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|
#include <string.h>
#include <engine/e_client_interface.h>
extern "C" {
#include <engine/e_config.h>
#include <engine/client/ec_font.h>
#include <engine/e_console.h>
};
#include <game/generated/gc_data.hpp>
#include <game/g_game.hpp>
#include <game/g_version.hpp>
#include <game/g_layers.hpp>
#include "gc_client.hpp"
#include "gc_skin.hpp"
#include "gc_render.hpp"
#include "gc_map_image.hpp"
#include "gc_console.hpp"
extern unsigned char internal_data[];
extern void menu_init();
extern bool menu_active;
extern bool menu_game_active;
static float load_total;
static float load_current;
extern "C" void modc_console_init()
{
client_console_init();
}
//binds_save()
static void load_sounds_thread(void *do_render)
{
// load sounds
for(int s = 0; s < data->num_sounds; s++)
{
if(do_render)
render_loading(load_current/load_total);
for(int i = 0; i < data->sounds[s].num_sounds; i++)
{
int id = snd_load_wv(data->sounds[s].sounds[i].filename);
data->sounds[s].sounds[i].id = id;
}
if(do_render)
load_current++;
}
}
extern "C" void modc_init()
{
for(int i = 0; i < NUM_NETOBJTYPES; i++)
snap_set_staticsize(i, netobj_get_size(i));
static FONT_SET default_font;
int64 start = time_get();
// setup input stack
input_stack.add_handler(console_input_special_binds, 0); // F1-Fx binds
input_stack.add_handler(console_input_cli, 0); // console
input_stack.add_handler(chat_input_handle, 0); // chat
//input_stack.add_handler() // ui
input_stack.add_handler(console_input_normal_binds, 0); // binds
int before = gfx_memory_usage();
font_set_load(&default_font, "data/fonts/default_font%d.tfnt", "data/fonts/default_font%d.png", "data/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 used for font textures: %d", gfx_memory_usage()-before);
gfx_text_set_default_font(&default_font);
particle_reset();
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);
// setup load amount
load_total = data->num_images;
load_current = 0;
if(!config.cl_threadsoundloading)
load_total += data->num_sounds;
// load textures
for(int i = 0; i < data->num_images; i++)
{
render_loading(load_current/load_total);
data->images[i].id = gfx_load_texture(data->images[i].filename, IMG_AUTO, 0);
load_current++;
}
skin_init();
if(config.cl_threadsoundloading)
thread_create(load_sounds_thread, 0);
else
load_sounds_thread((void*)1);
int64 end = time_get();
dbg_msg("", "%f.2ms", ((end-start)*1000)/(float)time_freq());
}
extern "C" void modc_save_config()
{
binds_save();
}
extern "C" void modc_entergame()
{
}
extern "C" void modc_shutdown()
{
// shutdown the menu
}
CHARACTER_CORE predicted_prev_char;
CHARACTER_CORE predicted_char;
static int predicted_tick = 0;
static int last_new_predicted_tick = -1;
extern "C" void modc_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;
client_datas[client_id].predicted.world = &world;
world.characters[client_id] = &client_datas[client_id].predicted;
client_datas[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) 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.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();
}
extern "C" void modc_newsnapshot()
{
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(SNAP_CURRENT);
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();
}
}
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 == NETOBJTYPE_PLAYER_INFO)
{
const NETOBJ_PLAYER_INFO *info = (const NETOBJ_PLAYER_INFO *)data;
client_datas[info->cid].team = info->team;
if(info->local)
{
netobjects.local_info = info;
const void *data = snap_find_item(SNAP_CURRENT, NETOBJTYPE_CHARACTER, item.id);
if(data)
{
netobjects.local_character = (const NETOBJ_CHARACTER *)data;
local_character_pos = vec2(netobjects.local_character->x, netobjects.local_character->y);
const void *p = snap_find_item(SNAP_PREV, NETOBJTYPE_CHARACTER, item.id);
if(p)
netobjects.local_prev_character = (NETOBJ_CHARACTER *)p;
}
}
}
else if(item.type == NETOBJTYPE_GAME)
netobjects.gameobj = (NETOBJ_GAME *)data;
else if(item.type == NETOBJTYPE_FLAG)
{
netobjects.flags[item.id%2] = (const NETOBJ_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();
else
menu_render();
input_stack.dispatch_input();
console_render();
}
extern "C" void modc_rcon_line(const char *line)
{
console_rcon_print(line);
}
extern "C" int modc_snap_input(int *data)
{
static NETOBJ_PLAYER_INPUT last_data = {0};
static int64 last_send_time = 0;
// update player state
if(chat_mode != CHATMODE_NONE)
input_data.player_state = PLAYERSTATE_CHATTING;
else if(menu_active)
input_data.player_state = PLAYERSTATE_IN_MENU;
else
input_data.player_state = PLAYERSTATE_PLAYING;
last_data.player_state = input_data.player_state;
// we freeze the input if chat or menu is activated
if(menu_active || chat_mode != CHATMODE_NONE || console_active())
{
last_data.direction = 0;
last_data.hook = 0;
last_data.jump = 0;
input_data = last_data;
mem_copy(data, &input_data, sizeof(input_data));
return sizeof(input_data);
}
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;
// set direction
input_data.direction = 0;
if(input_direction_left && !input_direction_right)
input_data.direction = -1;
