static void Evolve(CNetObj_Character *pCharacter, int Tick)
{
	CWorldCore TempWorld;
	CCharacterCore TempCore;
	mem_zero(&TempCore, sizeof(TempCore));
	TempCore.Init(&TempWorld, g_GameClient.Collision());
	TempCore.Read(pCharacter);

	while(pCharacter->m_Tick < Tick)
	{
		pCharacter->m_Tick++;
		TempCore.Tick(false);
		TempCore.Move();
		TempCore.Quantize();
	}

	TempCore.Write(pCharacter);
}
Ejemplo n.º 2
0
static void Evolve(CNetObj_Character *pCharacter, int Tick, bool PredictFreeze)
{
	CWorldCore TempWorld;
	CCharacterCore TempCore;
	CTeamsCore TempTeams;
	mem_zero(&TempCore, sizeof(TempCore));
	mem_zero(&TempTeams, sizeof(TempTeams));
	TempCore.Init(&TempWorld, g_GameClient.Collision(), &TempTeams);
	TempCore.Read(pCharacter);

	while(pCharacter->m_Tick < Tick)
	{
		pCharacter->m_Tick++;
		TempCore.Tick(false, false, PredictFreeze);
		TempCore.Move();
		TempCore.Quantize();
	}

	TempCore.Write(pCharacter);
}
Ejemplo n.º 3
0
void CGameClient::OnPredict()
{
	// store the previous values so we can detect prediction errors
	CCharacterCore BeforePrevChar = m_PredictedPrevChar;
	CCharacterCore BeforeChar = m_PredictedChar;

	// we can't predict without our own id or own character
	if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active)
		return;

	// don't predict anything if we are paused
	if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
	{
		if(m_Snap.m_pLocalCharacter)
			m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
		if(m_Snap.m_pLocalPrevCharacter)
			m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
		return;
	}

	// repredict character
	CWorldCore World;
	World.m_Tuning = m_Tuning;

	// search for players
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		if(!m_Snap.m_aCharacters[i].m_Active || !m_Snap.m_paPlayerInfos[i])
			continue;

		g_GameClient.m_aClients[i].m_Predicted.Init(&World, Collision(), &m_Teams);
		World.m_apCharacters[i] = &g_GameClient.m_aClients[i].m_Predicted;
		World.m_apCharacters[i]->m_Id = m_Snap.m_paPlayerInfos[i]->m_ClientID;
		g_GameClient.m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur);
	}

	// predict
	for(int Tick = Client()->GameTick()+1; Tick <= Client()->PredGameTick(); Tick++)
	{
		// fetch the local
		if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
			m_PredictedPrevChar = *World.m_apCharacters[m_Snap.m_LocalClientID];

		// first calculate where everyone should move
		for(int c = 0; c < MAX_CLIENTS; c++)
		{
			if(!World.m_apCharacters[c])
				continue;

			mem_zero(&World.m_apCharacters[c]->m_Input, sizeof(World.m_apCharacters[c]->m_Input));
			if(m_Snap.m_LocalClientID == c)
			{
				// apply player input
				int *pInput = Client()->GetInput(Tick);
				if(pInput)
					World.m_apCharacters[c]->m_Input = *((CNetObj_PlayerInput*)pInput);
				World.m_apCharacters[c]->Tick(true);
			}
			else
				World.m_apCharacters[c]->Tick(false);

		}

		// move all players and quantize their data
		for(int c = 0; c < MAX_CLIENTS; c++)
		{
			if(!World.m_apCharacters[c])
				continue;

			World.m_apCharacters[c]->Move();
			World.m_apCharacters[c]->Quantize();
		}

		// check if we want to trigger effects
		if(Tick > m_LastNewPredictedTick)
		{
			m_LastNewPredictedTick = Tick;
			m_NewPredictedTick = true;

			if(m_Snap.m_LocalClientID != -1 && World.m_apCharacters[m_Snap.m_LocalClientID])
			{
				vec2 Pos = World.m_apCharacters[m_Snap.m_LocalClientID]->m_Pos;
				int Events = World.m_apCharacters[m_Snap.m_LocalClientID]->m_TriggeredEvents;
				if(Events&COREEVENT_GROUND_JUMP) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);

