ddnet/src/game/client/components/players.cpp
heinrich5991 f31e081bd4 Remove all checking for the gametype in the game
OK, maybe not actually remove because it is kept for fallback when the
new method isn't available.

The whole gametype parsing business had the same downsides as user agent
parsing on the web, hence I removed it while keeping behavior the same.

This allows servers to explicitly opt in or out of certain bug
workarounds and other client behavior. This increases the complexity of
different configurations that are available in the client (which is a
bad thing).
2019-06-14 00:28:59 +02:00

752 lines
26 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 <base/tl/sorted_array.h>
#include <engine/demo.h>
#include <engine/engine.h>
#include <engine/graphics.h>
#include <engine/shared/config.h>
#include <engine/serverbrowser.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
#include <game/gamecore.h> // get_angle
#include <game/client/animstate.h>
#include <game/client/gameclient.h>
#include <game/client/ui.h>
#include <game/client/render.h>
#include <game/client/components/flow.h>
#include <game/client/components/skins.h>
#include <game/client/components/effects.h>
#include <game/client/components/sounds.h>
#include <game/client/components/controls.h>
#include <engine/textrender.h>
#include "players.h"
#include <stdio.h>
void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset, float Alpha)
{
vec2 HandPos = CenterPos + Dir;
float Angle = GetAngle(Dir);
if(Dir.x < 0)
Angle -= AngleOffset;
else
Angle += AngleOffset;
vec2 DirX = Dir;
vec2 DirY(-Dir.y,Dir.x);
if(Dir.x < 0)
DirY = -DirY;
HandPos += DirX * PostRotOffset.x;
HandPos += DirY * PostRotOffset.y;
//Graphics()->TextureSet(data->m_aImages[IMAGE_CHAR_DEFAULT].id);
Graphics()->TextureSet(pInfo->m_Texture);
Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, Alpha);
// two passes
for(int i = 0; i < 2; i++)
{
int QuadOffset = NUM_WEAPONS * 2 + i;
Graphics()->QuadsSetRotation(Angle);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HandPos.x, HandPos.y);
}
}
inline float NormalizeAngular(float f)
{
return fmod(f+pi*2, pi*2);
}
inline float AngularMixDirection (float Src, float Dst) { return sinf(Dst-Src) >0?1:-1; }
inline float AngularDistance(float Src, float Dst) { return asinf(sinf(Dst-Src)); }
inline float AngularApproach(float Src, float Dst, float Amount)
{
float d = AngularMixDirection (Src, Dst);
float n = Src + Amount*d;
if(AngularMixDirection (n, Dst) != d)
return Dst;
return n;
}
bool CPlayers::IsOtherTeam(int ClientID)
{
bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
if((m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID].m_Team == TEAM_SPECTATORS && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) || ClientID < 0)
return false;
else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
return m_pClient->m_Teams.Team(ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID);
else if((m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID].m_Solo || m_pClient->m_aClients[ClientID].m_Solo) && !Local)
return true;
return m_pClient->m_Teams.Team(ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_LocalClientID);
}
void CPlayers::RenderHook(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo,
int ClientID,
float Intra
)
{
CNetObj_Character Prev;
CNetObj_Character Player;
Prev = *pPrevChar;
Player = *pPlayerChar;
CTeeRenderInfo RenderInfo = *pRenderInfo;
// don't render hooks to not active character cores
if(pPlayerChar->m_HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Active)
return;
float IntraTick = Intra;
if(ClientID >= 0)
IntraTick = (m_pClient->m_aClients[ClientID].m_IsPredicted) ? Client()->PredIntraGameTick() : Client()->IntraGameTick();
bool OtherTeam = IsOtherTeam(ClientID);
RenderInfo.m_Size = 64.0f;