if(!input_direction_left && input_direction_right)
input_data.direction = 1;
// stress testing
if(config.dbg_stress)
{
float t = client_localtime();
mem_zero(&input_data, sizeof(input_data));
input_data.direction = ((int)t/2)&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);
}
// check if we need to send input
bool send = false;
if(input_data.direction != last_data.direction) send = true;
else if(input_data.jump != last_data.jump) send = true;
else if(input_data.fire != last_data.fire) send = true;
else if(input_data.hook != last_data.hook) send = true;
else if(input_data.player_state != last_data.player_state) send = true;
else if(input_data.wanted_weapon != last_data.wanted_weapon) send = true;
else if(input_data.next_weapon != last_data.next_weapon) send = true;
else if(input_data.prev_weapon != last_data.prev_weapon) send = true;
if(time_get() > last_send_time + time_freq()/5)
send = true;
last_data = input_data;
if(!send)
return 0;
// copy and return size
last_send_time = time_get();
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();
}
}
NETOBJ_PROJECTILE extraproj_projectiles[MAX_EXTRA_PROJECTILES];
int extraproj_num;
void extraproj_reset()
{
extraproj_num = 0;
}
char server_motd[900] = {0};
int64 server_motd_time = 0;
extern "C" void modc_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;
}
// normal
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;
}
if(msgtype == NETMSGTYPE_SV_CHAT)
{
NETMSG_SV_CHAT *msg = (NETMSG_SV_CHAT *)rawmsg;
chat_add_line(msg->cid, msg->team, msg->message);
if(msg->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(msgtype == NETMSGTYPE_SV_BROADCAST)
{
NETMSG_SV_BROADCAST *msg = (NETMSG_SV_BROADCAST *)rawmsg;
str_copy(broadcast_text, msg->message, sizeof(broadcast_text));
broadcast_time = time_get()+time_freq()*10;
}
else if(msgtype == NETMSGTYPE_SV_MOTD)
{
NETMSG_SV_MOTD *msg = (NETMSG_SV_MOTD *)rawmsg;
// process escaping
str_copy(server_motd, msg->message, sizeof(server_motd));
for(int i = 0; server_motd[i]; i++)
{
if(server_motd[i] == '\\')
{
if(server_motd[i+1] == 'n')
{
server_motd[i] = ' ';
server_motd[i+1] = '\n';
i++;
}
}
}
if(server_motd[0] && config.cl_motd_time)
server_motd_time = time_get()+time_freq()*config.cl_motd_time;
else
server_motd_time = 0;
}
else if(msgtype == NETMSGTYPE_SV_SETINFO)
{
NETMSG_SV_SETINFO *msg = (NETMSG_SV_SETINFO *)rawmsg;
str_copy(client_datas[msg->cid].name, msg->name, 64);
str_copy(client_datas[msg->cid].skin_name, msg->skin, 64);
// make sure that we don't set a special skin on the client
if(client_datas[msg->cid].skin_name[0] == 'x' || client_datas[msg->cid].skin_name[1] == '_')
str_copy(client_datas[msg->cid].skin_name, "default", 64);
client_datas[msg->cid].skin_info.color_body = skin_get_color(msg->color_body);
client_datas[msg->cid].skin_info.color_feet = skin_get_color(msg->color_feet);
client_datas[msg->cid].skin_info.size = 64;
// find new skin
client_datas[msg->cid].skin_id = skin_find(client_datas[msg->cid].skin_name);
if(client_datas[msg->cid].skin_id < 0)
client_datas[msg->cid].skin_id = 0;
if(msg->use_custom_color)
client_datas[msg->cid].skin_info.texture = skin_get(client_datas[msg->cid].skin_id)->color_texture;
else
{
client_datas[msg->cid].skin_info.texture = skin_get(client_datas[msg->cid].skin_id)->org_texture;
client_datas[msg->cid].skin_info.color_body = vec4(1,1,1,1);
client_datas[msg->cid].skin_info.color_feet = vec4(1,1,1,1);
}
client_datas[msg->cid].update_render_info();
}
else if(msgtype == NETMSGTYPE_SV_WEAPONPICKUP)
{
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_KILLMSG)
{
NETMSG_SV_KILLMSG *msg = (NETMSG_SV_KILLMSG *)rawmsg;
// unpack messages
KILLMSG kill;
kill.killer = msg->killer;
kill.victim = msg->victim;
kill.weapon = msg->weapon;
kill.mode_special = msg->mode_special;
kill.tick = client_tick();
// add the message
killmsg_current = (killmsg_current+1)%killmsg_max;
killmsgs[killmsg_current] = kill;
}
else if (msgtype == NETMSGTYPE_SV_EMOTICON)
{
NETMSG_SV_EMOTICON *msg = (NETMSG_SV_EMOTICON *)rawmsg;
// apply
client_datas[msg->cid].emoticon = msg->emoticon;
client_datas[msg->cid].emoticon_start = client_tick();
}
else if(msgtype == NETMSGTYPE_SV_SOUNDGLOBAL)
{
NETMSG_SV_SOUNDGLOBAL *msg = (NETMSG_SV_SOUNDGLOBAL *)rawmsg;
snd_play_random(CHN_GLOBAL, msg->soundid, 1.0f, vec2(0,0));
}
}
extern "C" void modc_connected()
{
// init some stuff
layers_init();
col_init();
img_init();
flow_init();
render_tilemap_generate_skip();
//tilemap_init();
chat_reset();
particle_reset();
extraproj_reset();
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].skin_id = 0;
client_datas[i].team = 0;
client_datas[i].angle = 0;
client_datas[i].emoticon = 0;
client_datas[i].emoticon_start = -1;
client_datas[i].skin_info.texture = skin_get(0)->color_texture;
client_datas[i].skin_info.color_body = vec4(1,1,1,1);
client_datas[i].skin_info.color_feet = vec4(1,1,1,1);
client_datas[i].update_render_info();
}
for(int i = 0; i < killmsg_max; i++)
killmsgs[i].tick = -100000;
send_info(true);
}
extern "C" const char *modc_net_version() { return GAME_NETVERSION; }
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