ddnet/src/game/client/gameclient.cpp
bors[bot] 2b5723cdef
Merge #3492 #3559 #3561 #3565
3492: Support F-Client and replace non-extended extension messages r=Learath2 a=heinrich5991

This continues what #3439 started, and also replaces non-extended messages that are DDRace extensions with extended messages. The DDNet server still sends the old message to old clients and the DDNet client still understands the old messages.

Supersedes #3439.

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


3559: Don't highlight us if we have no name (alternative fix for #3554) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request -->

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


3561: Fix input message position in teehistorian files r=heinrich5991 a=Zwelf

Previously the message was recorded when incoming. But the time when the input should apply wasn't recorded. Now inputs are recorded right before they get applied in the game world.

And record exact tick where load/save result is returned.

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


3565: Add Arabic language translation by .Yukki r=heinrich5991 a=def-

![screenshot-20210131@093216](https://user-images.githubusercontent.com/2335377/106378755-747d7780-63a7-11eb-9553-6a1898907441.png)

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Zwelf <zwelf@strct.cc>
2021-01-31 14:37:48 +00:00

3008 lines
103 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 <limits>
#include <engine/demo.h>
#include <engine/editor.h>
#include <engine/engine.h>
#include <engine/friends.h>
#include <engine/graphics.h>
#include <engine/map.h>
#include <engine/serverbrowser.h>
#include <engine/shared/config.h>
#include <engine/shared/demo.h>
#include <engine/sound.h>
#include <engine/storage.h>
#include <engine/textrender.h>
#include <engine/updater.h>
#include <game/generated/client_data.h>
#include <game/generated/client_data7.h>
#include <game/generated/protocol.h>
#include <base/math.h>
#include <base/vmath.h>
#include "race.h"
#include "render.h"
#include <game/localization.h>
#include <game/version.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/menu_background.h"
#include "components/menus.h"
#include "components/motd.h"
#include "components/nameplates.h"
#include "components/particles.h"
#include "components/players.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 "components/ghost.h"
#include "components/race_demo.h"
#include <base/system.h>
CGameClient g_GameClient;
// instantiate 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 CMenuBackground gs_MenuBackground;
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; }
int CGameClient::DDNetVersion() { return CLIENT_VERSIONNR; }
const char *CGameClient::DDNetVersionStr() { return m_aDDNetVersionStr; }
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_AUTOUPDATE)
m_pUpdater = Kernel()->RequestInterface<IUpdater>();
#endif
// setup pointers
m_pMenuBackground = &::gs_MenuBackground;
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_pPlayers = &::gs_Players;
m_pRaceDemo = &::gs_RaceDemo;
m_pGhost = &::gs_Ghost;
m_pMenus->SetMenuBackground(m_pMenuBackground);
gs_NamePlates.SetPlayers(m_pPlayers);
// 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_pBinds);
m_All.Add(&m_pBinds->m_SpecialBinds);
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(m_pPlayers);
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_pMenus->m_Binder);
m_All.Add(m_pGameConsole);
m_All.Add(m_pMenuBackground);
// 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 to restart");
// 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("add_map_votes", "", CFGFLAG_SERVER, 0, 0, "Automatically adds voting options for all maps");
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");
// register tune zone command to allow the client prediction to load tunezones from the map
Console()->Register("tune_zone", "i[zone] s[tuning] i[value]", CFGFLAG_CLIENT | CFGFLAG_GAME, ConTuneZone, this, "Tune in zone a variable to value");
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);
Console()->Chain("cl_text_entities_size", ConchainClTextEntitiesSize, this);
Console()->Chain("cl_menu_map", ConchainMenuMap, this);
//
m_SuppressEvents = false;
}
void CGameClient::OnInit()
{
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
m_pGraphics->AddWindowResizeListener(OnWindowResizeCB, this);
// propagate pointers
m_UI.SetGraphics(Graphics(), TextRender());
m_RenderTools.Init(Graphics(), UI(), this);
int64 Start = time_get();
if(GIT_SHORTREV_HASH)
{
str_format(m_aDDNetVersionStr, sizeof(m_aDDNetVersionStr), "%s %s (%s)", GAME_NAME, GAME_RELEASE_VERSION, GIT_SHORTREV_HASH);
}
else
{
str_format(m_aDDNetVersionStr, sizeof(m_aDDNetVersionStr), "%s %s", GAME_NAME, GAME_RELEASE_VERSION);
}
// 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));
Client()->LoadFont();
// init all components
for(int i = m_All.m_Num - 1; i >= 0; --i)
m_All.m_paComponents[i]->OnInit();
char aBuf[256];
m_GameSkinLoaded = false;
m_ParticlesSkinLoaded = false;
m_EmoticonsSkinLoaded = false;
// setup load amount// load textures
for(int i = 0; i < g_pData->m_NumImages; i++)
{
if(i == IMAGE_GAME)
LoadGameSkin(g_Config.m_ClAssetGame);
else if(i == IMAGE_EMOTICONS)
LoadEmoticonsSkin(g_Config.m_ClAssetEmoticons);
else if(i == IMAGE_PARTICLES)
LoadParticlesSkin(g_Config.m_ClAssetParticles);
else
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();
}
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
m_ServerMode = SERVERMODE_PURE;
m_DDRaceMsgSent[0] = false;
m_DDRaceMsgSent[1] = false;
m_ShowOthers[0] = -1;
m_ShowOthers[1] = -1;
m_LastZoom = .0;
m_LastScreenAspect = .0;
m_LastDummyConnected = false;
// Set free binds to DDRace binds if it's active
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] = (char)((rand() % 26) + 97);
else
g_Config.m_ClTimeoutCode[i] = (char)((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] = (char)((rand() % 26) + 97);
else
g_Config.m_ClDummyTimeoutCode[i] = (char)((rand() % 26) + 65);
}
}
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_GameWorld.m_GameTickSpeed = SERVER_TICK_SPEED;
m_GameWorld.m_pCollision = Collision();
m_GameWorld.m_pTuningList = m_aTuningList;
m_pMapimages->SetTextureScale(g_Config.m_ClTextEntitiesSize);
// Agressively try to grab window again since some Windows users report
// window not being focussed after starting client.
Graphics()->SetWindowGrab(true);
}
void CGameClient::OnUpdate()
{
// handle mouse movement
float x = 0.0f, y = 0.0f;
Input()->MouseRelative(&x, &y);
if(x != 0.0f || y != 0.0f)
{
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)
{
int PlayerOrDummy = (g_Config.m_ClDummyResetOnSwitch == 2) ? g_Config.m_ClDummy : (!g_Config.m_ClDummy);
m_pControls->ResetInput(PlayerOrDummy);
m_pControls->m_InputData[PlayerOrDummy].m_Hook = 0;
}
int tmp = m_DummyInput.m_Fire;
m_DummyInput = m_pControls->m_InputData[!g_Config.m_ClDummy];
m_pControls->m_InputData[g_Config.m_ClDummy].m_Fire = tmp;
m_IsDummySwapping = 1;
}
int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)
{
if(!Dummy)
{
return m_pControls->SnapInput(pData);
}
if(!g_Config.m_ClDummyHammer)
{
if(m_DummyFire != 0)
{
m_DummyInput.m_Fire = (m_HammerInput.m_Fire + 1) & ~1;
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 / 12.5f) - (int)(m_DummyFire / 12.5f) > 0.01f)
{
m_DummyFire++;
return 0;
}
m_DummyFire++;
m_HammerInput.m_Fire = (m_HammerInput.m_Fire + 1) | 1;
m_HammerInput.m_WantedWeapon = WEAPON_HAMMER + 1;
if(!g_Config.m_ClDummyRestoreWeapon)
{
m_DummyInput.m_WantedWeapon = WEAPON_HAMMER + 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 = (int)(Dir.x);
m_HammerInput.m_TargetY = (int)(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());
CRaceHelper::ms_aFlagIndex[0] = -1;
CRaceHelper::ms_aFlagIndex[1] = -1;
CTile *pGameTiles = static_cast<CTile *>(Layers()->Map()->GetData(Layers()->GameLayer()->m_Data));
// get flag positions
for(int i = 0; i < m_Collision.GetWidth() * m_Collision.GetHeight(); i++)
{
if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_RED)
CRaceHelper::ms_aFlagIndex[TEAM_RED] = i;
else if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_BLUE)
CRaceHelper::ms_aFlagIndex[TEAM_BLUE] = i;
i += pGameTiles[i].m_Skip;
}
for(int i = 0; i < m_All.m_Num; i++)
{
m_All.m_paComponents[i]->OnMapLoad();
m_All.m_paComponents[i]->OnReset();
}
m_ServerMode = SERVERMODE_PURE;
