示例#1
0
文件: mapimages.cpp 项目: Laxa/ddnet
int CMapImages::GetEntities()
{
	CServerInfo Info;
	Client()->GetServerInfo(&Info);
	
	if(m_EntitiesTextures == -1 || str_comp(m_aEntitiesGameType, Info.m_aGameType))
	{
		// DDNet default to prevent delay in seeing entities
		char file[64] = "ddnet";
		if(IsDDNet(&Info))
			str_copy(file, "ddnet", sizeof(file));
		else if(IsDDRace(&Info))
			str_copy(file, "ddrace", sizeof(file));
		else if(IsRace(&Info))
			str_copy(file, "race", sizeof(file));
		else if(IsFNG(&Info))
			str_copy(file, "fng", sizeof(file));
		else if(IsVanilla(&Info))
			str_copy(file, "vanilla", sizeof(file));

		char path[64];
		str_format(path, sizeof(path), "editor/entities_clear/%s.png", file);
		
		if(m_EntitiesTextures >= 0)
			Graphics()->UnloadTexture(m_EntitiesTextures);
		m_EntitiesTextures = Graphics()->LoadTexture(path, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);

		str_copy(m_aEntitiesGameType, Info.m_aGameType, sizeof(m_aEntitiesGameType));
	}
	return m_EntitiesTextures;
}
示例#2
0
文件: camera.cpp 项目: ddnet/ddnet
void CCamera::ConZoomPlus(IConsole::IResult *pResult, void *pUserData)
{
	CCamera *pSelf = (CCamera *)pUserData;
	CServerInfo Info;
	pSelf->Client()->GetServerInfo(&Info);
	if(pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active || IsRace(&Info) || IsBlockWorlds(&Info) || pSelf->Client()->State() == IClient::STATE_DEMOPLAYBACK)
		((CCamera *)pUserData)->m_Zoom *= ZoomStep;
}
示例#3
0
文件: controls.cpp 项目: Laxa/ddnet
static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
{
	CInputState *pState = (CInputState *)pUserData;

	CServerInfo Info;
	pState->m_pControls->GameClient()->Client()->GetServerInfo(&Info);

	if ((IsRace(&Info) || IsDDRace(&Info)) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
		return;

	if (g_Config.m_ClDummy)
		*pState->m_pVariable2 = pResult->GetInteger(0);
	else
		*pState->m_pVariable1 = pResult->GetInteger(0);
}
示例#4
0
文件: ghost.cpp 项目: Laxa/ddnet
void CGhost::OnNewPredictedSnapshot()
{
	CServerInfo ServerInfo;
	Client()->GetServerInfo(&ServerInfo);
	if(!IsRace(&ServerInfo) || !g_Config.m_ClRaceGhost || Client()->State() != IClient::STATE_ONLINE)
		return;
	if(!m_pClient->m_Snap.m_pGameInfoObj || m_pClient->m_Snap.m_SpecInfo.m_Active || !m_pClient->m_Snap.m_pLocalCharacter || !m_pClient->m_Snap.m_pLocalPrevCharacter)
		return;

	bool RaceFlag = m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_RACETIME;
	bool ServerControl = RaceFlag && g_Config.m_ClRaceGhostServerControl;

	if(!ServerControl)
		CheckStartLocal(true);
}
示例#5
0
// Checks if this object matches with the specified object_node.
// Also keeps wildcards in consideration. Used for triggers.
bool
Object::MatchNode(object_node* node) const
{
	if (IsName(node->name)
		&& IsClass(node->classs)
		&& IsRace(node->race)
		&& IsAlignment(node->alignment)
		&& IsGender(node->gender)
		&& IsGeneral(node->general)
		&& IsSpecific(node->specific)
		&& IsEnemyAlly(node->ea))
		return true;

	return false;
}
示例#6
0
文件: controls.cpp 项目: Laxa/ddnet
static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
{
	CInputState *pState = (CInputState *)pUserData;

	CServerInfo Info;
	pState->m_pControls->GameClient()->Client()->GetServerInfo(&Info);

	if ((IsRace(&Info) || IsDDRace(&Info)) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
		return;

	int *v;
	if (g_Config.m_ClDummy)
		v = pState->m_pVariable2;
	else
		v = pState->m_pVariable1;

	if(((*v)&1) != pResult->GetInteger(0))
		(*v)++;
	*v &= INPUT_STATE_MASK;
}
示例#7
0
文件: ghost.cpp 项目: Laxa/ddnet
void CGhost::OnNewSnapshot()
{
	CServerInfo ServerInfo;
	Client()->GetServerInfo(&ServerInfo);
	if(!IsRace(&ServerInfo) || !g_Config.m_ClRaceGhost || Client()->State() != IClient::STATE_ONLINE)
		return;
	if(!m_pClient->m_Snap.m_pGameInfoObj || m_pClient->m_Snap.m_SpecInfo.m_Active || !m_pClient->m_Snap.m_pLocalCharacter || !m_pClient->m_Snap.m_pLocalPrevCharacter)
		return;

