369 lines
10 KiB
C++
369 lines
10 KiB
C++
/*
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Copyright (c) 2013 yvt
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based on code of pysnip (c) Mathias Kaerlev 2011-2012.
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <string>
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#include "Player.h"
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#include "IWorldListener.h"
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#include "ILocalEntity.h"
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#include <Core/Math.h>
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#include <Core/ServerAddress.h>
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#include "IRenderer.h"
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#include <list>
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#include <Gui/View.h>
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#include <memory>
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namespace spades {
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class IStream;
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namespace client {
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class IRenderer;
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struct SceneDefinition;
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class GameMap;
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class GameMapWrapper;
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class World;
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struct PlayerInput;
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struct WeaponInput;
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class IAudioDevice;
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class IAudioChunk;
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class NetClient;
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class IFont;
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class ChatWindow;
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class CenterMessageView;
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class Corpse;
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class HurtRingView;
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class MapView;
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class ScoreboardView;
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class LimboView;
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class Player;
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class PaletteView;
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class TCProgressView;
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class ClientPlayer;
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class ClientUI;
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class Client: public IWorldListener, public gui::View {
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friend class ScoreboardView;
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friend class LimboView;
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friend class MapView;
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friend class FallingBlock;
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friend class PaletteView;
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friend class TCProgressView;
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friend class ClientPlayer;
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friend class ClientUI;
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/** used to keep the input state of keypad so that
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* after user pressed left and right, and then
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* released right, left is internally pressed. */
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struct KeypadInput {
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bool left, right, forward, backward;
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KeypadInput():
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left(false),right(false),
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forward(false),backward(false){
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}
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};
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std::unique_ptr<NetClient> net;
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std::string playerName;
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std::unique_ptr<IStream> logStream;
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Handle<ClientUI> scriptedUI;
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ServerAddress hostname;
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std::unique_ptr<World> world;
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Handle<GameMap> map;
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std::unique_ptr<GameMapWrapper> mapWrapper;
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Handle<IRenderer> renderer;
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Handle<IAudioDevice> audioDevice;
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float time;
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bool readyToClose;
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float worldSubFrame;
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int frameToRendererInit;
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float timeSinceInit;
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// view/drawing state for some world objects
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std::vector<Handle<ClientPlayer>> clientPlayers;
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// other windows
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std::unique_ptr<CenterMessageView> centerMessageView;
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std::unique_ptr<HurtRingView> hurtRingView;
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std::unique_ptr<MapView> mapView;
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std::unique_ptr<MapView> largeMapView;
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std::unique_ptr<ScoreboardView> scoreboard;
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std::unique_ptr<LimboView> limbo;
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std::unique_ptr<PaletteView> paletteView;
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std::unique_ptr<TCProgressView> tcView;
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// chat
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std::unique_ptr<ChatWindow> chatWindow;
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std::unique_ptr<ChatWindow> killfeedWindow;
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// player state
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PlayerInput playerInput;
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WeaponInput weapInput;
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KeypadInput keypadInput;
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Player::ToolType lastTool;
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bool hasLastTool;
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Vector3 lastFront;
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float lastPosSentTime;
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int lastHealth;
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float lastHurtTime;
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float lastAliveTime;
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int lastKills;
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float worldSetTime;
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bool hasDelayedReload;
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struct HurtSprite {
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float angle;
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float horzShift;
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float scale;
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float strength;
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};
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std::vector<HurtSprite> hurtSprites;
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float GetAimDownState();
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float GetSprintState();
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float toolRaiseState;
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void SetSelectedTool(Player::ToolType, bool quiet = false);
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// view
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SceneDefinition lastSceneDef;
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float localFireVibrationTime;
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float grenadeVibration;
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bool scoreboardVisible;
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bool flashlightOn;
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float flashlightOnTime;
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float hitFeedbackIconState;
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bool hitFeedbackFriendly;
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// when dead...
