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#include <engine/e_client_interface.h>
#include <game/generated/g_protocol.hpp>
#include "gameclient.hpp"
#include "gc_client.hpp"
#include "components/killmessages.hpp"
#include "components/chat.hpp"
#include "components/motd.hpp"
#include "components/broadcast.hpp"
#include "components/console.hpp"
#include "components/binds.hpp"
#include "components/particles.hpp"
#include "components/menus.hpp"
#include "components/skins.hpp"
#include "components/flow.hpp"
#include "components/players.hpp"
#include "components/items.hpp"
#include "components/maplayers.hpp"
#include "components/camera.hpp"
#include "components/hud.hpp"
#include "components/debughud.hpp"
#include "components/controls.hpp"
#include "components/effects.hpp"
#include "components/scoreboard.hpp"
#include "components/sounds.hpp"
#include "components/emoticon.hpp"
GAMECLIENT gameclient;
// instanciate all systems
static KILLMESSAGES killmessages;
static CAMERA camera;
static CHAT chat;
static MOTD motd;
static BROADCAST broadcast;
static CONSOLE console;
static BINDS binds;
static PARTICLES particles;
static MENUS menus;
static SKINS skins;
static FLOW flow;
static HUD hud;
static DEBUGHUD debughud;
static CONTROLS controls;
static EFFECTS effects;
static SCOREBOARD scoreboard;
static SOUNDS sounds;
static EMOTICON emoticon;
static PLAYERS players;
static ITEMS items;
static MAPLAYERS maplayers_background(MAPLAYERS::TYPE_BACKGROUND);
static MAPLAYERS maplayers_foreground(MAPLAYERS::TYPE_FOREGROUND);
GAMECLIENT::STACK::STACK() { num = 0; }
void GAMECLIENT::STACK::add(class COMPONENT *component) { components[num++] = component; }
void GAMECLIENT::on_init()
{
// setup pointers
binds = &::binds;
console = &::console;
particles = &::particles;
menus = &::menus;
skins = &::skins;
chat = &::chat;
flow = &::flow;
camera = &::camera;
controls = &::controls;
effects = &::effects;
sounds = &::sounds;
motd = &::motd;
// make a list of all the systems, make sure to add them in the corrent render order
all.add(skins);
all.add(effects); // doesn't render anything, just updates effects
all.add(particles);
all.add(binds);
all.add(controls);
all.add(camera);
all.add(sounds);
all.add(particles); // doesn't render anything, just updates all the particles
all.add(&maplayers_background); // first to render
all.add(&particles->render_trail);
all.add(&particles->render_explosions);
all.add(&items);
all.add(&players);
all.add(&maplayers_foreground);
all.add(&particles->render_general);
all.add(&hud);
all.add(&emoticon);
all.add(&killmessages);
all.add(chat);
all.add(&broadcast);
all.add(&debughud);
all.add(&scoreboard);
all.add(motd);
all.add(menus);
all.add(console);
// build the input stack
input.add(console);
input.add(chat); // chat has higher prio due to tha you can quit it by pressing esc
input.add(motd); // for pressing esc to remove it
input.add(menus);
input.add(&emoticon);
input.add(controls);
input.add(binds);
// init all components
for(int i = 0; i < all.num; i++)
all.components[i]->on_init();
}
void GAMECLIENT::dispatch_input()
{
// handle mouse movement
int x=0, y=0;
inp_mouse_relative(&x, &y);
for(int h = 0; h < input.num; h++)
{
if(input.components[h]->on_mousemove(x, y))
break;
}
// handle key presses
for(int i = 0; i < inp_num_events(); i++)
{
INPUT_EVENT e = inp_get_event(i);
for(int h = 0; h < input.num; h++)
{
if(input.components[h]->on_input(e))
{
//dbg_msg("", "%d char=%d key=%d flags=%d", h, e.ch, e.key, e.flags);
break;
}
}
}
// clear all events for this frame
inp_clear_events();
}
int GAMECLIENT::on_snapinput(int *data)
{
return controls->snapinput(data);
}
void GAMECLIENT::on_connected()
{
on_reset();
// send the inital info
send_info(true);
}
void GAMECLIENT::on_reset()
{
// clear out the invalid pointers
