ddnet/src/game/client/game_client.cpp

1262 lines
30 KiB
C++

#include <baselib/math.h>
//#include <baselib/keys.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <engine/config.h>
#include "../game.h"
#include "mapres_image.h"
#include "mapres_tilemap.h"
#include "data.h"
using namespace baselib;
static data_container *data;
int charids[16] = {2,10,0,4,12,6,14,1,9,15,13,11,7,5,8,3};
static vec2 mouse_pos;
static vec2 local_player_pos;
static obj_player *local_player;
struct client_data
{
char name[64];
} client_datas[MAX_CLIENTS];
inline float frandom() { return rand()/(float)(RAND_MAX); }
void snd_play_random(int setid, float vol, float pan)
{
soundset *set = &data->sounds[setid];
if(!set->num_sounds)
return;
if(set->num_sounds == 1)
{
snd_play(set->sounds[0].id, SND_PLAY_ONCE, vol, pan);
return;
}
// play a random one
int id;
do {
id = rand() % set->num_sounds;
} while(id == set->last);
snd_play(set->sounds[id].id, SND_PLAY_ONCE, vol, pan);
set->last = id;
}
// sound volume tweak
static const float stereo_separation = 0.01f;
static const float stereo_separation_deadzone = 512.0f;
static const float volume_distance_falloff = 100.0f;
static const float volume_distance_deadzone = 512.0f;
static const float volume_gun = 0.5f;
static const float volume_tee = 0.5f;
static const float volume_hit = 0.5f;
static const float volume_music = 0.8f;
void sound_vol_pan(const vec2& p, float *vol, float *pan)
{
vec2 player_to_ev = p - local_player_pos;
*pan = 0.0f;
*vol = 1.0f;
if(fabs(player_to_ev.x) > stereo_separation_deadzone)
{
*pan = stereo_separation * (player_to_ev.x - sign(player_to_ev.x)*stereo_separation_deadzone);
if(*pan < -1.0f) *pan = -1.0f;
if(*pan > 1.0f) *pan = 1.0f;
}
float len = length(player_to_ev);
if(len > volume_distance_deadzone)
{
*vol = volume_distance_falloff / (len - volume_distance_deadzone);
if(*vol < 0.0f) *vol = 0.0f;
if(*vol > 1.0f) *vol = 1.0f;
}
}
enum
{
SPRITE_FLAG_FLIP_Y=1,
};
static float sprite_w_scale;
static float sprite_h_scale;
static void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0)
{
int x = spr->x+sx;
int y = spr->y+sy;
int w = spr->w;
int h = spr->h;
int cx = spr->set->gridx;
int cy = spr->set->gridy;
float f = sqrtf(h*h + w*w);
sprite_w_scale = w/f;
sprite_h_scale = h/f;
if(flags&SPRITE_FLAG_FLIP_Y)
gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy);
else
gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(float)cy);
}
static void select_sprite(int id, int flags=0, int sx=0, int sy=0)
{
if(id < 0 || id > data->num_sprites)
return;
select_sprite(&data->sprites[id], flags, sx, sy);
}
static void draw_sprite(float x, float y, float size)
{
gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale);
}
void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity)
{
vec2 pos = *inout_pos;
vec2 vel = *inout_vel;
if(col_check_point(pos + vel))
{
int affected = 0;
if(col_check_point(pos.x + vel.x, pos.y))
{
inout_vel->x *= -elasticity;
affected++;
}
if(col_check_point(pos.x, pos.y + vel.y))
{
inout_vel->y *= -elasticity;
affected++;
}
if(affected == 0)
{
inout_vel->x *= -elasticity;
inout_vel->y *= -elasticity;
}
}
else
{
*inout_pos = pos + vel;
}
}
class damage_indicators
{
public:
int64 lastupdate;
struct item
{
vec2 pos;
vec2 dir;
float life;
float startangle;
};
enum
{
MAX_ITEMS=64,
};
damage_indicators()
{
lastupdate = 0;
num_items = 0;
}
item items[MAX_ITEMS];
int num_items;
item *create_i()
{
if (num_items < MAX_ITEMS)
{
item *p = &items[num_items];
num_items++;
return p;
}
return 0;
}
void destroy_i(item *i)
{
num_items--;
*i = items[num_items];
}
void create(vec2 pos, vec2 dir)
{
item *i = create_i();
if (i)
{
i->pos = pos;
i->life = 0.75f;
i->dir = dir;
i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
}
}
void render()
