ddnet/src/game/client/gameclient.cpp

992 lines
29 KiB
C++

#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/sound.h>
#include <engine/demo.h>
#include <engine/map.h>
#include <engine/storage.h>
#include <engine/serverbrowser.h>
#include <engine/shared/demorec.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
#include <game/localization.h>
#include <game/version.h>
#include "render.h"
#include "gameclient.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/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/menus.h"
#include "components/motd.h"
#include "components/particles.h"
#include "components/players.h"
#include "components/nameplates.h"
#include "components/scoreboard.h"
#include "components/skins.h"
#include "components/sounds.h"
#include "components/voting.h"
CGameClient g_GameClient;
// instanciate all systems
static CKillMessages gs_KillMessages;
static CCamera gs_Camera;
static CChat gs_Chat;
static CMotd gs_Motd;
static CBroadcast gs_Broadcast;
static CGameConsole gs_GameConsole;
static CBinds gs_Binds;
static CParticles gs_Particles;
static CMenus gs_Menus;
static CSkins gs_Skins;
static CFlow gs_Flow;
static CHud gs_Hud;
static CDebugHud gs_DebugHud;
static CControls gs_Controls;
static CEffects gs_Effects;
static CScoreboard gs_Scoreboard;
static CSounds gs_Sounds;
static CEmoticon gs_Emoticon;
static CDamageInd gsDamageInd;
static CVoting gs_Voting;
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);
CGameClient::CStack::CStack() { m_Num = 0; }
void CGameClient::CStack::Add(class CComponent *pComponent) { m_paComponents[m_Num++] = pComponent; }
static int gs_LoadCurrent;
static int gs_LoadTotal;
/*static void load_sounds_thread(void *do_render)
{
// load sounds
for(int s = 0; s < data->num_sounds; s++)
{
if(do_render)
gameclient.menus->render_loading(load_current/(float)load_total);
for(int i = 0; i < data->sounds[s].num_sounds; i++)
{
int id = Sound()->LoadWV(data->sounds[s].sounds[i].filename);
data->sounds[s].sounds[i].id = id;
}
if(do_render)
load_current++;
}
}*/
#include <base/tl/sorted_array.h>
const char *CGameClient::Version() { return GAME_VERSION; }
const char *CGameClient::NetVersion() { return GAME_NETVERSION; }
const char *CGameClient::GetItemName(int Type) { return m_NetObjHandler.GetObjName(Type); }
void CGameClient::OnConsoleInit()
{
m_pClient = Kernel()->RequestInterface<IClient>();
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
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>();
// setup pointers
m_pBinds = &::gs_Binds;
m_pGameConsole = &::gs_GameConsole;
m_pParticles = &::gs_Particles;
m_pMenus = &::gs_Menus;
m_pSkins = &::gs_Skins;
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;
// make a list of all the systems, make sure to add them in the corrent render order
m_All.Add(m_pSkins);
m_All.Add(m_pMapimages);
m_All.Add(m_pEffects); // doesn't render anything, just updates effects
m_All.Add(m_pParticles);
m_All.Add(m_pBinds);
m_All.Add(m_pControls);
m_All.Add(m_pCamera);
m_All.Add(m_pSounds);
m_All.Add(m_pVoting);
m_All.Add(m_pParticles); // doesn't render anything, just updates all the particles
m_All.Add(&gs_MapLayersBackGround); // first to render
m_All.Add(&m_pParticles->m_RenderTrail);
m_All.Add(&m_pParticles->m_RenderExplosions);
m_All.Add(&gs_Items);
m_All.Add(&gs_Players);
m_All.Add(&gs_MapLayersForeGround);
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_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(m_pMotd);
m_All.Add(m_pMenus);
m_All.Add(m_pGameConsole);
// build the input stack
m_Input.Add(&m_pMenus->m_Binder); // this will take over all input when we want to bind a key
m_Input.Add(&m_pBinds->m_SpecialBinds);
m_Input.Add(m_pGameConsole);
m_Input.Add(m_pChat); // chat has higher prio due to tha you can quit it by pressing esc
