_Character *pCharacter, int Tick)
{
CWorldCore TempWorld;
CCharacterCore TempCore;
CTeamsCore TempTeams;
mem_zero(&TempCore, sizeof(TempCore));
mem_zero(&TempTeams, sizeof(TempTeams));
TempCore.Init(&TempWorld, g_GameClient.Collision(), &TempTeams);
TempCore.Read(pCharacter);
TempCore.m_ActiveWeapon = pCharacter->m_Weapon;
while(pCharacter->m_Tick < Tick)
{
pCharacter->m_Tick++;
TempCore.Tick(false, true);
TempCore.Move();
TempCore.Quantize();
}
TempCore.Write(pCharacter);
}
void CGameClient::OnRender()
{
// update the local character and spectate position
UpdatePositions();
// render all systems
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnRender();
// clear all events/input for this frame
Input()->Clear();
// clear new tick flags
m_NewTick = false;
m_NewPredictedTick = false;
if(g_Config.m_ClDummy && !Client()->DummyConnected())
g_Config.m_ClDummy = 0;
// resend player and dummy info if it was filtered by server
if(Client()->State() == IClient::STATE_ONLINE && !m_pMenus->IsActive()) {
if(m_CheckInfo[0] == 0) {
if(
str_comp(m_aClients[m_LocalIDs[0]].m_aName, g_Config.m_PlayerName) ||
str_comp(m_aClients[m_LocalIDs[0]].m_aClan, g_Config.m_PlayerClan) ||
m_aClients[m_LocalIDs[0]].m_Country != g_Config.m_PlayerCountry ||
str_comp(m_aClients[m_LocalIDs[0]].m_aSkinName, g_Config.m_ClPlayerSkin) ||
m_aClients[m_LocalIDs[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor ||
m_aClients[m_LocalIDs[0]].m_ColorBody != g_Config.m_ClPlayerColorBody ||
m_aClients[m_LocalIDs[0]].m_ColorFeet != g_Config.m_ClPlayerColorFeet
)
SendInfo(false);
else
m_CheckInfo[0] = -1;
}
if(m_CheckInfo[0] > 0)
m_CheckInfo[0]--;
if(Client()->DummyConnected()) {
if(m_CheckInfo[1] == 0) {
if(
str_comp(m_aClients[m_LocalIDs[1]].m_aName, g_Config.m_ClDummyName) ||
str_comp(m_aClients[m_LocalIDs[1]].m_aClan, g_Config.m_ClDummyClan) ||
m_aClients[m_LocalIDs[1]].m_Country != g_Config.m_ClDummyCountry ||
str_comp(m_aClients[m_LocalIDs[1]].m_aSkinName, g_Config.m_ClDummySkin) ||
m_aClients[m_LocalIDs[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor ||
m_aClients[m_LocalIDs[1]].m_ColorBody != g_Config.m_ClDummyColorBody ||
m_aClients[m_LocalIDs[1]].m_ColorFeet != g_Config.m_ClDummyColorFeet
)
SendDummyInfo(false);
else
m_CheckInfo[1] = -1;
}
if(m_CheckInfo[1] > 0)
m_CheckInfo[1]--;
}
}
}
void CGameClient::OnDummyDisconnect()
{
m_DDRaceMsgSent[1] = false;
m_ShowOthers[1] = -1;
m_LastNewPredictedTick[1] = -1;
}
void CGameClient::OnRelease()
{
// release all systems
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnRelease();
}
void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy)
{
// special messages
if(MsgId == NETMSGTYPE_SV_EXTRAPROJECTILE && !IsDummy)
{
int Num = pUnpacker->GetInt();
for(int k = 0; k < Num; k++)
{
CNetObj_Projectile Proj;
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
((int *)&Proj)[i] = pUnpacker->GetInt();
if(pUnpacker->Error())
return;
g_GameClient.m_pItems->AddExtraProjectile(&Proj);
if(AntiPingWeapons() && Proj.m_Type == WEAPON_GRENADE && !UseExtraInfo(&Proj))
{
vec2 StartPos;
vec2 Direction;
ExtractInfo(&Proj, &StartPos, &Direction, 1);
if(CWeaponData *pCurrentData = GetWeaponData(Proj.m_StartTick))
{
if(CWeaponData *pMatchingData = FindWeaponData(Proj.m_StartTick))
{
if(distance(pMatchingData->m_Direction, Direction) < 0.015)
Direction = pMatchingData->m_Direction;
else if(int *pData = Client()->GetInput(Proj.m_StartTick+2))
{
CNetObj_PlayerInput *pNextInput = (CNetObj_PlayerInput*) pData;
vec2 NextDirection = normalize(vec2(pNextInput->m_TargetX, pNextInput->m_TargetY));
if(distance(NextDirection, Direction) < 0.015)
Direction = NextDirection;
}
if(distance(pMatchingData->StartPos(), StartPos) < 1)
StartPos = pMatchingData->StartPos();
}
pCurrentData->m_Tick = Proj.m_StartTick;
pCurrentData->m_Direction = Direction;
pCurrentData->m_Pos = StartPos - Direction * 28.0f * 0.75f;
}
}
}
return;
}
else if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
{
// unpack the new tuning
CTuningParams NewTuning;
int *pParams = (int *)&NewTuning;
// No jetpack on DDNet incompatible servers:
NewTuning.m_JetpackStrength = 0;
for(unsigned i = 0; i < sizeof(CTuningParams)/sizeof(int); i++)
{
int value = pUnpacker->GetInt();
// check for unpacking errors
if(pUnpacker->Error())
break;
pParams[i] = value;
}
m_ServerMode = SERVERMODE_PURE;
// apply new tuning
m_Tuning[IsDummy ? !g_Config.m_ClDummy : g_Config.m_ClDummy] = NewTuning;
return;
}
void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
if(!pRawMsg)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", aBuf);
return;
}
if(IsDummy)
{
if(MsgId == NETMSGTYPE_SV_CHAT
&& m_LocalIDs[0] >= 0
&& m_LocalIDs[1] >= 0)
{
CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
if((pMsg->m_Team == 1
&& (m_aClients[m_LocalIDs[0]].m_Team != m_aClients[m_LocalIDs[1]].m_Team
|| m_Teams.Team(m_LocalIDs[0]) != m_Teams.Team(m_LocalIDs[1])))
|| pMsg->m_Team > 1)
{
m_pChat->OnMessage(MsgId, pRawMsg);
}
}
return; // no need of all that stuff for the dummy
}
// TODO: this should be done smarter
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnMessage(MsgId, pRawMsg);
if(MsgId == NETMSGTYPE_SV_READYTOENTER)
{
Client()->EnterGame();
}
else if (MsgId == NETMSGTYPE_SV_EMOTICON)
{
CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
// apply
m_aClients[pMsg->m_ClientID].m_Emoticon = pMsg->m_Emoticon;
m_aClients[pMsg->m_ClientID].m_EmoticonStart = Client()->GameTick();
}
else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
{
if(m_SuppressEvents)
return;
// don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
