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authorMagnus Auvinen <magnus.auvinen@gmail.com>2008-01-12 17:09:00 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2008-01-12 17:09:00 +0000
commit906ece7894927983b8ac69e37dd3cb82cfe7aad1 (patch)
treec3e83b60f04c5f26975106d807ad5185d20827be /src/game/client/gc_render_obj.cpp
parent99f0a47d6b03b005d0a7dae064cb6eb7cb4f60b5 (diff)
downloadzcatch-906ece7894927983b8ac69e37dd3cb82cfe7aad1.tar.gz
zcatch-906ece7894927983b8ac69e37dd3cb82cfe7aad1.zip
continued the cleanup
Diffstat (limited to 'src/game/client/gc_render_obj.cpp')
-rw-r--r--src/game/client/gc_render_obj.cpp478
1 files changed, 478 insertions, 0 deletions
diff --git a/src/game/client/gc_render_obj.cpp b/src/game/client/gc_render_obj.cpp
new file mode 100644
index 00000000..ba248907
--- /dev/null
+++ b/src/game/client/gc_render_obj.cpp
@@ -0,0 +1,478 @@
+/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
+#include <math.h>
+#include <engine/e_interface.h>
+#include <engine/e_config.h>
+#include "../generated/gc_data.h"
+#include "../g_protocol.h"
+#include "../g_math.h"
+#include "gc_render.h"
+#include "gc_anim.h"
+#include "gc_client.h"
+
+
+void render_projectile(const obj_projectile *current, int itemid)
+{
+	/*
+	if(debug_firedelay)
+	{
+		debug_firedelay = time_get()-debug_firedelay;
+		dbg_msg("game", "firedelay=%.2f ms", debug_firedelay/(float)time_freq()*1000.0f);
+		debug_firedelay = 0;
+	}*/
+	
+	gfx_texture_set(data->images[IMAGE_GAME].id);
+	gfx_quads_begin();
+
+	// get positions
+	float gravity = -400;
+	if(current->type != WEAPON_ROCKET)
+		gravity = -100;
+	if(current->type == WEAPON_BOMB)
+		gravity = 0;
+
+	float ct = (client_tick()-current->start_tick)/(float)SERVER_TICK_SPEED + client_ticktime()*1/(float)SERVER_TICK_SPEED;
+	vec2 startpos(current->x, current->y);
+	vec2 startvel(current->vx, current->vy);
+	vec2 pos = calc_pos(startpos, startvel, gravity, ct);
+	vec2 prevpos = calc_pos(startpos, startvel, gravity, ct-0.001f);
+
+	select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj);
+	vec2 vel = pos-prevpos;
+	//vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
+
+	// add particle for this projectile
+	//proj_particles.addparticle(current->type, itemid, pos, vel);
+
+	if(length(vel) > 0.00001f)
+		gfx_quads_setrotation(get_angle(vel));
+	else
+		gfx_quads_setrotation(0);
+
+	// TODO: do this, but nice
+	//temp_system.new_particle(pos, vec2(0,0), 0.3f, 14.0f, 0, 0.95f);
+
+	gfx_quads_draw(pos.x, pos.y, 32, 32);
+	gfx_quads_setrotation(0);
+	gfx_quads_end();
+}
+
+void render_powerup(const obj_powerup *prev, const obj_powerup *current)
+{
+	gfx_texture_set(data->images[IMAGE_GAME].id);
+	gfx_quads_begin();
+	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
+	float angle = 0.0f;
+	float size = 64.0f;
+	if (current->type == POWERUP_WEAPON)
+	{
+		angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
+		select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body);
+		size = data->weapons[current->subtype%data->num_weapons].visual_size;
+	}
+	else
+	{
+		const int c[] = {
+			SPRITE_POWERUP_HEALTH,
+			SPRITE_POWERUP_ARMOR,
+			SPRITE_POWERUP_WEAPON,
+			SPRITE_POWERUP_NINJA,
+			SPRITE_POWERUP_TIMEFIELD
+			};
+		select_sprite(c[current->type]);
+
+		if(c[current->type] == SPRITE_POWERUP_NINJA)
+		{
+			/*
+			proj_particles.addparticle(0, 0,
+				pos+vec2((frandom()-0.5f)*80.0f, (frandom()-0.5f)*20.0f),
+				vec2((frandom()-0.5f)*10.0f, (frandom()-0.5f)*10.0f));*/
+			size *= 2.0f;
+			pos.x += 10.0f;
+		}
+	}
+
+	gfx_quads_setrotation(angle);
+
+	float offset = pos.y/32.0f + pos.x/32.0f;
+	pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
+	pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