				/*if(events&COREEVENT_AIR_JUMP)
				{
					GameClient.effects->air_jump(pos);
					GameClient.sounds->play_and_record(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) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
				if(Events&COREEVENT_HOOK_HIT_NOHOOK) g_GameClient.m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
				//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
			}
		}

		if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_Snap.m_LocalClientID])
			m_PredictedChar = *World.m_apCharacters[m_Snap.m_LocalClientID];
	}

	if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick())
	{
		CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
		BeforeChar.Write(&Before);
		BeforePrevChar.Write(&BeforePrev);
		m_PredictedChar.Write(&Now);
		m_PredictedPrevChar.Write(&NowPrev);

		if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
		{
			Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error");
			for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++)
				if(((int *)&Before)[i] != ((int *)&Now)[i])
				{
					char aBuf[256];
					str_format(aBuf, sizeof(aBuf), "	%d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
					Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf);
				}
		}
	}

	m_PredictedTick = Client()->PredGameTick();
}
Ejemplo n.º 4
0
void CPlayers::RenderPlayer(
	const CNetObj_Character *pPrevChar,
	const CNetObj_Character *pPlayerChar,
	const CNetObj_PlayerInfo *pPrevInfo,
	const CNetObj_PlayerInfo *pPlayerInfo
	)
{
	CNetObj_Character Prev;
	CNetObj_Character Player;
	Prev = *pPrevChar;
	Player = *pPlayerChar;

	CNetObj_PlayerInfo pInfo = *pPlayerInfo;
	CTeeRenderInfo RenderInfo = m_pClient->m_aClients[pInfo.m_ClientId].m_RenderInfo;

	// check for teamplay modes
	bool IsTeamplay = false;
	bool NewTick = m_pClient->m_NewTick;
	if(m_pClient->m_Snap.m_pGameobj)
		IsTeamplay = (m_pClient->m_Snap.m_pGameobj->m_Flags&GAMEFLAG_TEAMS) != 0;

	// check for ninja	
	if (Player.m_Weapon == WEAPON_NINJA)
	{
		// change the skin for the player to the ninja
		int Skin = m_pClient->m_pSkins->Find("x_ninja");
		if(Skin != -1)
		{
			if(IsTeamplay)
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
			else
			{
				RenderInfo.m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
				RenderInfo.m_ColorBody = vec4(1,1,1,1);
				RenderInfo.m_ColorFeet = vec4(1,1,1,1);
			}
		}	
	}
	
	// set size
	RenderInfo.m_Size = 64.0f;

	float IntraTick = Client()->IntraGameTick();
	
	if(Player.m_Health < 0) // dont render dead players
		return;

	float Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f;
	
	//float angle = 0;
	
	if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		// just use the direct input if it's local player we are rendering
		Angle = GetAngle(m_pClient->m_pControls->m_MousePos);
	}
	else
	{
		/*
		float mixspeed = Client()->FrameTime()*2.5f;
		if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
			mixspeed *= 15.0f;
		
		// move the delta on a constant speed on a x^2 curve
		float current = g_GameClient.m_aClients[info.cid].angle;
		float target = player.angle/256.0f;
		float delta = angular_distance(current, target);
		float sign = delta < 0 ? -1 : 1;
		float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
		
		// make sure that it doesn't vibrate when it's still
		if(fabs(delta) < 2/256.0f)
			angle = target;
		else
			angle = angular_approach(current, target, fabs(delta-new_delta));

		g_GameClient.m_aClients[info.cid].angle = angle;*/
	}
	
	// use preditect players if needed
	if(pInfo.m_Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
	{
		if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pLocalCharacter->m_Health < 0) || (m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver))
		{
		}
		else
		{
			// apply predicted results
			m_pClient->m_PredictedChar.Write(&Player);
			m_pClient->m_PredictedPrevChar.Write(&Prev);
			IntraTick = Client()->PredIntraGameTick();
			NewTick = m_pClient->m_NewPredictedTick;
		}
	}
	
	vec2 Direction = GetDirection((int)(Angle*256.0f));
	vec2 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;
	
	
	// detect events
	if(NewTick)
	{
		// detect air jump
		if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2))
			m_pClient->m_pEffects->AirJump(Position);
	}

	if(Prev.m_Health < 0) // Don't flicker from previous position
		Position = vec2(Player.m_X, Player.m_Y);

	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)
	{
		float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime();
		State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
	}
	if (Player.m_Weapon == WEAPON_NINJA)
	{
		float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + Client()->GameTickTime();
		State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*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)
		{
			m_pClient->m_pSounds->Play(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
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
		Graphics()->QuadsBegin();
		Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);

		// normal weapons
		int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1);
		RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_pSpriteBody, Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);

		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);
			}
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
		}
		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));
			}
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);