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/** Following player ID, which may be local player itself */
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int followingPlayerId;
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float followYaw, followPitch;
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/** only for when spectating */
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Vector3 followPos;
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/** only for when spectating */
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Vector3 followVel;
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void FollowNextPlayer(bool reverse);
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/** @return true following is activated (and followingPlayerId should be used) */
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bool IsFollowing();
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bool inGameLimbo;
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float GetLocalFireVibration();
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void CaptureColor();
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bool IsLimboViewActive();
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void SpawnPressed();
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Player *HotTrackedPlayer( hitTag_t* hitFlag );
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// effects (local entity, etc)
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std::vector<DynamicLightParam> flashDlights;
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std::vector<DynamicLightParam> flashDlightsOld;
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void Bleed(Vector3);
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void EmitBlockFragments(Vector3, IntVector3 color);
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void EmitBlockDestroyFragments(IntVector3, IntVector3 color);
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void GrenadeExplosion(Vector3);
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void GrenadeExplosionUnderwater(Vector3);
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void MuzzleFire(Vector3, Vector3 dir, bool local);
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void BulletHitWaterSurface(Vector3);
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// drawings
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Handle<IFont> designFont;
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Handle<IFont> textFont;
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Handle<IFont> bigTextFont;
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enum class AlertType {
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Notice,
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Warning,
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Error
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};
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AlertType alertType;
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std::string alertContents;
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float alertDisappearTime;
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float alertAppearTime;
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std::list<std::unique_ptr<ILocalEntity>> localEntities;
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std::list<std::unique_ptr<Corpse>> corpses;
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Corpse *lastMyCorpse;
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float corpseSoftTimeLimit;
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unsigned int corpseSoftLimit;
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unsigned int corpseHardLimit;
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void RemoveAllCorpses();
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void RemoveInvisibleCorpses();
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void RemoveAllLocalEntities();
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int nextScreenShotIndex;
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int nextMapShotIndex;
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Vector3 Project(Vector3);
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void DrawSplash();
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void DrawStartupScreen();
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void DoInit();
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void ShowAlert(const std::string& contents,
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AlertType type);
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void ShowAlert(const std::string& contents,
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AlertType type,
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float timeout,
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bool quiet = false);
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void PlayAlertSound();
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void UpdateWorld(float dt);
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void UpdateLocalSpectator(float dt);
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void UpdateLocalPlayer(float dt);
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void Draw2D();
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void Draw2DWithoutWorld();
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void Draw2DWithWorld();
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void DrawJoinedAlivePlayerHUD();
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void DrawDeadPlayerHUD();
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void DrawSpectateHUD();
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void DrawHottrackedPlayerName();
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void DrawHurtScreenEffect();
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void DrawHurtSprites();
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void DrawHealth();
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void DrawAlert();
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void DrawDebugAim();
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void DrawScene();
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void AddGrenadeToScene(Grenade *);
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void AddDebugObjectToScene(const OBB3&,
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const Vector4& col = MakeVector4(1,1,1,1));
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void DrawCTFObjects();
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void DrawTCObjects();
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float GetAimDownZoomScale();
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bool ShouldRenderInThirdPersonView();
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SceneDefinition CreateSceneDefinition();
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std::string ScreenShotPath();
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void TakeScreenShot(bool sceneOnly);
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std::string MapShotPath();
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void TakeMapShot();
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void NetLog(const char *format, ...);
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protected:
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virtual ~Client();
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public:
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Client(IRenderer *, IAudioDevice *,
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const ServerAddress& host, std::string playerName);
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virtual void RunFrame(float dt);
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virtual void Closing();
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virtual void MouseEvent(float x, float y);
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virtual void WheelEvent(float x, float y);
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virtual void KeyEvent(const std::string&,
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bool down);
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virtual void TextInputEvent(const std::string&);
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virtual void TextEditingEvent(const std::string&,
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int start, int len);
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virtual bool AcceptsTextInput();
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virtual AABB2 GetTextInputRect();
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virtual bool NeedsAbsoluteMouseCoordinate();
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void SetWorld(World *);
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World *GetWorld() const { return world.get(); }
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void AddLocalEntity(ILocalEntity *ent){
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localEntities.emplace_back(ent);
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}
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IRenderer *GetRenderer() {return renderer;}
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SceneDefinition GetLastSceneDef() { return lastSceneDef; }
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IAudioDevice *GetAudioDevice() {return audioDevice; }
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virtual bool WantsToBeClosed();
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bool IsMuted();
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void PlayerSentChatMessage(Player *, bool global,
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const std::string&);
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void ServerSentMessage(const std::string&);
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void PlayerCapturedIntel(Player *);
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void PlayerCreatedBlock(Player *);
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void PlayerPickedIntel(Player *);
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void PlayerDropIntel(Player *);
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void TeamCapturedTerritory(int teamId, int territoryId);
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void TeamWon(int);
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void JoinedGame();
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void LocalPlayerCreated();
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void PlayerDestroyedBlockWithWeaponOrTool(IntVector3);
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void PlayerDiggedBlock(IntVector3);
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void GrenadeDestroyedBlock(IntVector3);
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void PlayerLeaving(Player *);
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void PlayerJoinedTeam(Player *);
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virtual void PlayerObjectSet(int);
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virtual void PlayerMadeFootstep(Player *);
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virtual void PlayerJumped(Player *);
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virtual void PlayerLanded(Player *, bool hurt);
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virtual void PlayerFiredWeapon(Player *);
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virtual void PlayerDryFiredWeapon(Player *);
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virtual void PlayerReloadingWeapon(Player *);
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virtual void PlayerReloadedWeapon(Player *);
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virtual void PlayerChangedTool(Player *);
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virtual void PlayerThrownGrenade(Player *, Grenade *);
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virtual void PlayerMissedSpade(Player *);
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virtual void PlayerRestocked(Player *);
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/** @deprecated use BulletHitPlayer */
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virtual void PlayerHitBlockWithSpade(Player *,
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Vector3 hitPos,
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IntVector3 blockPos,
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IntVector3 normal);
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virtual void PlayerKilledPlayer(Player *killer,
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Player *victim,
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KillType);
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virtual void BulletHitPlayer(Player *hurtPlayer, HitType,
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Vector3 hitPos,
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Player *by);
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virtual void BulletHitBlock(Vector3,
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IntVector3 blockPos,
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IntVector3 normal);
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virtual void AddBulletTracer(Player *player,
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Vector3 muzzlePos,
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Vector3 hitPos);
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virtual void GrenadeExploded(Grenade *);
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virtual void GrenadeBounced(Grenade *);
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virtual void GrenadeDroppedIntoWater(Grenade *);
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virtual void BlocksFell(std::vector<IntVector3>);
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virtual void LocalPlayerPulledGrenadePin();
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virtual void LocalPlayerBlockAction(IntVector3, BlockActionType type);
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virtual void LocalPlayerCreatedLineBlock(IntVector3, IntVector3);
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virtual void LocalPlayerHurt(HurtType type, bool sourceGiven,
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Vector3 source);
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virtual void LocalPlayerBuildError(BuildFailureReason reason);
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};
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}
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}
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