/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see .
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/async/NetworkSystem.h"
#include "framework/DeclEntityDef.h"
#include "renderer/RenderSystem.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "WorldSpawn.h"
#include "Player.h"
#include "Camera.h"
#include "Fx.h"
#include "Misc.h"
const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
/*
===============================================================================
Player control of the Doom Marine.
This object handles all player movement and world interaction.
===============================================================================
*/
// distance between ladder rungs (actually is half that distance, but this sounds better)
const int LADDER_RUNG_DISTANCE = 32;
// amount of health per dose from the health station
const int HEALTH_PER_DOSE = 10;
// time before a weapon dropped to the floor disappears
const int WEAPON_DROP_TIME = 20 * 1000;
// time before a next or prev weapon switch happens
const int WEAPON_SWITCH_DELAY = 150;
// how many units to raise spectator above default view height so it's in the head of someone
const int SPECTATE_RAISE = 25;
const int HEALTHPULSE_TIME = 333;
// minimum speed to bob and play run/walk animations at
const float MIN_BOB_SPEED = 5.0f;
const idEventDef EV_Player_GetButtons( "getButtons", NULL, 'd' );
const idEventDef EV_Player_GetMove( "getMove", NULL, 'v' );
const idEventDef EV_Player_GetViewAngles( "getViewAngles", NULL, 'v' );
const idEventDef EV_Player_StopFxFov( "stopFxFov" );
const idEventDef EV_Player_EnableWeapon( "enableWeapon" );
const idEventDef EV_Player_DisableWeapon( "disableWeapon" );
const idEventDef EV_Player_GetCurrentWeapon( "getCurrentWeapon", NULL, 's' );
const idEventDef EV_Player_GetPreviousWeapon( "getPreviousWeapon", NULL, 's' );
const idEventDef EV_Player_SelectWeapon( "selectWeapon", "s" );
const idEventDef EV_Player_GetWeaponEntity( "getWeaponEntity", NULL, 'e' );
const idEventDef EV_Player_OpenPDA( "openPDA" );
const idEventDef EV_Player_InPDA( "inPDA", NULL, 'd' );
const idEventDef EV_Player_ExitTeleporter( "exitTeleporter" );
const idEventDef EV_Player_StopAudioLog( "stopAudioLog" );
const idEventDef EV_Player_HideTip( "hideTip" );
const idEventDef EV_Player_LevelTrigger( "levelTrigger" );
const idEventDef EV_SpectatorTouch( "spectatorTouch", "et" );
#ifdef _D3XP
const idEventDef EV_Player_GiveInventoryItem( "giveInventoryItem", "s" );
const idEventDef EV_Player_RemoveInventoryItem( "removeInventoryItem", "s" );
const idEventDef EV_Player_GetIdealWeapon( "getIdealWeapon", NULL, 's' );
const idEventDef EV_Player_SetPowerupTime( "setPowerupTime", "dd" );
const idEventDef EV_Player_IsPowerupActive( "isPowerupActive", "d", 'd' );
const idEventDef EV_Player_WeaponAvailable( "weaponAvailable", "s", 'd');
const idEventDef EV_Player_StartWarp( "startWarp" );
const idEventDef EV_Player_StopHelltime( "stopHelltime", "d" );
const idEventDef EV_Player_ToggleBloom( "toggleBloom", "d" );
const idEventDef EV_Player_SetBloomParms( "setBloomParms", "ff" );
#endif
CLASS_DECLARATION( idActor, idPlayer )
EVENT( EV_Player_GetButtons, idPlayer::Event_GetButtons )
EVENT( EV_Player_GetMove, idPlayer::Event_GetMove )
EVENT( EV_Player_GetViewAngles, idPlayer::Event_GetViewAngles )
EVENT( EV_Player_StopFxFov, idPlayer::Event_StopFxFov )
EVENT( EV_Player_EnableWeapon, idPlayer::Event_EnableWeapon )
EVENT( EV_Player_DisableWeapon, idPlayer::Event_DisableWeapon )
EVENT( EV_Player_GetCurrentWeapon, idPlayer::Event_GetCurrentWeapon )
EVENT( EV_Player_GetPreviousWeapon, idPlayer::Event_GetPreviousWeapon )
EVENT( EV_Player_SelectWeapon, idPlayer::Event_SelectWeapon )
EVENT( EV_Player_GetWeaponEntity, idPlayer::Event_GetWeaponEntity )
EVENT( EV_Player_OpenPDA, idPlayer::Event_OpenPDA )
EVENT( EV_Player_InPDA, idPlayer::Event_InPDA )
EVENT( EV_Player_ExitTeleporter, idPlayer::Event_ExitTeleporter )
EVENT( EV_Player_StopAudioLog, idPlayer::Event_StopAudioLog )
EVENT( EV_Player_HideTip, idPlayer::Event_HideTip )
EVENT( EV_Player_LevelTrigger, idPlayer::Event_LevelTrigger )
EVENT( EV_Gibbed, idPlayer::Event_Gibbed )
#ifdef _D3XP
EVENT( EV_Player_GiveInventoryItem, idPlayer::Event_GiveInventoryItem )
EVENT( EV_Player_RemoveInventoryItem, idPlayer::Event_RemoveInventoryItem )
EVENT( EV_Player_GetIdealWeapon, idPlayer::Event_GetIdealWeapon )
EVENT( EV_Player_WeaponAvailable, idPlayer::Event_WeaponAvailable )
EVENT( EV_Player_SetPowerupTime, idPlayer::Event_SetPowerupTime )
EVENT( EV_Player_IsPowerupActive, idPlayer::Event_IsPowerupActive )
EVENT( EV_Player_StartWarp, idPlayer::Event_StartWarp )
EVENT( EV_Player_StopHelltime, idPlayer::Event_StopHelltime )
EVENT( EV_Player_ToggleBloom, idPlayer::Event_ToggleBloom )
EVENT( EV_Player_SetBloomParms, idPlayer::Event_SetBloomParms )
#endif
END_CLASS
const int MAX_RESPAWN_TIME = 10000;
const int RAGDOLL_DEATH_TIME = 3000;
const int MAX_PDAS = 64;
const int MAX_PDA_ITEMS = 128;
const int STEPUP_TIME = 200;
const int MAX_INVENTORY_ITEMS = 20;
#ifdef _D3XP
idVec3 idPlayer::colorBarTable[ 8 ] = {
#else
idVec3 idPlayer::colorBarTable[ 5 ] = {
#endif
idVec3( 0.25f, 0.25f, 0.25f ),
idVec3( 1.00f, 0.00f, 0.00f ),
idVec3( 0.00f, 0.80f, 0.10f ),
idVec3( 0.20f, 0.50f, 0.80f ),
idVec3( 1.00f, 0.80f, 0.10f )
#ifdef _D3XP
,idVec3( 0.425f, 0.484f, 0.445f ),
idVec3( 0.39f, 0.199f, 0.3f ),
idVec3( 0.484f, 0.312f, 0.074f)
#endif
};
/*
==============
idInventory::Clear
==============
*/
void idInventory::Clear( void ) {
maxHealth = 0;
weapons = 0;
powerups = 0;
armor = 0;
maxarmor = 0;
deplete_armor = 0;
deplete_rate = 0.0f;
deplete_ammount = 0;
nextArmorDepleteTime = 0;
memset( ammo, 0, sizeof( ammo ) );
ClearPowerUps();
// set to -1 so that the gun knows to have a full clip the first time we get it and at the start of the level
memset( clip, -1, sizeof( clip ) );
items.DeleteContents( true );
memset(pdasViewed, 0, 4 * sizeof( pdasViewed[0] ) );
pdas.Clear();
videos.Clear();
emails.Clear();
selVideo = 0;
selEMail = 0;
selPDA = 0;
selAudio = 0;
pdaOpened = false;
turkeyScore = false;
levelTriggers.Clear();
nextItemPickup = 0;
nextItemNum = 1;
onePickupTime = 0;
pickupItemNames.Clear();
objectiveNames.Clear();
ammoPredictTime = 0;
lastGiveTime = 0;
ammoPulse = false;
weaponPulse = false;
armorPulse = false;
}
/*
==============
idInventory::GivePowerUp
==============
*/
void idInventory::GivePowerUp( idPlayer *player, int powerup, int msec ) {
if ( !msec ) {
// get the duration from the .def files
const idDeclEntityDef *def = NULL;
switch ( powerup ) {
case BERSERK:
def = gameLocal.FindEntityDef( "powerup_berserk", false );
break;
case INVISIBILITY:
def = gameLocal.FindEntityDef( "powerup_invisibility", false );
break;
case MEGAHEALTH:
def = gameLocal.FindEntityDef( "powerup_megahealth", false );
break;
case ADRENALINE:
def = gameLocal.FindEntityDef( "powerup_adrenaline", false );
break;
#ifdef _D3XP
case INVULNERABILITY:
def = gameLocal.FindEntityDef( "powerup_invulnerability", false );
break;
/*case HASTE:
def = gameLocal.FindEntityDef( "powerup_haste", false );
break;*/
#endif
}
assert( def );
msec = def->dict.GetInt( "time" ) * 1000;
}
powerups |= 1 << powerup;
powerupEndTime[ powerup ] = gameLocal.time + msec;
}
/*
==============