	bool RaceFlag = m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_RACETIME;
	bool ServerControl = RaceFlag && g_Config.m_ClRaceGhostServerControl;

	if(!ServerControl)
		CheckStartLocal(false);
	else
		CheckStart();

	if(m_Recording)
		AddInfos(m_pClient->m_Snap.m_pLocalCharacter);

	int RaceTick = -m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer;
	m_LastRaceTick = RaceFlag ? RaceTick : -1;
}
示例#8
0
文件: controls.cpp 项目: Laxa/ddnet
void CControls::OnRender()
{
	enum {
		JOYSTICK_RUN_DISTANCE = 65536 / 8,
		GAMEPAD_DEAD_ZONE = 65536 / 8,
	};

	int64 CurTime = time_get();
	bool FireWasPressed = false;

	if( m_Joystick )
	{
		// Get input from left joystick
		int RunX = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_X);
		int RunY = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_Y);
		bool RunPressed = (RunX != 0 || RunY != 0);
		// Get input from right joystick
		int AimX = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_X);
		int AimY = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_Y);
		bool AimPressed = (AimX != 0 || AimY != 0);
		// Get input from another right joystick
		int HookX = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_X);
		int HookY = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_Y);
		bool HookPressed = (HookX != 0 || HookY != 0);

		if( m_JoystickRunPressed != RunPressed )
		{
			if( RunPressed )
			{
				if( m_JoystickTapTime + time_freq() > CurTime ) // Tap in less than 1 second to jump
					m_InputData[g_Config.m_ClDummy].m_Jump = 1;
			}
			else
				m_InputData[g_Config.m_ClDummy].m_Jump = 0;
			m_JoystickTapTime = CurTime;
		}

		m_JoystickRunPressed = RunPressed;

		if( RunPressed )
		{
			m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -JOYSTICK_RUN_DISTANCE);
			m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > JOYSTICK_RUN_DISTANCE);
		}

		// Move 500ms in the same direction, to prevent speed bump when tapping
		if( !RunPressed && m_JoystickTapTime + time_freq() / 2 > CurTime )
		{
			m_InputDirectionLeft[g_Config.m_ClDummy] = 0;
			m_InputDirectionRight[g_Config.m_ClDummy] = 0;
		}

		if( HookPressed )
		{
			m_MousePos[g_Config.m_ClDummy] = vec2(HookX / 30, HookY / 30);
			ClampMousePos();
			m_InputData[g_Config.m_ClDummy].m_Hook = 1;
		}
		else
		{
			m_InputData[g_Config.m_ClDummy].m_Hook = 0;
		}

		if( AimPressed )
		{
			m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
			ClampMousePos();
		}

		if( AimPressed != m_JoystickFirePressed )
		{
			// Fire when releasing joystick
			if( !AimPressed )
			{
				m_InputData[g_Config.m_ClDummy].m_Fire ++;
				if( (bool)(m_InputData[g_Config.m_ClDummy].m_Fire % 2) != AimPressed )
					m_InputData[g_Config.m_ClDummy].m_Fire ++;
				FireWasPressed = true;
			}
		}

		m_JoystickFirePressed = AimPressed;
	}

	if( m_Gamepad )
	{
		// Get input from left joystick
		int RunX = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_X);
		int RunY = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_Y);
		if( m_UsingGamepad )
		{
			m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -GAMEPAD_DEAD_ZONE);
			m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > GAMEPAD_DEAD_ZONE);
		}

		// Get input from right joystick
		int AimX = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_X);
		int AimY = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_Y);
		if( abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE )
		{
			m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
			ClampMousePos();
		}

		if( !m_UsingGamepad && (abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE || abs(RunX) > GAMEPAD_DEAD_ZONE || abs(RunY) > GAMEPAD_DEAD_ZONE) )
		{
			UI()->AndroidShowScreenKeys(false);
			m_UsingGamepad = true;
		}
	}

	CServerInfo Info;
	GameClient()->Client()->GetServerInfo(&Info);

	if( g_Config.m_ClAutoswitchWeaponsOutOfAmmo && !IsRace(&Info) && !IsDDRace(&Info) && m_pClient->m_Snap.m_pLocalCharacter )
	{
		// Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that
		m_AmmoCount[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount;
		// Autoswitch weapon if we're out of ammo
		if( (m_InputData[g_Config.m_ClDummy].m_Fire % 2 != 0 || FireWasPressed) &&
			m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 &&
			m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_HAMMER &&
			m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA )
		{
			int w;
			for( w = WEAPON_RIFLE; w > WEAPON_GUN; w-- )
			{
				if( w == m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
					continue;
				if( m_AmmoCount[w] > 0 )
					break;
			}
			if( w != m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
				m_InputData[g_Config.m_ClDummy].m_WantedWeapon = w+1;
		}
	}

	// update target pos
	if(m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active)
		m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_LocalCharacterPos + m_MousePos[g_Config.m_ClDummy];
	else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
		m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_Snap.m_SpecInfo.m_Position + m_MousePos[g_Config.m_ClDummy];
	else
		m_TargetPos[g_Config.m_ClDummy] = m_MousePos[g_Config.m_ClDummy];
}
示例#9
0
void CAStar::BuildPath(void *pUser)
{
	CAStar* pSelf = (CAStar*)pUser;