m_Input.Add(m_pMotd); // for pressing esc to remove it
m_Input.Add(m_pMenus);
m_Input.Add(&gs_Emoticon);
m_Input.Add(m_pControls);
m_Input.Add(m_pBinds);
// add the some console commands
Console()->Register("team", "i", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself");
// register server dummy commands for tab completion
Console()->Register("tune", "si", 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", CFGFLAG_SERVER, 0, 0, "Change map");
Console()->Register("restart", "?i", CFGFLAG_SERVER, 0, 0, "Restart in x seconds");
Console()->Register("broadcast", "r", CFGFLAG_SERVER, 0, 0, "Broadcast message");
Console()->Register("say", "r", CFGFLAG_SERVER, 0, 0, "Say in chat");
Console()->Register("set_team", "ii", CFGFLAG_SERVER, 0, 0, "Set team of player to team");
Console()->Register("addvote", "r", CFGFLAG_SERVER, 0, 0, "Add a voting option");
Console()->Register("vote", "r", CFGFLAG_SERVER, 0, 0, "Force a vote to yes/no");
// propagate pointers
m_UI.SetGraphics(Graphics(), TextRender());
m_RenderTools.m_pGraphics = Graphics();
m_RenderTools.m_pUI = UI();
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_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);
//
m_SuppressEvents = false;
}
void CGameClient::OnInit()
{
//m_pServerBrowser = Kernel()->RequestInterface<IServerBrowser>();
// set the language
g_Localization.Load(g_Config.m_ClLanguagefile);
// init all components
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnInit();
// setup item sizes
for(int i = 0; i < NUM_NETOBJTYPES; i++)
Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));
int64 Start = time_get();
// load default font
static CFont *pDefaultFont;
//default_font = gfx_font_load("data/fonts/sazanami-gothic.ttf");
pDefaultFont = TextRender()->LoadFont("data/fonts/vera.ttf");
TextRender()->SetDefaultFont(pDefaultFont);
g_Config.m_ClThreadsoundloading = 0;
// setup load amount
gs_LoadTotal = g_pData->m_NumImages;
gs_LoadCurrent = 0;
if(!g_Config.m_ClThreadsoundloading)
gs_LoadTotal += g_pData->m_NumSounds;
// load textures
for(int i = 0; i < g_pData->m_NumImages; i++)
{
g_GameClient.m_pMenus->RenderLoading(gs_LoadCurrent/gs_LoadTotal);
g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, CImageInfo::FORMAT_AUTO, 0);
gs_LoadCurrent++;
}
::gs_Skins.Init();
// TODO: Refactor: fix threaded loading of sounds again
// load sounds
{
bool DoRender = true;
for(int s = 0; s < g_pData->m_NumSounds; s++)
{
if(DoRender)
g_GameClient.m_pMenus->RenderLoading(gs_LoadCurrent/(float)gs_LoadTotal);
for(int i = 0; i < g_pData->m_aSounds[s].m_NumSounds; i++)
{
int id = Sound()->LoadWV(g_pData->m_aSounds[s].m_aSounds[i].m_pFilename);
g_pData->m_aSounds[s].m_aSounds[i].m_Id = id;
}
if(DoRender)
gs_LoadCurrent++;
}
}
/*if(config.cl_threadsoundloading)
thread_create(load_sounds_thread, 0);
else
load_sounds_thread((void*)1);*/
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
int64 End = time_get();
dbg_msg("", "%f.2ms", ((End-Start)*1000)/(float)time_freq());
m_ServerMode = SERVERMODE_PURE;
}
void CGameClient::DispatchInput()
{
// handle mouse movement
int x=0, y=0;
Input()->MouseRelative(&x, &y);
if(x || y)
{
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);
for(int h = 0; h < m_Input.m_Num; h++)
{
if(m_Input.m_paComponents[h]->OnInput(e))
{
//dbg_msg("", "%d char=%d key=%d flags=%d", h, e.ch, e.key, e.flags);
break;
}
}
}
// clear all events for this frame
Input()->ClearEvents();
}
int CGameClient::OnSnapInput(int *pData)
{
return m_pControls->SnapInput(pData);
}
void CGameClient::OnConnected()
{
m_Layers.Init(Kernel());
m_Collision.Init(Layers());
RenderTools()->RenderTilemapGenerateSkip(Layers());
for(int i = 0; i < m_All.m_Num; i++)
{
m_All.m_paComponents[i]->OnMapLoad();
m_All.m_paComponents[i]->OnReset();
}