// send the initial 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");
m_GameWorld.Clear();
m_GameWorld.m_WorldConfig.m_InfiniteAmmo = true;
m_PredictedDummyID = -1;
for(auto &LastWorldCharacter : m_aLastWorldCharacters)
LastWorldCharacter.m_Alive = false;
LoadMapSettings();
if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClAutoDemoOnConnect)
Client()->DemoRecorder_HandleAutoStart();
}
void CGameClient::OnReset()
{
m_LastNewPredictedTick[0] = -1;
m_LastNewPredictedTick[1] = -1;
InvalidateSnapshot();
for(auto &Client : m_aClients)
Client.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;
m_LastZoom = .0;
m_LastScreenAspect = .0;
m_LastDummyConnected = false;
m_ReceivedDDNetPlayer = false;
}
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(g_Config.m_ClDummy));
}
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(g_Config.m_ClDummy));
}
// else
// m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
}
}
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(g_Config.m_ClDummy));
}
// 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(g_Config.m_ClDummy));
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_pPrevSpectatorInfo->m_SpectatorID == m_Snap.m_pSpectatorInfo->m_SpectatorID)
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(g_Config.m_ClDummy));
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;
}
}
UpdateRenderedCharacters();
}
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);
TempCore.Move();
TempCore.Quantize();
}
TempCore.Write(pCharacter);
}
void CGameClient::OnRender()
{
// update the local character and spectate position
UpdatePositions();
// display gfx warnings
if(g_Config.m_GfxShowWarnings == 1)
{
SWarning *pWarning = Graphics()->GetCurWarning();
if(pWarning != NULL)
{
if(m_pMenus->CanDisplayWarning())
{
m_pMenus->PopupWarning(Localize("Warning"), pWarning->m_aWarningMsg, "Ok", 10000000);
pWarning->m_WasShown = true;
}
}
}
// display client warnings
SWarning *pWarning = Client()->GetCurWarning();
if(pWarning != NULL)
{
if(m_pMenus->CanDisplayWarning())
{
m_pMenus->PopupWarning(Localize("Warning"), pWarning->m_aWarningMsg, "Ok", 10000000);
pWarning->m_WasShown = true;
}
}
// 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, Client()->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 != (int)g_Config.m_ClPlayerColorBody ||
m_aClients[m_LocalIDs[0]].m_ColorFeet != (int)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, Client()->DummyName()) ||
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 != (int)g_Config.m_ClDummyColorBody ||
m_aClients[m_LocalIDs[1]].m_ColorFeet != (int)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;
m_PredictedDummyID = -1;
}
int CGameClient::GetLastRaceTick()
{
return m_pGhost->GetLastRaceTick();
}
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);
}
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(g_Config.m_ClDummy);
}
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 || MsgId == NETMSGTYPE_SV_TEAMSSTATELEGACY)
{
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;
m_pGhost->m_AllowRestart = true;
m_pRaceDemo->m_AllowRestart = true;
}
else if(MsgId == NETMSGTYPE_SV_KILLMSG)
{
CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
// reset character prediction
if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_LASER))
{
m_CharOrder.GiveWeak(pMsg->m_Victim);
m_aLastWorldCharacters[pMsg->m_Victim].m_Alive = false;
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(pMsg->m_Victim))
pChar->ResetPrediction();
m_GameWorld.ReleaseHooked(pMsg->m_Victim);
}
}
}
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_pMenus->KillServer();
m_pRaceDemo->OnReset();
m_pGhost->OnReset();
}
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 && !g_Config.m_ClAutoDemoOnConnect)
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::OnWindowResize()
{
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnWindowResize();
UI()->OnWindowResize();
TextRender()->OnWindowResize();
}
void CGameClient::OnWindowResizeCB(void *pUser)
{
CGameClient *pClient = (CGameClient *)pUser;
pClient->OnWindowResize();
}
void CGameClient::OnLanguageChange()
{
UI()->OnLanguageChange();
}
void CGameClient::OnRconType(bool UsernameReq)
{
m_pGameConsole->RequireUsername(UsernameReq);
}
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), direction(ev->m_Angle / 256.0f));
}
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) && (ev->m_SoundID != SOUND_PLAYER_PAIN_LONG || g_Config.m_SndLongPain))
g_GameClient.m_pSounds->PlayAt(CSounds::CHN_WORLD, ev->m_SoundID, 1.0f, vec2(ev->m_X, ev->m_Y));
}
}
}
static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize, CServerInfo *pFallbackServerInfo)
{
int Version = -1;
if(InfoExSize >= 12)
{
Version = pInfoEx->m_Version;
}
else if(InfoExSize >= 8)
{
Version = minimum(pInfoEx->m_Version, 4);
}
else if(InfoExSize >= 4)
{
Version = 0;
}
int Flags = 0;
if(Version >= 0)
{
Flags = pInfoEx->m_Flags;
}
int Flags2 = 0;
if(Version >= 5)
{
Flags2 = pInfoEx->m_Flags2;
}
bool Race;
bool FastCap;
bool FNG;
bool DDRace;
bool DDNet;
bool BlockWorlds;
bool City;
bool Vanilla;
bool Plus;
bool FDDrace;
if(Version < 1)
{
Race = IsRace(pFallbackServerInfo);
FastCap = IsFastCap(pFallbackServerInfo);
FNG = IsFNG(pFallbackServerInfo);
DDRace = IsDDRace(pFallbackServerInfo);
DDNet = IsDDNet(pFallbackServerInfo);
BlockWorlds = IsBlockWorlds(pFallbackServerInfo);
City = IsCity(pFallbackServerInfo);
Vanilla = IsVanilla(pFallbackServerInfo);
Plus = IsPlus(pFallbackServerInfo);
FDDrace = false;
}
else
{
Race = Flags & GAMEINFOFLAG_GAMETYPE_RACE;
FastCap = Flags & GAMEINFOFLAG_GAMETYPE_FASTCAP;
FNG = Flags & GAMEINFOFLAG_GAMETYPE_FNG;
DDRace = Flags & GAMEINFOFLAG_GAMETYPE_DDRACE;
DDNet = Flags & GAMEINFOFLAG_GAMETYPE_DDNET;
BlockWorlds = Flags & GAMEINFOFLAG_GAMETYPE_BLOCK_WORLDS;
Vanilla = Flags & GAMEINFOFLAG_GAMETYPE_VANILLA;
Plus = Flags & GAMEINFOFLAG_GAMETYPE_PLUS;
City = Version >= 5 && Flags2 & GAMEINFOFLAG2_GAMETYPE_CITY;
FDDrace = Version >= 6 && Flags2 & GAMEINFOFLAG2_GAMETYPE_FDDRACE;
// Ensure invariants upheld by the server info parsing business.
DDRace = DDRace || DDNet || FDDrace;
Race = Race || FastCap || DDRace;
}
CGameInfo Info;
Info.m_FlagStartsRace = FastCap;
Info.m_TimeScore = Race;
Info.m_UnlimitedAmmo = Race;
Info.m_DDRaceRecordMessage = DDRace && !DDNet;
Info.m_RaceRecordMessage = DDNet || (Race && !DDRace);
Info.m_AllowEyeWheel = DDRace || BlockWorlds || City || Plus;
Info.m_AllowHookColl = DDRace;
Info.m_AllowZoom = Race || BlockWorlds || City;
Info.m_BugDDRaceGhost = DDRace;
Info.m_BugDDRaceInput = DDRace;
Info.m_BugFNGLaserRange = FNG;
Info.m_BugVanillaBounce = Vanilla;
Info.m_PredictFNG = FNG;
Info.m_PredictDDRace = DDRace;
Info.m_PredictDDRaceTiles = DDRace && !BlockWorlds;
Info.m_PredictVanilla = Vanilla || FastCap;
Info.m_EntitiesDDNet = DDNet;
Info.m_EntitiesDDRace = DDRace;
Info.m_EntitiesRace = Race;
Info.m_EntitiesFNG = FNG;
Info.m_EntitiesVanilla = Vanilla;
Info.m_EntitiesBW = BlockWorlds;
Info.m_Race = Race;
Info.m_DontMaskEntities = !DDNet;
Info.m_AllowXSkins = false;
Info.m_EntitiesFDDrace = FDDrace;
if(Version >= 0)
{
Info.m_TimeScore = Flags & GAMEINFOFLAG_TIMESCORE;
}
if(Version >= 2)
{
Info.m_FlagStartsRace = Flags & GAMEINFOFLAG_FLAG_STARTS_RACE;
Info.m_UnlimitedAmmo = Flags & GAMEINFOFLAG_UNLIMITED_AMMO;
Info.m_DDRaceRecordMessage = Flags & GAMEINFOFLAG_DDRACE_RECORD_MESSAGE;
Info.m_RaceRecordMessage = Flags & GAMEINFOFLAG_RACE_RECORD_MESSAGE;
Info.m_AllowEyeWheel = Flags & GAMEINFOFLAG_ALLOW_EYE_WHEEL;
Info.m_AllowHookColl = Flags & GAMEINFOFLAG_ALLOW_HOOK_COLL;
Info.m_AllowZoom = Flags & GAMEINFOFLAG_ALLOW_ZOOM;
Info.m_BugDDRaceGhost = Flags & GAMEINFOFLAG_BUG_DDRACE_GHOST;
Info.m_BugDDRaceInput = Flags & GAMEINFOFLAG_BUG_DDRACE_INPUT;
Info.m_BugFNGLaserRange = Flags & GAMEINFOFLAG_BUG_FNG_LASER_RANGE;
Info.m_BugVanillaBounce = Flags & GAMEINFOFLAG_BUG_VANILLA_BOUNCE;
Info.m_PredictFNG = Flags & GAMEINFOFLAG_PREDICT_FNG;
Info.m_PredictDDRace = Flags & GAMEINFOFLAG_PREDICT_DDRACE;
Info.m_PredictDDRaceTiles = Flags & GAMEINFOFLAG_PREDICT_DDRACE_TILES;
Info.m_PredictVanilla = Flags & GAMEINFOFLAG_PREDICT_VANILLA;
Info.m_EntitiesDDNet = Flags & GAMEINFOFLAG_ENTITIES_DDNET;
Info.m_EntitiesDDRace = Flags & GAMEINFOFLAG_ENTITIES_DDRACE;
Info.m_EntitiesRace = Flags & GAMEINFOFLAG_ENTITIES_RACE;
Info.m_EntitiesFNG = Flags & GAMEINFOFLAG_ENTITIES_FNG;