+	draw_sprite(pos.x, pos.y, size);
+	gfx_quads_end();
+}
+
+void render_flag(const obj_flag *prev, const obj_flag *current)
+{
+	float angle = 0.0f;
+	float size = 42.0f;
+
+    gfx_blend_normal();
+    gfx_texture_set(data->images[IMAGE_GAME].id);
+    gfx_quads_begin();
+
+	if(current->team == 0) // red team
+		select_sprite(SPRITE_FLAG_RED);
+	else
+		select_sprite(SPRITE_FLAG_BLUE);
+
+	gfx_quads_setrotation(angle);
+
+	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
+
+	if(local_info && current->carried_by == local_info->clientid)
+		pos = local_character_pos;
+
+    //gfx_setcolor(current->team ? 0 : 1,0,current->team ? 1 : 0,1);
+    //draw_sprite(pos.x, pos.y, size);
+    gfx_quads_draw(pos.x, pos.y-size*0.75f, size, size*2);
+    gfx_quads_end();
+}
+
+
+
+static void render_hand(tee_render_info *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
+{
+	// for drawing hand
+	//const skin *s = skin_get(skin_id);
+	
+	float basesize = 10.0f;
+	//dir = normalize(hook_pos-pos);
+
+	vec2 hand_pos = center_pos + dir;
+	float angle = get_angle(dir);
+	if (dir.x < 0)
+		angle -= angle_offset;
+	else
+		angle += angle_offset;
+
+	vec2 dirx = dir;
+	vec2 diry(-dir.y,dir.x);
+
+	if (dir.x < 0)
+		diry = -diry;
+
+	hand_pos += dirx * post_rot_offset.x;
+	hand_pos += diry * post_rot_offset.y;
+
+	//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
+	gfx_texture_set(info->texture);
+	gfx_quads_begin();
+	gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a);
+
+	// two passes
+	for (int i = 0; i < 2; i++)
+	{
+		bool outline = i == 0;
+
+		select_sprite(outline?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0);
+		gfx_quads_setrotation(angle);
+		gfx_quads_draw(hand_pos.x, hand_pos.y, 2*basesize, 2*basesize);
+	}
+
+	gfx_quads_setrotation(0);
+	gfx_quads_end();
+}
+
+void render_player(
+	const obj_player_character *prev_char,
+	const obj_player_character *player_char,
+	const obj_player_info *prev_info,
+	const obj_player_info *player_info
+	)
+{
+	obj_player_character prev;
+	obj_player_character player;
+	prev = *prev_char;
+	player = *player_char;
+
+	obj_player_info info = *player_info;
+
+	float intratick = client_intratick();
+	float ticktime = client_ticktime();
+
+	if(player.health < 0) // dont render dead players
+		return;
+
+	if(info.local && config.cl_predict)
+	{
+		if(!local_character || (local_character->health < 0) || (gameobj && gameobj->game_over))
+		{
+		}
+		else
+		{
+			// apply predicted results
+			predicted_player.write(&player);
+			predicted_prev_player.write(&prev);
+			intratick = client_intrapredtick();
+		}
+	}
+
+	vec2 direction = get_direction(player.angle);
+	float angle = player.angle/256.0f;
+	vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
+
+	if(prev.health < 0) // Don't flicker from previous position
+		position = vec2(player.x, player.y);
+
+	bool stationary = player.vx < 1 && player.vx > -1;
+	bool inair = col_check_point(player.x, player.y+16) == 0;
+
+	// evaluate animation
+	float walk_time = fmod(position.x, 100.0f)/100.0f;
+	animstate state;
+	anim_eval(&data->animations[ANIM_BASE], 0, &state);
+
+	if(inair)
+		anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
+	else if(stationary)
+		anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
+	else
+		anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f);
+
+	if (player.weapon == WEAPON_HAMMER)
+	{
+		float a = clamp((client_tick()-player.attacktick+ticktime)/10.0f, 0.0f, 1.0f);
+		anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f);
+	}
+	if (player.weapon == WEAPON_NINJA)
+	{
+		float a = clamp((client_tick()-player.attacktick+ticktime)/40.0f, 0.0f, 1.0f);
+		anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f);
+	}
+
+	// draw hook