last_new_predicted_tick = -1;
mem_zero(&gameclient.snap, sizeof(gameclient.snap));
for(int i = 0; i < MAX_CLIENTS; i++)
{
clients[i].name[0] = 0;
clients[i].skin_id = 0;
clients[i].team = 0;
clients[i].angle = 0;
clients[i].emoticon = 0;
clients[i].emoticon_start = -1;
clients[i].skin_info.texture = gameclient.skins->get(0)->color_texture;
clients[i].skin_info.color_body = vec4(1,1,1,1);
clients[i].skin_info.color_feet = vec4(1,1,1,1);
clients[i].update_render_info();
}
for(int i = 0; i < all.num; i++)
all.components[i]->on_reset();
}
void GAMECLIENT::update_local_character_pos()
{
if(config.cl_predict)
{
if(!snap.local_character || (snap.local_character->health < 0) || (snap.gameobj && snap.gameobj->game_over))
{
// don't use predicted
}
else
local_character_pos = mix(predicted_prev_char.pos, predicted_char.pos, client_predintratick());
}
else if(snap.local_character && snap.local_prev_character)
{
local_character_pos = mix(
vec2(snap.local_prev_character->x, snap.local_prev_character->y),
vec2(snap.local_character->x, snap.local_character->y), client_intratick());
}
}
void GAMECLIENT::on_render()
{
// update the local character position
update_local_character_pos();
// dispatch all input to systems
dispatch_input();
// render all systems
for(int i = 0; i < all.num; i++)
all.components[i]->on_render();
}
void GAMECLIENT::on_message(int msgtype)
{
// special messages
if(msgtype == 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(msgtype == NETMSGTYPE_SV_TUNEPARAMS)
{
// unpack the new tuning
TUNING_PARAMS new_tuning;
int *params = (int *)&new_tuning;
for(unsigned i = 0; i < sizeof(TUNING_PARAMS)/sizeof(int); i++)
params[i] = msg_unpack_int();
// check for unpacking errors
if(msg_unpack_error())
return;
// apply new tuning
tuning = new_tuning;
return;
}
void *rawmsg = netmsg_secure_unpack(msgtype);
if(!rawmsg)
{
dbg_msg("client", "dropped weird message '%s' (%d), failed on '%s'", netmsg_get_name(msgtype), msgtype, netmsg_failed_on());
return;
}
// TODO: this should be done smarter
for(int i = 0; i < all.num; i++)
all.components[i]->on_message(msgtype, rawmsg);
// handle core messages
if(msgtype == NETMSGTYPE_SV_SETINFO)
{
NETMSG_SV_SETINFO *msg = (NETMSG_SV_SETINFO *)rawmsg;
str_copy(clients[msg->cid].name, msg->name, 64);
str_copy(clients[msg->cid].skin_name, msg->skin, 64);
// make sure that we don't set a special skin on the client
if(clients[msg->cid].skin_name[0] == 'x' || clients[msg->cid].skin_name[1] == '_')
str_copy(clients[msg->cid].skin_name, "default", 64);
clients[msg->cid].skin_info.color_body = skins->get_color(msg->color_body);
clients[msg->cid].skin_info.color_feet = skins->get_color(msg->color_feet);
clients[msg->cid].skin_info.size = 64;
// find new skin
clients[msg->cid].skin_id = gameclient.skins->find(clients[msg->cid].skin_name);
if(clients[msg->cid].skin_id < 0)
clients[msg->cid].skin_id = 0;
if(msg->use_custom_color)
clients[msg->cid].skin_info.texture = gameclient.skins->get(clients[msg->cid].skin_id)->color_texture;
else
{
clients[msg->cid].skin_info.texture = gameclient.skins->get(clients[msg->cid].skin_id)->org_texture;
clients[msg->cid].skin_info.color_body = vec4(1,1,1,1);
clients[msg->cid].skin_info.color_feet = vec4(1,1,1,1);
}
clients[msg->cid].update_render_info();
}
else if(msgtype == NETMSGTYPE_SV_WEAPONPICKUP)
{
// TODO: repair me
/*NETMSG_SV_WEAPONPICKUP *msg = (NETMSG_SV_WEAPONPICKUP *)rawmsg;
if(config.cl_autoswitch_weapons)
input_data.wanted_weapon = msg->weapon+1;*/
}
else if(msgtype == NETMSGTYPE_SV_READYTOENTER)
{
client_entergame();
}
else if (msgtype == NETMSGTYPE_SV_EMOTICON)
{
NETMSG_SV_EMOTICON *msg = (NETMSG_SV_EMOTICON *)rawmsg;
// apply
clients[msg->cid].emoticon = msg->emoticon;
clients[msg->cid].emoticon_start = client_tick();
}