Info.m_EntitiesVanilla = Flags & GAMEINFOFLAG_ENTITIES_VANILLA;
}
if(Version >= 3)
{
Info.m_Race = Flags & GAMEINFOFLAG_RACE;
Info.m_DontMaskEntities = Flags & GAMEINFOFLAG_DONT_MASK_ENTITIES;
}
if(Version >= 4)
{
Info.m_EntitiesBW = Flags & GAMEINFOFLAG_ENTITIES_BW;
}
if(Version >= 5)
{
Info.m_AllowXSkins = Flags2 & GAMEINFOFLAG2_ALLOW_X_SKINS;
}
if(Version >= 6)
{
Info.m_EntitiesFDDrace = Flags2 & GAMEINFOFLAG2_ENTITIES_FDDRACE;
}
return Info;
}
void CGameClient::InvalidateSnapshot()
{
// clear all pointers
mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
m_Snap.m_LocalClientID = -1;
}
void CGameClient::OnNewSnapshot()
{
InvalidateSnapshot();
m_NewTick = true;
// 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 && Item.m_Type != UUID_UNKNOWN)
{
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();
#ifdef CONF_DEBUG
if(g_Config.m_DbgStress)
{
if((Client()->GameTick(g_Config.m_ClDummy) % 100) == 0)
{
char aMessage[64];
int MsgLen = rand() % (sizeof(aMessage) - 1);
for(int i = 0; i < MsgLen; i++)
aMessage[i] = (char)('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);
}
}
#endif
bool FoundGameInfoEx = false;
for(auto &Client : m_aClients)
{
Client.m_SpecCharPresent = false;
}
// 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;
if(ClientID < MAX_CLIENTS)
{
CClientData *pClient = &m_aClients[ClientID];
IntsToStr(&pInfo->m_Name0, 4, pClient->m_aName);
IntsToStr(&pInfo->m_Clan0, 3, pClient->m_aClan);
pClient->m_Country = pInfo->m_Country;
IntsToStr(&pInfo->m_Skin0, 6, pClient->m_aSkinName);
pClient->m_UseCustomColor = pInfo->m_UseCustomColor;
pClient->m_ColorBody = pInfo->m_ColorBody;
pClient->m_ColorFeet = pInfo->m_ColorFeet;
// prepare the info
if(!m_GameInfo.m_AllowXSkins && (pClient->m_aSkinName[0] == 'x' && pClient->m_aSkinName[1] == '_'))
str_copy(pClient->m_aSkinName, "default", 64);
pClient->m_SkinInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(pClient->m_ColorBody).UnclampLighting());
pClient->m_SkinInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(pClient->m_ColorFeet).UnclampLighting());
pClient->m_SkinInfo.m_Size = 64;
// find new skin
const CSkin *pSkin = m_pSkins->Get(m_pSkins->Find(pClient->m_aSkinName));
pClient->m_SkinInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
pClient->m_SkinInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
pClient->m_SkinInfo.m_SkinMetrics = pSkin->m_Metrics;
pClient->m_SkinInfo.m_BloodColor = pSkin->m_BloodColor;
pClient->m_SkinInfo.m_CustomColoredSkin = pClient->m_UseCustomColor;
if(!pClient->m_UseCustomColor)
{
pClient->m_SkinInfo.m_ColorBody = ColorRGBA(1, 1, 1);
pClient->m_SkinInfo.m_ColorFeet = ColorRGBA(1, 1, 1);
}
pClient->UpdateRenderInfo();
}
}
else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
{
const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData;
if(pInfo->m_ClientID < MAX_CLIENTS)
{
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(g_Config.m_ClDummy));
}
else if(m_aStats[pInfo->m_ClientID].IsActive())
m_aStats[pInfo->m_ClientID].JoinSpec(Client()->GameTick(g_Config.m_ClDummy));
}
}
else if(Item.m_Type == NETOBJTYPE_DDNETPLAYER)
{
m_ReceivedDDNetPlayer = true;
const CNetObj_DDNetPlayer *pInfo = (const CNetObj_DDNetPlayer *)pData;
if(Item.m_ID < MAX_CLIENTS)
{
m_aClients[Item.m_ID].m_AuthLevel = pInfo->m_AuthLevel;
m_aClients[Item.m_ID].m_Afk = pInfo->m_Flags & EXPLAYERFLAG_AFK;
m_aClients[Item.m_ID].m_Paused = pInfo->m_Flags & EXPLAYERFLAG_PAUSED;
m_aClients[Item.m_ID].m_Spec = pInfo->m_Flags & EXPLAYERFLAG_SPEC;
}
}
else if(Item.m_Type == NETOBJTYPE_CHARACTER)
{
if(Item.m_ID < MAX_CLIENTS)
{
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);
// reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot
if(m_aClients[Item.m_ID].m_Evolved.m_Tick == Client()->PrevGameTick(g_Config.m_ClDummy))
{
if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0)
m_Snap.m_aCharacters[Item.m_ID].m_Prev = m_aClients[Item.m_ID].m_Evolved;
if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0)
m_Snap.m_aCharacters[Item.m_ID].m_Cur = m_aClients[Item.m_ID].m_Evolved;
}
if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick(g_Config.m_ClDummy));
if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick(g_Config.m_ClDummy));
m_aClients[Item.m_ID].m_Snapped = *((const CNetObj_Character *)pData);
m_aClients[Item.m_ID].m_Evolved = m_Snap.m_aCharacters[Item.m_ID].m_Cur;
}
else
{
m_aClients[Item.m_ID].m_Evolved.m_Tick = -1;
}
}
}
else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER)
{
const CNetObj_DDNetCharacter *pCharacterData = (const CNetObj_DDNetCharacter *)pData;
if(Item.m_ID < MAX_CLIENTS)
{
m_Snap.m_aCharacters[Item.m_ID].m_ExtendedData = *pCharacterData;
m_Snap.m_aCharacters[Item.m_ID].m_HasExtendedData = true;
CClientData *pClient = &m_aClients[Item.m_ID];
// Collision
pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
pClient->m_NoCollision = pCharacterData->m_Flags & CHARACTERFLAG_NO_COLLISION;
pClient->m_NoHammerHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
pClient->m_NoGrenadeHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
pClient->m_NoLaserHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_LASER_HIT;
pClient->m_NoShotgunHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
pClient->m_NoHookHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_HOOK;
pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
// Endless
pClient->m_EndlessHook = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
pClient->m_EndlessJump = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
// Freeze
pClient->m_FreezeEnd = pCharacterData->m_FreezeEnd;
pClient->m_DeepFrozen = pCharacterData->m_FreezeEnd == -1;
// Telegun
pClient->m_HasTelegunGrenade = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
pClient->m_HasTelegunGun = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GUN;
pClient->m_HasTelegunLaser = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_LASER;
pClient->m_Predicted.ReadDDNet(pCharacterData);
}
}
else if(Item.m_Type == NETOBJTYPE_SPECCHAR)
{
const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)pData;
if(Item.m_ID < MAX_CLIENTS)
{
CClientData *pClient = &m_aClients[Item.m_ID];
pClient->m_SpecCharPresent = true;
pClient->m_SpecChar.x = pSpecCharData->m_X;
pClient->m_SpecChar.y = pSpecCharData->m_Y;
}
}
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 = (bool)(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 = (bool)(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED);
}
else if(Item.m_Type == NETOBJTYPE_GAMEINFOEX)
{
if(FoundGameInfoEx)
{
continue;
}
FoundGameInfoEx = true;
CServerInfo ServerInfo;
Client()->GetServerInfo(&ServerInfo);
m_GameInfo = GetGameInfo((const CNetObj_GameInfoEx *)pData, Client()->SnapItemSize(IClient::SNAP_CURRENT, i), &ServerInfo);
}
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(g_Config.m_ClDummy);
}
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(g_Config.m_ClDummy);
}
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;
}
}
if(!FoundGameInfoEx)
{
CServerInfo ServerInfo;
Client()->GetServerInfo(&ServerInfo);
m_GameInfo = GetGameInfo(0, 0, &ServerInfo);
}
// setup local pointers
if(m_Snap.m_LocalClientID >= 0)
{
m_LocalIDs[g_Config.m_ClDummy] = m_Snap.m_LocalClientID;
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();
}
}
for(int i = 0; i < MAX_CLIENTS; ++i)
{
// update friend state
m_aClients[i].m_Friend = !(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true));
// update foe state
m_aClients[i].m_Foe = !(i == m_Snap.m_LocalClientID || !m_Snap.m_paPlayerInfos[i] || !Foes()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true));
}
// sort player infos by name
mem_copy(m_Snap.m_paInfoByName, m_Snap.m_paPlayerInfos, sizeof(m_Snap.m_paInfoByName));
std::stable_sort(m_Snap.m_paInfoByName, m_Snap.m_paInfoByName + MAX_CLIENTS,
[this](const CNetObj_PlayerInfo *p1, const CNetObj_PlayerInfo *p2) -> bool {
if(!p2)
return static_cast<bool>(p1);
if(!p1)
return false;
return str_comp_nocase(m_aClients[p1->m_ClientID].m_aName, m_aClients[p2->m_ClientID].m_aName) < 0;
});
bool TimeScore = m_GameInfo.m_TimeScore;
// sort player infos by score
mem_copy(m_Snap.m_paInfoByScore, m_Snap.m_paInfoByName, sizeof(m_Snap.m_paInfoByScore));
std::stable_sort(m_Snap.m_paInfoByScore, m_Snap.m_paInfoByScore + MAX_CLIENTS,
[TimeScore](const CNetObj_PlayerInfo *p1, const CNetObj_PlayerInfo *p2) -> bool {