			// HADOKEN
			if ((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)
			{
				int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
				float Alpha = 1.0f;
				if (Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
				{
					vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
					Dir = normalize(Dir);
					float HadOkenAngle  = GetAngle(Dir);
					Graphics()->QuadsSetRotation(HadOkenAngle );
					//float offsety = -data->weapons[iw].muzzleoffsety;
					RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], 0);
					vec2 DirY(-Dir.y,Dir.x);
					p = Position;
					float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
					p -= Dir * OffsetX;
					RenderTools()->DrawSprite(p.x, p.y, 160.0f);
				}
			}
		}
		else
		{
			// TODO: should be an animation
			Recoil = 0;
			float a = (Client()->GameTick()-Player.m_AttackTick+IntraTick)/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;
			RenderTools()->DrawSprite(p.x, p.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
		}

		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;
				int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick);
				if (Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3))
				{
					float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration);
					Alpha = mix(2.0f, 0.0f, min(1.0f,max(0.0f,t)));
				}

				int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
				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;
					RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX], Direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 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;

					RenderTools()->DrawSprite(MuzzlePos.x, MuzzlePos.y, g_pData->m_Weapons.m_aId[iw].m_VisualSize);
				}
			}
		}
		Graphics()->QuadsEnd();

		switch (Player.m_Weapon)
		{
			case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
			case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
			case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
		}

	}

	//--- Antiping
	// Draw shadows of enemy tees

	bool LocalPlayerInGame = m_pClient->m_aClients[m_pClient->m_Snap.m_LocalCid].m_Team != -1;
	bool CurPlayerIsEnemy = 
		IsTeamplay == false ||
		(IsTeamplay && m_pClient->m_aClients[m_pClient->m_Snap.m_LocalCid].m_Team != m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_Team);
	
	if (g_Config.m_AntiPing  && 
		g_Config.m_AntiPing  != 2 && // if == 2, than we should show only grenage shadows
		LocalPlayerInGame && pInfo.m_Local == false && CurPlayerIsEnemy &&
		pPlayerChar && pPlayerChar->m_PlayerState == PLAYERSTATE_PLAYING)
	{	
		CCharacterCore ShadowPlayer;
		
		CNetObj_CharacterCore buf;
		m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_Predicted.Write(&buf);
		CWorldCore world;
		ShadowPlayer.m_pWorld = &world;
		ShadowPlayer.Reset(); 
		ShadowPlayer.Read(&buf);

		CNetObj_CharacterCore next;
		ShadowPlayer.Write(&next);

		vec2 Prev = m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_PreviousPrediction;
		vec2 NextVec = vec2(next.m_X, next.m_Y);
		vec2 ShadowPosition = NextVec;

		float dist = distance(NextVec, Prev);
		if (dist < 0) dist *= -1;
		if (dist < 300) // like it should be usual
			ShadowPosition = mix(Prev, NextVec, Client()->PredIntraGameTick());

		m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_PreviousPrediction = ShadowPosition;

		CTeeRenderInfo shadow = RenderInfo;
		float color_body_mix = (shadow.m_ColorBody.r + shadow.m_ColorBody.g + shadow.m_ColorBody.b) / 2.5f;
		float color_feet_mix = (shadow.m_ColorFeet.r + shadow.m_ColorFeet.g + shadow.m_ColorFeet.b) / 2.5f;
		shadow.m_ColorBody.a = 0.25f;
		shadow.m_ColorFeet.a = 0.25f;
		shadow.m_ColorBody.r = color_body_mix;
		shadow.m_ColorBody.g = color_body_mix;
		shadow.m_ColorBody.b = color_body_mix;
		shadow.m_ColorFeet.r = color_feet_mix;
		shadow.m_ColorFeet.g = color_feet_mix;
		shadow.m_ColorFeet.b = color_feet_mix;

		shadow.m_Texture = m_pClient->m_pSkins->Get(m_pClient->m_aClients[pPlayerInfo->m_ClientId].m_SkinId)->m_ColorTexture;
		

		// Render shadow
		RenderTools()->RenderTee(&State, &shadow, Player.m_Emote, Direction, ShadowPosition); 
	}
	//---

	// render the "shadow" tee
	if(pInfo.m_Local && (g_Config.m_ClShowGhost || g_Config.m_Debug))
	{
		vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick());
		CTeeRenderInfo Ghost = RenderInfo;
		Ghost.m_ColorBody.a = 0.5f;
		Ghost.m_ColorFeet.a = 0.5f;
		RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition); // render ghost
	}