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
for(int i = 0; i < num_items;)
{
vec2 pos = mix(items[i].pos+items[i].dir*75.0f, items[i].pos, clamp((items[i].life-0.60f)/0.15f, 0.0f, 1.0f));
items[i].life -= client_frametime();
if(items[i].life < 0.0f)
destroy_i(&items[i]);
else
{
gfx_quads_setcolor(1.0f,1.0f,1.0f, items[i].life/0.1f);
gfx_quads_setrotation(items[i].startangle + items[i].life * 2.0f);
select_sprite(SPRITE_STAR1);
draw_sprite(pos.x, pos.y, 48.0f);
i++;
}
}
gfx_quads_end();
}
};
static damage_indicators damageind;
class particle_system
{
public:
struct particle
{
vec2 pos;
vec2 vel;
float life;
float max_life;
float size;
float rot;
float rotspeed;
float gravity;
float friction;
int iparticle;
vec4 color;
};
enum
{
MAX_PARTICLES=1024,
};
particle particles[MAX_PARTICLES];
int num_particles;
particle_system()
{
num_particles = 0;
}
void new_particle(vec2 pos, vec2 vel, float life, float size, float gravity, float friction)
{
if (num_particles >= MAX_PARTICLES)
return;
particles[num_particles].iparticle = rand() % data->num_particles;
particles[num_particles].pos = pos;
particles[num_particles].vel = vel;
particles[num_particles].life = life - (data->particles[particles[num_particles].iparticle].lifemod/100.0f) * life;
particles[num_particles].size = size;
particles[num_particles].max_life = life;
particles[num_particles].gravity = gravity;
particles[num_particles].friction = friction;
particles[num_particles].rot = frandom()*pi*2;
particles[num_particles].rotspeed = frandom() * 10.0f;
num_particles++;
}
void update(float time_passed)
{
for(int i = 0; i < num_particles; i++)
{
particles[i].vel.y += particles[i].gravity*time_passed;
particles[i].vel *= particles[i].friction;
vec2 vel = particles[i].vel*time_passed;
move_point(&particles[i].pos, &vel, 0.1f+0.9f*frandom());
particles[i].vel = vel* (1.0f/time_passed);
particles[i].life += time_passed;
particles[i].rot += time_passed * particles[i].rotspeed;
// check particle death
if(particles[i].life > particles[i].max_life)
{
num_particles--;
particles[i] = particles[num_particles];
i--;
}
}
}
void render()
{
gfx_blend_additive();
gfx_texture_set(data->images[IMAGE_PARTICLES].id);
gfx_quads_begin();
for(int i = 0; i < num_particles; i++)
{
int type = particles[i].iparticle;
select_sprite(data->particles[type].spr);
float a = 1 - particles[i].life / particles[i].max_life;
vec2 p = particles[i].pos;
gfx_quads_setrotation(particles[i].rot);
gfx_quads_setcolor(
data->particles[type].color_r,
data->particles[type].color_g,
data->particles[type].color_b,
pow(a, 0.75f));
gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size);
}
gfx_quads_end();
gfx_blend_normal();
}
};
static particle_system temp_system;
static bool chat_active = false;
static char chat_input[512];
static unsigned chat_input_len;
static const int chat_max_lines = 10;
struct chatline
{
int tick;
char text[512+64];
};
chatline chat_lines[chat_max_lines];
static int chat_current_line = 0;
void chat_reset()
{
for(int i = 0; i < chat_max_lines; i++)
chat_lines[i].tick = -1000000;
chat_current_line = 0;
}
void chat_add_line(int client_id, const char *line)
{
chat_current_line = (chat_current_line+1)%chat_max_lines;
chat_lines[chat_current_line].tick = client_tick();
sprintf(chat_lines[chat_current_line].text, "%s: %s", client_datas[client_id].name, line); // TODO: abit nasty
}
struct killmsg
{
int weapon;
int victim;
int killer;
int tick;
};
static const int killmsg_max = 5;
killmsg killmsgs[killmsg_max];
static int killmsg_current = 0;
void modc_init()
{
// load the data container
data = load_data_container("data/client.dat");
// load sounds
for(int s = 0; s < data->num_sounds; s++)
for(int i = 0; i < data->sounds[s].num_sounds; i++)
data->sounds[s].sounds[i].id = snd_load_wav(data->sounds[s].sounds[i].filename);