if(pMsg->m_SoundID == SOUND_CTF_DROP || pMsg->m_SoundID == SOUND_CTF_RETURN ||
pMsg->m_SoundID == SOUND_CTF_CAPTURE || pMsg->m_SoundID == SOUND_CTF_GRAB_EN ||
pMsg->m_SoundID == SOUND_CTF_GRAB_PL)
{
if(g_Config.m_SndGame)
g_GameClient.m_pSounds->Enqueue(CSounds::CHN_GLOBAL, pMsg->m_SoundID);
}
else
{
if(g_Config.m_SndGame)
g_GameClient.m_pSounds->Play(CSounds::CHN_GLOBAL, pMsg->m_SoundID, 1.0f);
}
}
else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE)
{
unsigned int i;
for(i = 0; i < MAX_CLIENTS; i++)
{
int Team = pUnpacker->GetInt();
bool WentWrong = false;
if(pUnpacker->Error())
WentWrong = true;
if(!WentWrong && Team >= 0 && Team < MAX_CLIENTS)
m_Teams.Team(i, Team);
else if (Team != MAX_CLIENTS)
WentWrong = true;
if(WentWrong)
{
m_Teams.Team(i, 0);
break;
}
}
if (i <= 16)
m_Teams.m_IsDDRace16 = true;
}
else if(MsgId == NETMSGTYPE_SV_PLAYERTIME)
{
CNetMsg_Sv_PlayerTime *pMsg = (CNetMsg_Sv_PlayerTime *)pRawMsg;
m_aClients[pMsg->m_ClientID].m_Score = pMsg->m_Time;
}
}
void CGameClient::OnStateChange(int NewState, int OldState)
{
// reset everything when not already connected (to keep gathered stuff)
if(NewState < IClient::STATE_ONLINE)
OnReset();
// then change the state
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnStateChange(NewState, OldState);
}
void CGameClient::OnShutdown()
{
m_pRaceDemo->OnShutdown();
}
void CGameClient::OnEnterGame()
{
g_GameClient.m_pEffects->ResetDamageIndicator();
}
void CGameClient::OnGameOver()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0)
Client()->AutoScreenshot_Start();
}
void CGameClient::OnStartGame()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
Client()->DemoRecorder_HandleAutoStart();
m_pStatboard->OnReset();
}
void CGameClient::OnFlagGrab(int TeamID)
{
if(TeamID == TEAM_RED)
m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++;
else
m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++;
}
void CGameClient::OnRconLine(const char *pLine)
{
m_pGameConsole->PrintLine(CGameConsole::CONSOLETYPE_REMOTE, pLine);
}
void CGameClient::ProcessEvents()
{
if(m_SuppressEvents)
return;
int SnapType = IClient::SNAP_CURRENT;
int Num = Client()->SnapNumItems(SnapType);
for(int Index = 0; Index < Num; Index++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(SnapType, Index, &Item);
if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
{
CNetEvent_DamageInd *ev = (CNetEvent_DamageInd *)pData;
g_GameClient.m_pEffects->DamageIndicator(vec2(ev->m_X, ev->m_Y), GetDirection(ev->m_Angle));
}
else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
{
CNetEvent_Explosion *ev = (CNetEvent_Explosion *)pData;
g_GameClient.m_pEffects->Explosion(vec2(ev->m_X, ev->m_Y));
}
else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
{
CNetEvent_HammerHit *ev = (CNetEvent_HammerHit *)pData;
g_GameClient.m_pEffects->HammerHit(vec2(ev->m_X, ev->m_Y));
}
else if(Item.m_Type == NETEVENTTYPE_SPAWN)
{
CNetEvent_Spawn *ev = (CNetEvent_Spawn *)pData;
g_GameClient.m_pEffects->PlayerSpawn(vec2(ev->m_X, ev->m_Y));
}
else if(Item.m_Type == NETEVENTTYPE_DEATH)
{
CNetEvent_Death *ev = (CNetEvent_Death *)pData;
g_GameClient.m_pEffects->PlayerDeath(vec2(ev->m_X, ev->m_Y), ev->m_ClientID);
}
else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
{
CNetEvent_SoundWorld *ev = (CNetEvent_SoundWorld *)pData;
if(g_Config.m_SndGame && (ev->m_SoundID != SOUND_GUN_FIRE || g_Config.m_SndGun))
g_GameClient.m_pSounds->PlayAt(CSounds::CHN_WORLD, ev->m_SoundID, 1.0f, vec2(ev->m_X, ev->m_Y));
}
}
}
void CGameClient::OnNewSnapshot()
{
m_NewTick = true;
// clear out the invalid pointers
mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
m_Snap.m_LocalClientID = -1;
// secure snapshot
{
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int Index = 0; Index < Num; Index++)
{
IClient::CSnapItem Item;
void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
if(m_NetObjHandler.ValidateObj(Item.m_Type, pData, Item.m_DataSize) != 0)
{
if(g_Config.m_Debug)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "invalidated index=%d type=%d (%s) size=%d id=%d", Index, Item.m_Type, m_NetObjHandler.GetObjName(Item.m_Type), Item.m_DataSize, Item.m_ID);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
Client()->SnapInvalidateItem(IClient::SNAP_CURRENT, Index);
}
}
}
ProcessEvents();
if(g_Config.m_DbgStress)
{
if((Client()->GameTick()%100) == 0)
{
char aMessage[64];
int MsgLen = rand()%(sizeof(aMessage)-1);
for(int i = 0; i < MsgLen; i++)
aMessage[i] = 'a'+(rand()%('z'-'a'));
aMessage[MsgLen] = 0;
CNetMsg_Cl_Say Msg;
Msg.m_Team = rand()&1;
Msg.m_pMessage = aMessage;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
}
// go trough all the items in the snapshot and gather the info we want
{
m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int i = 0; i < Num; i++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item);
if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
{
const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)pData;
int ClientID = Item.m_ID;
IntsToStr(&pInfo->m_Name0, 4, m_aClients[ClientID].m_aName);
IntsToStr(&pInfo->m_Clan0, 3, m_aClients[ClientID].m_aClan);
m_aClients[ClientID].m_Country = pInfo->m_Country;
IntsToStr(&pInfo->m_Skin0, 6, m_aClients[ClientID].m_aSkinName);
m_aClients[ClientID].m_UseCustomColor = pInfo->m_UseCustomColor;
m_aClients[ClientID].m_ColorBody = pInfo->m_ColorBody;
m_aClients[ClientID].m_ColorFeet = pInfo->m_ColorFeet;
// prepare the info
if(m_aClients[ClientID].m_aSkinName[0] == 'x' || m_aClients[ClientID].m_aSkinName[1] == '_')
str_copy(m_aClients[ClientID].m_aSkinName, "default", 64);
m_aClients[ClientID].m_SkinInfo.m_ColorBody = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorBody);