else if(msgtype == NETMSGTYPE_SV_SOUNDGLOBAL)
{
NETMSG_SV_SOUNDGLOBAL *msg = (NETMSG_SV_SOUNDGLOBAL *)rawmsg;
gameclient.sounds->play(SOUNDS::CHN_GLOBAL, msg->soundid, 1.0f, vec2(0,0));
}
}
void GAMECLIENT::on_statechange(int new_state, int old_state)
{
// clear out the invalid pointers
mem_zero(&gameclient.snap, sizeof(gameclient.snap));
for(int i = 0; i < all.num; i++)
all.components[i]->on_statechange(new_state, old_state);
}
void GAMECLIENT::process_events()
{
int snaptype = SNAP_CURRENT;
int num = snap_num_items(snaptype);
for(int index = 0; index < num; index++)
{
SNAP_ITEM item;
const void *data = snap_get_item(snaptype, index, &item);
if(item.type == NETEVENTTYPE_DAMAGEIND)
{
NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)data;
gameclient.effects->damage_indicator(vec2(ev->x, ev->y), get_direction(ev->angle));
}
else if(item.type == NETEVENTTYPE_AIRJUMP)
{
NETEVENT_COMMON *ev = (NETEVENT_COMMON *)data;
gameclient.effects->air_jump(vec2(ev->x, ev->y));
}
else if(item.type == NETEVENTTYPE_EXPLOSION)
{
NETEVENT_EXPLOSION *ev = (NETEVENT_EXPLOSION *)data;
gameclient.effects->explosion(vec2(ev->x, ev->y));
}
else if(item.type == NETEVENTTYPE_SPAWN)
{
NETEVENT_SPAWN *ev = (NETEVENT_SPAWN *)data;
gameclient.effects->playerspawn(vec2(ev->x, ev->y));
}
else if(item.type == NETEVENTTYPE_DEATH)
{
NETEVENT_DEATH *ev = (NETEVENT_DEATH *)data;
gameclient.effects->playerdeath(vec2(ev->x, ev->y), ev->cid);
}
else if(item.type == NETEVENTTYPE_SOUNDWORLD)
{
NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)data;
gameclient.sounds->play(SOUNDS::CHN_WORLD, ev->soundid, 1.0f, vec2(ev->x, ev->y));
}
}
}
void GAMECLIENT::on_snapshot()
{
// clear out the invalid pointers
mem_zero(&gameclient.snap, sizeof(gameclient.snap));
static int snapshot_count = 0;
snapshot_count++;
// secure snapshot
{
int num = snap_num_items(SNAP_CURRENT);
for(int index = 0; index < num; index++)
{
SNAP_ITEM item;
void *data = snap_get_item(SNAP_CURRENT, index, &item);
if(netobj_validate(item.type, data, item.datasize) != 0)
{
if(config.debug)
dbg_msg("game", "invalidated index=%d type=%d (%s) size=%d id=%d", index, item.type, netobj_get_name(item.type), item.datasize, item.id);
snap_invalidate_item(SNAP_CURRENT, index);
}
}
}
process_events();
if(config.dbg_stress)
{
if((client_tick()%250) == 0)
{
NETMSG_CL_SAY msg;
msg.team = -1;
msg.message = "galenskap!!!!";
msg.pack(MSGFLAG_VITAL);
client_send_msg();
}
}
// 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 == NETOBJTYPE_PLAYER_INFO)
{
const NETOBJ_PLAYER_INFO *info = (const NETOBJ_PLAYER_INFO *)data;
gameclient.clients[info->cid].team = info->team;
if(info->local)
{
gameclient.snap.local_info = info;
const void *data = snap_find_item(SNAP_CURRENT, NETOBJTYPE_CHARACTER, item.id);
if(data)
{
gameclient.snap.local_character = (const NETOBJ_CHARACTER *)data;
gameclient.local_character_pos = vec2(gameclient.snap.local_character->x, gameclient.snap.local_character->y);
const void *p = snap_find_item(SNAP_PREV, NETOBJTYPE_CHARACTER, item.id);
if(p)
gameclient.snap.local_prev_character = (NETOBJ_CHARACTER *)p;
}
}
}
else if(item.type == NETOBJTYPE_GAME)
gameclient.snap.gameobj = (NETOBJ_GAME *)data;
else if(item.type == NETOBJTYPE_FLAG)
{
gameclient.snap.flags[item.id%2] = (const NETOBJ_FLAG *)data;
}
}
}
for(int i = 0; i < MAX_CLIENTS; i++)
gameclient.clients[i].update_render_info();
}
void GAMECLIENT::on_predict()
{
CHARACTER_CORE before_prev_char = predicted_prev_char;
CHARACTER_CORE before_char = predicted_char;
// repredict character
WORLD_CORE world;
world.tuning = tuning;
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 == NETOBJTYPE_CHARACTER)
{
const NETOBJ_CHARACTER *character = (const NETOBJ_CHARACTER *)data;
gameclient.clients[client_id].predicted.world = &world;