// load textures
for(int i = 0; i < data->num_images; i++)
data->images[i].id = gfx_load_texture(data->images[i].filename);
}
void modc_entergame()
{
col_init(32);
img_init();
tilemap_init();
chat_reset();
for(int i = 0; i < MAX_CLIENTS; i++)
client_datas[i].name[0] = 0;
for(int i = 0; i < killmsg_max; i++)
killmsgs[i].tick = -100000;
}
void modc_shutdown()
{
}
void modc_newsnapshot()
{
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == EVENT_DAMAGEINDICATION)
{
ev_damageind *ev = (ev_damageind *)data;
damageind.create(vec2(ev->x, ev->y), get_direction(ev->angle));
}
else if(item.type == EVENT_EXPLOSION)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
temp_system.new_particle(p, vec2(0,0), 0.3f, 96.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 64.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 32.0f, 0, 0.95f);
temp_system.new_particle(p, vec2(0,0), 0.3f, 16.0f, 0, 0.95f);
for(int i = 0; i < 16; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 16; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(256.0f+frandom()*512.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 128.0f, 0.985f);
}
for(int i = 0; i < 64; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(frandom()*256.0f);
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 24.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_SMOKE)
{
ev_explosion *ev = (ev_explosion *)data;
vec2 p(ev->x, ev->y);
// center explosion
vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
}
for(int i = 0; i < 8; i++)
{
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
}
}
else if(item.type == EVENT_SOUND)
{
ev_sound *ev = (ev_sound *)data;
vec2 p(ev->x, ev->y);
int soundid = ev->sound; //(ev->sound & SOUND_MASK);
//bool bstartloop = (ev->sound & SOUND_LOOPFLAG_STARTLOOP) != 0;
//bool bstoploop = (ev->sound & SOUND_LOOPFLAG_STOPLOOP) != 0;
float vol, pan;
sound_vol_pan(p, &vol, &pan);
if(soundid >= 0 && soundid < NUM_SOUNDS)
{
// TODO: we need to control the volume of the diffrent sounds
// depening on the category
snd_play_random(soundid, vol, pan);
}
}
}
}
static void render_projectile(obj_projectile *prev, obj_projectile *current)
{
gfx_texture_set(data->images[IMAGE_WEAPONS].id);
gfx_quads_begin();
select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj);
vec2 vel(current->vx, current->vy);
// TODO: interpolare angle aswell
if(length(vel) > 0.00001f)
gfx_quads_setrotation(get_angle(vel));
else
gfx_quads_setrotation(0);
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
gfx_quads_draw(pos.x, pos.y,32,32);
gfx_quads_setrotation(0);
gfx_quads_end();
}
static void render_powerup(obj_powerup *prev, obj_powerup *current)
{
gfx_texture_set(data->images[IMAGE_WEAPONS].id);
gfx_quads_begin();
float angle = 0.0f;
float size = 64.0f;
if (current->type == POWERUP_TYPE_WEAPON)
{
angle = -0.25f * pi * 2.0f;
select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body);
size = data->weapons[current->subtype%data->num_weapons].visual_size;
}
else
{
const int c[] = {
SPRITE_POWERUP_HEALTH,
SPRITE_POWERUP_ARMOR,
SPRITE_POWERUP_WEAPON,
SPRITE_POWERUP_NINJA,
SPRITE_POWERUP_TIMEFIELD
};
select_sprite(c[current->type]);
}
gfx_quads_setrotation(angle);
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
float offset = pos.y/32.0f + pos.x/32.0f;
pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
draw_sprite(pos.x, pos.y, size);
gfx_quads_end();
}
static void anim_seq_eval(sequence *seq, float time, keyframe *frame)
{
if(seq->num_frames == 0)
{
frame->time = 0;
frame->x = 0;
frame->y = 0;
frame->angle = 0;
}
else if(seq->num_frames == 1)
{
*frame = seq->frames[0];
}
else
{
//time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp
keyframe *frame1 = 0;
keyframe *frame2 = 0;
float blend = 0.0f;
// TODO: make this smarter.. binary search