if(!p2)
return static_cast<bool>(p1);
if(!p1)
return false;
return (((TimeScore && p1->m_Score == -9999) ? std::numeric_limits<int>::min() : p1->m_Score) >
((TimeScore && p2->m_Score == -9999) ? std::numeric_limits<int>::min() : p2->m_Score));
});
// sort player infos by DDRace Team (and score between)
int 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_paInfoByDDTeamScore[Index++] = m_Snap.m_paInfoByScore[i];
}
}
// sort player infos by DDRace Team (and name between)
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_paInfoByName[i] && m_Teams.Team(m_Snap.m_paInfoByName[i]->m_ClientID) == Team)
m_Snap.m_paInfoByDDTeamName[Index++] = m_Snap.m_paInfoByName[i];
}
}
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
CTuningParams StandardTuning;
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_ISDDNETLEGACY, false);
Msg.AddInt(CLIENT_VERSIONNR);
Client()->SendMsgY(&Msg, MSGFLAG_VITAL, 0);
m_DDRaceMsgSent[0] = true;
}
if(!m_DDRaceMsgSent[1] && m_Snap.m_pLocalInfo && Client()->DummyConnected())
{
CMsgPacker Msg(NETMSGTYPE_CL_ISDDNETLEGACY, false);
Msg.AddInt(CLIENT_VERSIONNR);
Client()->SendMsgY(&Msg, MSGFLAG_VITAL, 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))
{
{
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;
}
float ZoomToSend = m_pCamera->m_ZoomSmoothingTarget == .0 ? m_pCamera->m_Zoom // Initial
:
m_pCamera->m_ZoomSmoothingTarget > m_pCamera->m_Zoom ? m_pCamera->m_ZoomSmoothingTarget // Zooming out
:
m_pCamera->m_ZoomSmoothingTarget < m_pCamera->m_Zoom ? m_LastZoom // Zooming in
:
m_pCamera->m_Zoom; // Not zooming
if(ZoomToSend != m_LastZoom || Graphics()->ScreenAspect() != m_LastScreenAspect || (Client()->DummyConnected() && !m_LastDummyConnected))
{
CNetMsg_Cl_ShowDistance Msg;
float x, y;
RenderTools()->CalcScreenParams(Graphics()->ScreenAspect(), ZoomToSend, &x, &y);
Msg.m_X = x;
Msg.m_Y = y;
CMsgPacker Packer(Msg.MsgID(), false);
Msg.Pack(&Packer);
if(ZoomToSend != m_LastZoom)
Client()->SendMsgY(&Packer, MSGFLAG_VITAL, 0);
if(Client()->DummyConnected())
Client()->SendMsgY(&Packer, MSGFLAG_VITAL, 1);
m_LastZoom = ZoomToSend;
m_LastScreenAspect = Graphics()->ScreenAspect();
}
m_LastDummyConnected = Client()->DummyConnected();
m_pGhost->OnNewSnapshot();
m_pRaceDemo->OnNewSnapshot();
// detect air jump for unpredicted players
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_Snap.m_aCharacters[i].m_Active && (m_Snap.m_aCharacters[i].m_Cur.m_Jumped & 2) && !(m_Snap.m_aCharacters[i].m_Prev.m_Jumped & 2))
if(!Predict() || (!AntiPingPlayers() && i != m_Snap.m_LocalClientID))
{
vec2 Pos = 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(g_Config.m_ClDummy));
m_pEffects->AirJump(Pos);
}
static int PrevLocalID = -1;
if(m_Snap.m_LocalClientID != PrevLocalID)
m_PredictedDummyID = PrevLocalID;
PrevLocalID = m_Snap.m_LocalClientID;
m_IsDummySwapping = 0;
// update prediction data
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
UpdatePrediction();
}
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;
}
vec2 aBeforeRender[MAX_CLIENTS];
for(int i = 0; i < MAX_CLIENTS; i++)
aBeforeRender[i] = GetSmoothPos(i);
// init
bool Dummy = g_Config.m_ClDummy ^ m_IsDummySwapping;
m_PredictedWorld.CopyWorld(&m_GameWorld);
// don't predict inactive players
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
if(!m_Snap.m_aCharacters[i].m_Active && pChar->m_SnapTicks > 10)
pChar->Destroy();
CCharacter *pLocalChar = m_PredictedWorld.GetCharacterByID(m_Snap.m_LocalClientID);
if(!pLocalChar)
return;
CCharacter *pDummyChar = 0;
if(PredictDummy())
pDummyChar = m_PredictedWorld.GetCharacterByID(m_PredictedDummyID);
// predict
for(int Tick = Client()->GameTick(g_Config.m_ClDummy) + 1; Tick <= Client()->PredGameTick(g_Config.m_ClDummy); Tick++)
{
// fetch the previous characters
if(Tick == Client()->PredGameTick(g_Config.m_ClDummy))
{
m_PrevPredictedWorld.CopyWorld(&m_PredictedWorld);
m_PredictedPrevChar = pLocalChar->GetCore();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
m_aClients[i].m_PrevPredicted = pChar->GetCore();
}
// optionally allow some movement in freeze by not predicting freeze the last one to two ticks
if(g_Config.m_ClPredictFreeze == 2 && Client()->PredGameTick(g_Config.m_ClDummy) - 1 - Client()->PredGameTick(g_Config.m_ClDummy) % 2 <= Tick)
pLocalChar->m_CanMoveInFreeze = true;
// apply inputs and tick
CNetObj_PlayerInput *pInputData = (CNetObj_PlayerInput *)Client()->GetDirectInput(Tick, m_IsDummySwapping);
CNetObj_PlayerInput *pDummyInputData = !pDummyChar ? 0 : (CNetObj_PlayerInput *)Client()->GetDirectInput(Tick, m_IsDummySwapping ^ 1);
bool DummyFirst = pInputData && pDummyInputData && pDummyChar->GetCID() < pLocalChar->GetCID();
if(DummyFirst)
pDummyChar->OnDirectInput(pDummyInputData);
if(pInputData)
pLocalChar->OnDirectInput(pInputData);
if(pDummyInputData && !DummyFirst)
pDummyChar->OnDirectInput(pDummyInputData);
m_PredictedWorld.m_GameTick = Tick;
if(pInputData)
pLocalChar->OnPredictedInput(pInputData);
if(pDummyInputData)
pDummyChar->OnPredictedInput(pDummyInputData);
m_PredictedWorld.Tick();
// fetch the current characters
if(Tick == Client()->PredGameTick(g_Config.m_ClDummy))
{
m_PredictedChar = pLocalChar->GetCore();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
m_aClients[i].m_Predicted = pChar->GetCore();
}
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
{
m_aClients[i].m_PredPos[Tick % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_PredTick[Tick % 200] = Tick;
}
// check if we want to trigger effects
if(Tick > m_LastNewPredictedTick[Dummy])
{
m_LastNewPredictedTick[Dummy] = Tick;
m_NewPredictedTick = true;
vec2 Pos = pLocalChar->Core()->m_Pos;
int Events = pLocalChar->Core()->m_TriggeredEvents;
if(g_Config.m_ClPredict)
if(Events & COREEVENT_AIR_JUMP)
m_pEffects->AirJump(Pos);
if(g_Config.m_SndGame)
{
if(Events & COREEVENT_GROUND_JUMP)
m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);
if(Events & COREEVENT_HOOK_ATTACH_GROUND)
m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
if(Events & COREEVENT_HOOK_HIT_NOHOOK)
m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
}
}
}
// detect mispredictions of other players and make corrections smoother when possible
static vec2 s_aLastPos[MAX_CLIENTS] = {{0, 0}};
static bool s_aLastActive[MAX_CLIENTS] = {0};
if(g_Config.m_ClAntiPingSmooth && Predict() && AntiPingPlayers() && m_NewTick && abs(m_PredictedTick - Client()->PredGameTick(g_Config.m_ClDummy)) <= 1 && abs(Client()->GameTick(g_Config.m_ClDummy) - Client()->PrevGameTick(g_Config.m_ClDummy)) <= 2)
{
int PredTime = clamp(Client()->GetPredictionTime(), 0, 800);
float SmoothPace = 4 - 1.5f * PredTime / 800.f; // smoothing pace (a lower value will make the smoothing quicker)
int64 Len = 1000 * PredTime * SmoothPace;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active || i == m_Snap.m_LocalClientID || !s_aLastActive[i])
continue;
vec2 NewPos = (m_PredictedTick == Client()->PredGameTick(g_Config.m_ClDummy)) ? m_aClients[i].m_Predicted.m_Pos : m_aClients[i].m_PrevPredicted.m_Pos;
vec2 PredErr = (s_aLastPos[i] - NewPos) / (float)minimum(Client()->GetPredictionTime(), 200);
if(in_range(length(PredErr), 0.05f, 5.f))
{
vec2 PredPos = mix(m_aClients[i].m_PrevPredicted.m_Pos, m_aClients[i].m_Predicted.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
vec2 CurPos = 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(g_Config.m_ClDummy));
vec2 RenderDiff = PredPos - aBeforeRender[i];
vec2 PredDiff = PredPos - CurPos;
float MixAmount[2];
for(int j = 0; j < 2; j++)
{
MixAmount[j] = 1.0f;
if(fabs(PredErr[j]) > 0.05f)
{
MixAmount[j] = 0.0f;
if(fabs(RenderDiff[j]) > 0.01f)
{
MixAmount[j] = 1.f - clamp(RenderDiff[j] / PredDiff[j], 0.f, 1.f);
MixAmount[j] = 1.f - powf(1.f - MixAmount[j], 1 / 1.2f);
}
}
int64 TimePassed = time_get() - m_aClients[i].m_SmoothStart[j];
if(in_range(TimePassed, (int64)0, Len - 1))
MixAmount[j] = minimum(MixAmount[j], (float)(TimePassed / (double)Len));
}
for(int j = 0; j < 2; j++)
if(fabs(RenderDiff[j]) < 0.01f && fabs(PredDiff[j]) < 0.01f && fabs(m_aClients[i].m_PrevPredicted.m_Pos[j] - m_aClients[i].m_Predicted.m_Pos[j]) < 0.01f && MixAmount[j] > MixAmount[j ^ 1])
MixAmount[j] = MixAmount[j ^ 1];
for(int j = 0; j < 2; j++)
{
int64 Remaining = minimum((1.f - MixAmount[j]) * Len, minimum(time_freq() * 0.700f, (1.f - MixAmount[j ^ 1]) * Len + time_freq() * 0.300f)); // don't smooth for longer than 700ms, or more than 300ms longer along one axis than the other axis