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
m_ServerMode = SERVERMODE_PURE;
m_LastSendInfo = 0;
// send the inital info
SendInfo(true);
}
void CGameClient::OnReset()
{
// clear out the invalid pointers
m_LastNewPredictedTick = -1;
mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
for(int i = 0; i < MAX_CLIENTS; i++)
{
m_aClients[i].m_aName[0] = 0;
m_aClients[i].m_SkinId = 0;
m_aClients[i].m_Team = 0;
m_aClients[i].m_Angle = 0;
m_aClients[i].m_Emoticon = 0;
m_aClients[i].m_EmoticonStart = -1;
m_aClients[i].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture;
m_aClients[i].m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_aClients[i].m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
m_aClients[i].UpdateRenderInfo();
}
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
}
void CGameClient::UpdateLocalCharacterPos()
{
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pLocalCharacter->m_Health < 0) || (m_Snap.m_pGameobj && m_Snap.m_pGameobj->m_GameOver))
{
// don't use predicted
}
else
m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
{
m_LocalCharacterPos = mix(
vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick());
}
}
static void Evolve(CNetObj_Character *pCharacter, int Tick)
{
CWorldCore TempWorld;
CCharacterCore TempCore;
mem_zero(&TempCore, sizeof(TempCore));
TempCore.Init(&TempWorld, g_GameClient.Collision());
TempCore.Read(pCharacter);
while(pCharacter->m_Tick < Tick)
{
pCharacter->m_Tick++;
TempCore.Tick(false);
TempCore.Move();
TempCore.Quantize();
}
TempCore.Write(pCharacter);
}
void CGameClient::OnRender()
{
/*Graphics()->Clear(1,0,0);
menus->render_background();
return;*/
/*
Graphics()->Clear(1,0,0);
Graphics()->MapScreen(0,0,100,100);
Graphics()->QuadsBegin();
Graphics()->SetColor(1,1,1,1);
Graphics()->QuadsDraw(50, 50, 30, 30);
Graphics()->QuadsEnd();
return;*/
// update the local character position
UpdateLocalCharacterPos();
// dispatch all input to systems
DispatchInput();
// render all systems
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnRender();
// clear new tick flags
m_NewTick = false;
m_NewPredictedTick = false;
// check if client info has to be resent
if(m_LastSendInfo && Client()->State() == IClient::STATE_ONLINE && !m_pMenus->IsActive() && m_LastSendInfo+time_freq()*5 < time_get())
{
// resend if client info differs
if(str_comp(g_Config.m_PlayerName, m_aClients[m_Snap.m_LocalCid].m_aName) ||
str_comp(g_Config.m_PlayerSkin, m_aClients[m_Snap.m_LocalCid].m_aSkinName) ||
(g_GameClient.m_Snap.m_pGameobj && !(g_GameClient.m_Snap.m_pGameobj->m_Flags&GAMEFLAG_TEAMS) && // no teamgame?
(g_Config.m_PlayerUseCustomColor != m_aClients[m_Snap.m_LocalCid].m_UseCustomColor ||
g_Config.m_PlayerColorBody != m_aClients[m_Snap.m_LocalCid].m_ColorBody ||
g_Config.m_PlayerColorFeet != m_aClients[m_Snap.m_LocalCid].m_ColorFeet)))
{
SendInfo(false);
}
m_LastSendInfo = 0;
}
}
void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker)
{
// special messages
if(MsgId == NETMSGTYPE_SV_EXTRAPROJECTILE)
{
/*
int num = msg_unpack_int();
for(int k = 0; k < num; k++)
{
NETOBJ_PROJECTILE proj;
for(unsigned i = 0; i < sizeof(NETOBJ_PROJECTILE)/sizeof(int); i++)
((int *)&proj)[i] = msg_unpack_int();
if(msg_unpack_error())
return;
if(extraproj_num != MAX_EXTRA_PROJECTILES)
{
extraproj_projectiles[extraproj_num] = proj;
extraproj_num++;
}
}
return;*/
}
else if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
{
// unpack the new tuning
CTuningParams NewTuning;
int *pParams = (int *)&NewTuning;
for(unsigned i = 0; i < sizeof(CTuningParams)/sizeof(int); i++)
pParams[i] = pUnpacker->GetInt();
// check for unpacking errors
if(pUnpacker->Error())
return;
m_ServerMode = SERVERMODE_PURE;
// apply new tuning
m_Tuning = NewTuning;
return;
}
void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