for (int i = 1; i < seq->num_frames; i++)
{
if (seq->frames[i-1].time <= time && seq->frames[i].time >= time)
{
frame1 = &seq->frames[i-1];
frame2 = &seq->frames[i];
blend = (time - frame1->time) / (frame2->time - frame1->time);
break;
}
}
if (frame1 && frame2)
{
frame->time = time;
frame->x = mix(frame1->x, frame2->x, blend);
frame->y = mix(frame1->y, frame2->y, blend);
frame->angle = mix(frame1->angle, frame2->angle, blend);
}
}
}
struct animstate
{
keyframe body;
keyframe back_foot;
keyframe front_foot;
keyframe attach;
};
static void anim_eval(animation *anim, float time, animstate *state)
{
anim_seq_eval(&anim->body, time, &state->body);
anim_seq_eval(&anim->back_foot, time, &state->back_foot);
anim_seq_eval(&anim->front_foot, time, &state->front_foot);
anim_seq_eval(&anim->attach, time, &state->attach);
}
static void anim_add_keyframe(keyframe *seq, keyframe *added, float amount)
{
seq->x += added->x*amount;
seq->y += added->y*amount;
seq->angle += added->angle*amount;
}
static void anim_add(animstate *state, animstate *added, float amount)
{
anim_add_keyframe(&state->body, &added->body, amount);
anim_add_keyframe(&state->back_foot, &added->back_foot, amount);
anim_add_keyframe(&state->front_foot, &added->front_foot, amount);
anim_add_keyframe(&state->attach, &added->attach, amount);
}
static void anim_eval_add(animstate *state, animation *anim, float time, float amount)
{
animstate add;
anim_eval(anim, time, &add);
anim_add(state, &add, amount);
}
static void render_tee(animstate *anim, int skin, vec2 dir, vec2 pos)
{
vec2 direction = dir;
vec2 position = pos;
gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
gfx_quads_begin();
// draw foots
for(int p = 0; p < 2; p++)
{
// first pass we draw the outline
// second pass we draw the filling
int outline = p==0 ? 1 : 0;
int shift = charids[skin%16];
for(int f = 0; f < 2; f++)
{
float basesize = 10.0f;
if(f == 1)
{
gfx_quads_setrotation(anim->body.angle*pi*2);
// draw body
select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, shift*4);
gfx_quads_draw(position.x+anim->body.x, position.y+anim->body.y, 4*basesize, 4*basesize);
// draw eyes
if(p == 1)
{
// normal
select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, shift*4);
gfx_quads_draw(position.x-4+direction.x*4, position.y-8+direction.y*3, basesize, basesize);
gfx_quads_draw(position.x+4+direction.x*4, position.y-8+direction.y*3, basesize, basesize);
}
}
// draw feet
select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, shift*4);
keyframe *foot = f ? &anim->front_foot : &anim->back_foot;
float w = basesize*2.5f;
float h = basesize*1.425f;
gfx_quads_setrotation(foot->angle*pi*2);
gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h);
}
}
gfx_quads_end();
}
static void render_player(obj_player *prev, obj_player *player)
{
if(player->health < 0) // dont render dead players
return;
vec2 direction = get_direction(player->angle);
float angle = player->angle/256.0f;
vec2 position = mix(vec2(prev->x, prev->y), vec2(player->x, player->y), client_intratick());
bool stationary = player->vx < 1 && player->vx > -1;
bool inair = col_check_point(player->x, player->y+16) == 0;
// evaluate animation
float walk_time = fmod(position.x, 100.0f)/100.0f;
animstate state;
anim_eval(&data->animations[ANIM_BASE], 0, &state);
if(inair)
anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
else if(stationary)
anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
else
anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f);
if (player->weapon == WEAPON_HAMMER)
{
float a = clamp((client_tick()-player->attacktick+client_intratick())/7.5f, 0.0f, 1.0f);
anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f);
}
// draw hook
if(player->hook_active)
{
gfx_texture_set(data->images[IMAGE_WEAPONS].id);