idInventory::ClearPowerUps
==============
*/
void idInventory::ClearPowerUps( void ) {
int i;
for ( i = 0; i < MAX_POWERUPS; i++ ) {
powerupEndTime[ i ] = 0;
}
powerups = 0;
}
/*
==============
idInventory::GetPersistantData
==============
*/
void idInventory::GetPersistantData( idDict &dict ) {
int i;
int num;
idDict *item;
idStr key;
const idKeyValue *kv;
const char *name;
// armor
dict.SetInt( "armor", armor );
// don't bother with powerups, maxhealth, maxarmor, or the clip
// ammo
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
if ( name ) {
dict.SetInt( name, ammo[ i ] );
}
}
#ifdef _D3XP
//Save the clip data
for( i = 0; i < MAX_WEAPONS; i++ ) {
dict.SetInt( va("clip%i", i), clip[ i ] );
}
#endif
// items
num = 0;
for( i = 0; i < items.Num(); i++ ) {
item = items[ i ];
// copy all keys with "inv_"
kv = item->MatchPrefix( "inv_" );
if ( kv ) {
while( kv ) {
sprintf( key, "item_%i %s", num, kv->GetKey().c_str() );
dict.Set( key, kv->GetValue() );
kv = item->MatchPrefix( "inv_", kv );
}
num++;
}
}
dict.SetInt( "items", num );
// pdas viewed
for ( i = 0; i < 4; i++ ) {
dict.SetInt( va("pdasViewed_%i", i), pdasViewed[i] );
}
dict.SetInt( "selPDA", selPDA );
dict.SetInt( "selVideo", selVideo );
dict.SetInt( "selEmail", selEMail );
dict.SetInt( "selAudio", selAudio );
dict.SetInt( "pdaOpened", pdaOpened );
dict.SetInt( "turkeyScore", turkeyScore );
// pdas
for ( i = 0; i < pdas.Num(); i++ ) {
sprintf( key, "pda_%i", i );
dict.Set( key, pdas[ i ] );
}
dict.SetInt( "pdas", pdas.Num() );
// video cds
for ( i = 0; i < videos.Num(); i++ ) {
sprintf( key, "video_%i", i );
dict.Set( key, videos[ i ].c_str() );
}
dict.SetInt( "videos", videos.Num() );
// emails
for ( i = 0; i < emails.Num(); i++ ) {
sprintf( key, "email_%i", i );
dict.Set( key, emails[ i ].c_str() );
}
dict.SetInt( "emails", emails.Num() );
// weapons
dict.SetInt( "weapon_bits", weapons );
dict.SetInt( "levelTriggers", levelTriggers.Num() );
for ( i = 0; i < levelTriggers.Num(); i++ ) {
sprintf( key, "levelTrigger_Level_%i", i );
dict.Set( key, levelTriggers[i].levelName );
sprintf( key, "levelTrigger_Trigger_%i", i );
dict.Set( key, levelTriggers[i].triggerName );
}
}
/*
==============
idInventory::RestoreInventory
==============
*/
void idInventory::RestoreInventory( idPlayer *owner, const idDict &dict ) {
int i;
int num;
idDict *item;
idStr key;
idStr itemname;
const idKeyValue *kv;
const char *name;
Clear();
// health/armor
maxHealth = dict.GetInt( "maxhealth", "100" );
armor = dict.GetInt( "armor", "50" );
maxarmor = dict.GetInt( "maxarmor", "100" );
deplete_armor = dict.GetInt( "deplete_armor", "0" );
deplete_rate = dict.GetFloat( "deplete_rate", "2.0" );
deplete_ammount = dict.GetInt( "deplete_ammount", "1" );
// the clip and powerups aren't restored
// ammo
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
if ( name ) {
ammo[ i ] = dict.GetInt( name );
}
}
#ifdef _D3XP
//Restore the clip data
for( i = 0; i < MAX_WEAPONS; i++ ) {
clip[i] = dict.GetInt(va("clip%i", i), "-1");
}
#endif
// items
num = dict.GetInt( "items" );
items.SetNum( num );
for( i = 0; i < num; i++ ) {
item = new idDict();
items[ i ] = item;
sprintf( itemname, "item_%i ", i );
kv = dict.MatchPrefix( itemname );
while( kv ) {
key = kv->GetKey();
key.Strip( itemname );
item->Set( key, kv->GetValue() );
kv = dict.MatchPrefix( itemname, kv );
}
}
// pdas viewed
for ( i = 0; i < 4; i++ ) {
pdasViewed[i] = dict.GetInt(va("pdasViewed_%i", i));
}
selPDA = dict.GetInt( "selPDA" );
selEMail = dict.GetInt( "selEmail" );
selVideo = dict.GetInt( "selVideo" );
selAudio = dict.GetInt( "selAudio" );
pdaOpened = dict.GetBool( "pdaOpened" );
turkeyScore = dict.GetBool( "turkeyScore" );
// pdas
num = dict.GetInt( "pdas" );
pdas.SetNum( num );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "pda_%i", i );
pdas[i] = dict.GetString( itemname, "default" );
}
// videos
num = dict.GetInt( "videos" );
videos.SetNum( num );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "video_%i", i );
videos[i] = dict.GetString( itemname, "default" );
}
// emails
num = dict.GetInt( "emails" );
emails.SetNum( num );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "email_%i", i );
emails[i] = dict.GetString( itemname, "default" );
}
// weapons are stored as a number for persistant data, but as strings in the entityDef
weapons = dict.GetInt( "weapon_bits", "0" );
if ( g_skill.GetInteger() >= 3 ) {
Give( owner, dict, "weapon", dict.GetString( "weapon_nightmare" ), NULL, false );
} else {
Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false );
}
num = dict.GetInt( "levelTriggers" );
for ( i = 0; i < num; i++ ) {
sprintf( itemname, "levelTrigger_Level_%i", i );
idLevelTriggerInfo lti;
lti.levelName = dict.GetString( itemname );
sprintf( itemname, "levelTrigger_Trigger_%i", i );
lti.triggerName = dict.GetString( itemname );
levelTriggers.Append( lti );
}
}
/*
==============
idInventory::Save
==============
*/
void idInventory::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteInt( maxHealth );
savefile->WriteInt( weapons );
savefile->WriteInt( powerups );
savefile->WriteInt( armor );
savefile->WriteInt( maxarmor );
savefile->WriteInt( ammoPredictTime );
savefile->WriteInt( deplete_armor );
savefile->WriteFloat( deplete_rate );
savefile->WriteInt( deplete_ammount );
savefile->WriteInt( nextArmorDepleteTime );
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
savefile->WriteInt( ammo[ i ] );
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
savefile->WriteInt( clip[ i ] );
}
for( i = 0; i < MAX_POWERUPS; i++ ) {
savefile->WriteInt( powerupEndTime[ i ] );
}
savefile->WriteInt( items.Num() );
for( i = 0; i < items.Num(); i++ ) {
savefile->WriteDict( items[ i ] );
}
savefile->WriteInt( pdasViewed[0] );
savefile->WriteInt( pdasViewed[1] );
savefile->WriteInt( pdasViewed[2] );
savefile->WriteInt( pdasViewed[3] );
savefile->WriteInt( selPDA );
savefile->WriteInt( selVideo );
savefile->WriteInt( selEMail );
savefile->WriteInt( selAudio );
savefile->WriteBool( pdaOpened );
savefile->WriteBool( turkeyScore );
savefile->WriteInt( pdas.Num() );
for( i = 0; i < pdas.Num(); i++ ) {
savefile->WriteString( pdas[ i ] );
}
savefile->WriteInt( pdaSecurity.Num() );
for( i=0; i < pdaSecurity.Num(); i++ ) {
savefile->WriteString( pdaSecurity[ i ] );
}
savefile->WriteInt( videos.Num() );
for( i = 0; i < videos.Num(); i++ ) {
savefile->WriteString( videos[ i ] );
}
savefile->WriteInt( emails.Num() );
for ( i = 0; i < emails.Num(); i++ ) {
savefile->WriteString( emails[ i ] );
}
savefile->WriteInt( nextItemPickup );
savefile->WriteInt( nextItemNum );
savefile->WriteInt( onePickupTime );
savefile->WriteInt( pickupItemNames.Num() );
for( i = 0; i < pickupItemNames.Num(); i++ ) {
savefile->WriteString( pickupItemNames[i].icon );
savefile->WriteString( pickupItemNames[i].name );
}
savefile->WriteInt( objectiveNames.Num() );
for( i = 0; i < objectiveNames.Num(); i++ ) {
savefile->WriteString( objectiveNames[i].screenshot );
savefile->WriteString( objectiveNames[i].text );
savefile->WriteString( objectiveNames[i].title );
}
savefile->WriteInt( levelTriggers.Num() );
for ( i = 0; i < levelTriggers.Num(); i++ ) {
savefile->WriteString( levelTriggers[i].levelName );
savefile->WriteString( levelTriggers[i].triggerName );
}
