ddnet/src/game/client/components/players.cpp

495 lines
15 KiB
C++

#include <engine/e_client_interface.h>
#include <game/generated/g_protocol.hpp>
#include <game/generated/gc_data.hpp>
#include <game/gamecore.hpp> // get_angle
#include <game/client/animstate.hpp>
#include <game/client/gameclient.hpp>
#include <game/client/ui.hpp>
#include <game/client/render.hpp>
#include <game/client/components/flow.hpp>
#include <game/client/components/skins.hpp>
#include <game/client/components/effects.hpp>
#include <game/client/components/sounds.hpp>
#include <game/client/components/controls.hpp>
#include "players.hpp"
void PLAYERS::render_hand(TEE_RENDER_INFO *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
{
// for drawing hand
//const skin *s = skin_get(skin_id);
float basesize = 10.0f;
//dir = normalize(hook_pos-pos);
vec2 hand_pos = center_pos + dir;
float angle = get_angle(dir);
if (dir.x < 0)
angle -= angle_offset;
else
angle += angle_offset;
vec2 dirx = dir;
vec2 diry(-dir.y,dir.x);
if (dir.x < 0)
diry = -diry;
hand_pos += dirx * post_rot_offset.x;
hand_pos += diry * post_rot_offset.y;
//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
gfx_texture_set(info->texture);
gfx_quads_begin();
gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a);
// two passes
for (int i = 0; i < 2; i++)
{
bool outline = i == 0;
select_sprite(outline?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0);
gfx_quads_setrotation(angle);
gfx_quads_draw(hand_pos.x, hand_pos.y, 2*basesize, 2*basesize);
}
gfx_quads_setrotation(0);
gfx_quads_end();
}
inline float normalize_angular(float f)
{
return fmod(f+pi*2, pi*2);
}
inline float angular_mix_direction(float src, float dst) { return sinf(dst-src) >0?1:-1; }
inline float angular_distance(float src, float dst) { return asinf(sinf(dst-src)); }
inline float angular_approach(float src, float dst, float amount)
{
float d = angular_mix_direction(src, dst);
float n = src + amount*d;
if(angular_mix_direction(n, dst) != d)
return dst;
return n;
}
void PLAYERS::render_player(
const NETOBJ_CHARACTER *prev_char,
const NETOBJ_CHARACTER *player_char,
const NETOBJ_PLAYER_INFO *prev_info,
const NETOBJ_PLAYER_INFO *player_info
)
{
NETOBJ_CHARACTER prev;
NETOBJ_CHARACTER player;
prev = *prev_char;
player = *player_char;
NETOBJ_PLAYER_INFO info = *player_info;
TEE_RENDER_INFO render_info = gameclient.clients[info.cid].render_info;
// check for teamplay modes
bool is_teamplay = false;
bool new_tick = gameclient.new_tick;
if(gameclient.snap.gameobj)
is_teamplay = gameclient.snap.gameobj->flags&GAMEFLAG_TEAMS != 0;
// check for ninja
if (player.weapon == WEAPON_NINJA)
{
// change the skin for the player to the ninja
int skin = gameclient.skins->find("x_ninja");
if(skin != -1)
{
if(is_teamplay)
render_info.texture = gameclient.skins->get(skin)->color_texture;
else
{
render_info.texture = gameclient.skins->get(skin)->org_texture;
render_info.color_body = vec4(1,1,1,1);
render_info.color_feet = vec4(1,1,1,1);
}
}
}
// set size
render_info.size = 64.0f;
float intratick = client_intratick();
if(player.health < 0) // dont render dead players
return;
float angle = mix((float)prev.angle, (float)player.angle, intratick)/256.0f;
//float angle = 0;
if(info.local && client_state() != CLIENTSTATE_DEMOPLAYBACK)
{
// just use the direct input if it's local player we are rendering
angle = get_angle(gameclient.controls->mouse_pos);
}
else
{
/*
float mixspeed = client_frametime()*2.5f;
if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
mixspeed *= 15.0f;
// move the delta on a constant speed on a x^2 curve
float current = gameclient.clients[info.cid].angle;
float target = player.angle/256.0f;
float delta = angular_distance(current, target);
float sign = delta < 0 ? -1 : 1;
float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
// make sure that it doesn't vibrate when it's still
if(fabs(delta) < 2/256.0f)
angle = target;
else
angle = angular_approach(current, target, fabs(delta-new_delta));
gameclient.clients[info.cid].angle = angle;*/
}
// use preditect players if needed
if(info.local && config.cl_predict && client_state() != CLIENTSTATE_DEMOPLAYBACK)
{
if(!gameclient.snap.local_character || (gameclient.snap.local_character->health < 0) || (gameclient.snap.gameobj && gameclient.snap.gameobj->game_over))
{
}
else
{
// apply predicted results
gameclient.predicted_char.write(&player);