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorFeet);
m_aClients[ClientID].m_SkinInfo.m_Size = 64;
// find new skin
m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find(m_aClients[ClientID].m_aSkinName);
if(m_aClients[ClientID].m_SkinID < 0)
{
m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find("default");
if(m_aClients[ClientID].m_SkinID < 0)
m_aClients[ClientID].m_SkinID = 0;
}
if(m_aClients[ClientID].m_UseCustomColor)
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_ColorTexture;
else
{
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_OrgTexture;
m_aClients[ClientID].m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
}
m_aClients[ClientID].UpdateRenderInfo();
}
else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
{
const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData;
m_aClients[pInfo->m_ClientID].m_Team = pInfo->m_Team;
m_aClients[pInfo->m_ClientID].m_Active = true;
m_Snap.m_paPlayerInfos[pInfo->m_ClientID] = pInfo;
m_Snap.m_NumPlayers++;
if(pInfo->m_Local)
{
m_Snap.m_LocalClientID = Item.m_ID;
m_Snap.m_pLocalInfo = pInfo;
if(pInfo->m_Team == TEAM_SPECTATORS)
{
m_Snap.m_SpecInfo.m_Active = true;
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
}
}
// calculate team-balance
if(pInfo->m_Team != TEAM_SPECTATORS)
{
m_Snap.m_aTeamSize[pInfo->m_Team]++;
if(!m_aStats[pInfo->m_ClientID].IsActive())
m_aStats[pInfo->m_ClientID].JoinGame(Client()->GameTick());
}
else if(m_aStats[pInfo->m_ClientID].IsActive())
m_aStats[pInfo->m_ClientID].JoinSpec(Client()->GameTick());
}
else if(Item.m_Type == NETOBJTYPE_CHARACTER)
{
const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID);
m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData);
if(pOld)
{
m_Snap.m_aCharacters[Item.m_ID].m_Active = true;
m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld);
if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick());
if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick());
}
}
else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
{
m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)pData;
m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_SPECTATORINFO, Item.m_ID);
m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_pSpectatorInfo->m_SpectatorID;
}
else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
{
static bool s_GameOver = 0;
static bool s_GamePaused = 0;
m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)pData;
bool CurrentTickGameOver = m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER;
if(!s_GameOver && CurrentTickGameOver)
OnGameOver();
else if(s_GameOver && !CurrentTickGameOver)
OnStartGame();
// Reset statboard when new round is started (RoundStartTick changed)
// New round is usually started after `restart` on server
if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick
// In GamePaused or GameOver state RoundStartTick is updated on each tick
// hence no need to reset stats until player leaves GameOver
// and it would be a mistake to reset stats after or during the pause
&& !(CurrentTickGameOver || m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED || s_GamePaused))
m_pStatboard->OnReset();
m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick;
s_GameOver = CurrentTickGameOver;
s_GamePaused = m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED;
}
else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
{
m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData;
m_Snap.m_GameDataSnapID = Item.m_ID;
if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
{
if(m_FlagDropTick[TEAM_RED] == 0)
m_FlagDropTick[TEAM_RED] = Client()->GameTick();
}
else if(m_FlagDropTick[TEAM_RED] != 0)
m_FlagDropTick[TEAM_RED] = 0;
if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
{
if(m_FlagDropTick[TEAM_BLUE] == 0)
m_FlagDropTick[TEAM_BLUE] = Client()->GameTick();
}
else if(m_FlagDropTick[TEAM_BLUE] != 0)
m_FlagDropTick[TEAM_BLUE] = 0;
if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0)
OnFlagGrab(TEAM_RED);
else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0)
OnFlagGrab(TEAM_BLUE);
m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed;
m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue;
}
else if(Item.m_Type == NETOBJTYPE_FLAG)
m_Snap.m_paFlags[Item.m_ID%2] = (const CNetObj_Flag *)pData;
}
}
// setup local pointers
if(m_Snap.m_LocalClientID >= 0)
{
CSnapState::CCharacterInfo *c = &m_Snap.m_aCharacters[m_Snap.m_LocalClientID];
if(c->m_Active)
{
if(!m_Snap.m_SpecInfo.m_Active)
{
m_Snap.m_pLocalCharacter = &c->m_Cur;
m_Snap.m_pLocalPrevCharacter = &c->m_Prev;
m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
}
}
else if(Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, m_Snap.m_LocalClientID))
{
// player died
m_pControls->OnPlayerDeath();
}
}
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
if(m_DemoSpecID != SPEC_FOLLOW)
{
m_Snap.m_SpecInfo.m_Active = true;
m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_LocalClientID;
if(m_DemoSpecID > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecID].m_Active)
m_Snap.m_SpecInfo.m_SpectatorID = m_DemoSpecID;
else
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
}
}
// clear out unneeded client data
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(!m_Snap.m_paPlayerInfos[i] && m_aClients[i].m_Active)
{
m_aClients[i].Reset();
m_aStats[i].Reset();
}
}
// update friend state
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true))
m_aClients[i].m_Friend = false;
else
m_aClients[i].m_Friend = true;
}
// update foe state