savefile->WriteBool( ammoPulse );
savefile->WriteBool( weaponPulse );
savefile->WriteBool( armorPulse );
savefile->WriteInt( lastGiveTime );
#ifdef _D3XP
for(i = 0; i < AMMO_NUMTYPES; i++) {
savefile->WriteInt(rechargeAmmo[i].ammo);
savefile->WriteInt(rechargeAmmo[i].rechargeTime);
savefile->WriteString(rechargeAmmo[i].ammoName);
}
#endif
}
/*
==============
idInventory::Restore
==============
*/
void idInventory::Restore( idRestoreGame *savefile ) {
int i, num;
savefile->ReadInt( maxHealth );
savefile->ReadInt( weapons );
savefile->ReadInt( powerups );
savefile->ReadInt( armor );
savefile->ReadInt( maxarmor );
savefile->ReadInt( ammoPredictTime );
savefile->ReadInt( deplete_armor );
savefile->ReadFloat( deplete_rate );
savefile->ReadInt( deplete_ammount );
savefile->ReadInt( nextArmorDepleteTime );
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
savefile->ReadInt( ammo[ i ] );
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
savefile->ReadInt( clip[ i ] );
}
for( i = 0; i < MAX_POWERUPS; i++ ) {
savefile->ReadInt( powerupEndTime[ i ] );
}
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idDict *itemdict = new idDict;
savefile->ReadDict( itemdict );
items.Append( itemdict );
}
// pdas
savefile->ReadInt( pdasViewed[0] );
savefile->ReadInt( pdasViewed[1] );
savefile->ReadInt( pdasViewed[2] );
savefile->ReadInt( pdasViewed[3] );
savefile->ReadInt( selPDA );
savefile->ReadInt( selVideo );
savefile->ReadInt( selEMail );
savefile->ReadInt( selAudio );
savefile->ReadBool( pdaOpened );
savefile->ReadBool( turkeyScore );
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idStr strPda;
savefile->ReadString( strPda );
pdas.Append( strPda );
}
// pda security clearances
savefile->ReadInt( num );
for ( i = 0; i < num; i++ ) {
idStr invName;
savefile->ReadString( invName );
pdaSecurity.Append( invName );
}
// videos
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idStr strVideo;
savefile->ReadString( strVideo );
videos.Append( strVideo );
}
// email
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idStr strEmail;
savefile->ReadString( strEmail );
emails.Append( strEmail );
}
savefile->ReadInt( nextItemPickup );
savefile->ReadInt( nextItemNum );
savefile->ReadInt( onePickupTime );
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idItemInfo info;
savefile->ReadString( info.icon );
savefile->ReadString( info.name );
pickupItemNames.Append( info );
}
savefile->ReadInt( num );
for( i = 0; i < num; i++ ) {
idObjectiveInfo obj;
savefile->ReadString( obj.screenshot );
savefile->ReadString( obj.text );
savefile->ReadString( obj.title );
objectiveNames.Append( obj );
}
savefile->ReadInt( num );
for ( i = 0; i < num; i++ ) {
idLevelTriggerInfo lti;
savefile->ReadString( lti.levelName );
savefile->ReadString( lti.triggerName );
levelTriggers.Append( lti );
}
savefile->ReadBool( ammoPulse );
savefile->ReadBool( weaponPulse );
savefile->ReadBool( armorPulse );
savefile->ReadInt( lastGiveTime );
#ifdef _D3XP
for(i = 0; i < AMMO_NUMTYPES; i++) {
savefile->ReadInt(rechargeAmmo[i].ammo);
savefile->ReadInt(rechargeAmmo[i].rechargeTime);
idStr name;
savefile->ReadString(name);
strcpy(rechargeAmmo[i].ammoName, name);
}
#endif
}
/*
==============
idInventory::AmmoIndexForAmmoClass
==============
*/
ammo_t idInventory::AmmoIndexForAmmoClass( const char *ammo_classname ) const {
return idWeapon::GetAmmoNumForName( ammo_classname );
}
/*
==============
idInventory::AmmoIndexForAmmoClass
==============
*/
int idInventory::MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const {
return owner->spawnArgs.GetInt( va( "max_%s", ammo_classname ), "0" );
}
/*
==============
idInventory::AmmoPickupNameForIndex
==============
*/
const char *idInventory::AmmoPickupNameForIndex( ammo_t ammonum ) const {
return idWeapon::GetAmmoPickupNameForNum( ammonum );
}
/*
==============
idInventory::WeaponIndexForAmmoClass
mapping could be prepared in the constructor
==============
*/
int idInventory::WeaponIndexForAmmoClass( const idDict & spawnArgs, const char *ammo_classname ) const {
int i;
const char *weapon_classname;
for( i = 0; i < MAX_WEAPONS; i++ ) {
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !weapon_classname ) {
continue;
}
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
if ( !decl ) {
continue;
}
if ( !idStr::Icmp( ammo_classname, decl->dict.GetString( "ammoType" ) ) ) {
return i;
}
}
return -1;
}
/*
==============
idInventory::AmmoIndexForWeaponClass
==============
*/
ammo_t idInventory::AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired ) {
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
if ( !decl ) {
gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname );
}
if ( ammoRequired ) {
*ammoRequired = decl->dict.GetInt( "ammoRequired" );
}
ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) );
return ammo_i;
}
/*
==============
idInventory::AddPickupName
==============
*/
void idInventory::AddPickupName( const char *name, const char *icon, idPlayer* owner ) { //_D3XP
int num;
num = pickupItemNames.Num();
if ( ( num == 0 ) || ( pickupItemNames[ num - 1 ].name.Icmp( name ) != 0 ) ) {
idItemInfo &info = pickupItemNames.Alloc();
if ( idStr::Cmpn( name, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
info.name = common->GetLanguageDict()->GetString( name );
} else {
info.name = name;
}
info.icon = icon;
#ifdef _D3XP
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteString( name, MAX_EVENT_PARAM_SIZE );
owner->ServerSendEvent( idPlayer::EVENT_PICKUPNAME, &msg, false, -1 );
}
}
#endif
}
/*
==============
idInventory::Give
==============
*/
bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud ) {
int i;
const char *pos;
const char *end;
int len;
idStr weaponString;
int max;
const idDeclEntityDef *weaponDecl;
bool tookWeapon;
int amount;
idItemInfo info;
const char *name;
#ifdef _D3XP
if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) {
i = AmmoIndexForAmmoClass( statname );
max = MaxAmmoForAmmoClass( owner, statname );
if(max <= 0) {
//No Max
ammo[ i ] += atoi( value );
} else {
//Already at or above the max so don't allow the give
if(ammo[ i ] >= max) {
ammo[ i ] = max;
return false;
}
//We were below the max so accept the give but cap it at the max
ammo[ i ] += atoi( value );
if(ammo[ i ] > max) {
ammo[ i ] = max;
}
}
} else
#endif
if ( !idStr::Icmpn( statname, "ammo_", 5 ) ) {
i = AmmoIndexForAmmoClass( statname );
max = MaxAmmoForAmmoClass( owner, statname );
if ( ammo[ i ] >= max ) {
return false;
}
amount = atoi( value );
if ( amount ) {
ammo[ i ] += amount;
if ( ( max > 0 ) && ( ammo[ i ] > max ) ) {
ammo[ i ] = max;
}
ammoPulse = true;
name = AmmoPickupNameForIndex( i );
if ( idStr::Length( name ) ) {
AddPickupName( name, "", owner ); //_D3XP
}
}
} else if ( !idStr::Icmp( statname, "armor" ) ) {
if ( armor >= maxarmor ) {
return false; // can't hold any more, so leave the item
}
amount = atoi( value );
if ( amount ) {
armor += amount;
if ( armor > maxarmor ) {
armor = maxarmor;
}
nextArmorDepleteTime = 0;
armorPulse = true;
}
} else if ( idStr::FindText( statname, "inclip_" ) == 0 ) {
#ifdef _D3XP
idStr temp = statname;
i = atoi(temp.Mid(7, 2));
#else
i = WeaponIndexForAmmoClass( spawnArgs, statname + 7 );
#endif
if ( i != -1 ) {
// set, don't add. not going over the clip size limit.