int64 Start = time_get() - (Len - Remaining);
if(!in_range(Start + Len, m_aClients[i].m_SmoothStart[j], m_aClients[i].m_SmoothStart[j] + Len))
{
m_aClients[i].m_SmoothStart[j] = Start;
m_aClients[i].m_SmoothLen[j] = Len;
}
}
}
}
}
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_Snap.m_aCharacters[i].m_Active)
{
s_aLastPos[i] = m_aClients[i].m_Predicted.m_Pos;
s_aLastActive[i] = true;
}
else
s_aLastActive[i] = false;
}
if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick(g_Config.m_ClDummy))
{
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(g_Config.m_ClDummy);
if(m_NewPredictedTick)
m_pGhost->OnNewPredictedSnapshot();
}
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_CustomColoredSkin = true;
const int TeamColors[2] = {65461, 10223541};
if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
{
m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(TeamColors[m_Team]));
m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(TeamColors[m_Team]));
}
else
{
m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(ColorHSLA(12829350));
m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(ColorHSLA(12829350));
}
}
}
void CGameClient::CClientData::Reset()
{
m_aName[0] = 0;
m_aClan[0] = 0;
m_Country = -1;
m_Team = 0;
m_Angle = 0;
m_Emoticon = 0;
m_EmoticonStart = -1;
m_Active = false;
m_ChatIgnore = false;
m_EmoticonIgnore = false;
m_Friend = false;
m_Foe = false;
m_AuthLevel = AUTHED_NO;
m_Afk = false;
m_Paused = false;
m_Spec = false;
m_SkinInfo.m_BloodColor = ColorRGBA(1, 1, 1);
m_SkinInfo.m_ColorableRenderSkin.Reset();
m_SkinInfo.m_OriginalRenderSkin.Reset();
m_SkinInfo.m_CustomColoredSkin = false;
m_SkinInfo.m_ColorBody = ColorRGBA(1, 1, 1);
m_SkinInfo.m_ColorFeet = ColorRGBA(1, 1, 1);
m_SkinInfo.m_SkinMetrics.Reset();
m_Solo = false;
m_Jetpack = false;
m_NoCollision = false;
m_EndlessHook = false;
m_EndlessJump = false;
m_NoHammerHit = false;
m_NoGrenadeHit = false;
m_NoLaserHit = false;
m_NoShotgunHit = false;
m_NoHookHit = false;
m_Super = false;
m_HasTelegunGun = false;
m_HasTelegunGrenade = false;
m_HasTelegunLaser = false;
m_FreezeEnd = 0;
m_DeepFrozen = false;
m_Evolved.m_Tick = -1;
m_SpecChar = vec2(0, 0);
m_SpecCharPresent = false;
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 = Client()->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(), false);
Msg.Pack(&Packer);
Client()->SendMsgY(&Packer, MSGFLAG_VITAL, 0);
m_CheckInfo[0] = -1;
}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = Client()->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(), false);
Msg.Pack(&Packer);
Client()->SendMsgY(&Packer, MSGFLAG_VITAL, 0);
m_CheckInfo[0] = Client()->GameTickSpeed();
}
}
void CGameClient::SendDummyInfo(bool Start)
{
if(Start)
{
CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = Client()->DummyName();
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(), false);
Msg.Pack(&Packer);
Client()->SendMsgY(&Packer, MSGFLAG_VITAL, 1);
m_CheckInfo[1] = -1;
}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = Client()->DummyName();
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(), false);
Msg.Pack(&Packer);
Client()->SendMsgY(&Packer, MSGFLAG_VITAL, 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, false);
Client()->SendMsgY(&Msg, MSGFLAG_VITAL, !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;
}
void CGameClient::ConchainClTextEntitiesSize(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
{
CGameClient *pGameClient = (CGameClient *)pUserData;
pGameClient->m_pMapimages->SetTextureScale(g_Config.m_ClTextEntitiesSize);
}
}
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;
CClientData OwnClientData = m_aClients[ownID];
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(i == ownID)
continue;
CClientData cData = m_aClients[i];
if(!cData.m_Active)
continue;
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(g_Config.m_ClDummy));
bool IsOneSuper = cData.m_Super || OwnClientData.m_Super;
bool IsOneSolo = cData.m_Solo || OwnClientData.m_Solo;
if(!IsOneSuper && (!m_Teams.SameTeam(i, ownID) || IsOneSolo || OwnClientData.m_NoHookHit))
continue;
vec2 ClosestPoint;
if(closest_point_on_line(HookPos, NewPos, Position, ClosestPoint))
{
if(distance(Position, ClosestPoint) < PhysSize + 2.0f)
{
if(ClosestID == -1 || distance(HookPos, Position) < Distance)
{
NewPos2 = ClosestPoint;
ClosestID = i;
Distance = distance(HookPos, Position);
}
}
}
}
return ClosestID;
}
ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL)
{
return color_cast<ColorRGBA>(ColorHSLA(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f));
}
void CGameClient::UpdatePrediction()
{
if(!m_Snap.m_pLocalCharacter)
{
if(CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID))
pLocalChar->Destroy();
return;
}
m_GameWorld.m_WorldConfig.m_IsVanilla = m_GameInfo.m_PredictVanilla;
m_GameWorld.m_WorldConfig.m_IsDDRace = m_GameInfo.m_PredictDDRace;
m_GameWorld.m_WorldConfig.m_IsFNG = m_GameInfo.m_PredictFNG;
m_GameWorld.m_WorldConfig.m_PredictDDRace = g_Config.m_ClPredictDDRace;
m_GameWorld.m_WorldConfig.m_PredictTiles = g_Config.m_ClPredictDDRace && m_GameInfo.m_PredictDDRaceTiles;
m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze;
m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons();
if(m_Snap.m_pLocalCharacter->m_AmmoCount > 0 && m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA)
m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
m_GameWorld.m_WorldConfig.m_IsSolo = !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData && !m_Tuning[g_Config.m_ClDummy].m_PlayerCollision && !m_Tuning[g_Config.m_ClDummy].m_PlayerHooking;
// update the tuning/tunezone at the local character position with the latest tunings received before the new snapshot
int TuneZone = Collision()->IsTune(Collision()->GetMapIndex(vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y)));
if(!TuneZone || !m_GameWorld.m_WorldConfig.m_PredictTiles)
m_GameWorld.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
else
m_GameWorld.TuningList()[TuneZone] = m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
// if ddnetcharacter is available, ignore server-wide tunings for hook and collision
if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData)
{
m_GameWorld.m_Tuning[g_Config.m_ClDummy].m_PlayerCollision = 1;
m_GameWorld.m_Tuning[g_Config.m_ClDummy].m_PlayerHooking = 1;
}
// restore characters from previously saved ones if they temporarily left the snapshot
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_aLastWorldCharacters[i].IsAlive() && m_Snap.m_aCharacters[i].m_Active && !m_GameWorld.GetCharacterByID(i))
if(CCharacter *pCopy = new CCharacter(m_aLastWorldCharacters[i]))
{
m_GameWorld.InsertEntity(pCopy);
if(pCopy->m_FreezeTime > 0)
pCopy->m_FreezeTime = 0;
if(pCopy->Core()->m_HookedPlayer > 0)
{
pCopy->Core()->m_HookedPlayer = -1;
pCopy->Core()->m_HookState = HOOK_IDLE;
}
}
CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID);
CCharacter *pDummyChar = 0;
if(PredictDummy())
pDummyChar = m_GameWorld.GetCharacterByID(m_PredictedDummyID);
// update strong and weak hook
if(pLocalChar && AntiPingPlayers())
{
if(m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData)
{
int aIDs[MAX_CLIENTS];
for(int &ID : aIDs)
ID = -1;
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
aIDs[pChar->GetStrongWeakID()] = i;
for(int ID : aIDs)
if(ID >= 0)
m_CharOrder.GiveStrong(ID);
}
else
{
// manual detection
DetectStrongHook();
}
for(int i : m_CharOrder.m_IDs)
{
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_GameWorld.RemoveEntity(pChar);
m_GameWorld.InsertEntity(pChar);
}
}
}
// advance the gameworld to the current gametick
if(pLocalChar && abs(m_GameWorld.GameTick() - Client()->GameTick(g_Config.m_ClDummy)) < SERVER_TICK_SPEED)
{
for(int Tick = m_GameWorld.GameTick() + 1; Tick <= Client()->GameTick(g_Config.m_ClDummy); Tick++)
{
CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetDirectInput(Tick);
CNetObj_PlayerInput *pDummyInput = 0;
if(pDummyChar)
pDummyInput = (CNetObj_PlayerInput *)Client()->GetDirectInput(Tick, 1);
if(pInput)
pLocalChar->OnDirectInput(pInput);
if(pDummyInput)
pDummyChar->OnDirectInput(pDummyInput);
m_GameWorld.m_GameTick = Tick;
if(pInput)
pLocalChar->OnPredictedInput(pInput);
if(pDummyInput)
pDummyChar->OnPredictedInput(pDummyInput);