gfx_quads_begin();
//gfx_quads_begin();
vec2 pos = position;
vec2 hook_pos = mix(vec2(prev->hook_x, prev->hook_y), vec2(player->hook_x, player->hook_y), client_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);
for(float f = 24; f < d; f += 24)
{
vec2 p = hook_pos + dir*f;
gfx_quads_draw(p.x, p.y,24,16);
}
gfx_quads_setrotation(0);
gfx_quads_end();
}
// draw gun
{
gfx_texture_set(data->images[IMAGE_WEAPONS].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[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
vec2 dir = direction;
float recoil = 0.0f;
if (player->weapon == WEAPON_HAMMER)
{
// if attack is under way, bash stuffs
if(direction.x < 0)
gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
else
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
}
else
{
// TODO: should be an animation
recoil = 0;
float a = (client_tick()-player->attacktick+client_intratick())/5.0f;
if(a < 1)
recoil = sinf(a*pi);
}
vec2 p = position + dir*20.0f - dir*recoil*10.0f;
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
// TODO: draw muzzleflare
gfx_quads_end();
}
// render the tee
render_tee(&state, player->clientid, direction, position);
}
void render_sun(float x, float y)
{
vec2 pos(x, y);
gfx_texture_set(-1);
gfx_blend_additive();
gfx_quads_begin();
const int rays = 10;
gfx_quads_setcolor(1.0f,1.0f,1.0f,0.025f);
for(int r = 0; r < rays; r++)
{
float a = r/(float)rays + client_localtime()*0.025f;
float size = (1.0f/(float)rays)*0.25f;
vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
gfx_quads_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
gfx_quads_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
gfx_quads_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
const float range = 1000.0f;
gfx_quads_draw_freeform(
pos.x+dir0.x, pos.y+dir0.y,
pos.x+dir1.x, pos.y+dir1.y,
pos.x+dir0.x*range, pos.y+dir0.y*range,
pos.x+dir1.x*range, pos.y+dir1.y*range);
}
gfx_quads_end();
gfx_blend_normal();
gfx_texture_set(data->images[IMAGE_SUN].id);
gfx_quads_begin();
gfx_quads_draw(pos.x, pos.y, 256, 256);
gfx_quads_end();
}
void modc_render()
{
animstate idlestate;
anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
if(inp_key_down(input::enter))
{
if(chat_active)
{
// send message
msg_pack_start(MSG_SAY, MSGFLAG_VITAL);
msg_pack_string(chat_input, 512);
msg_pack_end();
client_send_msg();
}
else
{
mem_zero(chat_input, sizeof(chat_input));
chat_input_len = 0;
}
chat_active = !chat_active;
}
if(chat_active)
{
int c = input::last_char(); // TODO: bypasses the engine interface
int k = input::last_key(); // TODO: bypasses the engine interface
if (c >= 32 && c < 255)
{
if (chat_input_len < sizeof(chat_input) - 1)
{
chat_input[chat_input_len] = c;
chat_input[chat_input_len+1] = 0;
chat_input_len++;
}
}
if(k == input::backspace)
{
if(chat_input_len > 0)
{
chat_input[chat_input_len-1] = 0;
chat_input_len--;
}
}
}
input::clear_char(); // TODO: bypasses the engine interface
input::clear_key(); // TODO: bypasses the engine interface
// fetch new input
{
int x, y;
inp_mouse_relative(&x, &y);
mouse_pos += vec2(x, y);
float l = length(mouse_pos);
if(l > 600.0f)
mouse_pos = normalize(mouse_pos)*600.0f;
}
// snap input
{
player_input input;
mem_zero(&input, sizeof(input));
float a = atan((float)mouse_pos.y/(float)mouse_pos.x);
if(mouse_pos.x < 0)
a = a+pi;
input.angle = (int)(a*256.0f);
input.activeweapon = -1;
if(!chat_active)
{
input.left = inp_key_pressed(config.key_move_left);
input.right = inp_key_pressed(config.key_move_right);
input.jump = inp_key_pressed(config.key_jump);
input.fire = inp_key_pressed(config.key_fire);
input.hook = inp_key_pressed(config.key_hook);
input.blink = inp_key_pressed('S');
// Weapon switching
input.activeweapon = inp_key_pressed('1') ? 0 : input.activeweapon;