#ifndef _D3XP
clip[ i ] = atoi( value );
#endif
}
#ifdef _D3XP
} else if ( !idStr::Icmp( statname, "invulnerability" ) ) {
owner->GivePowerUp( INVULNERABILITY, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "helltime" ) ) {
owner->GivePowerUp( HELLTIME, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "envirosuit" ) ) {
owner->GivePowerUp( ENVIROSUIT, SEC2MS( atof( value ) ) );
owner->GivePowerUp( ENVIROTIME, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "berserk" ) ) {
owner->GivePowerUp( BERSERK, SEC2MS( atof( value ) ) );
//} else if ( !idStr::Icmp( statname, "haste" ) ) {
// owner->GivePowerUp( HASTE, SEC2MS( atof( value ) ) );
#else
} else if ( !idStr::Icmp( statname, "berserk" ) ) {
GivePowerUp( owner, BERSERK, SEC2MS( atof( value ) ) );
#endif
} else if ( !idStr::Icmp( statname, "mega" ) ) {
GivePowerUp( owner, MEGAHEALTH, SEC2MS( atof( value ) ) );
} else if ( !idStr::Icmp( statname, "weapon" ) ) {
tookWeapon = false;
for( pos = value; pos != NULL; pos = end ) {
end = strchr( pos, ',' );
if ( end ) {
len = end - pos;
end++;
} else {
len = strlen( pos );
}
idStr weaponName( pos, 0, len );
// find the number of the matching weapon name
for( i = 0; i < MAX_WEAPONS; i++ ) {
if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", i ) ) ) {
break;
}
}
if ( i >= MAX_WEAPONS ) {
#ifdef _D3XP
gameLocal.Warning( "Unknown weapon '%s'", weaponName.c_str() );
continue;
#else
gameLocal.Error( "Unknown weapon '%s'", weaponName.c_str() );
#endif
}
// cache the media for this weapon
weaponDecl = gameLocal.FindEntityDef( weaponName, false );
// don't pickup "no ammo" weapon types twice
// not for D3 SP .. there is only one case in the game where you can get a no ammo
// weapon when you might already have it, in that case it is more conistent to pick it up
if ( gameLocal.isMultiplayer && weaponDecl && ( weapons & ( 1 << i ) ) && !weaponDecl->dict.GetInt( "ammoRequired" ) ) {
continue;
}
if ( !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || ( weaponName == "weapon_fists" ) || ( weaponName == "weapon_soulcube" ) ) {
if ( ( weapons & ( 1 << i ) ) == 0 || gameLocal.isMultiplayer ) {
if ( owner->GetUserInfo()->GetBool( "ui_autoSwitch" ) && idealWeapon && i != owner->weapon_bloodstone_active1 && i != owner->weapon_bloodstone_active2 && i != owner->weapon_bloodstone_active3) {
assert( !gameLocal.isClient );
*idealWeapon = i;
}
if ( owner->hud && updateHud && lastGiveTime + 1000 < gameLocal.time ) {
owner->hud->SetStateInt( "newWeapon", i );
owner->hud->HandleNamedEvent( "newWeapon" );
lastGiveTime = gameLocal.time;
}
weaponPulse = true;
weapons |= ( 1 << i );
tookWeapon = true;
}
}
}
return tookWeapon;
} else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) {
// ignore these as they're handled elsewhere
return false;
} else {
// unknown item
gameLocal.Warning( "Unknown stat '%s' added to player's inventory", statname );
return false;
}
return true;
}
/*
===============
idInventoy::Drop
===============
*/
void idInventory::Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index ) {
// remove the weapon bit
// also remove the ammo associated with the weapon as we pushed it in the item
assert( weapon_index != -1 || weapon_classname );
if ( weapon_index == -1 ) {
for( weapon_index = 0; weapon_index < MAX_WEAPONS; weapon_index++ ) {
if ( !idStr::Icmp( weapon_classname, spawnArgs.GetString( va( "def_weapon%d", weapon_index ) ) ) ) {
break;
}
}
if ( weapon_index >= MAX_WEAPONS ) {
gameLocal.Error( "Unknown weapon '%s'", weapon_classname );
}
} else if ( !weapon_classname ) {
weapon_classname = spawnArgs.GetString( va( "def_weapon%d", weapon_index ) );
}
weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) );
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL );
if ( ammo_i ) {
clip[ weapon_index ] = -1;
ammo[ ammo_i ] = 0;
}
}
/*
===============
idInventory::HasAmmo
===============
*/
int idInventory::HasAmmo( ammo_t type, int amount ) {
if ( ( type == 0 ) || !amount ) {
// always allow weapons that don't use ammo to fire
return -1;
}
// check if we have infinite ammo
if ( ammo[ type ] < 0 ) {
return -1;
}
// return how many shots we can fire
return ammo[ type ] / amount;
}
/*
===============
idInventory::HasAmmo
===============
*/
int idInventory::HasAmmo( const char *weapon_classname, bool includeClip, idPlayer* owner ) { //_D3XP
int ammoRequired;
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, &ammoRequired );
#ifdef _D3XP
int ammoCount = HasAmmo( ammo_i, ammoRequired );
if(includeClip && owner) {
ammoCount += clip[owner->SlotForWeapon(weapon_classname)];
}
return ammoCount;
#else
return HasAmmo( ammo_i, ammoRequired );
#endif
}
#ifdef _D3XP
/*
===============
idInventory::HasEmptyClipCannotRefill
===============
*/
bool idInventory::HasEmptyClipCannotRefill(const char *weapon_classname, idPlayer* owner) {
int clipSize = clip[owner->SlotForWeapon(weapon_classname)];
if(clipSize) {
return false;
}
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false );
if ( !decl ) {
gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname );
}
int minclip = decl->dict.GetInt("minclipsize");
if(!minclip) {
return false;
}
ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) );
int ammoRequired = decl->dict.GetInt( "ammoRequired" );
int ammoCount = HasAmmo( ammo_i, ammoRequired );
if(ammoCount < minclip) {
return true;
}
return false;
}
#endif
/*
===============
idInventory::UseAmmo
===============
*/
bool idInventory::UseAmmo( ammo_t type, int amount ) {
if ( !HasAmmo( type, amount ) ) {
return false;
}
// take an ammo away if not infinite
if ( ammo[ type ] >= 0 ) {
ammo[ type ] -= amount;
ammoPredictTime = gameLocal.time; // mp client: we predict this. mark time so we're not confused by snapshots
}
return true;
}
/*
===============
idInventory::UpdateArmor
===============
*/
void idInventory::UpdateArmor( void ) {
if ( deplete_armor != 0.0f && deplete_armor < armor ) {
if ( !nextArmorDepleteTime ) {
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
} else if ( gameLocal.time > nextArmorDepleteTime ) {
armor -= deplete_ammount;
if ( armor < deplete_armor ) {
armor = deplete_armor;
}
nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000;
}
}
}
#ifdef _D3XP
/*
===============
idInventory::InitRechargeAmmo
===============
* Loads any recharge ammo definitions from the ammo_types entity definitions.
*/
void idInventory::InitRechargeAmmo(idPlayer *owner) {
memset (rechargeAmmo, 0, sizeof(rechargeAmmo));
const idKeyValue *kv = owner->spawnArgs.MatchPrefix( "ammorecharge_" );
while( kv ) {
idStr key = kv->GetKey();
idStr ammoname = key.Right(key.Length()- strlen("ammorecharge_"));
int ammoType = AmmoIndexForAmmoClass(ammoname);
rechargeAmmo[ammoType].ammo = (atof(kv->GetValue().c_str())*1000);
strcpy(rechargeAmmo[ammoType].ammoName, ammoname);
kv = owner->spawnArgs.MatchPrefix( "ammorecharge_", kv );
}
}
/*
===============
idInventory::RechargeAmmo
===============
* Called once per frame to update any ammo amount for ammo types that recharge.