+	if (prev.hook_state>0 && player.hook_state>0)
+	{
+		gfx_texture_set(data->images[IMAGE_GAME].id);
+		gfx_quads_begin();
+		//gfx_quads_begin();
+
+		vec2 pos = position;
+		vec2 hook_pos;
+		
+		if(player_char->hooked_player != -1)
+		{
+			if(local_info && player_char->hooked_player == local_info->clientid)
+			{
+				hook_pos = mix(vec2(predicted_prev_player.pos.x, predicted_prev_player.pos.y),
+					vec2(predicted_player.pos.x, predicted_player.pos.y), client_intrapredtick());
+			}
+			else
+				hook_pos = mix(vec2(prev_char->hook_x, prev_char->hook_y), vec2(player_char->hook_x, player_char->hook_y), client_intratick());
+		}
+		else
+			hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick);
+
+		float d = distance(pos, hook_pos);
+		vec2 dir = normalize(pos-hook_pos);
+
+		gfx_quads_setrotation(get_angle(dir)+pi);
+
+		// render head
+		select_sprite(SPRITE_HOOK_HEAD);
+		gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);
+
+		// render chain
+		select_sprite(SPRITE_HOOK_CHAIN);
+		for(float f = 24; f < d; f += 24)
+		{
+			vec2 p = hook_pos + dir*f;
+			gfx_quads_draw(p.x, p.y,24,16);
+		}
+
+		gfx_quads_setrotation(0);
+		gfx_quads_end();
+
+		render_hand(&client_datas[info.clientid].render_info, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0));
+	}
+
+	// draw gun
+	{
+		gfx_texture_set(data->images[IMAGE_GAME].id);
+		gfx_quads_begin();
+		gfx_quads_setrotation(state.attach.angle*pi*2+angle);
+
+		// normal weapons
+		int iw = clamp(player.weapon, 0, NUM_WEAPONS-1);
+		select_sprite(data->weapons[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
+
+		vec2 dir = direction;
+		float recoil = 0.0f;
+		vec2 p;
+		if (player.weapon == WEAPON_HAMMER)
+		{
+			// Static position for hammer
+			p = position;
+			p.y += data->weapons[iw].offsety;
+			// if attack is under way, bash stuffs
+			if(direction.x < 0)
+			{
+				gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
+				p.x -= data->weapons[iw].offsetx;
+			}
+			else
+			{
+				gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
+			}
+			draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
+		}
+		else if (player.weapon == WEAPON_NINJA)
+		{
+			p = position;
+			p.y += data->weapons[iw].offsety;
+
+			if(direction.x < 0)
+			{
+				gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
+				p.x -= data->weapons[iw].offsetx;
+			}
+			else
+			{
+				gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
+			}
+			draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
+
+			// HADOKEN
+			if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons[iw].nummuzzlesprites)
+			{
+				int itex = rand() % data->weapons[iw].nummuzzlesprites;
+				float alpha = 1.0f;
+				if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
+				{
+					vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
+					dir = normalize(dir);
+					float hadokenangle = get_angle(dir);
+					gfx_quads_setrotation(hadokenangle);
+					//float offsety = -data->weapons[iw].muzzleoffsety;
+					select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, 0);
+					vec2 diry(-dir.y,dir.x);
+					p = position;
+					float offsetx = data->weapons[iw].muzzleoffsetx;
+					p -= dir * offsetx;
+					draw_sprite(p.x, p.y, 160.0f);
+				}
+			}
+		}
+		else
+		{
+			// TODO: should be an animation
+			recoil = 0;
+			float a = (client_tick()-player.attacktick+intratick)/5.0f;
+			if(a < 1)
+				recoil = sinf(a*pi);
+			p = position + dir * data->weapons[iw].offsetx - dir*recoil*10.0f;
+			p.y += data->weapons[iw].offsety;
+			draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
+		}
+
+		if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
+		{
+			// check if we're firing stuff
+			if (true)//prev.attackticks)
+			{
+				float alpha = 0.0f;