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Foes()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true))
m_aClients[i].m_Foe = false;
else
m_aClients[i].m_Foe = true;
}
// sort player infos by name
mem_copy(m_Snap.m_paInfoByName, m_Snap.m_paPlayerInfos, sizeof(m_Snap.m_paInfoByName));
for(int k = 0; k < MAX_CLIENTS-1; k++) // ffs, bubblesort
{
for(int i = 0; i < MAX_CLIENTS-k-1; i++)
{
if(m_Snap.m_paInfoByName[i+1] && (!m_Snap.m_paInfoByName[i] || str_comp_nocase(m_aClients[m_Snap.m_paInfoByName[i]->m_ClientID].m_aName, m_aClients[m_Snap.m_paInfoByName[i+1]->m_ClientID].m_aName) > 0))
{
const CNetObj_PlayerInfo *pTmp = m_Snap.m_paInfoByName[i];
m_Snap.m_paInfoByName[i] = m_Snap.m_paInfoByName[i+1];
m_Snap.m_paInfoByName[i+1] = pTmp;
}
}
}
// sort player infos by score
mem_copy(m_Snap.m_paInfoByScore, m_Snap.m_paInfoByName, sizeof(m_Snap.m_paInfoByScore));
for(int k = 0; k < MAX_CLIENTS-1; k++) // ffs, bubblesort
{
for(int i = 0; i < MAX_CLIENTS-k-1; i++)
{
if(m_Snap.m_paInfoByScore[i+1] && (!m_Snap.m_paInfoByScore[i] || m_Snap.m_paInfoByScore[i]->m_Score < m_Snap.m_paInfoByScore[i+1]->m_Score))
{
const CNetObj_PlayerInfo *pTmp = m_Snap.m_paInfoByScore[i];
m_Snap.m_paInfoByScore[i] = m_Snap.m_paInfoByScore[i+1];
m_Snap.m_paInfoByScore[i+1] = pTmp;
}
}
}
// sort player infos by team
//int Teams[3] = { TEAM_RED, TEAM_BLUE, TEAM_SPECTATORS };
int Index = 0;
//for(int Team = 0; Team < 3; ++Team)
//{
// for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
// {
// if(m_Snap.m_paPlayerInfos[i] && m_Snap.m_paPlayerInfos[i]->m_Team == Teams[Team])
// m_Snap.m_paInfoByTeam[Index++] = m_Snap.m_paPlayerInfos[i];
// }
//}
// sort player infos by DDRace Team (and score inbetween)
Index = 0;
for(int Team = 0; Team <= MAX_CLIENTS; ++Team)
{
for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
{
if(m_Snap.m_paInfoByScore[i] && m_Teams.Team(m_Snap.m_paInfoByScore[i]->m_ClientID) == Team)
m_Snap.m_paInfoByDDTeam[Index++] = m_Snap.m_paInfoByScore[i];
}
}
CTuningParams StandardTuning;
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
if(CurrentServerInfo.m_aGameType[0] != '0')
{
if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0)
m_ServerMode = SERVERMODE_MOD;
else if(mem_comp(&StandardTuning, &m_Tuning[g_Config.m_ClDummy], 33) == 0)
m_ServerMode = SERVERMODE_PURE;
else
m_ServerMode = SERVERMODE_PUREMOD;
}
// add tuning to demo
bool AnyRecording = false;
for(int i = 0; i < RECORDER_MAX; i++)
if(DemoRecorder(i)->IsRecording())
{
AnyRecording = true;
break;
}
if(AnyRecording && mem_comp(&StandardTuning, &m_Tuning[g_Config.m_ClDummy], sizeof(CTuningParams)) != 0)
{
CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
int *pParams = (int *)&m_Tuning[g_Config.m_ClDummy];
for(unsigned i = 0; i < sizeof(m_Tuning[0])/sizeof(int); i++)
Msg.AddInt(pParams[i]);
Client()->SendMsg(&Msg, MSGFLAG_RECORD|MSGFLAG_NOSEND);
}
if(!m_DDRaceMsgSent[0] && m_Snap.m_pLocalInfo)
{
CMsgPacker Msg(NETMSGTYPE_CL_ISDDNET);
Msg.AddInt(CLIENT_VERSIONNR);
Client()->SendMsgExY(&Msg, MSGFLAG_VITAL,false, 0);
m_DDRaceMsgSent[0] = true;
}
if(!m_DDRaceMsgSent[1] && m_Snap.m_pLocalInfo && Client()->DummyConnected())
{
CMsgPacker Msg(NETMSGTYPE_CL_ISDDNET);
Msg.AddInt(CLIENT_VERSIONNR);
Client()->SendMsgExY(&Msg, MSGFLAG_VITAL,false, 1);
m_DDRaceMsgSent[1] = true;
}
if(m_ShowOthers[g_Config.m_ClDummy] == -1 || (m_ShowOthers[g_Config.m_ClDummy] != -1 && m_ShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers))
{
// no need to send, default settings
//if(!(m_ShowOthers == -1 && g_Config.m_ClShowOthers))
{
CNetMsg_Cl_ShowOthers Msg;
Msg.m_Show = g_Config.m_ClShowOthers;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
// update state
m_ShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers;
}
}
void CGameClient::OnPredict()
{
// store the previous values so we can detect prediction errors
CCharacterCore BeforePrevChar = m_PredictedPrevChar;
CCharacterCore BeforeChar = m_PredictedChar;
// we can't predict without our own id or own character
if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active)
return;
// don't predict anything if we are paused
if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
{
if(m_Snap.m_pLocalCharacter)
{
m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon;
}
if(m_Snap.m_pLocalPrevCharacter)
{
m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon;
}
return;
}
static bool IsWeaker[2][MAX_CLIENTS] = {{0}};
if(AntiPingPlayers())
FindWeaker(IsWeaker);
// repredict character
CWorldCore World;
World.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
// search for players
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active || !m_Snap.m_paPlayerInfos[i])
continue;
g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[i] = &g_GameClient.m_aClients[i].m_Predicted;
World.m_apCharacters[i]->m_Id = m_Snap.m_paPlayerInfos[i]->m_ClientID;
g_GameClient.m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur);
g_GameClient.m_aClients[i].m_Predicted.m_ActiveWeapon = m_Snap.m_aCharacters[i].m_Cur.m_Weapon;
}
CServerInfo Info;
Client()->GetServerInfo(&Info);
const int MaxProjectiles = 128;
class CLocalProjectile PredictedProjectiles[MaxProjectiles];
int NumProjectiles = 0;
int ReloadTimer = 0;
vec2 PrevPos;
if(AntiPingWeapons())
{
for(int Index = 0; Index < MaxProjectiles; Index++)
PredictedProjectiles[Index].Deactivate();
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int Index = 0; Index < Num && NumProjectiles < MaxProjectiles; Index++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
if(Item.m_Type == NETOBJTYPE_PROJECTILE)
{
CNetObj_Projectile* pProj = (CNetObj_Projectile*) pData;