*/
void idInventory::RechargeAmmo(idPlayer *owner) {
for(int i = 0; i < AMMO_NUMTYPES; i++) {
if(rechargeAmmo[i].ammo > 0) {
if(!rechargeAmmo[i].rechargeTime) {
//Initialize the recharge timer.
rechargeAmmo[i].rechargeTime = gameLocal.time;
}
int elapsed = gameLocal.time - rechargeAmmo[i].rechargeTime;
if(elapsed >= rechargeAmmo[i].ammo) {
int intervals = (gameLocal.time - rechargeAmmo[i].rechargeTime)/rechargeAmmo[i].ammo;
ammo[i] += intervals;
int max = MaxAmmoForAmmoClass(owner, rechargeAmmo[i].ammoName);
if(max > 0) {
if(ammo[i] > max) {
ammo[i] = max;
}
}
rechargeAmmo[i].rechargeTime += intervals*rechargeAmmo[i].ammo;
}
}
}
}
/*
===============
idInventory::CanGive
===============
*/
bool idInventory::CanGive( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon ) {
if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) {
int max = MaxAmmoForAmmoClass(owner, statname);
int i = AmmoIndexForAmmoClass(statname);
if(max <= 0) {
//No Max
return true;
} else {
//Already at or above the max so don't allow the give
if(ammo[ i ] >= max) {
ammo[ i ] = max;
return false;
}
return true;
}
} else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) {
// ignore these as they're handled elsewhere
//These items should not be considered as succesful gives because it messes up the max ammo items
return false;
}
return true;
}
#endif
/*
==============
idPlayer::idPlayer
==============
*/
idPlayer::idPlayer() {
memset( &usercmd, 0, sizeof( usercmd ) );
noclip = false;
godmode = false;
spawnAnglesSet = false;
spawnAngles = ang_zero;
viewAngles = ang_zero;
cmdAngles = ang_zero;
oldButtons = 0;
buttonMask = 0;
oldFlags = 0;
lastHitTime = 0;
lastSndHitTime = 0;
lastSavingThrowTime = 0;
weapon = NULL;
hud = NULL;
objectiveSystem = NULL;
objectiveSystemOpen = false;
#ifdef _D3XP
mountedObject = NULL;
enviroSuitLight = NULL;
#endif
heartRate = BASE_HEARTRATE;
heartInfo.Init( 0, 0, 0, 0 );
lastHeartAdjust = 0;
lastHeartBeat = 0;
lastDmgTime = 0;
deathClearContentsTime = 0;
lastArmorPulse = -10000;
stamina = 0.0f;
healthPool = 0.0f;
nextHealthPulse = 0;
healthPulse = false;
nextHealthTake = 0;
healthTake = false;
scoreBoardOpen = false;
forceScoreBoard = false;
forceRespawn = false;
spectating = false;
spectator = 0;
colorBar = vec3_zero;
colorBarIndex = 0;
forcedReady = false;
wantSpectate = false;
#ifdef CTF
carryingFlag = false;
#endif
lastHitToggle = false;
minRespawnTime = 0;
maxRespawnTime = 0;
firstPersonViewOrigin = vec3_zero;
firstPersonViewAxis = mat3_identity;
hipJoint = INVALID_JOINT;
chestJoint = INVALID_JOINT;
headJoint = INVALID_JOINT;
bobFoot = 0;
bobFrac = 0.0f;
bobfracsin = 0.0f;
bobCycle = 0;
xyspeed = 0.0f;
stepUpTime = 0;
stepUpDelta = 0.0f;
idealLegsYaw = 0.0f;
legsYaw = 0.0f;
legsForward = true;
oldViewYaw = 0.0f;
viewBobAngles = ang_zero;
viewBob = vec3_zero;
landChange = 0;
landTime = 0;
currentWeapon = -1;
idealWeapon = -1;
previousWeapon = -1;
weaponSwitchTime = 0;
weaponEnabled = true;
weapon_soulcube = -1;
weapon_pda = -1;
weapon_fists = -1;
#ifdef _D3XP
weapon_bloodstone = -1;
weapon_bloodstone_active1 = -1;
weapon_bloodstone_active2 = -1;
weapon_bloodstone_active3 = -1;
harvest_lock = false;
hudPowerup = -1;
lastHudPowerup = -1;
hudPowerupDuration = 0;
#endif
showWeaponViewModel = true;
skin = NULL;
powerUpSkin = NULL;
baseSkinName = "";
numProjectilesFired = 0;
numProjectileHits = 0;
airless = false;
airTics = 0;
lastAirDamage = 0;
gibDeath = false;
gibsLaunched = false;
gibsDir = vec3_zero;
zoomFov.Init( 0, 0, 0, 0 );
centerView.Init( 0, 0, 0, 0 );
fxFov = false;
influenceFov = 0;
influenceActive = 0;
influenceRadius = 0.0f;
influenceEntity = NULL;
influenceMaterial = NULL;
influenceSkin = NULL;
privateCameraView = NULL;
memset( loggedViewAngles, 0, sizeof( loggedViewAngles ) );
memset( loggedAccel, 0, sizeof( loggedAccel ) );
currentLoggedAccel = 0;
focusTime = 0;
focusGUIent = NULL;
focusUI = NULL;
focusCharacter = NULL;
talkCursor = 0;
focusVehicle = NULL;
cursor = NULL;
oldMouseX = 0;
oldMouseY = 0;
pdaAudio = "";
pdaVideo = "";
pdaVideoWave = "";
lastDamageDef = 0;
lastDamageDir = vec3_zero;
lastDamageLocation = 0;
smoothedFrame = 0;
smoothedOriginUpdated = false;
smoothedOrigin = vec3_zero;
smoothedAngles = ang_zero;
fl.networkSync = true;
latchedTeam = -1;
doingDeathSkin = false;
weaponGone = false;
useInitialSpawns = false;
tourneyRank = 0;
lastSpectateTeleport = 0;
tourneyLine = 0;
hiddenWeapon = false;
tipUp = false;
objectiveUp = false;
teleportEntity = NULL;
teleportKiller = -1;
respawning = false;
ready = false;
leader = false;
lastSpectateChange = 0;
lastTeleFX = -9999;
weaponCatchup = false;
lastSnapshotSequence = 0;
MPAim = -1;
lastMPAim = -1;
lastMPAimTime = 0;
MPAimFadeTime = 0;
MPAimHighlight = false;
spawnedTime = 0;
lastManOver = false;
lastManPlayAgain = false;
lastManPresent = false;
isTelefragged = false;
isLagged = false;
isChatting = false;
selfSmooth = false;
}
/*
==============
idPlayer::LinkScriptVariables
set up conditions for animation
==============
*/
void idPlayer::LinkScriptVariables( void ) {
AI_FORWARD.LinkTo( scriptObject, "AI_FORWARD" );
AI_BACKWARD.LinkTo( scriptObject, "AI_BACKWARD" );
AI_STRAFE_LEFT.LinkTo( scriptObject, "AI_STRAFE_LEFT" );
AI_STRAFE_RIGHT.LinkTo( scriptObject, "AI_STRAFE_RIGHT" );
AI_ATTACK_HELD.LinkTo( scriptObject, "AI_ATTACK_HELD" );
AI_WEAPON_FIRED.LinkTo( scriptObject, "AI_WEAPON_FIRED" );
AI_JUMP.LinkTo( scriptObject, "AI_JUMP" );
AI_DEAD.LinkTo( scriptObject, "AI_DEAD" );
AI_CROUCH.LinkTo( scriptObject, "AI_CROUCH" );
AI_ONGROUND.LinkTo( scriptObject, "AI_ONGROUND" );
AI_ONLADDER.LinkTo( scriptObject, "AI_ONLADDER" );
AI_HARDLANDING.LinkTo( scriptObject, "AI_HARDLANDING" );
AI_SOFTLANDING.LinkTo( scriptObject, "AI_SOFTLANDING" );
AI_RUN.LinkTo( scriptObject, "AI_RUN" );
AI_PAIN.LinkTo( scriptObject, "AI_PAIN" );
AI_RELOAD.LinkTo( scriptObject, "AI_RELOAD" );
AI_TELEPORT.LinkTo( scriptObject, "AI_TELEPORT" );
AI_TURN_LEFT.LinkTo( scriptObject, "AI_TURN_LEFT" );
AI_TURN_RIGHT.LinkTo( scriptObject, "AI_TURN_RIGHT" );
}
/*
==============