if(!pRawMsg)
{
dbg_msg("client", "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
return;
}
// 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_Cid].m_Emoticon = pMsg->m_Emoticon;
m_aClients[pMsg->m_Cid].m_EmoticonStart = Client()->GameTick();
}
else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
{
if(m_SuppressEvents)
return;
// don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
if(pMsg->m_Soundid == SOUND_CTF_DROP || pMsg->m_Soundid == SOUND_CTF_RETURN ||
pMsg->m_Soundid == SOUND_CTF_CAPTURE || pMsg->m_Soundid == SOUND_CTF_GRAB_EN ||
pMsg->m_Soundid == SOUND_CTF_GRAB_PL)
g_GameClient.m_pSounds->Enqueue(pMsg->m_Soundid);
else
g_GameClient.m_pSounds->Play(CSounds::CHN_GLOBAL, pMsg->m_Soundid, 1.0f, vec2(0,0));
}
}
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() {}
void CGameClient::OnEnterGame() {}
void CGameClient::OnRconLine(const char *pLine)
{
m_pGameConsole->PrintLine(1, 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)
{
NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)pData;
g_GameClient.m_pEffects->DamageIndicator(vec2(ev->m_X, ev->m_Y), GetDirection(ev->m_Angle));
}
else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
{
NETEVENT_EXPLOSION *ev = (NETEVENT_EXPLOSION *)pData;
g_GameClient.m_pEffects->Explosion(vec2(ev->m_X, ev->m_Y));
}
else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
{
NETEVENT_HAMMERHIT *ev = (NETEVENT_HAMMERHIT *)pData;
g_GameClient.m_pEffects->HammerHit(vec2(ev->m_X, ev->m_Y));
}
else if(Item.m_Type == NETEVENTTYPE_SPAWN)
{
NETEVENT_SPAWN *ev = (NETEVENT_SPAWN *)pData;
g_GameClient.m_pEffects->PlayerSpawn(vec2(ev->m_X, ev->m_Y));
}
else if(Item.m_Type == NETEVENTTYPE_DEATH)
{
NETEVENT_DEATH *ev = (NETEVENT_DEATH *)pData;
g_GameClient.m_pEffects->PlayerDeath(vec2(ev->m_X, ev->m_Y), ev->m_ClientId);
}
else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
{
NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)pData;
g_GameClient.m_pSounds->Play(CSounds::CHN_WORLD, ev->m_SoundId, 1.0f, vec2(ev->m_X, ev->m_Y));
}
}
}
void CGameClient::OnNewSnapshot()
{
m_NewTick = true;
// clear out the invalid pointers
mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
m_Snap.m_LocalCid = -1;
// secure snapshot
{
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int Index = 0; Index < Num; Index++)
{
IClient::CSnapItem Item;
void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
if(m_NetObjHandler.ValidateObj(Item.m_Type, pData, Item.m_DataSize) != 0)
{
if(g_Config.m_Debug)
dbg_msg("game", "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);
Client()->SnapInvalidateItem(IClient::SNAP_CURRENT, Index);
}
}
}
ProcessEvents();
if(g_Config.m_DbgStress)
{
if((Client()->GameTick()%100) == 0)
{
char aMessage[64];
int MsgLen = rand()%(sizeof(aMessage)-1);
for(int i = 0; i < MsgLen; i++)
aMessage[i] = 'a'+(rand()%('z'-'a'));
aMessage[MsgLen] = 0;
CNetMsg_Cl_Say Msg;
Msg.m_Team = rand()&1;
Msg.m_pMessage = aMessage;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
}
// go trough all the items in the snapshot and gather the info we want
{
m_Snap.m_aTeamSize[0] = m_Snap.m_aTeamSize[1] = 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 Cid = Item.m_Id;
IntsToStr(&pInfo->m_Name0, 6, m_aClients[Cid].m_aName);
IntsToStr(&pInfo->m_Skin0, 6, m_aClients[Cid].m_aSkinName);
m_aClients[Cid].m_UseCustomColor = pInfo->m_UseCustomColor;
m_aClients[Cid].m_ColorBody = pInfo->m_ColorBody;
m_aClients[Cid].m_ColorFeet = pInfo->m_ColorFeet;
// prepare the info
if(m_aClients[Cid].m_aSkinName[0] == 'x' || m_aClients[Cid].m_aSkinName[1] == '_')
str_copy(m_aClients[Cid].m_aSkinName, "default", 64);
m_aClients[Cid].m_SkinInfo.m_ColorBody = m_pSkins->GetColor(m_aClients[Cid].m_ColorBody);
m_aClients[Cid].m_SkinInfo.m_ColorFeet = m_pSkins->GetColor(m_aClients[Cid].m_ColorFeet);