vec2 Position;
if(in_range(ClientID, MAX_CLIENTS-1))
Position = m_pClient->m_aClients[ClientID].m_RenderPos;
else
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
// draw hook
if(Prev.m_HookState>0 && Player.m_HookState>0)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
if(ClientID < 0)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
vec2 Pos = Position;
vec2 HookPos;
if(in_range(pPlayerChar->m_HookedPlayer, MAX_CLIENTS-1))
HookPos = m_pClient->m_aClients[pPlayerChar->m_HookedPlayer].m_RenderPos;
else
HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
float d = distance(Pos, HookPos);
vec2 Dir = normalize(Pos-HookPos);
Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);
// render head
int QuadOffset = NUM_WEAPONS * 2 + 2;
if(OtherTeam)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookPos.x, HookPos.y);
// render chain
++QuadOffset;
static IGraphics::SRenderSpriteInfo s_HookChainRenderInfo[1024];
int HookChainCount = 0;
for(float f = 24; f < d && HookChainCount < 1024; f += 24, ++HookChainCount)
{
vec2 p = HookPos + Dir*f;
s_HookChainRenderInfo[HookChainCount].m_Pos[0] = p.x;
s_HookChainRenderInfo[HookChainCount].m_Pos[1] = p.y;
s_HookChainRenderInfo[HookChainCount].m_Scale = 1;
s_HookChainRenderInfo[HookChainCount].m_Rotation = GetAngle(Dir) + pi;
++HookChainCount;
}
Graphics()->RenderQuadContainerAsSpriteMultiple(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookChainCount, s_HookChainRenderInfo);
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0), OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f);
}
}
void CPlayers::RenderPlayer(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CTeeRenderInfo *pRenderInfo,
int ClientID,
float Intra
)
{
CNetObj_Character Prev;
CNetObj_Character Player;
Prev = *pPrevChar;
Player = *pPlayerChar;
CTeeRenderInfo RenderInfo = *pRenderInfo;
bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
bool OtherTeam = IsOtherTeam(ClientID);
float Alpha = OtherTeam ? g_Config.m_ClShowOthersAlpha / 100.0f : 1.0f;
// set size
RenderInfo.m_Size = 64.0f;
float IntraTick = Intra;
if(ClientID >= 0)
IntraTick = m_pClient->m_aClients[ClientID].m_IsPredicted ? Client()->PredIntraGameTick() : Client()->IntraGameTick();
static float s_LastGameTickTime = Client()->GameTickTime();
static float s_LastPredIntraTick = Client()->PredIntraGameTick();
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
{
s_LastGameTickTime = Client()->GameTickTime();
s_LastPredIntraTick = Client()->PredIntraGameTick();
}
bool PredictLocalWeapons = false;
float AttackTime = (Client()->PrevGameTick() - Player.m_AttackTick) / (float)SERVER_TICK_SPEED + Client()->GameTickTime();
float LastAttackTime = (Client()->PrevGameTick() - Player.m_AttackTick) / (float)SERVER_TICK_SPEED + s_LastGameTickTime;
if(Local && m_pClient->m_aClients[ClientID].m_IsPredicted && m_pClient->AntiPingWeapons() && m_pClient->AntiPingGrenade())
{
PredictLocalWeapons = true;
AttackTime = (Client()->PredIntraGameTick() + (Client()->PredGameTick() - 1 - Player.m_AttackTick)) / (float)SERVER_TICK_SPEED;
LastAttackTime = (s_LastPredIntraTick + (Client()->PredGameTick() - 1 - Player.m_AttackTick)) / (float)SERVER_TICK_SPEED;
}
float AttackTicksPassed = AttackTime*SERVER_TICK_SPEED;
float Angle;
if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
// just use the direct input if it's the local player we are rendering
Angle = GetAngle(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy]);
}
else
{
float AngleIntraTick = IntraTick;
// using unpredicted angle when rendering other players in-game
if(ClientID >= 0)
AngleIntraTick = Client()->IntraGameTick();
// If the player moves their weapon through top, then change
// the end angle by 2*Pi, so that the mix function will use the
// short path and not the long one.