m_GameWorld.Tick();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aClients[i].m_PredPos[Tick % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_PredTick[Tick % 200] = Tick;
}
}
}
else
{
// skip to current gametick
m_GameWorld.m_GameTick = Client()->GameTick(g_Config.m_ClDummy);
if(pLocalChar)
if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Client()->GameTick(g_Config.m_ClDummy)))
pLocalChar->SetInput(pInput);
if(pDummyChar)
if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Client()->GameTick(g_Config.m_ClDummy), 1))
pDummyChar->SetInput(pInput);
}
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aClients[i].m_PredPos[Client()->GameTick(g_Config.m_ClDummy) % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_PredTick[Client()->GameTick(g_Config.m_ClDummy) % 200] = Client()->GameTick(g_Config.m_ClDummy);
}
// update the local gameworld with the new snapshot
m_GameWorld.m_Teams = m_Teams;
m_GameWorld.NetObjBegin();
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_Snap.m_aCharacters[i].m_Active)
{
bool IsLocal = (i == m_Snap.m_LocalClientID || (PredictDummy() && i == m_PredictedDummyID));
int GameTeam = (m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS) ? m_aClients[i].m_Team : i;
m_GameWorld.NetCharAdd(i, &m_Snap.m_aCharacters[i].m_Cur,
m_Snap.m_aCharacters[i].m_HasExtendedData ? &m_Snap.m_aCharacters[i].m_ExtendedData : 0,
GameTeam, IsLocal);
}
for(int Index = 0; Index < Num; Index++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
m_GameWorld.NetObjAdd(Item.m_ID, Item.m_Type, pData);
}
m_GameWorld.NetObjEnd(m_Snap.m_LocalClientID);
// save the characters that are currently active
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aLastWorldCharacters[i] = *pChar;
m_aLastWorldCharacters[i].DetachFromGameWorld();
}
}
void CGameClient::UpdateRenderedCharacters()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active)
continue;
m_aClients[i].m_RenderCur = m_Snap.m_aCharacters[i].m_Cur;
m_aClients[i].m_RenderPrev = m_Snap.m_aCharacters[i].m_Prev;
m_aClients[i].m_IsPredicted = false;
m_aClients[i].m_IsPredictedLocal = false;
vec2 UnpredPos = 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(g_Config.m_ClDummy));
vec2 Pos = UnpredPos;
if(Predict() && (i == m_Snap.m_LocalClientID || AntiPingPlayers()))
{
m_aClients[i].m_Predicted.Write(&m_aClients[i].m_RenderCur);
m_aClients[i].m_PrevPredicted.Write(&m_aClients[i].m_RenderPrev);
m_aClients[i].m_IsPredicted = true;
Pos = mix(
vec2(m_aClients[i].m_RenderPrev.m_X, m_aClients[i].m_RenderPrev.m_Y),
vec2(m_aClients[i].m_RenderCur.m_X, m_aClients[i].m_RenderCur.m_Y),
m_aClients[i].m_IsPredicted ? Client()->PredIntraGameTick(g_Config.m_ClDummy) : Client()->IntraGameTick(g_Config.m_ClDummy));
if(i == m_Snap.m_LocalClientID)
{
m_aClients[i].m_IsPredictedLocal = true;
CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i);
if(pChar && AntiPingGunfire() && ((pChar->m_NinjaJetpack && pChar->m_FreezeTime == 0) || m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA || m_Snap.m_aCharacters[i].m_Cur.m_Weapon == m_aClients[i].m_Predicted.m_ActiveWeapon))
{
m_aClients[i].m_RenderCur.m_AttackTick = pChar->GetAttackTick();
if(m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA && !(pChar->m_NinjaJetpack && pChar->Core()->m_ActiveWeapon == WEAPON_GUN))
m_aClients[i].m_RenderCur.m_Weapon = m_aClients[i].m_Predicted.m_ActiveWeapon;
}
}
else
{
// use unpredicted values for other players
m_aClients[i].m_RenderPrev.m_Angle = m_Snap.m_aCharacters[i].m_Prev.m_Angle;
m_aClients[i].m_RenderCur.m_Angle = m_Snap.m_aCharacters[i].m_Cur.m_Angle;
if(g_Config.m_ClAntiPingSmooth)
Pos = GetSmoothPos(i);
}
}
m_Snap.m_aCharacters[i].m_Position = Pos;
m_aClients[i].m_RenderPos = Pos;
if(Predict() && i == m_Snap.m_LocalClientID)
m_LocalCharacterPos = Pos;
}
}
void CGameClient::DetectStrongHook()
{
static int s_LastUpdateTick[MAX_CLIENTS] = {0};
// attempt to detect strong/weak between players
for(int FromPlayer = 0; FromPlayer < MAX_CLIENTS; FromPlayer++)
{
if(!m_Snap.m_aCharacters[FromPlayer].m_Active)
continue;
int ToPlayer = m_Snap.m_aCharacters[FromPlayer].m_Prev.m_HookedPlayer;
if(ToPlayer < 0 || ToPlayer >= MAX_CLIENTS || !m_Snap.m_aCharacters[ToPlayer].m_Active || ToPlayer != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_HookedPlayer)
continue;
if(abs(minimum(s_LastUpdateTick[ToPlayer], s_LastUpdateTick[FromPlayer]) - Client()->GameTick(g_Config.m_ClDummy)) < SERVER_TICK_SPEED / 4)
continue;
if(m_Snap.m_aCharacters[FromPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_Direction || m_Snap.m_aCharacters[ToPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[ToPlayer].m_Cur.m_Direction)
continue;
CCharacter *pFromCharWorld = m_GameWorld.GetCharacterByID(FromPlayer);
CCharacter *pToCharWorld = m_GameWorld.GetCharacterByID(ToPlayer);
if(!pFromCharWorld || !pToCharWorld)
continue;
s_LastUpdateTick[ToPlayer] = s_LastUpdateTick[FromPlayer] = Client()->GameTick(g_Config.m_ClDummy);
float PredictErr[2];
CCharacterCore ToCharCur;
ToCharCur.Read(&m_Snap.m_aCharacters[ToPlayer].m_Cur);
CWorldCore World;
World.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
for(int dir = 0; dir < 2; dir++)
{
CCharacterCore ToChar = pFromCharWorld->GetCore();
ToChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[ToPlayer] = &ToChar;
ToChar.Read(&m_Snap.m_aCharacters[ToPlayer].m_Prev);
CCharacterCore FromChar = pFromCharWorld->GetCore();
FromChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[FromPlayer] = &FromChar;
FromChar.Read(&m_Snap.m_aCharacters[FromPlayer].m_Prev);
for(int Tick = Client()->PrevGameTick(g_Config.m_ClDummy); Tick < Client()->GameTick(g_Config.m_ClDummy); Tick++)
{
if(dir == 0)
{
FromChar.Tick(false);
ToChar.Tick(false);
}
else
{
ToChar.Tick(false);
FromChar.Tick(false);
}
FromChar.Move();
FromChar.Quantize();
ToChar.Move();
ToChar.Quantize();
}
PredictErr[dir] = distance(ToChar.m_Vel, ToCharCur.m_Vel);
}
const float LOW = 0.0001f;
const float HIGH = 0.07f;
if(PredictErr[1] < LOW && PredictErr[0] > HIGH)
{
if(m_CharOrder.HasStrongAgainst(ToPlayer, FromPlayer))
{
if(ToPlayer != m_Snap.m_LocalClientID)
m_CharOrder.GiveWeak(ToPlayer);
else
m_CharOrder.GiveStrong(FromPlayer);
}
}
else if(PredictErr[0] < LOW && PredictErr[1] > HIGH)
{
if(m_CharOrder.HasStrongAgainst(FromPlayer, ToPlayer))
{
if(ToPlayer != m_Snap.m_LocalClientID)
m_CharOrder.GiveStrong(ToPlayer);
else
m_CharOrder.GiveWeak(FromPlayer);
}
}
}
}
vec2 CGameClient::GetSmoothPos(int ClientID)
{
vec2 Pos = mix(m_aClients[ClientID].m_PrevPredicted.m_Pos, m_aClients[ClientID].m_Predicted.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
int64 Now = time_get();
for(int i = 0; i < 2; i++)
{
int64 Len = clamp(m_aClients[ClientID].m_SmoothLen[i], (int64)1, time_freq());
int64 TimePassed = Now - m_aClients[ClientID].m_SmoothStart[i];
if(in_range(TimePassed, (int64)0, Len - 1))
{
float MixAmount = 1.f - powf(1.f - TimePassed / (float)Len, 1.2f);
int SmoothTick;
float SmoothIntra;
Client()->GetSmoothTick(&SmoothTick, &SmoothIntra, MixAmount);
if(SmoothTick > 0 && m_aClients[ClientID].m_PredTick[(SmoothTick - 1) % 200] >= Client()->PrevGameTick(g_Config.m_ClDummy) && m_aClients[ClientID].m_PredTick[SmoothTick % 200] <= Client()->PredGameTick(g_Config.m_ClDummy))
Pos[i] = mix(m_aClients[ClientID].m_PredPos[(SmoothTick - 1) % 200][i], m_aClients[ClientID].m_PredPos[SmoothTick % 200][i], SmoothIntra);
}
}
return Pos;
}
void CGameClient::Echo(const char *pString)
{
m_pChat->Echo(pString);
}
bool CGameClient::IsOtherTeam(int ClientID)
{
bool Local = m_Snap.m_LocalClientID == ClientID;
if(m_Snap.m_LocalClientID < 0)
return false;
else if((m_aClients[m_Snap.m_LocalClientID].m_Team == TEAM_SPECTATORS && m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) || ClientID < 0)
return false;
else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
return m_Teams.Team(ClientID) != m_Teams.Team(m_Snap.m_SpecInfo.m_SpectatorID);
else if((m_aClients[m_Snap.m_LocalClientID].m_Solo || m_aClients[ClientID].m_Solo) && !Local)
return true;
return m_Teams.Team(ClientID) != m_Teams.Team(m_Snap.m_LocalClientID);
}
void CGameClient::LoadGameSkin(const char *pPath, bool AsDir)
{
if(m_GameSkinLoaded)
{