idPlayer::SetupWeaponEntity
==============
*/
void idPlayer::SetupWeaponEntity( void ) {
int w;
const char *weap;
if ( weapon.GetEntity() ) {
// get rid of old weapon
weapon.GetEntity()->Clear();
currentWeapon = -1;
} else if ( !gameLocal.isClient ) {
weapon = static_cast( gameLocal.SpawnEntityType( idWeapon::Type, NULL ) );
weapon.GetEntity()->SetOwner( this );
currentWeapon = -1;
}
for( w = 0; w < MAX_WEAPONS; w++ ) {
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( weap && *weap ) {
idWeapon::CacheWeapon( weap );
}
}
}
/*
==============
idPlayer::Init
==============
*/
void idPlayer::Init( void ) {
const char *value;
const idKeyValue *kv;
noclip = false;
godmode = false;
oldButtons = 0;
oldFlags = 0;
currentWeapon = -1;
idealWeapon = -1;
previousWeapon = -1;
weaponSwitchTime = 0;
weaponEnabled = true;
weapon_soulcube = SlotForWeapon( "weapon_soulcube" );
weapon_pda = SlotForWeapon( "weapon_pda" );
weapon_fists = SlotForWeapon( "weapon_fists" );
#ifdef _D3XP
weapon_bloodstone = SlotForWeapon( "weapon_bloodstone_passive" );
weapon_bloodstone_active1 = SlotForWeapon( "weapon_bloodstone_active1" );
weapon_bloodstone_active2 = SlotForWeapon( "weapon_bloodstone_active2" );
weapon_bloodstone_active3 = SlotForWeapon( "weapon_bloodstone_active3" );
harvest_lock = false;
#endif
showWeaponViewModel = GetUserInfo()->GetBool( "ui_showGun" );
lastDmgTime = 0;
lastArmorPulse = -10000;
lastHeartAdjust = 0;
lastHeartBeat = 0;
heartInfo.Init( 0, 0, 0, 0 );
bobCycle = 0;
bobFrac = 0.0f;
landChange = 0;
landTime = 0;
zoomFov.Init( 0, 0, 0, 0 );
centerView.Init( 0, 0, 0, 0 );
fxFov = false;
influenceFov = 0;
influenceActive = 0;
influenceRadius = 0.0f;
influenceEntity = NULL;
influenceMaterial = NULL;
influenceSkin = NULL;
#ifdef _D3XP
mountedObject = NULL;
if( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
enviroSuitLight = NULL;
healthRecharge = false;
lastHealthRechargeTime = 0;
rechargeSpeed = 500;
new_g_damageScale = 1.f;
bloomEnabled = false;
bloomSpeed = 1.f;
bloomIntensity = -0.01f;
inventory.InitRechargeAmmo(this);
hudPowerup = -1;
lastHudPowerup = -1;
hudPowerupDuration = 0;
#endif
currentLoggedAccel = 0;
focusTime = 0;
focusGUIent = NULL;
focusUI = NULL;
focusCharacter = NULL;
talkCursor = 0;
focusVehicle = NULL;
// remove any damage effects
playerView.ClearEffects();
// damage values
fl.takedamage = true;
ClearPain();
// restore persistent data
RestorePersistantInfo();
bobCycle = 0;
stamina = 0.0f;
healthPool = 0.0f;
nextHealthPulse = 0;
healthPulse = false;
nextHealthTake = 0;
healthTake = false;
SetupWeaponEntity();
currentWeapon = -1;
previousWeapon = -1;
heartRate = BASE_HEARTRATE;
AdjustHeartRate( BASE_HEARTRATE, 0.0f, 0.0f, true );
idealLegsYaw = 0.0f;
legsYaw = 0.0f;
legsForward = true;
oldViewYaw = 0.0f;
// set the pm_ cvars
if ( !gameLocal.isMultiplayer || gameLocal.isServer ) {
kv = spawnArgs.MatchPrefix( "pm_", NULL );
while( kv ) {
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
kv = spawnArgs.MatchPrefix( "pm_", kv );
}
}
// disable stamina on hell levels
if ( gameLocal.world && gameLocal.world->spawnArgs.GetBool( "no_stamina" ) ) {
pm_stamina.SetFloat( 0.0f );
}
// stamina always initialized to maximum
stamina = pm_stamina.GetFloat();
// air always initialized to maximum too
airTics = pm_airTics.GetFloat();
airless = false;
gibDeath = false;
gibsLaunched = false;
gibsDir.Zero();
// set the gravity
physicsObj.SetGravity( gameLocal.GetGravity() );
// start out standing
SetEyeHeight( pm_normalviewheight.GetFloat() );
stepUpTime = 0;
stepUpDelta = 0.0f;
viewBobAngles.Zero();
viewBob.Zero();
value = spawnArgs.GetString( "model" );
if ( value && ( *value != 0 ) ) {
SetModel( value );
}
if ( cursor ) {
cursor->SetStateInt( "talkcursor", 0 );
cursor->SetStateString( "combatcursor", "1" );
cursor->SetStateString( "itemcursor", "0" );
cursor->SetStateString( "guicursor", "0" );
#ifdef _D3XP
cursor->SetStateString( "grabbercursor", "0" );
#endif
}
if ( ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) && skin ) {
SetSkin( skin );
renderEntity.shaderParms[6] = 0.0f;
} else if ( spawnArgs.GetString( "spawn_skin", NULL, &value ) ) {
skin = declManager->FindSkin( value );
SetSkin( skin );
renderEntity.shaderParms[6] = 0.0f;
}
value = spawnArgs.GetString( "bone_hips", "" );
hipJoint = animator.GetJointHandle( value );
if ( hipJoint == INVALID_JOINT ) {
gameLocal.Error( "Joint '%s' not found for 'bone_hips' on '%s'", value, name.c_str() );
}
value = spawnArgs.GetString( "bone_chest", "" );
chestJoint = animator.GetJointHandle( value );
if ( chestJoint == INVALID_JOINT ) {
gameLocal.Error( "Joint '%s' not found for 'bone_chest' on '%s'", value, name.c_str() );
}
value = spawnArgs.GetString( "bone_head", "" );
headJoint = animator.GetJointHandle( value );
if ( headJoint == INVALID_JOINT ) {
gameLocal.Error( "Joint '%s' not found for 'bone_head' on '%s'", value, name.c_str() );
}
// initialize the script variables
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
AI_ATTACK_HELD = false;
AI_WEAPON_FIRED = false;
AI_JUMP = false;
AI_DEAD = false;
AI_CROUCH = false;
AI_ONGROUND = true;
AI_ONLADDER = false;
AI_HARDLANDING = false;
AI_SOFTLANDING = false;
AI_RUN = false;
AI_PAIN = false;
AI_RELOAD = false;
AI_TELEPORT = false;
AI_TURN_LEFT = false;
AI_TURN_RIGHT = false;
// reset the script object
ConstructScriptObject();
// execute the script so the script object's constructor takes effect immediately
scriptThread->Execute();
forceScoreBoard = false;
forcedReady = false;
privateCameraView = NULL;
lastSpectateChange = 0;
lastTeleFX = -9999;
hiddenWeapon = false;
tipUp = false;
objectiveUp = false;
teleportEntity = NULL;
teleportKiller = -1;
leader = false;
SetPrivateCameraView( NULL );
lastSnapshotSequence = 0;
MPAim = -1;
lastMPAim = -1;
lastMPAimTime = 0;
MPAimFadeTime = 0;
MPAimHighlight = false;
if ( hud ) {
hud->HandleNamedEvent( "aim_clear" );
}
//isChatting = false;
cvarSystem->SetCVarBool("ui_chat", false);
}
/*
==============
idPlayer::Spawn
Prepare any resources used by the player.