gameclient.predicted_prev_char.write(&prev);
intratick = client_predintratick();
new_tick = gameclient.new_predicted_tick;
}
}
vec2 direction = get_direction((int)(angle*256.0f));
vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
vec2 vel = mix(vec2(prev.vx/256.0f, prev.vy/256.0f), vec2(player.vx/256.0f, player.vy/256.0f), intratick);
gameclient.flow->add(position, vel*100.0f, 10.0f);
render_info.got_airjump = player.jumped&2?0:1;
// detect events
if(new_tick)
{
// detect air jump
if(!render_info.got_airjump && !(prev.jumped&2))
gameclient.effects->air_jump(position);
}
if(prev.health < 0) // Don't flicker from previous position
position = vec2(player.x, player.y);
bool stationary = player.vx < 1 && player.vx > -1;
bool inair = col_check_point(player.x, player.y+16) == 0;
bool want_other_dir = (player.direction == -1 && vel.x > 0) || (player.direction == 1 && vel.x < 0);
// evaluate animation
float walk_time = fmod(position.x, 100.0f)/100.0f;
ANIMSTATE state;
state.set(&data->animations[ANIM_BASE], 0);
if(inair)
state.add(&data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
else if(stationary)
state.add(&data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
else if(!want_other_dir)
state.add(&data->animations[ANIM_WALK], walk_time, 1.0f);
if (player.weapon == WEAPON_HAMMER)
{
float ct = (client_prevtick()-player.attacktick)/(float)SERVER_TICK_SPEED + client_ticktime();
state.add(&data->animations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
}
if (player.weapon == WEAPON_NINJA)
{
float ct = (client_prevtick()-player.attacktick)/(float)SERVER_TICK_SPEED + client_ticktime();
state.add(&data->animations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f);
}
// do skidding
if(!inair && want_other_dir && length(vel*50) > 500.0f)
{
static int64 skid_sound_time = 0;
if(time_get()-skid_sound_time > time_freq()/10)
{
gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, position);
skid_sound_time = time_get();
}
gameclient.effects->skidtrail(
position+vec2(-player.direction*6,12),
vec2(-player.direction*100*length(vel),-50)
);
}
// draw hook
if (prev.hook_state>0 && player.hook_state>0)
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
//gfx_quads_begin();
vec2 pos = position;
vec2 hook_pos;
if(player_char->hooked_player != -1)
{
if(gameclient.snap.local_info && player_char->hooked_player == gameclient.snap.local_info->cid)
{
hook_pos = mix(vec2(gameclient.predicted_prev_char.pos.x, gameclient.predicted_prev_char.pos.y),
vec2(gameclient.predicted_char.pos.x, gameclient.predicted_char.pos.y), client_predintratick());
}
else
hook_pos = mix(vec2(prev_char->hook_x, prev_char->hook_y), vec2(player_char->hook_x, player_char->hook_y), client_intratick());
}
else
hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick);
float d = distance(pos, hook_pos);
vec2 dir = normalize(pos-hook_pos);
gfx_quads_setrotation(get_angle(dir)+pi);
// render head
select_sprite(SPRITE_HOOK_HEAD);
gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);
// render chain
select_sprite(SPRITE_HOOK_CHAIN);
int i = 0;
for(float f = 24; f < d && i < 1024; f += 24, i++)
{
vec2 p = hook_pos + dir*f;
gfx_quads_draw(p.x, p.y,24,16);
}
gfx_quads_setrotation(0);
gfx_quads_end();
render_hand(&render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0));
}
// draw gun
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
gfx_quads_setrotation(state.attach.angle*pi*2+angle);
// normal weapons
int iw = clamp(player.weapon, 0, NUM_WEAPONS-1);
select_sprite(data->weapons.id[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
vec2 dir = direction;
float recoil = 0.0f;
vec2 p;
if (player.weapon == WEAPON_HAMMER)
{
// Static position for hammer
p = position + vec2(state.attach.x, state.attach.y);
p.y += data->weapons.id[iw].offsety;
// if attack is under way, bash stuffs
if(direction.x < 0)
{
gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
p.x -= data->weapons.id[iw].offsetx;
}
else
{
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
}
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
}
else if (player.weapon == WEAPON_NINJA)
{
p = position;
p.y += data->weapons.id[iw].offsety;
if(direction.x < 0)
{
gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
p.x -= data->weapons.id[iw].offsetx;
gameclient.effects->powerupshine(p+vec2(32,0), vec2(32,12));
}
else
