#include #include extern "C" { #include #include }; #include #include #include #include "gc_client.h" #include "gc_skin.h" #include "gc_render.h" #include "gc_mapres_image.h" #include "gc_mapres_tilemap.h" extern unsigned char internal_data[]; extern void menu_init(); extern bool menu_active; extern bool menu_game_active; extern "C" void modc_init() { static FONT_SET default_font; int before = gfx_memory_usage(); font_set_load(&default_font, "fonts/default_font%d.tfnt", "fonts/default_font%d.png", "fonts/default_font%d_b.png", 14, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 36); dbg_msg("font", "gfx memory usage: %d", gfx_memory_usage()-before); gfx_text_set_default_font(&default_font); menu_init(); // setup sound channels snd_set_channel(CHN_GUI, 1.0f, 0.0f); snd_set_channel(CHN_MUSIC, 1.0f, 0.0f); snd_set_channel(CHN_WORLD, 0.9f, 1.0f); snd_set_channel(CHN_GLOBAL, 1.0f, 0.0f); // load the data container data = load_data_from_memory(internal_data); // TODO: should be removed snd_set_listener_pos(0.0f, 0.0f); float total = data->num_sounds+data->num_images; float current = 0; // load textures for(int i = 0; i < data->num_images; i++) { render_loading(current/total); data->images[i].id = gfx_load_texture(data->images[i].filename, IMG_AUTO); current++; } // load sounds for(int s = 0; s < data->num_sounds; s++) { render_loading(current/total); for(int i = 0; i < data->sounds[s].num_sounds; i++) { int id; //if (strcmp(data->sounds[s].sounds[i].filename + strlen(data->sounds[s].sounds[i].filename) - 3, ".wv") == 0) id = snd_load_wv(data->sounds[s].sounds[i].filename); //else // id = snd_load_wav(data->sounds[s].sounds[i].filename); data->sounds[s].sounds[i].id = id; } current++; } skin_init(); } extern "C" void modc_entergame() { } extern "C" void modc_shutdown() { // shutdown the menu } player_core predicted_prev_player; player_core predicted_player; static int predicted_tick = 0; static int last_new_predicted_tick = -1; extern "C" void modc_predict() { player_core before_prev_player = predicted_prev_player; player_core before_player = predicted_player; // repredict player world_core world; int local_cid = -1; // search for players for(int i = 0; i < snap_num_items(SNAP_CURRENT); i++) { SNAP_ITEM item; const void *data = snap_get_item(SNAP_CURRENT, i, &item); int client_id = item.id; if(item.type == OBJTYPE_PLAYER_CHARACTER) { const obj_player_character *character = (const obj_player_character *)data; client_datas[client_id].predicted.world = &world; world.players[client_id] = &client_datas[client_id].predicted; client_datas[client_id].predicted.read(character); } else if(item.type == OBJTYPE_PLAYER_INFO) { const obj_player_info *info = (const obj_player_info *)data; if(info->local) local_cid = client_id; } } // predict for(int tick = client_tick()+1; tick <= client_predtick(); tick++) { // fetch the local if(tick == client_predtick() && world.players[local_cid]) predicted_prev_player = *world.players[local_cid]; // first calculate where everyone should move for(int c = 0; c < MAX_CLIENTS; c++) { if(!world.players[c]) continue; mem_zero(&world.players[c]->input, sizeof(world.players[c]->input)); if(local_cid == c) { // apply player input int *input = client_get_input(tick); if(input) world.players[c]->input = *((player_input*)input); } world.players[c]->tick(); } // move all players and quantize their data for(int c = 0; c < MAX_CLIENTS; c++) { if(!world.players[c]) continue; // TODO: this should be moved into the g_game // but not done to preserve the nethash if(length(world.players[c]->vel) > 150.0f) world.players[c]->vel = normalize(world.players[c]->vel) * 150.0f; world.players[c]->move(); world.players[c]->quantize(); } if(tick > last_new_predicted_tick) { last_new_predicted_tick = tick; if(local_cid != -1 && world.players[local_cid]) { vec2 pos = world.players[local_cid]->pos; int events = world.players[local_cid]->triggered_events; if(events&COREEVENT_GROUND_JUMP) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); if(events&COREEVENT_AIR_JUMP) { effect_air_jump(pos); snd_play_random(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) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, pos); //if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos); } /* dbg_msg("predict", "%d %d %d", tick, (int)world.players[c]->pos.x, (int)world.players[c]->pos.y, (int)world.players[c]->vel.x, (int)world.players[c]->vel.y);*/ } if(tick == client_predtick() && world.players[local_cid]) predicted_player = *world.players[local_cid]; } if(config.debug && predicted_tick == client_predtick()) { if(predicted_player.pos.x != before_player.pos.x || predicted_player.pos.y != before_player.pos.y) { dbg_msg("client", "prediction error, (%d %d) (%d %d)", (int)before_player.pos.x, (int)before_player.pos.y, (int)predicted_player.pos.x, (int)predicted_player.pos.y); } if(predicted_prev_player.pos.x != before_prev_player.pos.x || predicted_prev_player.pos.y != before_prev_player.pos.y) { dbg_msg("client", "prediction error, prev (%d %d) (%d %d)", (int)before_prev_player.pos.x, (int)before_prev_player.pos.y, (int)predicted_prev_player.pos.x, (int)predicted_prev_player.pos.y); } } predicted_tick = client_predtick(); } extern "C" void modc_newsnapshot() { static int snapshot_count = 0; snapshot_count++; process_events(SNAP_CURRENT); if(config.dbg_stress) { if((client_tick()%250) == 0) { msg_pack_start(MSG_SAY, MSGFLAG_VITAL); msg_pack_int(-1); msg_pack_string("galenskap!!!!", 512); msg_pack_end(); client_send_msg(); } } clear_object_pointers(); // setup world view { // 1. fetch local player // 2. set him to the center int num = snap_num_items(SNAP_CURRENT); for(int i = 0; i < num; i++) { SNAP_ITEM item; const void *data = snap_get_item(SNAP_CURRENT, i, &item); if(item.type == OBJTYPE_PLAYER_INFO) { const obj_player_info *info = (const obj_player_info *)data; client_datas[info->clientid].team = info->team; if(info->local) { local_info = info; const void *data = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_CHARACTER, item.id); if(data) { local_character = (const obj_player_character *)data; local_character_pos = vec2(local_character->x, local_character->y); const void *p = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_CHARACTER, item.id); if(p) local_prev_character = (obj_player_character *)p; } } } else if(item.type == OBJTYPE_GAME) gameobj = (obj_game *)data; else if(item.type == OBJTYPE_FLAG) { flags[item.id%2] = (const obj_flag *)data; } } } for(int i = 0; i < MAX_CLIENTS; i++) client_datas[i].update_render_info(); } extern "C" void modc_render() { // this should be moved around abit if(client_state() == CLIENTSTATE_ONLINE) { render_game(); // handle team switching // TODO: FUGLY!!! if(config.cl_team != -10) { msg_pack_start(MSG_SETTEAM, MSGFLAG_VITAL); msg_pack_int(config.cl_team); msg_pack_end(); client_send_msg(); } } else // if (client_state() != CLIENTSTATE_CONNECTING && client_state() != CLIENTSTATE_LOADING) { menu_render(); } // config.cl_team = -10; } extern "C" int modc_snap_input(int *data) { picked_up_weapon = -1; if(!input_target_lock) { input_data.target_x = (int)mouse_pos.x; input_data.target_y = (int)mouse_pos.y; if(!input_data.target_x && !input_data.target_y) input_data.target_y = 1; } input_target_lock = 0; if(chat_mode != CHATMODE_NONE) input_data.state = STATE_CHATTING; else if(menu_active) input_data.state = STATE_IN_MENU; else { input_data.state = STATE_PLAYING; input_data.left = inp_key_state(config.key_move_left); input_data.right = inp_key_state(config.key_move_right); input_data.hook = inp_key_state(config.key_hook); input_data.jump = inp_key_state(config.key_jump); } // stress testing if(config.dbg_stress) { float t = client_localtime(); mem_zero(&input_data, sizeof(input_data)); input_data.left = ((int)t/2)&1; input_data.right = ((int)t/2+1)&1; input_data.jump = ((int)t); input_data.fire = ((int)(t*10)); input_data.hook = ((int)(t*2))&1; input_data.wanted_weapon = ((int)t)%NUM_WEAPONS; input_data.target_x = (int)(sinf(t*3)*100.0f); input_data.target_y = (int)(cosf(t*3)*100.0f); } // copy and return size mem_copy(data, &input_data, sizeof(input_data)); return sizeof(input_data); } void menu_do_disconnected(); void menu_do_connecting(); void menu_do_connected(); extern "C" void modc_statechange(int state, int old) { clear_object_pointers(); if(state == CLIENTSTATE_OFFLINE) { menu_do_disconnected(); menu_game_active = false; } else if(state == CLIENTSTATE_LOADING) menu_do_connecting(); else if(state == CLIENTSTATE_CONNECTING) menu_do_connecting(); else if (state == CLIENTSTATE_ONLINE) { menu_active = false; menu_game_active = true; //snapshot_count = 0; menu_do_connected(); } } extern "C" void modc_message(int msg) { if(msg == MSG_CHAT) { int cid = msg_unpack_int(); int team = msg_unpack_int(); const char *message = msg_unpack_string(); dbg_msg("message", "chat cid=%d team=%d msg='%s'", cid, team, message); chat_add_line(cid, team, message); if(cid >= 0) snd_play(CHN_GUI, data->sounds[SOUND_CHAT_CLIENT].sounds[0].id, 0); else snd_play(CHN_GUI, data->sounds[SOUND_CHAT_SERVER].sounds[0].id, 0); } else if(msg == MSG_SETINFO) { int cid = msg_unpack_int(); const char *name = msg_unpack_string(); const char *skinname = msg_unpack_string(); strncpy(client_datas[cid].name, name, 64); strncpy(client_datas[cid].skin_name, skinname, 64); int use_custom_color = msg_unpack_int(); client_datas[cid].skin_info.color_body = skin_get_color(msg_unpack_int()); client_datas[cid].skin_info.color_feet = skin_get_color(msg_unpack_int()); client_datas[cid].skin_info.size = 64; // find new skin client_datas[cid].skin_id = skin_find(client_datas[cid].skin_name); if(client_datas[cid].skin_id < 0) client_datas[cid].skin_id = 0; if(use_custom_color) client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->color_texture; else { client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->org_texture; client_datas[cid].skin_info.color_body = vec4(1,1,1,1); client_datas[cid].skin_info.color_feet = vec4(1,1,1,1); } client_datas[cid].update_render_info(); } else if(msg == MSG_WEAPON_PICKUP) { int weapon = msg_unpack_int(); picked_up_weapon = weapon+1; } else if(msg == MSG_READY_TO_ENTER) { client_entergame(); } else if(msg == MSG_KILLMSG) { killmsg_current = (killmsg_current+1)%killmsg_max; killmsgs[killmsg_current].killer = msg_unpack_int(); killmsgs[killmsg_current].victim = msg_unpack_int(); killmsgs[killmsg_current].weapon = msg_unpack_int(); killmsgs[killmsg_current].mode_special = msg_unpack_int(); killmsgs[killmsg_current].tick = client_tick(); } else if (msg == MSG_EMOTICON) { int cid = msg_unpack_int(); int emoticon = msg_unpack_int(); client_datas[cid].emoticon = emoticon; client_datas[cid].emoticon_start = client_tick(); } else if(msg == MSG_SOUND_GLOBAL) { int soundid = msg_unpack_int(); snd_play_random(CHN_GLOBAL, soundid, 1.0f, vec2(0,0)); } } extern "C" void modc_connected() { // init some stuff col_init(32); img_init(); tilemap_init(); chat_reset(); reset_projectile_particles(); clear_object_pointers(); last_new_predicted_tick = -1; for(int i = 0; i < MAX_CLIENTS; i++) { client_datas[i].name[0] = 0; client_datas[i].team = 0; client_datas[i].emoticon = 0; client_datas[i].emoticon_start = -1; } for(int i = 0; i < killmsg_max; i++) killmsgs[i].tick = -100000; send_info(true); } extern "C" const char *modc_net_version() { return TEEWARS_NETVERSION; }