world.characters[client_id] = &gameclient.clients[client_id].predicted;
gameclient.clients[client_id].predicted.read(character);
}
else if(item.type == NETOBJTYPE_PLAYER_INFO)
{
const NETOBJ_PLAYER_INFO *info = (const NETOBJ_PLAYER_INFO *)data;
if(info->local)
local_cid = client_id;
}
}
// we can't predict without our own id
if(local_cid == -1)
return;
// predict
for(int tick = client_tick()+1; tick <= client_predtick(); tick++)
{
// fetch the local
if(tick == client_predtick() && world.characters[local_cid])
predicted_prev_char = *world.characters[local_cid];
// first calculate where everyone should move
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!world.characters[c])
continue;
mem_zero(&world.characters[c]->input, sizeof(world.characters[c]->input));
if(local_cid == c)
{
// apply player input
int *input = client_get_input(tick);
if(input)
world.characters[c]->input = *((NETOBJ_PLAYER_INPUT*)input);
}
world.characters[c]->tick();
}
// move all players and quantize their data
for(int c = 0; c < MAX_CLIENTS; c++)
{
if(!world.characters[c])
continue;
world.characters[c]->move();
world.characters[c]->quantize();
}
if(tick > last_new_predicted_tick)
{
last_new_predicted_tick = tick;
if(local_cid != -1 && world.characters[local_cid])
{
vec2 pos = world.characters[local_cid]->pos;
int events = world.characters[local_cid]->triggered_events;
if(events&COREEVENT_GROUND_JUMP) gameclient.sounds->play(SOUNDS::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
if(events&COREEVENT_AIR_JUMP)
{
gameclient.effects->air_jump(pos);
gameclient.sounds->play(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) gameclient.sounds->play(SOUNDS::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.characters[local_cid])
predicted_char = *world.characters[local_cid];
}
if(config.debug && predicted_tick == client_predtick())
{
if(predicted_char.pos.x != before_char.pos.x ||
predicted_char.pos.y != before_char.pos.y)
{
dbg_msg("client", "prediction error, (%d %d) (%d %d)",
(int)before_char.pos.x, (int)before_char.pos.y,
(int)predicted_char.pos.x, (int)predicted_char.pos.y);
}
if(predicted_prev_char.pos.x != before_prev_char.pos.x ||
predicted_prev_char.pos.y != before_prev_char.pos.y)
{
dbg_msg("client", "prediction error, prev (%d %d) (%d %d)",
(int)before_prev_char.pos.x, (int)before_prev_char.pos.y,
(int)predicted_prev_char.pos.x, (int)predicted_prev_char.pos.y);
}
}
predicted_tick = client_predtick();
}
void GAMECLIENT::CLIENT_DATA::update_render_info()
{
render_info = skin_info;
// force team colors
if(gameclient.snap.gameobj && gameclient.snap.gameobj->flags&GAMEFLAG_TEAMS)
{
const int team_colors[2] = {65387, 10223467};
if(team >= 0 || team <= 1)
{
render_info.texture = gameclient.skins->get(skin_id)->color_texture;
render_info.color_body = gameclient.skins->get_color(team_colors[team]);
render_info.color_feet = gameclient.skins->get_color(team_colors[team]);
}
}
}
void GAMECLIENT::send_switch_team(int team)
{
NETMSG_CL_SETTEAM msg;
msg.team = team;
msg.pack(MSGFLAG_VITAL);
client_send_msg();
}
void GAMECLIENT::send_info(bool start)
{
if(start)
{
NETMSG_CL_STARTINFO msg;
msg.name = config.player_name;
msg.skin = config.player_skin;
msg.use_custom_color = config.player_use_custom_color;
msg.color_body = config.player_color_body;
msg.color_feet = config.player_color_feet;
msg.pack(MSGFLAG_VITAL|MSGFLAG_FLUSH);
}
else
{
NETMSG_CL_CHANGEINFO msg;
msg.name = config.player_name;
msg.skin = config.player_skin;
msg.use_custom_color = config.player_use_custom_color;
msg.color_body = config.player_color_body;
msg.color_feet = config.player_color_feet;
msg.pack(MSGFLAG_VITAL);
}
client_send_msg();
}
void GAMECLIENT::send_kill(int client_id)
{
NETMSG_CL_KILL msg;
msg.pack(MSGFLAG_VITAL);
client_send_msg();
}
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