{
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
gameclient.effects->powerupshine(p-vec2(32,0), vec2(32,12));
}
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
// HADOKEN
if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons.id[iw].num_sprite_muzzles)
{
int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
float alpha = 1.0f;
if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
{
vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
dir = normalize(dir);
float hadokenangle = get_angle(dir);
gfx_quads_setrotation(hadokenangle);
//float offsety = -data->weapons[iw].muzzleoffsety;
select_sprite(data->weapons.id[iw].sprite_muzzles[itex], 0);
vec2 diry(-dir.y,dir.x);
p = position;
float offsetx = data->weapons.id[iw].muzzleoffsetx;
p -= dir * offsetx;
draw_sprite(p.x, p.y, 160.0f);
}
}
}
else
{
// TODO: should be an animation
recoil = 0;
float a = (client_tick()-player.attacktick+intratick)/5.0f;
if(a < 1)
recoil = sinf(a*pi);
p = position + dir * data->weapons.id[iw].offsetx - dir*recoil*10.0f;
p.y += data->weapons.id[iw].offsety;
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
}
if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
{
// check if we're firing stuff
if(data->weapons.id[iw].num_sprite_muzzles)//prev.attackticks)
{
float alpha = 0.0f;
int phase1tick = (client_tick() - player.attacktick);
if (phase1tick < (data->weapons.id[iw].muzzleduration + 3))
{
float t = ((((float)phase1tick) + intratick)/(float)data->weapons.id[iw].muzzleduration);
alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
}
int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
{
float offsety = -data->weapons.id[iw].muzzleoffsety;
select_sprite(data->weapons.id[iw].sprite_muzzles[itex], direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
if(direction.x < 0)
offsety = -offsety;
vec2 diry(-dir.y,dir.x);
vec2 muzzlepos = p + dir * data->weapons.id[iw].muzzleoffsetx + diry * offsety;
draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons.id[iw].visual_size);
}
}
}
gfx_quads_end();
switch (player.weapon)
{
case WEAPON_GUN: render_hand(&render_info, p, direction, -3*pi/4, vec2(-15, 4)); break;
case WEAPON_SHOTGUN: render_hand(&render_info, p, direction, -pi/2, vec2(-5, 4)); break;
case WEAPON_GRENADE: render_hand(&render_info, p, direction, -pi/2, vec2(-4, 7)); break;
}
}
// render the "shadow" tee
if(info.local && config.debug)
{
vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
TEE_RENDER_INFO ghost = render_info;
ghost.color_body.a = 0.5f;
ghost.color_feet.a = 0.5f;
render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
}
render_info.size = 64.0f; // force some settings
render_info.color_body.a = 1.0f;
render_info.color_feet.a = 1.0f;
render_tee(&state, &render_info, player.emote, direction, position);
if(player.player_state == PLAYERSTATE_CHATTING)
{
gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
gfx_quads_begin();
select_sprite(SPRITE_DOTDOT);
gfx_quads_draw(position.x + 24, position.y - 40, 64,64);
gfx_quads_end();
}
if (gameclient.clients[info.cid].emoticon_start != -1 && gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() > client_tick())
{
gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
gfx_quads_begin();
int since_start = client_tick() - gameclient.clients[info.cid].emoticon_start;
int from_end = gameclient.clients[info.cid].emoticon_start + 2 * client_tickspeed() - client_tick();
float a = 1;
if (from_end < client_tickspeed() / 5)
a = from_end / (client_tickspeed() / 5.0);
float h = 1;
if (since_start < client_tickspeed() / 10)
h = since_start / (client_tickspeed() / 10.0);
float wiggle = 0;
if (since_start < client_tickspeed() / 5)
wiggle = since_start / (client_tickspeed() / 5.0);
float wiggle_angle = sin(5*wiggle);
gfx_quads_setrotation(pi/6*wiggle_angle);
gfx_setcolor(1.0f,1.0f,1.0f,a);
// client_datas::emoticon is an offset from the first emoticon
select_sprite(SPRITE_OOP + 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()
{
// render other players in two passes, first pass we render the other, second pass we render our self
for(int p = 0; p < 2; p++)
{
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)
{
//
bool local = ((const NETOBJ_PLAYER_INFO *)info)->local !=0;
if(p == 0 && local) continue;
if(p == 1 && !local) continue;
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
);
}
}
}
}