if(Player.m_Angle > (256.0f * pi) && Prev.m_Angle < 0)
Player.m_Angle -= 256.0f * 2 * pi;
else if(Player.m_Angle < 0 && Prev.m_Angle > (256.0f * pi))
Player.m_Angle += 256.0f * 2 * pi;
Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, AngleIntraTick)/256.0f;
}
vec2 Direction = GetDirection((int)(Angle*256.0f));
vec2 Position;
if(in_range(ClientID, MAX_CLIENTS-1))
Position = m_pClient->m_aClients[ClientID].m_RenderPos;
else
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick);
m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f);
RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1;
bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1;
bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y+16);
bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0);
// evaluate animation
float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f;
CAnimState State;
State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);
if(InAir)
State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
else if(Stationary)
State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
else if(!WantOtherDir)
State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);
if(Player.m_Weapon == WEAPON_HAMMER)
State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(LastAttackTime*5.0f,0.0f,1.0f), 1.0f);
if(Player.m_Weapon == WEAPON_NINJA)
State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(LastAttackTime*2.0f,0.0f,1.0f), 1.0f);
// do skidding
if(!InAir && WantOtherDir && length(Vel*50) > 500.0f)
{
static int64 SkidSoundTime = 0;
if(time_get()-SkidSoundTime > time_freq()/10)
{
if(g_Config.m_SndGame)
m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
SkidSoundTime = time_get();
}
m_pClient->m_pEffects->SkidTrail(
Position+vec2(-Player.m_Direction*6,12),
vec2(-Player.m_Direction*100*length(Vel),-50)
);
}
// draw gun
{
if(ClientID >= 0 && ((GameClient()->m_GameInfo.m_AllowHookColl && g_Config.m_ClShowHookCollAlways) || (Player.m_PlayerFlags&PLAYERFLAG_AIM && ((!Local && g_Config.m_ClShowHookCollOther) || (Local && g_Config.m_ClShowHookCollOwn)))))
{
vec2 ExDirection = Direction;
if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
ExDirection = normalize(vec2(m_pClient->m_pControls->m_InputData[g_Config.m_ClDummy].m_TargetX, m_pClient->m_pControls->m_InputData[g_Config.m_ClDummy].m_TargetY));
Graphics()->TextureSet(-1);
vec2 InitPos = Position;
vec2 FinishPos = InitPos + ExDirection * (m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength-42.0f);
Graphics()->LinesBegin();
Graphics()->SetColor(1.00f, 0.0f, 0.0f, Alpha);
float PhysSize = 28.0f;
vec2 OldPos = InitPos + ExDirection * PhysSize * 1.5f;
vec2 NewPos = OldPos;
bool DoBreak = false;
int Hit = 0;
do {
OldPos = NewPos;
NewPos = OldPos + ExDirection * m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookFireSpeed;
if(distance(InitPos, NewPos) > m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength)
{
NewPos = InitPos + normalize(NewPos-InitPos) * m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength;
DoBreak = true;
}
int TeleNr = 0;
Hit = Collision()->IntersectLineTeleHook(OldPos, NewPos, &FinishPos, 0x0, &TeleNr);
if(!DoBreak && Hit)
{
if(Hit != TILE_NOHOOK)
Graphics()->SetColor(130.0f/255.0f, 232.0f/255.0f, 160.0f/255.0f, Alpha);
}
if(m_pClient->IntersectCharacter(OldPos, FinishPos, FinishPos, ClientID) != -1)
{
Graphics()->SetColor(1.0f, 1.0f, 0.0f, Alpha);
break;
}
if(Hit)
break;
NewPos.x = round_to_int(NewPos.x);
NewPos.y = round_to_int(NewPos.y);
if(OldPos == NewPos)
break;
ExDirection.x = round_to_int(ExDirection.x*256.0f) / 256.0f;
ExDirection.y = round_to_int(ExDirection.y*256.0f) / 256.0f;
} while (!DoBreak);
IGraphics::CLineItem LineItem(InitPos.x, InitPos.y, FinishPos.x, FinishPos.y);
Graphics()->LinesDraw(&LineItem, 1);
Graphics()->LinesEnd();
}
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);
if(ClientID < 0)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
// normal weapons
int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1);
int QuadOffset = iw * 2 + (Direction.x < 0 ? 1 : 0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
vec2 Dir = Direction;
float Recoil = 0.0f;
vec2 p;
if(Player.m_Weapon == WEAPON_HAMMER)
{
// Static position for hammer
p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y);
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
// if attack is under way, bash stuffs
if(Direction.x < 0)
{
Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
}
else
{
Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
}
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
}
else if(Player.m_Weapon == WEAPON_NINJA)
{
p = Position;
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
if(Direction.x < 0)
{
Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