if(pProj->m_Type == WEAPON_GRENADE || (pProj->m_Type == WEAPON_SHOTGUN && UseExtraInfo(pProj)))
{
CLocalProjectile NewProj;
NewProj.Init(this, &World, Collision(), pProj);
if(fabs(1.0f - length(NewProj.m_Direction)) < 0.015)
{
if(!NewProj.m_ExtraInfo)
{
if(CWeaponData *pData = FindWeaponData(NewProj.m_StartTick))
{
NewProj.m_Pos = pData->StartPos();
NewProj.m_Direction = pData->m_Direction;
NewProj.m_Owner = m_Snap.m_LocalClientID;
}
}
PredictedProjectiles[NumProjectiles] = NewProj;
NumProjectiles++;
}
}
}
}
int AttackTick = m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Cur.m_AttackTick;
if(World.m_apCharacters[m_Snap.m_LocalClientID]->m_ActiveWeapon == WEAPON_HAMMER)
{
CWeaponData *pWeaponData = GetWeaponData(AttackTick);
if(pWeaponData && pWeaponData->m_Tick == AttackTick)
ReloadTimer = SERVER_TICK_SPEED / 3 - (Client()->GameTick() - AttackTick);
else
ReloadTimer = 0;
}
else
ReloadTimer = g_pData->m_Weapons.m_aId[World.m_apCharacters[m_Snap.m_LocalClientID]->m_ActiveWeapon].m_Firedelay * SERVER_TICK_SPEED / 1000 - (Client()->GameTick() - AttackTick);
ReloadTimer = max(ReloadTimer, 0);
}
// predict
for(int Tick = Client()->GameTick()+1; Tick <= Client()->PredGameTick(); Tick++)
{
// fetch the local
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
m_PredictedPrevChar = *World.m_apCharacters[m_Snap.m_LocalClientID];
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!World.m_apCharacters[c])
continue;
if(AntiPingPlayers() && Tick == Client()->PredGameTick())
g_GameClient.m_aClients[c].m_PrevPredicted = *World.m_apCharacters[c];
}
// input
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!World.m_apCharacters[c])
continue;
mem_zero(&World.m_apCharacters[c]->m_Input, sizeof(World.m_apCharacters[c]->m_Input));
if(m_Snap.m_LocalClientID == c)
{
// apply player input
int *pInput = Client()->GetInput(Tick);
if(pInput)
World.m_apCharacters[c]->m_Input = *((CNetObj_PlayerInput*)pInput);
}
}
if(AntiPingWeapons())
{
const float ProximityRadius = 28.0f;
CNetObj_PlayerInput Input;
CNetObj_PlayerInput PrevInput;
mem_zero(&Input, sizeof(Input));
mem_zero(&PrevInput, sizeof(PrevInput));
int *pInput = Client()->GetInput(Tick);
if(pInput)
Input = *((CNetObj_PlayerInput*)pInput);
int *pPrevInput = Client()->GetInput(Tick-1);
if(pPrevInput)
PrevInput = *((CNetObj_PlayerInput*)pPrevInput);
CCharacterCore *Local = World.m_apCharacters[m_Snap.m_LocalClientID];
vec2 Direction = normalize(vec2(Input.m_TargetX, Input.m_TargetY));
vec2 Pos = Local->m_Pos;
vec2 ProjStartPos = Pos + Direction * ProximityRadius * 0.75f;
bool WeaponFired = false;
bool NewPresses = false;
// handle weapons
do
{
if(ReloadTimer)
break;
if(!World.m_apCharacters[m_Snap.m_LocalClientID])
break;
if(!pInput || !pPrevInput)
break;
bool FullAuto = false;
if(Local->m_ActiveWeapon == WEAPON_GRENADE || Local->m_ActiveWeapon == WEAPON_SHOTGUN || Local->m_ActiveWeapon == WEAPON_RIFLE)
FullAuto = true;
bool WillFire = false;
if(CountInput(PrevInput.m_Fire, Input.m_Fire).m_Presses)
{
WillFire = true;
NewPresses = true;
}
if(FullAuto && (Input.m_Fire&1))
WillFire = true;
if(!WillFire)
break;
if(!IsRace(&Info) && !m_Snap.m_pLocalCharacter->m_AmmoCount && Local->m_ActiveWeapon != WEAPON_HAMMER)
break;
int ExpectedStartTick = Tick-1;
ReloadTimer = g_pData->m_Weapons.m_aId[Local->m_ActiveWeapon].m_Firedelay * SERVER_TICK_SPEED / 1000;
bool DirectInput = Client()->InputExists(Tick);
if(!DirectInput)
{
ReloadTimer++;
ExpectedStartTick++;
}
switch(Local->m_ActiveWeapon)
{
case WEAPON_RIFLE:
case WEAPON_SHOTGUN:
case WEAPON_GUN:
{
WeaponFired = true;
} break;
case WEAPON_GRENADE:
{
if(NumProjectiles >= MaxProjectiles)
break;
PredictedProjectiles[NumProjectiles].Init(
this, &World, Collision(),
Direction, //StartDir
ProjStartPos, //StartPos
ExpectedStartTick, //StartTick
WEAPON_GRENADE, //Type
m_Snap.m_LocalClientID, //Owner
WEAPON_GRENADE, //Weapon
1, 0, 0, 1); //Explosive, Bouncing, Freeze, ExtraInfo
NumProjectiles++;
WeaponFired = true;
} break;
case WEAPON_HAMMER:
{
vec2 ProjPos = ProjStartPos;
float Radius = ProximityRadius*0.5f;
int Hits = 0;
bool OwnerCanProbablyHitOthers = (m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_Tuning[g_Config.m_ClDummy].m_PlayerHooking);
if(!OwnerCanProbablyHitOthers)
break;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!World.m_apCharacters[i])
continue;
if(i == m_Snap.m_LocalClientID)
continue;
if(!(distance(World.m_apCharacters[i]->m_Pos, ProjPos) < Radius+ProximityRadius))
continue;
CCharacterCore *pTarget = World.m_apCharacters[i];
if(m_aClients[i].m_Active && !m_Teams.CanCollide(i, m_Snap.m_LocalClientID))
continue;
vec2 Dir;
if (length(pTarget->m_Pos - Pos) > 0.0f)
Dir = normalize(pTarget->m_Pos - Pos);
else
Dir = vec2(0.f, -1.f);
float Strength;
Strength = World.m_Tuning[g_Config.m_ClDummy].m_HammerStrength;
vec2 Temp = pTarget->m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
pTarget->LimitForce(&Temp);
Temp -= pTarget->m_Vel;
pTarget->ApplyForce((vec2(0.f, -1.0f) + Temp) * Strength);
Hits++;
}
// if we Hit anything, we have to wait for the reload
if(Hits)
{
ReloadTimer = SERVER_TICK_SPEED/3;
WeaponFired = true;
}
} break;
}
if(!ReloadTimer)
{
ReloadTimer = g_pData->m_Weapons.m_aId[Local->m_ActiveWeapon].m_Firedelay * SERVER_TICK_SPEED / 1000;
if(!DirectInput)
ReloadTimer++;
}
} while(false);
if(ReloadTimer)
ReloadTimer--;
if(Tick > Client()->GameTick()+1)
if(CWeaponData *pWeaponData = GetWeaponData(Tick-1))
pWeaponData->m_Pos = Pos;
if(WeaponFired)
{
if(CWeaponData *pWeaponData = GetWeaponData(Tick-1))
{
pWeaponData->m_Direction = Direction;
pWeaponData->m_Tick = Tick-1;