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteHealthFull);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteHealthEmpty);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteArmorFull);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteArmorEmpty);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponHammerCursor);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponGunCursor);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponShotgunCursor);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponGrenadeCursor);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponNinjaCursor);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponLaserCursor);
for(auto &SpriteWeaponCursor : m_GameSkin.m_SpriteWeaponCursors)
{
SpriteWeaponCursor = IGraphics::CTextureHandle();
}
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteHookChain);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteHookHead);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponHammer);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponGun);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponShotgun);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponGrenade);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponNinja);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponLaser);
for(auto &SpriteWeapon : m_GameSkin.m_SpriteWeapons)
{
SpriteWeapon = IGraphics::CTextureHandle();
}
for(auto &SpriteParticle : m_GameSkin.m_SpriteParticles)
{
Graphics()->UnloadTextureNew(SpriteParticle);
}
for(auto &SpriteStar : m_GameSkin.m_SpriteStars)
{
Graphics()->UnloadTextureNew(SpriteStar);
}
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponGunProjectile);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponShotgunProjectile);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponGrenadeProjectile);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponHammerProjectile);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponNinjaProjectile);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponLaserProjectile);
for(auto &SpriteWeaponProjectile : m_GameSkin.m_SpriteWeaponProjectiles)
{
SpriteWeaponProjectile = IGraphics::CTextureHandle();
}
for(int i = 0; i < 3; ++i)
{
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponGunMuzzles[i]);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponShotgunMuzzles[i]);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteWeaponNinjaMuzzles[i]);
for(auto &SpriteWeaponsMuzzle : m_GameSkin.m_SpriteWeaponsMuzzles)
{
SpriteWeaponsMuzzle[i] = IGraphics::CTextureHandle();
}
}
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupHealth);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupArmor);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupGrenade);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupShotgun);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupLaser);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupNinja);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupGun);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpritePickupHammer);
for(auto &SpritePickupWeapon : m_GameSkin.m_SpritePickupWeapons)
{
SpritePickupWeapon = IGraphics::CTextureHandle();
}
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteFlagBlue);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteFlagRed);
if(m_GameSkin.IsSixup())
{
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteNinjaBarFullLeft);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteNinjaBarFull);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteNinjaBarEmpty);
Graphics()->UnloadTextureNew(m_GameSkin.m_SpriteNinjaBarEmptyRight);
}
m_GameSkinLoaded = false;
}
char aPath[MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_GAME].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/game/%s/%s", pPath, g_pData->m_aImages[IMAGE_GAME].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/game/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadGameSkin("default");
else
LoadGameSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridy, true))
{
m_GameSkin.m_SpriteHealthFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HEALTH_FULL]);
m_GameSkin.m_SpriteHealthEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HEALTH_EMPTY]);
m_GameSkin.m_SpriteArmorFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_ARMOR_FULL]);
m_GameSkin.m_SpriteArmorEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_ARMOR_EMPTY]);
m_GameSkin.m_SpriteWeaponHammerCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_CURSOR]);
m_GameSkin.m_SpriteWeaponGunCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_CURSOR]);
m_GameSkin.m_SpriteWeaponShotgunCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_CURSOR]);
m_GameSkin.m_SpriteWeaponGrenadeCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_CURSOR]);
m_GameSkin.m_SpriteWeaponNinjaCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_CURSOR]);
m_GameSkin.m_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]);
m_GameSkin.m_SpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor;
m_GameSkin.m_SpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor;
m_GameSkin.m_SpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor;
m_GameSkin.m_SpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor;
m_GameSkin.m_SpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor;
m_GameSkin.m_SpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor;
// weapons and hook
m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]);
m_GameSkin.m_SpriteHookHead = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_HEAD]);
m_GameSkin.m_SpriteWeaponHammer = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_BODY]);
m_GameSkin.m_SpriteWeaponGun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_BODY]);
m_GameSkin.m_SpriteWeaponShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_BODY]);
m_GameSkin.m_SpriteWeaponGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_BODY]);
m_GameSkin.m_SpriteWeaponNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_BODY]);
m_GameSkin.m_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]);
m_GameSkin.m_SpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer;
m_GameSkin.m_SpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun;
m_GameSkin.m_SpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun;
m_GameSkin.m_SpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade;
m_GameSkin.m_SpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser;
m_GameSkin.m_SpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja;
// particles
for(int i = 0; i < 9; ++i)
{
m_GameSkin.m_SpriteParticles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART1 + i]);
}
// stars
for(int i = 0; i < 3; ++i)
{
m_GameSkin.m_SpriteStars[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_STAR1 + i]);
}
// projectiles
m_GameSkin.m_SpriteWeaponGunProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_PROJ]);
m_GameSkin.m_SpriteWeaponShotgunProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_PROJ]);
m_GameSkin.m_SpriteWeaponGrenadeProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_PROJ]);
// these weapons have no projectiles
m_GameSkin.m_SpriteWeaponHammerProjectile = IGraphics::CTextureHandle();
m_GameSkin.m_SpriteWeaponNinjaProjectile = IGraphics::CTextureHandle();
m_GameSkin.m_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]);
m_GameSkin.m_SpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile;
m_GameSkin.m_SpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile;
m_GameSkin.m_SpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile;
m_GameSkin.m_SpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile;
m_GameSkin.m_SpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile;
m_GameSkin.m_SpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile;
// muzzles
for(int i = 0; i < 3; ++i)
{
m_GameSkin.m_SpriteWeaponGunMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_GUN_MUZZLE1 + i]);
m_GameSkin.m_SpriteWeaponShotgunMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_MUZZLE1 + i]);
m_GameSkin.m_SpriteWeaponNinjaMuzzles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_MUZZLE1 + i]);
m_GameSkin.m_SpriteWeaponsMuzzles[1][i] = m_GameSkin.m_SpriteWeaponGunMuzzles[i];
m_GameSkin.m_SpriteWeaponsMuzzles[2][i] = m_GameSkin.m_SpriteWeaponShotgunMuzzles[i];
m_GameSkin.m_SpriteWeaponsMuzzles[5][i] = m_GameSkin.m_SpriteWeaponNinjaMuzzles[i];
}
// pickups
m_GameSkin.m_SpritePickupHealth = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_HEALTH]);