m_pClient->m_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12));
}
else
{
Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12));
}
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
// HADOKEN
if(AttackTime <= 1/6.f && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)
{
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
static int s_LastIteX = IteX;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(pInfo->m_Paused)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
else
{
if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
{
vec2 Dir;
if(PredictLocalWeapons)
Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
else
Dir = vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y) - vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y);
Dir = normalize(Dir);
float HadOkenAngle = GetAngle(Dir);
Graphics()->QuadsSetRotation(HadOkenAngle);
int QuadOffset = IteX * 2;
vec2 DirY(-Dir.y,Dir.x);
p = Position;
float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
p -= Dir * OffsetX;
Graphics()->RenderQuadContainerAsSprite(m_WeaponSpriteMuzzleQuadContainerIndex[iw], QuadOffset, p.x, p.y);
}
}
}
else
{
// TODO: should be an animation
Recoil = 0;
float a = AttackTicksPassed/5.0f;
if(a < 1)
Recoil = sinf(a*pi);
p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir*Recoil*10.0f;
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
if(Player.m_Weapon == WEAPON_GUN && g_Config.m_ClOldGunPosition)
p.y -= 8;
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
}
if(Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN)
{
// check if we're firing stuff
if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)//prev.attackticks)
{
float Alpha = 0.0f;
if(AttackTicksPassed < g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3)
{
float t = AttackTicksPassed/g_pData->m_Weapons.m_aId[iw].m_Muzzleduration;
Alpha = mix(2.0f, 0.0f, minimum(1.0f,maximum(0.0f,t)));
}
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
static int s_LastIteX = IteX;
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(pInfo->m_Paused)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
else
{
if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
IteX = s_LastIteX;
else
s_LastIteX = IteX;
}
if(Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
{
float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety;
int QuadOffset = IteX * 2 + (Direction.x < 0 ? 1 : 0);
if(Direction.x < 0)
OffsetY = -OffsetY;
vec2 DirY(-Dir.y,Dir.x);
vec2 MuzzlePos = p + Dir * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY;
Graphics()->RenderQuadContainerAsSprite(m_WeaponSpriteMuzzleQuadContainerIndex[iw], QuadOffset, MuzzlePos.x, MuzzlePos.y);
}
}
}
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
switch (Player.m_Weapon)
{
case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4), Alpha); break;
case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4), Alpha); break;
case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7), Alpha); break;
}
}
// render the "shadow" tee
if(Local && (g_Config.m_Debug || g_Config.m_ClUnpredictedShadow))
{
vec2 GhostPosition = Position;
if(ClientID >= 0)
GhostPosition = mix(
vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Prev.m_Y),
vec2(m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_X, m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Y),
Client()->IntraGameTick());
CTeeRenderInfo Ghost = RenderInfo;
RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition, 0.5f); // render ghost
}
RenderInfo.m_Size = 64.0f; // force some settings
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
Graphics()->QuadsSetRotation(0);
if(g_Config.m_ClShowDirection && ClientID >= 0 && (!Local || DemoPlayer()->IsPlaying()))
{
if(Player.m_Direction == -1)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
Graphics()->QuadsSetRotation(pi);
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, Position.x - 30.f, Position.y - 70.f);
}
else if(Player.m_Direction == 1)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, Position.x + 30.f, Position.y - 70.f);
}
if(Player.m_Jumped&1)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
Graphics()->QuadsSetRotation(pi * 3 / 2);
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, Position.x, Position.y - 70.f);
}
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
}
if(OtherTeam || ClientID < 0)
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, g_Config.m_ClShowOthersAlpha / 100.0f);
else
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);
int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;
if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
int QuadOffset = QuadOffsetToEmoticon + (SPRITE_DOTDOT - SPRITE_OOP);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