}
if(NewPresses)
{
if(CWeaponData *pWeaponData = GetWeaponData(Tick-2))
{
pWeaponData->m_Direction = Direction;
pWeaponData->m_Tick = Tick-2;
}
if(CWeaponData *pWeaponData = GetWeaponData(Tick))
{
pWeaponData->m_Direction = Direction;
pWeaponData->m_Tick = Tick;
}
}
}
// projectiles
for(int g = 0; g < MaxProjectiles; g++)
if(PredictedProjectiles[g].m_Active)
PredictedProjectiles[g].Tick(Tick, Client()->GameTickSpeed(), m_Snap.m_LocalClientID);
}
// calculate where everyone should move
if(AntiPingPlayers())
{
//first apply Tick to weaker players (players that the local client has strong hook against), then local, then stronger players
for(int h = 0; h < 3; h++)
{
if(h == 1)
{
if(World.m_apCharacters[m_Snap.m_LocalClientID])
World.m_apCharacters[m_Snap.m_LocalClientID]->Tick(true, true);
}
else
for(int c = 0; c < MAX_CLIENTS; c++)
if(c != m_Snap.m_LocalClientID && World.m_apCharacters[c] && ((h == 0 && IsWeaker[g_Config.m_ClDummy][c]) || (h == 2 && !IsWeaker[g_Config.m_ClDummy][c])))
World.m_apCharacters[c]->Tick(false, true);
}
}
else
{
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!World.m_apCharacters[c])
continue;
if(m_Snap.m_LocalClientID == c)
World.m_apCharacters[c]->Tick(true, true);
else
World.m_apCharacters[c]->Tick(false, true);
}
}
// move all players and quantize their data
if(AntiPingPlayers())
{
// Everyone with weaker hook
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(c != m_Snap.m_LocalClientID && World.m_apCharacters[c] && IsWeaker[g_Config.m_ClDummy][c])
{
World.m_apCharacters[c]->Move();
World.m_apCharacters[c]->Quantize();
}
}
// Us
if(World.m_apCharacters[m_Snap.m_LocalClientID])
{
World.m_apCharacters[m_Snap.m_LocalClientID]->Move();
World.m_apCharacters[m_Snap.m_LocalClientID]->Quantize();
}
// Everyone with stronger hook
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(c != m_Snap.m_LocalClientID && World.m_apCharacters[c] && !IsWeaker[g_Config.m_ClDummy][c])
{
World.m_apCharacters[c]->Move();
World.m_apCharacters[c]->Quantize();
}
}
}
else
{
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!World.m_apCharacters[c])
continue;
World.m_apCharacters[c]->Move();
World.m_apCharacters[c]->Quantize();
}
}
// check if we want to trigger effects
if(Tick > m_LastNewPredictedTick[g_Config.m_ClDummy])
{
m_LastNewPredictedTick[g_Config.m_ClDummy] = Tick;
m_NewPredictedTick = true;
if(m_Snap.m_LocalClientID != -1 && World.m_apCharacters[m_Snap.m_LocalClientID])
{
vec2 Pos = World.m_apCharacters[m_Snap.m_LocalClientID]->m_Pos;
int Events = World.m_apCharacters[m_Snap.m_LocalClientID]->m_TriggeredEvents;
if(Events&COREEVENT_GROUND_JUMP)
if(g_Config.m_SndGame)
g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);
/*if(events&COREEVENT_AIR_JUMP)
{
GameClient.effects->air_jump(pos);
GameClient.sounds->play_and_record(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)
if(g_Config.m_SndGame)
g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
if(Events&COREEVENT_HOOK_HIT_NOHOOK)
if(g_Config.m_SndGame)
g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
}
}
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
{
m_PredictedChar = *World.m_apCharacters[m_Snap.m_LocalClientID];
if (AntiPingPlayers())
{
for (int c = 0; c < MAX_CLIENTS; c++)
{
if(!World.m_apCharacters[c])
continue;
g_GameClient.m_aClients[c].m_Predicted = *World.m_apCharacters[c];
}
}
}
}
if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick())
{
CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
BeforeChar.Write(&Before);
BeforePrevChar.Write(&BeforePrev);
m_PredictedChar.Write(&Now);
m_PredictedPrevChar.Write(&NowPrev);
if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
{
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error");
for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++)
if(((int *)&Before)[i] != ((int *)&Now)[i])
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf);
}
}
}
m_PredictedTick = Client()->PredGameTick();
}
void CGameClient::OnActivateEditor()
{
OnRelease();
}
CGameClient::CClientStats::CClientStats()
{
Reset();
}
void CGameClient::CClientStats::Reset()
{
m_JoinTick = 0;
m_IngameTicks = 0;
m_Active = false;
m_Frags = 0;
m_Deaths = 0;
m_Suicides = 0;
m_BestSpree = 0;
m_CurrentSpree = 0;
for(int j = 0; j < NUM_WEAPONS; j++)
{
m_aFragsWith[j] = 0;
m_aDeathsFrom[j] = 0;
}
m_FlagGrabs = 0;
m_FlagCaptures = 0;
}
void CGameClient::CClientData::UpdateRenderInfo()
{
m_RenderInfo = m_SkinInfo;
// force team colors
if(g_GameClient.m_Snap.m_pGameInfoObj && g_GameClient.m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
{
m_RenderInfo.m_Texture = g_GameClient.m_pSkins->Get(m_SkinID)->m_ColorTexture;
const int TeamColors[2] = {65387, 10223467};
if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
{
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
}
else
{
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(12895054);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(12895054);
}
}
}
void CGameClient::CClientData::Reset()
{
m_aName[0] = 0;
m_aClan[0] = 0;
m_Country = -1;
m_SkinID = 0;
m_Team = 0;
m_Angle = 0;
m_Emoticon = 0;
m_EmoticonStart = -1;
m_Active = false;
m_ChatIgnore = false;
m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture;
m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
UpdateRenderInfo();
}
void CGameClient::SendSwitchTeam(int Team)
{
CNetMsg_Cl_SetTeam Msg;
Msg.m_Team = Team;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
if (Team != TEAM_SPECTATORS)
m_pCamera->OnReset();
}
void CGameClient::SendInfo(bool Start)
{
if(Start)
{
CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