==============
*/
void idPlayer::Spawn( void ) {
idStr temp;
idBounds bounds;
if ( entityNumber >= MAX_CLIENTS ) {
gameLocal.Error( "entityNum > MAX_CLIENTS for player. Player may only be spawned with a client." );
}
// allow thinking during cinematics
cinematic = true;
if ( gameLocal.isMultiplayer ) {
// always start in spectating state waiting to be spawned in
// do this before SetClipModel to get the right bounding box
spectating = true;
}
// set our collision model
physicsObj.SetSelf( this );
SetClipModel();
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
physicsObj.SetContents( CONTENTS_BODY );
physicsObj.SetClipMask( MASK_PLAYERSOLID );
SetPhysics( &physicsObj );
InitAASLocation();
skin = renderEntity.customSkin;
// only the local player needs guis
if ( !gameLocal.isMultiplayer || entityNumber == gameLocal.localClientNum ) {
// load HUD
if ( gameLocal.isMultiplayer ) {
hud = uiManager->FindGui( "guis/mphud.gui", true, false, true );
} else if ( spawnArgs.GetString( "hud", "", temp ) ) {
hud = uiManager->FindGui( temp, true, false, true );
}
if ( hud ) {
hud->Activate( true, gameLocal.time );
#ifdef CTF
if ( gameLocal.mpGame.IsGametypeFlagBased() ) {
hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints(0) );
hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints(1) );
}
#endif
}
// load cursor
if ( spawnArgs.GetString( "cursor", "", temp ) ) {
cursor = uiManager->FindGui( temp, true, gameLocal.isMultiplayer, gameLocal.isMultiplayer );
}
if ( cursor ) {
cursor->Activate( true, gameLocal.time );
}
objectiveSystem = uiManager->FindGui( "guis/pda.gui", true, false, true );
objectiveSystemOpen = false;
}
SetLastHitTime( 0 );
// load the armor sound feedback
declManager->FindSound( "player_sounds_hitArmor" );
// set up conditions for animation
LinkScriptVariables();
animator.RemoveOriginOffset( true );
// initialize user info related settings
// on server, we wait for the userinfo broadcast, as this controls when the player is initially spawned in game
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
UserInfoChanged( false );
}
// create combat collision hull for exact collision detection
SetCombatModel();
// init the damage effects
playerView.SetPlayerEntity( this );
// supress model in non-player views, but allow it in mirrors and remote views
renderEntity.suppressSurfaceInViewID = entityNumber+1;
// don't project shadow on self or weapon
renderEntity.noSelfShadow = true;
idAFAttachment *headEnt = head.GetEntity();
if ( headEnt ) {
headEnt->GetRenderEntity()->suppressSurfaceInViewID = entityNumber+1;
headEnt->GetRenderEntity()->noSelfShadow = true;
}
if ( gameLocal.isMultiplayer ) {
Init();
Hide(); // properly hidden if starting as a spectator
if ( !gameLocal.isClient ) {
// set yourself ready to spawn. idMultiplayerGame will decide when/if appropriate and call SpawnFromSpawnSpot
SetupWeaponEntity();
SpawnFromSpawnSpot();
forceRespawn = true;
assert( spectating );
}
} else {
SetupWeaponEntity();
SpawnFromSpawnSpot();
}
// trigger playtesting item gives, if we didn't get here from a previous level
// the devmap key will be set on the first devmap, but cleared on any level
// transitions
if ( !gameLocal.isMultiplayer && gameLocal.serverInfo.FindKey( "devmap" ) ) {
// fire a trigger with the name "devmap"
idEntity *ent = gameLocal.FindEntity( "devmap" );
if ( ent ) {
ent->ActivateTargets( this );
}
}
if ( hud ) {
// We can spawn with a full soul cube, so we need to make sure the hud knows this
#ifndef _D3XP
if ( weapon_soulcube > 0 && ( inventory.weapons & ( 1 << weapon_soulcube ) ) ) {
int max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
if ( inventory.ammo[ idWeapon::GetAmmoNumForName( "ammo_souls" ) ] >= max_souls ) {
hud->HandleNamedEvent( "soulCubeReady" );
}
}
#endif
#ifdef _D3XP
//We can spawn with a full bloodstone, so make sure the hud knows
if ( weapon_bloodstone > 0 && ( inventory.weapons & ( 1 << weapon_bloodstone ) ) ) {
//int max_blood = inventory.MaxAmmoForAmmoClass( this, "ammo_bloodstone" );
//if ( inventory.ammo[ idWeapon::GetAmmoNumForName( "ammo_bloodstone" ) ] >= max_blood ) {
hud->HandleNamedEvent( "bloodstoneReady" );
//}
}
#endif
hud->HandleNamedEvent( "itemPickup" );
}
if ( GetPDA() ) {
// Add any emails from the inventory
for ( int i = 0; i < inventory.emails.Num(); i++ ) {
GetPDA()->AddEmail( inventory.emails[i] );
}
GetPDA()->SetSecurity( common->GetLanguageDict()->GetString( "#str_00066" ) );
}
if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
hiddenWeapon = true;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->LowerWeapon();
}
idealWeapon = 0;
} else {
hiddenWeapon = false;
}
if ( hud ) {
UpdateHudWeapon();
hud->StateChanged( gameLocal.time );
}
tipUp = false;
objectiveUp = false;
if ( inventory.levelTriggers.Num() ) {
PostEventMS( &EV_Player_LevelTrigger, 0 );
}
inventory.pdaOpened = false;
inventory.selPDA = 0;
if ( !gameLocal.isMultiplayer ) {
if ( g_skill.GetInteger() < 2 ) {
if ( health < 25 ) {
health = 25;
}
if ( g_useDynamicProtection.GetBool() ) {
#ifdef _D3XP
new_g_damageScale = 1.0f;
#else
g_damageScale.SetFloat( 1.0f );
#endif
}
} else {
#ifdef _D3XP
new_g_damageScale = 1.0f;
#else
g_damageScale.SetFloat( 1.0f );
#endif
g_armorProtection.SetFloat( ( g_skill.GetInteger() < 2 ) ? 0.4f : 0.2f );
if ( g_skill.GetInteger() == 3 ) {
healthTake = true;
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
}
}
}
#ifdef _D3XP
//Setup the weapon toggle lists
const idKeyValue *kv;
kv = spawnArgs.MatchPrefix( "weapontoggle", NULL );
while( kv ) {
WeaponToggle_t newToggle;
strcpy(newToggle.name, kv->GetKey().c_str());
idStr toggleData = kv->GetValue();
idLexer src;
idToken token;
src.LoadMemory(toggleData, toggleData.Length(), "toggleData");
while(1) {
if(!src.ReadToken(&token)) {
break;
}
int index = atoi(token.c_str());
newToggle.toggleList.Append(index);
//Skip the ,
src.ReadToken(&token);
}
weaponToggles.Set(newToggle.name, newToggle);
kv = spawnArgs.MatchPrefix( "weapontoggle", kv );
}
#endif
#ifdef _D3XP
if(g_skill.GetInteger() >= 3) {
if(!WeaponAvailable("weapon_bloodstone_passive")) {
GiveInventoryItem("weapon_bloodstone_passive");
}
if(!WeaponAvailable("weapon_bloodstone_active1")) {
GiveInventoryItem("weapon_bloodstone_active1");
}
if(!WeaponAvailable("weapon_bloodstone_active2")) {
GiveInventoryItem("weapon_bloodstone_active2");
}
if(!WeaponAvailable("weapon_bloodstone_active3")) {
GiveInventoryItem("weapon_bloodstone_active3");
}
}
bloomEnabled = false;
bloomSpeed = 1;
bloomIntensity = -0.01f;
#endif
}
/*
==============
idPlayer::~idPlayer()
Release any resources used by the player.