	RenderInfo.m_Size = 64.0f; // force some settings
	RenderInfo.m_ColorBody.a = 1.0f;
	RenderInfo.m_ColorFeet.a = 1.0f;
	RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position);

	if(Player.m_PlayerState == PLAYERSTATE_CHATTING)
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
		Graphics()->QuadsBegin();
		RenderTools()->SelectSprite(SPRITE_DOTDOT);
		IGraphics::CQuadItem QuadItem(Position.x + 24, Position.y - 40, 64,64);
		Graphics()->QuadsDraw(&QuadItem, 1);
		Graphics()->QuadsEnd();
	}

	if (m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart != -1 && m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
	{
		Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
		Graphics()->QuadsBegin();

		int SinceStart = Client()->GameTick() - m_pClient->m_aClients[pInfo.m_ClientId].m_EmoticonStart;
		int FromEnd = m_pClient->m_aClients[pInfo.m_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);
		// client_datas::emoticon is an offset from the first emoticon
		RenderTools()->SelectSprite(SPRITE_OOP + m_pClient->m_aClients[pInfo.m_ClientId].m_Emoticon);
		IGraphics::CQuadItem QuadItem(Position.x, Position.y - 23 - 32*h, 64, 64*h);
		Graphics()->QuadsDraw(&QuadItem, 1);
		Graphics()->QuadsEnd();
	}
}
Ejemplo n.º 5
0
void CGameClient::OnPredict()
{
	// store the previous values so we can detect prediction errors
	CCharacterCore BeforePrevChar = m_PredictedPrevChar;
	CCharacterCore BeforeChar = m_PredictedChar;

	// we can't predict without our own id or own character
	if(m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_LocalClientID].m_Active)
		return;

	// don't predict anything if we are paused or round/game is over
	if(m_Snap.m_pGameData && m_Snap.m_pGameData->m_GameStateFlags&(GAMESTATEFLAG_PAUSED|GAMESTATEFLAG_ROUNDOVER|GAMESTATEFLAG_GAMEOVER))
	{
		if(m_Snap.m_pLocalCharacter)
			m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
		if(m_Snap.m_pLocalPrevCharacter)
			m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
		return;
	}

	// repredict character
	CWorldCore World;
	World.m_Tuning = m_Tuning;

	// search for players
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		if(!m_Snap.m_aCharacters[i].m_Active)
			continue;

		m_aClients[i].m_Predicted.Init(&World, Collision());
		World.m_apCharacters[i] = &m_aClients[i].m_Predicted;
		m_aClients[i].m_Predicted.Read(&m_Snap.m_aCharacters[i].m_Cur);
	}

	// predict
	for(int Tick = Client()->GameTick()+1; Tick <= Client()->PredGameTick(); Tick++)
	{
		// fetch the local
		if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_LocalClientID])
			m_PredictedPrevChar = *World.m_apCharacters[m_LocalClientID];

		// first calculate where everyone should move
		for(int c = 0; c < MAX_CLIENTS; c++)
		{
			if(!World.m_apCharacters[c])
				continue;

			mem_zero(&World.m_apCharacters[c]->m_Input, sizeof(World.m_apCharacters[c]->m_Input));
			if(m_LocalClientID == c)
			{
				// apply player input
				const int *pInput = Client()->GetInput(Tick);
				if(pInput)
					World.m_apCharacters[c]->m_Input = *((const CNetObj_PlayerInput*)pInput);
				World.m_apCharacters[c]->Tick(true);
			}
			else
				World.m_apCharacters[c]->Tick(false);

		}

		// move all players and quantize their data
		for(int c = 0; c < MAX_CLIENTS; c++)
		{
			if(!World.m_apCharacters[c])
				continue;

			World.m_apCharacters[c]->Move();
			World.m_apCharacters[c]->Quantize();
		}

		// check if we want to trigger effects
		if(Tick > m_LastNewPredictedTick)
		{
			m_LastNewPredictedTick = Tick;

			if(m_LocalClientID != -1 && World.m_apCharacters[m_LocalClientID])
				ProcessTriggeredEvents(World.m_apCharacters[m_LocalClientID]->m_TriggeredEvents, World.m_apCharacters[m_LocalClientID]->m_Pos);
		}

		if(Tick == Client()->PredGameTick() && World.m_apCharacters[m_LocalClientID])
			m_PredictedChar = *World.m_apCharacters[m_LocalClientID];
	}

	if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick())
	{
		CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
		BeforeChar.Write(&Before);
		BeforePrevChar.Write(&BeforePrev);
		m_PredictedChar.Write(&Now);
		m_PredictedPrevChar.Write(&NowPrev);

		if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
		{
			Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error");
			for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++)
				if(((int *)&Before)[i] != ((int *)&Now)[i])
				{
					char aBuf[256];
					str_format(aBuf, sizeof(aBuf), "	%d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
					Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf);
				}
		}
	}

	m_PredictedTick = Client()->PredGameTick();
}