Msg.m_pSkin = g_Config.m_ClPlayerSkin;
Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 0);
m_CheckInfo[0] = -1;
}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
Msg.m_pSkin = g_Config.m_ClPlayerSkin;
Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 0);
m_CheckInfo[0] = Client()->GameTickSpeed();
}
}
void CGameClient::SendDummyInfo(bool Start)
{
if(Start)
{
CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = g_Config.m_ClDummyName;
Msg.m_pClan = g_Config.m_ClDummyClan;
Msg.m_Country = g_Config.m_ClDummyCountry;
Msg.m_pSkin = g_Config.m_ClDummySkin;
Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 1);
m_CheckInfo[1] = -1;
}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = g_Config.m_ClDummyName;
Msg.m_pClan = g_Config.m_ClDummyClan;
Msg.m_Country = g_Config.m_ClDummyCountry;
Msg.m_pSkin = g_Config.m_ClDummySkin;
Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL,false, 1);
m_CheckInfo[1] = Client()->GameTickSpeed();
}
}
void CGameClient::SendKill(int ClientID)
{
CNetMsg_Cl_Kill Msg;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
if(g_Config.m_ClDummyCopyMoves)
{
CMsgPacker Msg(NETMSGTYPE_CL_KILL);
Client()->SendMsgExY(&Msg, MSGFLAG_VITAL, false, !g_Config.m_ClDummy);
}
}
void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
{
((CGameClient*)pUserData)->SendSwitchTeam(pResult->GetInteger(0));
}
void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
{
((CGameClient*)pUserData)->SendKill(-1);
}
void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
((CGameClient*)pUserData)->SendInfo(false);
}
void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
((CGameClient*)pUserData)->SendDummyInfo(false);
}
void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
if(g_Config.m_ClDummy && !((CGameClient*)pUserData)->Client()->DummyConnected())
g_Config.m_ClDummy = 0;
}
IGameClient *CreateGameClient()
{
return &g_GameClient;
}
int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2& NewPos2, int ownID)
{
float PhysSize = 28.0f;
float Distance = 0.0f;
int ClosestID = -1;
if (!m_Tuning[g_Config.m_ClDummy].m_PlayerHooking)
return ClosestID;
for (int i=0; i<MAX_CLIENTS; i++)
{
CClientData cData = m_aClients[i];
CNetObj_Character Prev = m_Snap.m_aCharacters[i].m_Prev;
CNetObj_Character Player = m_Snap.m_aCharacters[i].m_Cur;
vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), Client()->IntraGameTick());
if (!cData.m_Active || i == ownID || !m_Teams.SameTeam(i, ownID))
continue;
vec2 ClosestPoint = closest_point_on_line(HookPos, NewPos, Position);
if(distance(Position, ClosestPoint) < PhysSize+2.0f)
{
if(ClosestID == -1 || distance(HookPos, Position) < Distance)
{
NewPos2 = ClosestPoint;
ClosestID = i;
Distance = distance(HookPos, Position);
}
}
}
return ClosestID;
}
int CGameClient::IntersectCharacter(vec2 OldPos, vec2 NewPos, float Radius, vec2 *NewPos2, int ownID, CWorldCore *World)
{
float PhysSize = 28.0f;
float Distance = 0.0f;
int ClosestID = -1;
if(!World)
return ClosestID;
for (int i=0; i<MAX_CLIENTS; i++)
{
if(!World->m_apCharacters[i])
continue;
CClientData cData = m_aClients[i];
if(!cData.m_Active || i == ownID || !m_Teams.CanCollide(i, ownID))
continue;
vec2 Position = World->m_apCharacters[i]->m_Pos;
vec2 ClosestPoint = closest_point_on_line(OldPos, NewPos, Position);
if(distance(Position, ClosestPoint) < PhysSize+Radius)
{
if(ClosestID == -1 || distance(OldPos, Position) < Distance)
{
*NewPos2 = ClosestPoint;
ClosestID = i;
Distance = distance(OldPos, Position);
}
}
}
return ClosestID;
}
void CLocalProjectile::Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, const CNetObj_Projectile *pProj)
{
m_Active = 1;
m_pGameClient = pGameClient;
m_pWorld = pWorld;
m_pCollision = pCollision;
m_StartTick = pProj->m_StartTick;
m_Type = pProj->m_Type;
m_Weapon = m_Type;
ExtractInfo(pProj, &m_Pos, &m_Direction, 1);
if(UseExtraInfo(pProj))
{
ExtractExtraInfo(pProj, &m_Owner, &m_Explosive, &m_Bouncing, &m_Freeze);
m_ExtraInfo = true;
}
else
{
bool StandardVel = (fabs(1.0f - length(m_Direction)) < 0.015);
m_Owner = -1;
m_Explosive = ((m_Type == WEAPON_GRENADE && StandardVel) ? true : false);
m_Bouncing = 0;
m_Freeze = 0;
m_ExtraInfo = false;
}
}
void CLocalProjectile::Init(CGameClient *pGameClient, CWorldCore *pWorld, CCollision *pCollision, vec2 Direction, vec2 Pos, int StartTick, int Type, int Owner, int Weapon, bool Explosive, int Bouncing, bool Freeze, bool ExtraInfo)
{
m_Active = 1;
m_pGameClient = pGameClient;
m_pWorld = pWorld;
m_pCollision = pCollision;
m_Direction = Direction;
m_Pos = Pos;
m_StartTick = StartTick;
m_Type = Type;
m_Weapon = Weapon;
m_Owner = Owner;
m_Explosive = Explosive;
m_Bouncing = Bouncing;
m_Freeze = Freeze;
m_ExtraInfo = ExtraInfo;
}
vec2 CLocalProjectile::GetPos(float Time)
{
float Curvature = 0;
float Speed = 0;
switch(m_Type)
{
case WEAPON_GRENADE:
Curvature = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GrenadeCurvature;
Speed = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GrenadeSpeed;
break;
case WEAPON_SHOTGUN:
Curvature = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_ShotgunCurvature;
Speed = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_ShotgunSpeed;
break;
case WEAPON_GUN:
Curvature = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GunCurvature;
Speed = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_GunSpeed;
break;
}
return CalcPos(m_Pos, m_Direction, Curvature, Speed, Time);
}
bool CLocalProjectile::GameLayerClipped(vec2 CheckPos)
{
return round_to_int(CheckPos.x)/32 < -200 || round_to_int(CheckPos.x)/32 > m_pCollision->GetWidth()+200 ||