m_aClients[Cid].m_SkinInfo.m_Size = 64;
// find new skin
m_aClients[Cid].m_SkinId = g_GameClient.m_pSkins->Find(m_aClients[Cid].m_aSkinName);
if(m_aClients[Cid].m_SkinId < 0)
{
m_aClients[Cid].m_SkinId = g_GameClient.m_pSkins->Find("default");
if(m_aClients[Cid].m_SkinId < 0)
m_aClients[Cid].m_SkinId = 0;
}
if(m_aClients[Cid].m_UseCustomColor)
m_aClients[Cid].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[Cid].m_SkinId)->m_ColorTexture;
else
{
m_aClients[Cid].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[Cid].m_SkinId)->m_OrgTexture;
m_aClients[Cid].m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_aClients[Cid].m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
}
m_aClients[Cid].UpdateRenderInfo();
g_GameClient.m_Snap.m_NumPlayers++;
}
else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
{
const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData;
m_aClients[pInfo->m_ClientId].m_Team = pInfo->m_Team;
m_Snap.m_paPlayerInfos[pInfo->m_ClientId] = pInfo;
if(pInfo->m_Local)
{
m_Snap.m_LocalCid = Item.m_Id;
m_Snap.m_pLocalInfo = pInfo;
if (pInfo->m_Team == -1)
m_Snap.m_Spectate = true;
}
// calculate team-balance
if(pInfo->m_Team != -1)
m_Snap.m_aTeamSize[pInfo->m_Team]++;
}
else if(Item.m_Type == NETOBJTYPE_CHARACTER)
{
const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_Id);
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);
m_Snap.m_aCharacters[Item.m_Id].m_Cur = *((const CNetObj_Character *)pData);
if(m_Snap.m_aCharacters[Item.m_Id].m_Prev.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Prev, Client()->PrevGameTick());
if(m_Snap.m_aCharacters[Item.m_Id].m_Cur.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Cur, Client()->GameTick());
}
}
else if(Item.m_Type == NETOBJTYPE_GAME)
m_Snap.m_pGameobj = (CNetObj_Game *)pData;
else if(Item.m_Type == NETOBJTYPE_FLAG)
m_Snap.m_paFlags[Item.m_Id%2] = (const CNetObj_Flag *)pData;
}
}
// setup local pointers
if(m_Snap.m_LocalCid >= 0)
{
CSnapState::CCharacterInfo *c = &m_Snap.m_aCharacters[m_Snap.m_LocalCid];
if(c->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
m_Snap.m_Spectate = true;
CTuningParams StandardTuning;
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
if(CurrentServerInfo.m_aGameType[0] != '0')
{
if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0)
m_ServerMode = SERVERMODE_MOD;
else if(mem_comp(&StandardTuning, &m_Tuning, sizeof(CTuningParams)) == 0)
m_ServerMode = SERVERMODE_PURE;
else
m_ServerMode = SERVERMODE_PUREMOD;
}
// update render info
for(int i = 0; i < MAX_CLIENTS; i++)
m_aClients[i].UpdateRenderInfo();
}
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_LocalCid == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalCid].m_Active)
return;
// don't predict anything if we are paused
if(m_Snap.m_pGameobj && m_Snap.m_pGameobj->m_Paused)
{
if(m_Snap.m_pLocalCharacter)
m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
if(m_Snap.m_pLocalPrevCharacter)
m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
return;
}
// repredict character
CWorldCore World;
World.m_Tuning = m_Tuning;
// search for players
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active)
continue;
g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision());
World.m_apCharacters[i] = &g_GameClient.m_aClients[i].m_Predicted;
g_GameClient.m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur);
}
// predict
for(int Tick = Client()->GameTick()+1; Tick <= Client()->PredGameTick(); Tick++)
{
// fetch the local
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalCid])
m_PredictedPrevChar = *World.m_apCharacters[m_Snap.m_LocalCid];
// first calculate where everyone should move
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!World.m_apCharacters[c])
continue;