input.activeweapon = inp_key_pressed('2') ? 1 : input.activeweapon;
input.activeweapon = inp_key_pressed('3') ? 2 : input.activeweapon;
input.activeweapon = inp_key_pressed('4') ? 3 : input.activeweapon;
}
snap_input(&input, sizeof(input));
}
// setup world view
obj_game *gameobj = 0;
{
// 1. fetch local player
// 2. set him to the center
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER)
{
obj_player *player = (obj_player *)data;
if(player->local)
{
local_player = player;
local_player_pos = vec2(player->x, player->y);
void *p = snap_find_item(SNAP_PREV, item.type, item.id);
if(p)
local_player_pos = mix(vec2(((obj_player *)p)->x, ((obj_player *)p)->y), local_player_pos, client_intratick());
}
}
else if(item.type == OBJTYPE_GAME)
gameobj = (obj_game *)data;
}
}
// pseudo format
float zoom = 3.0f;
float width = 400*zoom;
float height = 300*zoom;
float screen_x = 0;
float screen_y = 0;
// center at char but can be moved when mouse is far away
float offx = 0, offy = 0;
int deadzone = 300;
if(mouse_pos.x > deadzone) offx = mouse_pos.x-deadzone;
if(mouse_pos.x <-deadzone) offx = mouse_pos.x+deadzone;
if(mouse_pos.y > deadzone) offy = mouse_pos.y-deadzone;
if(mouse_pos.y <-deadzone) offy = mouse_pos.y+deadzone;
offx = offx*2/3;
offy = offy*2/3;
screen_x = local_player_pos.x+offx;
screen_y = local_player_pos.y+offy;
gfx_mapscreen(screen_x-width/2, screen_y-height/2, screen_x+width/2, screen_y+height/2);
// draw background
gfx_clear(0.65f,0.78f,0.9f);
// draw the sun
{
render_sun(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
}
// render map
tilemap_render(32.0f, 0);
// render items
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER)
{
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_player((obj_player *)prev, (obj_player *)data);
}
else if(item.type == OBJTYPE_PROJECTILE)
{
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_projectile((obj_projectile *)prev, (obj_projectile *)data);
}
else if(item.type == OBJTYPE_POWERUP)
{
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_powerup((obj_powerup*)prev, (obj_powerup *)data);
}
}
// render particles
temp_system.update(client_frametime());
temp_system.render();
tilemap_render(32.0f, 1);
// render damage indications
damageind.render();
if(local_player)
{
gfx_texture_set(data->images[IMAGE_WEAPONS].id);
gfx_quads_begin();
// render cursor
select_sprite(data->weapons[local_player->weapon%data->num_weapons].sprite_cursor);
float cursorsize = 64;
draw_sprite(local_player_pos.x+mouse_pos.x, local_player_pos.y+mouse_pos.y, cursorsize);
// render ammo count
// render gui stuff
gfx_quads_end();
gfx_quads_begin();
gfx_mapscreen(0,0,400,300);
select_sprite(data->weapons[local_player->weapon%data->num_weapons].sprite_proj);
for (int i = 0; i < local_player->ammocount; i++)
gfx_quads_drawTL(10+i*12,34,10,10);
gfx_quads_end();
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
int h = 0;
// render health
select_sprite(SPRITE_HEALTH_FULL);
for(; h < local_player->health; h++)
gfx_quads_drawTL(10+h*12,10,10,10);
select_sprite(SPRITE_HEALTH_EMPTY);
for(; h < 10; h++)
gfx_quads_drawTL(10+h*12,10,10,10);
// render armor meter
h = 0;
select_sprite(SPRITE_ARMOR_FULL);
for(; h < local_player->armor; h++)
gfx_quads_drawTL(10+h*12,22,10,10);
select_sprite(SPRITE_ARMOR_EMPTY);
for(; h < 10; h++)
gfx_quads_drawTL(10+h*12,22,10,10);
gfx_quads_end();
}
// render kill messages
{
gfx_mapscreen(0, 0, width*1.5f, height*1.5f);
float startx = width*1.5f-10.0f;
float y = 10.0f;
for(int i = 0; i < killmsg_max; i++)
{
int r = (killmsg_current+i+1)%killmsg_max;
if(client_tick() > killmsgs[r].tick+50*10)
continue;
float font_size = 48.0f;
float killername_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].killer].name);
float victimname_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].victim].name);