	{
		CServerInfo Info; pSelf->Client()->GetServerInfo(&Info);
		if(!g_Config.m_ClPathFinding || !(IsRace(&Info) || IsDDNet(&Info)))
			return;
	}

	int SolutionLength = -1;
	int *pSolution = 0;
	int Start = pSelf->GetStart();
	int Finish = pSelf->GetFinish();

/*	if(Start == -1)
		dbg_msg("path", "didn't find start tile");
	if(Finish == -1)
		dbg_msg("path", "didn't find finish tile");
*/
	if(Start >= 0 && Finish >= 0)
	{
		pSelf->FillGrid(true);
		pSolution = astar_compute((const char *)pSelf->m_pField, &SolutionLength, pSelf->Collision()->GetWidth(), pSelf->Collision()->GetHeight(), Start, Finish);
		dbg_msg("path", "start=%i, finish=%i, length=%i", Start, Finish, SolutionLength);
	}

	if(SolutionLength == -1) // try again, ignoring freeze
	{
		pSelf->FillGrid(false);
		pSolution = astar_compute((const char *)pSelf->m_pField, &SolutionLength, pSelf->Collision()->GetWidth(), pSelf->Collision()->GetHeight(), Start, Finish);
		dbg_msg("path", "ignored freeze: start=%i, finish=%i, length=%i", Start, Finish, SolutionLength);
	}

	if(g_Config.m_ClNotifications)
	{
		if(SolutionLength != -1)
		{
			char aBuf[256];
			str_format(aBuf, sizeof(aBuf), "Found path. Length: %i", SolutionLength);
			pSelf->m_pClient->m_pHud->PushNotification(aBuf);
		}
		else
			pSelf->m_pClient->m_pHud->PushNotification("No possible path found.");
	}
	
	if(pSolution)
	{
		if(SolutionLength > 0)
		{
			pSelf->m_PathFound = true;
			for(int i = SolutionLength; i >= 0 ; i--)
			{
				pSelf->m_Path.add(pSelf->Collision()->GetPos(pSolution[i]));
				thread_sleep(10);
				if(pSelf->m_ThreadShouldExit)
				{
					return;
				}
			}
		}
		free(pSolution);
	}
}
示例#10
0
文件: camera.cpp 项目: ddnet/ddnet
void CCamera::OnRender()
{
	CServerInfo Info;
	Client()->GetServerInfo(&Info);

	if(!(m_pClient->m_Snap.m_SpecInfo.m_Active || IsRace(&Info) || IsBlockWorlds(&Info) || Client()->State() == IClient::STATE_DEMOPLAYBACK))
	{
		if(!Client()->DummyConnected() && !Client()->DummyConnecting())
		{
			m_ZoomSet = false;
			m_Zoom = 1.0;
		}
	}
	else if(!m_ZoomSet && g_Config.m_ClDefaultZoom != 10)
	{
		m_ZoomSet = true;
		OnReset();
	}

	// update camera center
	if(m_pClient->m_Snap.m_SpecInfo.m_Active && !m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
	{
		if(m_CamType != CAMTYPE_SPEC)
		{
			m_LastPos[g_Config.m_ClDummy] = m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy];
			m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy] = m_PrevCenter;
			m_pClient->m_pControls->ClampMousePos();
			m_CamType = CAMTYPE_SPEC;
		}
		m_Center = m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy];
	}
	else
	{
		if(m_CamType != CAMTYPE_PLAYER)
		{
			if(m_LastPos[g_Config.m_ClDummy].x < g_Config.m_ClMouseMinDistance)
				m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy].x = m_LastPos[g_Config.m_ClDummy].x + g_Config.m_ClMouseMinDistance;
			else
				m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy] = m_LastPos[g_Config.m_ClDummy];
			m_pClient->m_pControls->ClampMousePos();
			m_CamType = CAMTYPE_PLAYER;
		}

		vec2 CameraOffset(0, 0);

		float l = length(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy]);
		if(l > 0.0001f) // make sure that this isn't 0
		{
			float DeadZone = g_Config.m_ClDyncam ? g_Config.m_ClDyncamDeadzone : g_Config.m_ClMouseDeadzone;
			float FollowFactor = (g_Config.m_ClDyncam ? g_Config.m_ClDyncamFollowFactor : g_Config.m_ClMouseFollowfactor) / 100.0f;
			float OffsetAmount = maximum(l-DeadZone, 0.0f) * FollowFactor;

			CameraOffset = normalize(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy])*OffsetAmount;
		}

		if(m_pClient->m_Snap.m_SpecInfo.m_Active)
			m_Center = m_pClient->m_Snap.m_SpecInfo.m_Position + CameraOffset;
		else
			m_Center = m_pClient->m_LocalCharacterPos + CameraOffset;
	}

	m_PrevCenter = m_Center;
}