mem_zero(&World.m_apCharacters[c]->m_Input, sizeof(World.m_apCharacters[c]->m_Input));
if(m_Snap.m_LocalCid == c)
{
// apply player input
int *pInput = Client()->GetInput(Tick);
if(pInput)
World.m_apCharacters[c]->m_Input = *((CNetObj_PlayerInput*)pInput);
World.m_apCharacters[c]->Tick(true);
}
else
World.m_apCharacters[c]->Tick(false);
}
// move all players and quantize their data
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!World.m_apCharacters[c])
continue;
World.m_apCharacters[c]->Move();
World.m_apCharacters[c]->Quantize();
}
// check if we want to trigger effects
if(Tick > m_LastNewPredictedTick)
{
m_LastNewPredictedTick = Tick;
m_NewPredictedTick = true;
if(m_Snap.m_LocalCid != -1 && World.m_apCharacters[m_Snap.m_LocalCid])
{
vec2 Pos = World.m_apCharacters[m_Snap.m_LocalCid]->m_Pos;
int Events = World.m_apCharacters[m_Snap.m_LocalCid]->m_TriggeredEvents;
if(Events&COREEVENT_GROUND_JUMP) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);
/*if(events&COREEVENT_AIR_JUMP)
{
GameClient.effects->air_jump(pos);
GameClient.sounds->play_and_record(SOUNDS::CHN_WORLD, SOUND_PLAYER_AIRJUMP, 1.0f, pos);
}*/
//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
//if(events&COREEVENT_HOOK_ATTACH_PLAYER) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_PLAYER, 1.0f, pos);
if(Events&COREEVENT_HOOK_ATTACH_GROUND) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
if(Events&COREEVENT_HOOK_HIT_NOHOOK) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
}
}
if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalCid])
m_PredictedChar = *World.m_apCharacters[m_Snap.m_LocalCid];
}
if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick())
{
CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
BeforeChar.Write(&Before);
BeforePrevChar.Write(&BeforePrev);
m_PredictedChar.Write(&Now);
m_PredictedPrevChar.Write(&NowPrev);
if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
{
dbg_msg("client", "prediction error");
for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++)
if(((int *)&Before)[i] != ((int *)&Now)[i])
{
dbg_msg("", "\t%d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
}
}
}
m_PredictedTick = Client()->PredGameTick();
}
void CGameClient::CClientData::UpdateRenderInfo()
{
m_RenderInfo = m_SkinInfo;
// force team colors
if(g_GameClient.m_Snap.m_pGameobj && g_GameClient.m_Snap.m_pGameobj->m_Flags&GAMEFLAG_TEAMS)
{
const int TeamColors[2] = {65387, 10223467};
if(m_Team >= 0 || m_Team <= 1)
{
m_RenderInfo.m_Texture = g_GameClient.m_pSkins->Get(m_SkinId)->m_ColorTexture;
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColor(TeamColors[m_Team]);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColor(TeamColors[m_Team]);
}
}
}
void CGameClient::SendSwitchTeam(int Team)
{
CNetMsg_Cl_SetTeam Msg;
Msg.m_Team = Team;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
void CGameClient::SendInfo(bool Start)
{
if(Start)
{
CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pSkin = g_Config.m_PlayerSkin;
Msg.m_UseCustomColor = g_Config.m_PlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_PlayerColorBody;
Msg.m_ColorFeet = g_Config.m_PlayerColorFeet;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pSkin = g_Config.m_PlayerSkin;
Msg.m_UseCustomColor = g_Config.m_PlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_PlayerColorBody;
Msg.m_ColorFeet = g_Config.m_PlayerColorFeet;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
// activate timer to resend the info if it gets filtered
if(!m_LastSendInfo || m_LastSendInfo+time_freq()*5 < time_get())
m_LastSendInfo = time_get();
}
}
void CGameClient::SendKill(int ClientId)
{
CNetMsg_Cl_Kill Msg;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
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);
}
IGameClient *CreateGameClient()
{
return &g_GameClient;
}