float x = startx;
// render victim name
x -= victimname_w;
gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].victim].name);
// render victim tee
x -= 24.0f;
render_tee(&idlestate, killmsgs[r].victim, vec2(1,0), vec2(x, y+28));
x -= 32.0f;
// render weapon
x -= 44.0f;
gfx_texture_set(data->images[IMAGE_WEAPONS].id);
gfx_quads_begin();
select_sprite(data->weapons[killmsgs[r].weapon].sprite_body);
draw_sprite(x, y+28, 96);
gfx_quads_end();
x -= 52.0f;
// render killer tee
x -= 24.0f;
render_tee(&idlestate, killmsgs[r].killer, vec2(1,0), vec2(x, y+28));
x -= 32.0f;
// render killer name
x -= killername_w;
gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].killer].name);
y += 44;
}
}
// render chat
{
gfx_mapscreen(0,0,400,300);
float x = 10.0f;
float y = 300.0f-50.0f;
float starty = -1;
if(chat_active)
{
// render chat input
char buf[sizeof(chat_input)+16];
sprintf(buf, "Chat: %s_", chat_input);
gfx_pretty_text(x, y, 10, buf);
starty = y;
}
y -= 10;
int i;
for(i = 0; i < chat_max_lines; i++)
{
int r = ((chat_current_line-i)+chat_max_lines)%chat_max_lines;
if(client_tick() > chat_lines[r].tick+50*15)
break;
gfx_pretty_text(x, y, 10, chat_lines[r].text);
y -= 8;
}
}
// render goals
if(gameobj)
{
gfx_mapscreen(0,0,400,300);
if(!gameobj->sudden_death)
{
char buf[32];
int time = 0;
if(gameobj->time_limit)
{
time = gameobj->time_limit*60 - ((client_tick()-gameobj->round_start_tick)/client_tickspeed());
if(gameobj->game_over)
time = 0;
}
else
time = (client_tick()-gameobj->round_start_tick)/client_tickspeed();
sprintf(buf, "%d:%02d", time /60, time %60);
float w = gfx_pretty_text_width(16, buf);
gfx_pretty_text(200-w/2, 2, 16, buf);
}
if(gameobj->sudden_death)
{
const char *text = "Sudden Death";
float w = gfx_pretty_text_width(16, text);
gfx_pretty_text(200-w/2, 2, 16, text);
}
}
// render score board
if(inp_key_pressed(baselib::input::tab) || // user requested
(local_player && local_player->health == -1) || // player dead
(gameobj && gameobj->game_over) // game over
)
{
gfx_mapscreen(0, 0, width, height);
float x = 50.0f;
float y = 150.0f;
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
gfx_quads_setcolor(0,0,0,0.5f);
gfx_quads_drawTL(x-10.f, y-10.f, 400.0f, 600.0f);
gfx_quads_end();
gfx_pretty_text(x, y, 64, "Score Board");
y += 64.0f;
if(gameobj && gameobj->time_limit)
{
char buf[64];
sprintf(buf, "Time Limit: %d min", gameobj->time_limit);
gfx_pretty_text(x, y, 32, buf);
y += 32.0f;
}
if(gameobj && gameobj->score_limit)
{
char buf[64];
sprintf(buf, "Score Limit: %d", gameobj->score_limit);
gfx_pretty_text(x, y, 32, buf);
y += 32.0f;
}
int num = snap_num_items(SNAP_CURRENT);
for(int i = 0; i < num; i++)
{
snap_item item;
void *data = snap_get_item(SNAP_CURRENT, i, &item);
if(item.type == OBJTYPE_PLAYER)
{
obj_player *player = (obj_player *)data;
if(player)
{
char buf[128];
sprintf(buf, "%4d", player->score);
gfx_pretty_text(x+60-gfx_pretty_text_width(48,buf), y, 48, buf);
gfx_pretty_text(x+128, y, 48, client_datas[player->clientid].name);
render_tee(&idlestate, player->clientid, vec2(1,0), vec2(x+90, y+24));
y += 58.0f;
}
}
}
}
}
void modc_message(int msg)
{
if(msg == MSG_CHAT)
{
int cid = msg_unpack_int();
const char *message = msg_unpack_string();
dbg_msg("message", "chat cid=%d msg='%s'", cid, message);
chat_add_line(cid, message);
}
else if(msg == MSG_SETNAME)
{
int cid = msg_unpack_int();
const char *name = msg_unpack_string();
strncpy(client_datas[cid].name, name, 64);
}
else if(msg == MSG_KILLMSG)
{
killmsg_current = (killmsg_current+1)%killmsg_max;
killmsgs[killmsg_current].killer = msg_unpack_int();
killmsgs[killmsg_current].victim = msg_unpack_int();
killmsgs[killmsg_current].weapon = msg_unpack_int();
killmsgs[killmsg_current].tick = client_tick();
}
}