}
if(ClientID < 0)
return;
if(g_Config.m_ClShowEmotes && m_pClient->m_aClients[ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
int SinceStart = Client()->GameTick() - m_pClient->m_aClients[ClientID].m_EmoticonStart;
int FromEnd = m_pClient->m_aClients[ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();
float a = 1;
if(FromEnd < Client()->GameTickSpeed() / 5)
a = FromEnd / (Client()->GameTickSpeed() / 5.0);
float h = 1;
if(SinceStart < Client()->GameTickSpeed() / 10)
h = SinceStart / (Client()->GameTickSpeed() / 10.0);
float Wiggle = 0;
if(SinceStart < Client()->GameTickSpeed() / 5)
Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0);
float WiggleAngle = sinf(5*Wiggle);
Graphics()->QuadsSetRotation(pi/6*WiggleAngle);
Graphics()->SetColor(1.0f,1.0f,1.0f,a * Alpha);
// client_datas::emoticon is an offset from the first emoticon
int QuadOffset = QuadOffsetToEmoticon + m_pClient->m_aClients[ClientID].m_Emoticon;
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x, Position.y - 23.f - 32.f * h, 1.f, (64.f*h) / 64.f);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Graphics()->QuadsSetRotation(0);
}
}
void CPlayers::OnRender()
{
// update RenderInfo for ninja
bool IsTeamplay = false;
if(m_pClient->m_Snap.m_pGameInfoObj)
IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0;
for(int i = 0; i < MAX_CLIENTS; ++i)
{
m_aRenderInfo[i] = m_pClient->m_aClients[i].m_RenderInfo;
if(m_pClient->m_Snap.m_aCharacters[i].m_Cur.m_Weapon == WEAPON_NINJA && g_Config.m_ClShowNinja)
{
// change the skin for the player to the ninja
int Skin = m_pClient->m_pSkins->Find("x_ninja");
if(Skin != -1)
{
if(IsTeamplay)
m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
else
{
m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
m_aRenderInfo[i].m_ColorBody = ColorRGBA(1,1,1);
m_aRenderInfo[i].m_ColorFeet = ColorRGBA(1,1,1);
}
}
}
}
// render other players in two passes, first pass we render the other, second pass we render our self
for(int p = 0; p < 4; p++)
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
// only render active characters
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active)
continue;
const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
if(pPrevInfo && pInfo)
{
//
bool Local = m_pClient->m_Snap.m_LocalClientID == i;
if((p % 2) == 0 && Local) continue;
if((p % 2) == 1 && !Local) continue;
CNetObj_Character PrevChar = m_pClient->m_aClients[i].m_RenderPrev;
CNetObj_Character CurChar = m_pClient->m_aClients[i].m_RenderCur;
if(p<2)
{
RenderHook(
&PrevChar,
&CurChar,
&m_aRenderInfo[i],
i
);
}
else
{
RenderPlayer(
&PrevChar,
&CurChar,
&m_aRenderInfo[i],
i
);
}
}
}
}
}
void CPlayers::OnInit()
{
m_WeaponEmoteQuadContainerIndex = Graphics()->CreateQuadContainer();
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
for(int i = 0; i < NUM_WEAPONS; ++i)
{
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, 0);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize);
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, SPRITE_FLAG_FLIP_Y);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize);
}
// at the end the hand
RenderTools()->SelectSprite(SPRITE_TEE_HAND_OUTLINE, 0, 0, 0);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f, false);
RenderTools()->SelectSprite(SPRITE_TEE_HAND, 0, 0, 0);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f, false);
RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
for(int i = 0; i < NUM_EMOTICONS; ++i)
{
RenderTools()->SelectSprite(SPRITE_OOP + i);
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 64.f, false);
}
for(int i = 0; i < NUM_WEAPONS; ++i)
{
m_WeaponSpriteMuzzleQuadContainerIndex[i] = Graphics()->CreateQuadContainer();
for(int n = 0; n < g_pData->m_Weapons.m_aId[i].m_NumSpriteMuzzles; ++n)
{
if(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n])
{
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n], 0);
}
if(WEAPON_NINJA == i)
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], 160.f);
else
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], g_pData->m_Weapons.m_aId[i].m_VisualSize);
if(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n])
{
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n], SPRITE_FLAG_FLIP_Y);
}
if(WEAPON_NINJA == i)
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], 160.f);
else
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], g_pData->m_Weapons.m_aId[i].m_VisualSize);
}
}
Graphics()->QuadsSetSubset(0.f, 0.f, 1.f, 1.f);
Graphics()->QuadsSetRotation(0.f);
// the direction
m_DirectionQuadContainerIndex = Graphics()->CreateQuadContainer();
IGraphics::CQuadItem QuadItem(0.f, 0.f, 22.f, 22.f);
Graphics()->QuadContainerAddQuads(m_DirectionQuadContainerIndex, &QuadItem, 1);
}