m_GameSkin.m_SpritePickupArmor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR]);
m_GameSkin.m_SpritePickupGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_GRENADE]);
m_GameSkin.m_SpritePickupShotgun = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_SHOTGUN]);
m_GameSkin.m_SpritePickupLaser = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_LASER]);
m_GameSkin.m_SpritePickupNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_NINJA]);
m_GameSkin.m_SpritePickupGun = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_GUN]);
m_GameSkin.m_SpritePickupHammer = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_PICKUP_HAMMER]);
m_GameSkin.m_SpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer;
m_GameSkin.m_SpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun;
m_GameSkin.m_SpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun;
m_GameSkin.m_SpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade;
m_GameSkin.m_SpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser;
m_GameSkin.m_SpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja;
// flags
m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_BLUE]);
m_GameSkin.m_SpriteFlagRed = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_RED]);
// ninja bar (0.7)
if(!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]) ||
!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]) ||
!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]) ||
!Graphics()->IsSpriteTextureFullyTransparent(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]))
{
m_GameSkin.m_SpriteNinjaBarFullLeft = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]);
m_GameSkin.m_SpriteNinjaBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]);
m_GameSkin.m_SpriteNinjaBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]);
m_GameSkin.m_SpriteNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]);
}
m_GameSkinLoaded = true;
Graphics()->FreePNG(&ImgInfo);
}
}
void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
{
if(m_EmoticonsSkinLoaded)
{
for(auto &SpriteEmoticon : m_EmoticonsSkin.m_SpriteEmoticons)
Graphics()->UnloadTextureNew(SpriteEmoticon);
m_EmoticonsSkinLoaded = false;
}
char aPath[MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/emoticons/%s/%s", pPath, g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/emoticons/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadEmoticonsSkin("default");
else
LoadEmoticonsSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridy, true))
{
for(int i = 0; i < 16; ++i)
m_EmoticonsSkin.m_SpriteEmoticons[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_OOP + i]);
m_EmoticonsSkinLoaded = true;
Graphics()->FreePNG(&ImgInfo);
}
}
void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
{
if(m_ParticlesSkinLoaded)
{
Graphics()->UnloadTextureNew(m_ParticlesSkin.m_SpriteParticleSlice);
Graphics()->UnloadTextureNew(m_ParticlesSkin.m_SpriteParticleBall);
for(auto &SpriteParticleSplat : m_ParticlesSkin.m_SpriteParticleSplat)
Graphics()->UnloadTextureNew(SpriteParticleSplat);
Graphics()->UnloadTextureNew(m_ParticlesSkin.m_SpriteParticleSmoke);
Graphics()->UnloadTextureNew(m_ParticlesSkin.m_SpriteParticleShell);
Graphics()->UnloadTextureNew(m_ParticlesSkin.m_SpriteParticleExpl);
Graphics()->UnloadTextureNew(m_ParticlesSkin.m_SpriteParticleAirJump);
Graphics()->UnloadTextureNew(m_ParticlesSkin.m_SpriteParticleHit);
for(auto &SpriteParticle : m_ParticlesSkin.m_SpriteParticles)
SpriteParticle = IGraphics::CTextureHandle();
m_ParticlesSkinLoaded = false;
}
char aPath[MAX_PATH_LENGTH];
bool IsDefault = false;
if(str_comp(pPath, "default") == 0)
{
str_format(aPath, sizeof(aPath), "%s", g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename);
IsDefault = true;
}
else
{
if(AsDir)
str_format(aPath, sizeof(aPath), "assets/particles/%s/%s", pPath, g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename);
else
str_format(aPath, sizeof(aPath), "assets/particles/%s.png", pPath);
}
CImageInfo ImgInfo;
bool PngLoaded = Graphics()->LoadPNG(&ImgInfo, aPath, IStorage::TYPE_ALL);
if(!PngLoaded && !IsDefault)
{
if(AsDir)
LoadParticlesSkin("default");
else
LoadParticlesSkin(pPath, true);
}
else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridy, true))
{
m_ParticlesSkin.m_SpriteParticleSlice = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SLICE]);
m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_BALL]);
for(int i = 0; i < 3; ++i)
m_ParticlesSkin.m_SpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]);
m_ParticlesSkin.m_SpriteParticleSmoke = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SMOKE]);
m_ParticlesSkin.m_SpriteParticleShell = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SHELL]);
m_ParticlesSkin.m_SpriteParticleExpl = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_EXPL01]);
m_ParticlesSkin.m_SpriteParticleAirJump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_AIRJUMP]);
m_ParticlesSkin.m_SpriteParticleHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_HIT01]);
m_ParticlesSkin.m_SpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice;
m_ParticlesSkin.m_SpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall;
for(int i = 0; i < 3; ++i)
m_ParticlesSkin.m_SpriteParticles[2 + i] = m_ParticlesSkin.m_SpriteParticleSplat[i];
m_ParticlesSkin.m_SpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke;
m_ParticlesSkin.m_SpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell;
m_ParticlesSkin.m_SpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl;
m_ParticlesSkin.m_SpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump;
m_ParticlesSkin.m_SpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
m_ParticlesSkinLoaded = true;
free(ImgInfo.m_pData);
}
}
void CGameClient::RefindSkins()
{
for(auto &Client : m_aClients)
{
Client.m_SkinInfo.m_OriginalRenderSkin.Reset();
Client.m_SkinInfo.m_ColorableRenderSkin.Reset();
if(Client.m_aSkinName[0] != '\0')
{
const CSkin *pSkin = m_pSkins->Get(m_pSkins->Find(Client.m_aSkinName));
Client.m_SkinInfo.m_OriginalRenderSkin = pSkin->m_OriginalSkin;
Client.m_SkinInfo.m_ColorableRenderSkin = pSkin->m_ColorableSkin;
Client.UpdateRenderInfo();
}
}
m_pGhost->RefindSkin();
m_pChat->RefindSkins();
gs_KillMessages.RefindSkins();
}
void CGameClient::LoadMapSettings()
{
// Reset Tunezones
CTuningParams TuningParams;
for(int i = 0; i < NUM_TUNEZONES; i++)
{
TuningList()[i] = TuningParams;
TuningList()[i].Set("gun_curvature", 0);
TuningList()[i].Set("gun_speed", 1400);
TuningList()[i].Set("shotgun_curvature", 0);
TuningList()[i].Set("shotgun_speed", 500);
TuningList()[i].Set("shotgun_speeddiff", 0);
}
// Load map tunings
IMap *pMap = Kernel()->RequestInterface<IMap>();
int Start, Num;
pMap->GetType(MAPITEMTYPE_INFO, &Start, &Num);
for(int i = Start; i < Start + Num; i++)
{
int ItemID;
CMapItemInfoSettings *pItem = (CMapItemInfoSettings *)pMap->GetItem(i, 0, &ItemID);
int ItemSize = pMap->GetItemSize(i);
if(!pItem || ItemID != 0)
continue;
if(ItemSize < (int)sizeof(CMapItemInfoSettings))
break;
if(!(pItem->m_Settings > -1))
break;
int Size = pMap->GetDataSize(pItem->m_Settings);
char *pSettings = (char *)pMap->GetData(pItem->m_Settings);
char *pNext = pSettings;
dbg_msg("tune", "%s", pNext);
while(pNext < pSettings + Size)
{
int StrSize = str_length(pNext) + 1;
Console()->ExecuteLine(pNext, IConsole::CLIENT_ID_GAME);
pNext += StrSize;
}
pMap->UnloadData(pItem->m_Settings);
break;
}
}
void CGameClient::ConTuneZone(IConsole::IResult *pResult, void *pUserData)
{
CGameClient *pSelf = (CGameClient *)pUserData;
int List = pResult->GetInteger(0);
const char *pParamName = pResult->GetString(1);
float NewValue = pResult->GetFloat(2);
if(List >= 0 && List < NUM_TUNEZONES)
pSelf->TuningList()[List].Set(pParamName, NewValue);
}
void CGameClient::ConchainMenuMap(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
CGameClient *pSelf = (CGameClient *)pUserData;
if(pResult->NumArguments())
{
if(str_comp(g_Config.m_ClMenuMap, pResult->GetString(0)) != 0)
{
str_format(g_Config.m_ClMenuMap, sizeof(g_Config.m_ClMenuMap), "%s", pResult->GetString(0));
pSelf->m_pMenuBackground->LoadMenuBackground();
}
}
else
pfnCallback(pResult, pCallbackUserData);
}
bool CGameClient::CanDisplayWarning()
{
return m_pMenus->CanDisplayWarning();
}
bool CGameClient::IsDisplayingWarning()
{
return m_pMenus->GetCurPopup() == CMenus::POPUP_WARNING;
}