+				int phase1tick = (client_tick() - player.attacktick);
+				if (phase1tick < (data->weapons[iw].muzzleduration + 3))
+				{
+					float t = ((((float)phase1tick) + intratick)/(float)data->weapons[iw].muzzleduration);
+					alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
+				}
+
+				int itex = rand() % data->weapons[iw].nummuzzlesprites;
+				if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
+				{
+					float offsety = -data->weapons[iw].muzzleoffsety;
+					select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
+					if(direction.x < 0)
+						offsety = -offsety;
+
+					vec2 diry(-dir.y,dir.x);
+					vec2 muzzlepos = p + dir * data->weapons[iw].muzzleoffsetx + diry * offsety;
+
+					draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons[iw].visual_size);
+					/*gfx_setcolor(1.0f,1.0f,1.0f,alpha);
+					vec2 diry(-dir.y,dir.x);
+					p += dir * muzzleparams[player.weapon].offsetx + diry * offsety;
+					gfx_quads_draw(p.x,p.y,muzzleparams[player.weapon].sizex, muzzleparams[player.weapon].sizey);*/
+				}
+			}
+		}
+		gfx_quads_end();
+
+		switch (player.weapon)
+		{
+			case WEAPON_GUN: render_hand(&client_datas[info.clientid].render_info, p, direction, -3*pi/4, vec2(-15, 4)); break;
+			case WEAPON_SHOTGUN: render_hand(&client_datas[info.clientid].render_info, p, direction, -pi/2, vec2(-5, 4)); break;
+			case WEAPON_ROCKET: render_hand(&client_datas[info.clientid].render_info, p, direction, -pi/2, vec2(-4, 7)); break;
+		}
+
+	}
+
+	// render the "shadow" tee
+	if(info.local && config.debug)
+	{
+		vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
+		tee_render_info ghost = client_datas[info.clientid].render_info;
+		ghost.color_body.a = 0.5f;
+		ghost.color_feet.a = 0.5f;
+		render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
+	}
+
+	// render the tee
+	render_tee(&state, &client_datas[info.clientid].render_info, player.emote, direction, position);
+
+	if(player.state == STATE_CHATTING)
+	{
+		gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
+		gfx_quads_begin();
+		select_sprite(SPRITE_DOTDOT);
+		gfx_quads_draw(position.x + 24, position.y - 40, 64,64);
+		gfx_quads_end();
+	}
+
+	if (client_datas[info.clientid].emoticon_start != -1 && client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() > client_tick())
+	{
+		gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
+		gfx_quads_begin();
+
+		int since_start = client_tick() - client_datas[info.clientid].emoticon_start;
+		int from_end = client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() - client_tick();
+
+		float a = 1;
+
+		if (from_end < client_tickspeed() / 5)
+			a = from_end / (client_tickspeed() / 5.0);
+
+		float h = 1;
+		if (since_start < client_tickspeed() / 10)
+			h = since_start / (client_tickspeed() / 10.0);
+
+		float wiggle = 0;
+		if (since_start < client_tickspeed() / 5)
+			wiggle = since_start / (client_tickspeed() / 5.0);
+
+		float wiggle_angle = sin(5*wiggle);
+
+		gfx_quads_setrotation(pi/6*wiggle_angle);
+
+		gfx_setcolor(1.0f,1.0f,1.0f,a);
+		// client_datas::emoticon is an offset from the first emoticon
+		select_sprite(SPRITE_OOP + client_datas[info.clientid].emoticon);
+		gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h);
+		gfx_quads_end();
+	}
+	
+	// render name plate
+	if(!info.local && config.cl_nameplates)
+	{
+		//gfx_text_color
+		float a = 1;
+		if(config.cl_nameplates_always == 0)
+			a = clamp(1-powf(distance(local_target_pos, position)/200.0f,16.0f), 0.0f, 1.0f);
+			
+		const char *name = client_datas[info.clientid].name;
+		float tw = gfx_text_width(0, 28.0f, name, -1);
+		gfx_text_color(1,1,1,a);
+		gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
+		gfx_text_color(1,1,1,1);
+	}
+}