round_to_int(CheckPos.y)/32 < -200 || round_to_int(CheckPos.y)/32 > m_pCollision->GetHeight()+200 ? true : false;
}
void CLocalProjectile::Tick(int CurrentTick, int GameTickSpeed, int LocalClientID)
{
if(!m_pWorld)
return;
if(CurrentTick <= m_StartTick)
return;
float Pt = (CurrentTick-m_StartTick-1)/(float)GameTickSpeed;
float Ct = (CurrentTick-m_StartTick)/(float)GameTickSpeed;
vec2 PrevPos = GetPos(Pt);
vec2 CurPos = GetPos(Ct);
vec2 ColPos;
vec2 NewPos;
int Collide = 0;
if(m_pCollision)
Collide = m_pCollision->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos);
int Target = m_pGameClient->IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, &ColPos, m_Owner, m_pWorld);
bool isWeaponCollide = false;
if(m_Owner >= 0 && Target >= 0 && m_pGameClient->m_aClients[m_Owner].m_Active && m_pGameClient->m_aClients[Target].m_Active && !m_pGameClient->m_Teams.CanCollide(m_Owner, Target))
isWeaponCollide = true;
bool OwnerCanProbablyHitOthers = (m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerHooking);
if(((Target >= 0 && (m_Owner >= 0 ? OwnerCanProbablyHitOthers : 1 || Target == m_Owner)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)
{
if(m_Explosive && (Target < 0 || (Target >= 0 && (!m_Freeze || (m_Weapon == WEAPON_SHOTGUN && Collide)))))
CreateExplosion(ColPos, m_Owner);
if(Collide && m_Bouncing != 0)
{
m_StartTick = CurrentTick;
m_Pos = NewPos+(-(m_Direction*4));
if (m_Bouncing == 1)
m_Direction.x = -m_Direction.x;
else if(m_Bouncing == 2)
m_Direction.y = -m_Direction.y;
if (fabs(m_Direction.x) < 1e-6)
m_Direction.x = 0;
if (fabs(m_Direction.y) < 1e-6)
m_Direction.y = 0;
m_Pos += m_Direction;
}
else if(!m_Bouncing)
Deactivate();
}
if(!m_Bouncing)
{
int Lifetime = 0;
if(m_Weapon == WEAPON_GRENADE)
Lifetime = m_pGameClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeLifetime * SERVER_TICK_SPEED;
else if(m_Weapon == WEAPON_GUN)
Lifetime = m_pGameClient->m_Tuning[g_Config.m_ClDummy].m_GrenadeLifetime * SERVER_TICK_SPEED;
else if(m_Weapon == WEAPON_SHOTGUN)
Lifetime = m_pGameClient->m_Tuning[g_Config.m_ClDummy].m_ShotgunLifetime * SERVER_TICK_SPEED;
int LifeSpan = Lifetime - (CurrentTick - m_StartTick);
if(LifeSpan == -1)
{
if(m_Explosive)
CreateExplosion(ColPos, LocalClientID);
Deactivate();
}
}
}
void CLocalProjectile::CreateExplosion(vec2 Pos, int LocalClientID)
{
if(!m_pWorld)
return;
float Radius = 135.0f;
float InnerRadius = 48.0f;
bool OwnerCanProbablyHitOthers = (m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_pWorld->m_Tuning[g_Config.m_ClDummy].m_PlayerHooking);
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!m_pWorld->m_apCharacters[c])
continue;
if(m_Owner >= 0 && c >= 0)
if(m_pGameClient->m_aClients[c].m_Active && !m_pGameClient->m_Teams.CanCollide(c, m_Owner))
continue;
if(c != LocalClientID && !OwnerCanProbablyHitOthers)
continue;
vec2 Diff = m_pWorld->m_apCharacters[c]->m_Pos - Pos;
vec2 ForceDir(0,1);
float l = length(Diff);
if(l)
ForceDir = normalize(Diff);
l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
float Strength = m_pWorld->m_Tuning[g_Config.m_ClDummy].m_ExplosionStrength;
float Dmg = Strength * l;
if((int)Dmg)
m_pWorld->m_apCharacters[c]->ApplyForce(ForceDir*Dmg*2);
}
}
CWeaponData *CGameClient::FindWeaponData(int TargetTick)
{
CWeaponData *pData;
int TickDiff[3] = {0, -1, 1};
for(unsigned int i = 0; i < sizeof(TickDiff)/sizeof(int); i++)
if((pData = GetWeaponData(TargetTick + TickDiff[i])))
if(pData->m_Tick == TargetTick + TickDiff[i])
return GetWeaponData(TargetTick + TickDiff[i]);
return NULL;
}
void CGameClient::FindWeaker(bool IsWeaker[2][MAX_CLIENTS])
{
// attempts to detect strong/weak against the player we are hooking
static int DirAccumulated[2][MAX_CLIENTS] = {{0}};
if(!m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active || !m_Snap.m_paPlayerInfos[m_Snap.m_LocalClientID])
return;
int HookedPlayer = m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Prev.m_HookedPlayer;
if(HookedPlayer >= 0 && m_Snap.m_aCharacters[HookedPlayer].m_Active && m_Snap.m_paPlayerInfos[HookedPlayer])
{
CCharacterCore OtherCharCur;
OtherCharCur.Read(&m_Snap.m_aCharacters[HookedPlayer].m_Cur);
float PredictErr[2];
for(int dir = 0; dir < 2; dir++)
{
CWorldCore World;
World.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
CCharacterCore OtherChar;
OtherChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[HookedPlayer] = &OtherChar;
OtherChar.Read(&m_Snap.m_aCharacters[HookedPlayer].m_Prev);
CCharacterCore LocalChar;
LocalChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[m_Snap.m_LocalClientID] = &LocalChar;
LocalChar.Read(&m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Prev);
for(int Tick = Client()->PrevGameTick(); Tick < Client()->GameTick(); Tick++)
{
if(dir == 0)
{
LocalChar.Tick(false, true);
OtherChar.Tick(false, true);
}
else
{
OtherChar.Tick(false, true);
LocalChar.Tick(false, true);
}
LocalChar.Move();
LocalChar.Quantize();
OtherChar.Move();
OtherChar.Quantize();
}
PredictErr[dir] = distance(OtherChar.m_Vel, OtherCharCur.m_Vel);
}
const float Low = 0.0001, High = 0.07;
if(PredictErr[1] < Low && PredictErr[0] > High)
DirAccumulated[g_Config.m_ClDummy][HookedPlayer] = SaturatedAdd(-1, 2, DirAccumulated[g_Config.m_ClDummy][HookedPlayer], 1);
else if(PredictErr[0] < Low && PredictErr[1] > High)
DirAccumulated[g_Config.m_ClDummy][HookedPlayer] = SaturatedAdd(-1, 2, DirAccumulated[g_Config.m_ClDummy][HookedPlayer], -1);
IsWeaker[g_Config.m_ClDummy][HookedPlayer] = (DirAccumulated[g_Config.m_ClDummy][HookedPlayer] > 0);
}
}
vec3 CalculateNameColor(vec3 TextColorHSL)
{
return HslToRgb(vec3(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f));
}