==============
*/
idPlayer::~idPlayer() {
delete weapon.GetEntity();
weapon = NULL;
#ifdef CTF
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->ProcessEvent( &EV_Remove );
}
// have to do this here, idMultiplayerGame::DisconnectClient() is too late
if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() ) {
ReturnFlag();
}
#endif
}
/*
===========
idPlayer::Save
===========
*/
void idPlayer::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteUsercmd( usercmd );
playerView.Save( savefile );
savefile->WriteBool( noclip );
savefile->WriteBool( godmode );
// don't save spawnAnglesSet, since we'll have to reset them after loading the savegame
savefile->WriteAngles( spawnAngles );
savefile->WriteAngles( viewAngles );
savefile->WriteAngles( cmdAngles );
savefile->WriteInt( buttonMask );
savefile->WriteInt( oldButtons );
savefile->WriteInt( oldFlags );
savefile->WriteInt( lastHitTime );
savefile->WriteInt( lastSndHitTime );
savefile->WriteInt( lastSavingThrowTime );
// idBoolFields don't need to be saved, just re-linked in Restore
inventory.Save( savefile );
weapon.Save( savefile );
savefile->WriteUserInterface( hud, false );
savefile->WriteUserInterface( objectiveSystem, false );
savefile->WriteBool( objectiveSystemOpen );
savefile->WriteInt( weapon_soulcube );
savefile->WriteInt( weapon_pda );
savefile->WriteInt( weapon_fists );
#ifdef _D3XP
savefile->WriteInt( weapon_bloodstone );
savefile->WriteInt( weapon_bloodstone_active1 );
savefile->WriteInt( weapon_bloodstone_active2 );
savefile->WriteInt( weapon_bloodstone_active3 );
savefile->WriteBool( harvest_lock );
savefile->WriteInt( hudPowerup );
savefile->WriteInt( lastHudPowerup );
savefile->WriteInt( hudPowerupDuration );
#endif
savefile->WriteInt( heartRate );
savefile->WriteFloat( heartInfo.GetStartTime() );
savefile->WriteFloat( heartInfo.GetDuration() );
savefile->WriteFloat( heartInfo.GetStartValue() );
savefile->WriteFloat( heartInfo.GetEndValue() );
savefile->WriteInt( lastHeartAdjust );
savefile->WriteInt( lastHeartBeat );
savefile->WriteInt( lastDmgTime );
savefile->WriteInt( deathClearContentsTime );
savefile->WriteBool( doingDeathSkin );
savefile->WriteInt( lastArmorPulse );
savefile->WriteFloat( stamina );
savefile->WriteFloat( healthPool );
savefile->WriteInt( nextHealthPulse );
savefile->WriteBool( healthPulse );
savefile->WriteInt( nextHealthTake );
savefile->WriteBool( healthTake );
savefile->WriteBool( hiddenWeapon );
soulCubeProjectile.Save( savefile );
savefile->WriteInt( spectator );
savefile->WriteVec3( colorBar );
savefile->WriteInt( colorBarIndex );
savefile->WriteBool( scoreBoardOpen );
savefile->WriteBool( forceScoreBoard );
savefile->WriteBool( forceRespawn );
savefile->WriteBool( spectating );
savefile->WriteInt( lastSpectateTeleport );
savefile->WriteBool( lastHitToggle );
savefile->WriteBool( forcedReady );
savefile->WriteBool( wantSpectate );
savefile->WriteBool( weaponGone );
savefile->WriteBool( useInitialSpawns );
savefile->WriteInt( latchedTeam );
savefile->WriteInt( tourneyRank );
savefile->WriteInt( tourneyLine );
teleportEntity.Save( savefile );
savefile->WriteInt( teleportKiller );
savefile->WriteInt( minRespawnTime );
savefile->WriteInt( maxRespawnTime );
savefile->WriteVec3( firstPersonViewOrigin );
savefile->WriteMat3( firstPersonViewAxis );
// don't bother saving dragEntity since it's a dev tool
savefile->WriteJoint( hipJoint );
savefile->WriteJoint( chestJoint );
savefile->WriteJoint( headJoint );
savefile->WriteStaticObject( physicsObj );
savefile->WriteInt( aasLocation.Num() );
for( i = 0; i < aasLocation.Num(); i++ ) {
savefile->WriteInt( aasLocation[ i ].areaNum );
savefile->WriteVec3( aasLocation[ i ].pos );
}
savefile->WriteInt( bobFoot );
savefile->WriteFloat( bobFrac );
savefile->WriteFloat( bobfracsin );
savefile->WriteInt( bobCycle );
savefile->WriteFloat( xyspeed );
savefile->WriteInt( stepUpTime );
savefile->WriteFloat( stepUpDelta );
savefile->WriteFloat( idealLegsYaw );
savefile->WriteFloat( legsYaw );
savefile->WriteBool( legsForward );
savefile->WriteFloat( oldViewYaw );
savefile->WriteAngles( viewBobAngles );
savefile->WriteVec3( viewBob );
savefile->WriteInt( landChange );
savefile->WriteInt( landTime );
savefile->WriteInt( currentWeapon );
savefile->WriteInt( idealWeapon );
savefile->WriteInt( previousWeapon );
savefile->WriteInt( weaponSwitchTime );
savefile->WriteBool( weaponEnabled );
savefile->WriteBool( showWeaponViewModel );
savefile->WriteSkin( skin );
savefile->WriteSkin( powerUpSkin );
savefile->WriteString( baseSkinName );
savefile->WriteInt( numProjectilesFired );
savefile->WriteInt( numProjectileHits );
savefile->WriteBool( airless );
savefile->WriteInt( airTics );
savefile->WriteInt( lastAirDamage );
savefile->WriteBool( gibDeath );
savefile->WriteBool( gibsLaunched );
savefile->WriteVec3( gibsDir );
savefile->WriteFloat( zoomFov.GetStartTime() );
savefile->WriteFloat( zoomFov.GetDuration() );
savefile->WriteFloat( zoomFov.GetStartValue() );
savefile->WriteFloat( zoomFov.GetEndValue() );
savefile->WriteFloat( centerView.GetStartTime() );
savefile->WriteFloat( centerView.GetDuration() );
savefile->WriteFloat( centerView.GetStartValue() );
savefile->WriteFloat( centerView.GetEndValue() );
savefile->WriteBool( fxFov );
savefile->WriteFloat( influenceFov );
savefile->WriteInt( influenceActive );
savefile->WriteFloat( influenceRadius );
savefile->WriteObject( influenceEntity );
savefile->WriteMaterial( influenceMaterial );
savefile->WriteSkin( influenceSkin );
savefile->WriteObject( privateCameraView );
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
savefile->WriteAngles( loggedViewAngles[ i ] );
}
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
savefile->WriteInt( loggedAccel[ i ].time );
savefile->WriteVec3( loggedAccel[ i ].dir );
}
savefile->WriteInt( currentLoggedAccel );
savefile->WriteObject( focusGUIent );
// can't save focusUI
savefile->WriteObject( focusCharacter );
savefile->WriteInt( talkCursor );
savefile->WriteInt( focusTime );
savefile->WriteObject( focusVehicle );
savefile->WriteUserInterface( cursor, false );
savefile->WriteInt( oldMouseX );
savefile->WriteInt( oldMouseY );
savefile->WriteString( pdaAudio );
savefile->WriteString( pdaVideo );
savefile->WriteString( pdaVideoWave );
savefile->WriteBool( tipUp );
savefile->WriteBool( objectiveUp );
savefile->WriteInt( lastDamageDef );
savefile->WriteVec3( lastDamageDir );
savefile->WriteInt( lastDamageLocation );
savefile->WriteInt( smoothedFrame );
savefile->WriteBool( smoothedOriginUpdated );
savefile->WriteVec3( smoothedOrigin );
savefile->WriteAngles( smoothedAngles );
savefile->WriteBool( ready );
savefile->WriteBool( respawning );
savefile->WriteBool( leader );
savefile->WriteInt( lastSpectateChange );
savefile->WriteInt( lastTeleFX );
savefile->WriteFloat( pm_stamina.GetFloat() );
if ( hud ) {
hud->SetStateString( "message", common->GetLanguageDict()->GetString( "#str_02916" ) );
hud->HandleNamedEvent( "Message" );
}
#ifdef _D3XP
savefile->WriteInt(weaponToggles.Num());
for(i = 0; i < weaponToggles.Num(); i++) {
WeaponToggle_t* weaponToggle = weaponToggles.GetIndex(i);
savefile->WriteString(weaponToggle->name);
savefile->WriteInt(weaponToggle->toggleList.Num());
for(int j = 0; j < weaponToggle->toggleList.Num(); j++) {
savefile->WriteInt(weaponToggle->toggleList[j]);
}
}
savefile->WriteObject( mountedObject );
enviroSuitLight.Save( savefile );
savefile->WriteBool( healthRecharge );
savefile->WriteInt( lastHealthRechargeTime );
savefile->WriteInt( rechargeSpeed );
savefile->WriteFloat( new_g_damageScale );
savefile->WriteBool( bloomEnabled );
savefile->WriteFloat( bloomSpeed );
savefile->WriteFloat( bloomIntensity );
#endif
}
/*
===========
idPlayer::Restore
===========
*/
void idPlayer::Restore( idRestoreGame *savefile ) {
int i;
int num;
float set;
savefile->ReadUsercmd( usercmd );
playerView.Restore( savefile );
savefile->ReadBool( noclip );
savefile->ReadBool( godmode );
savefile->ReadAngles( spawnAngles );
savefile->ReadAngles( viewAngles );
savefile->ReadAngles( cmdAngles );
memset( usercmd.angles, 0, sizeof( usercmd.angles ) );
SetViewAngles( viewAngles );
spawnAnglesSet = true;
savefile->ReadInt( buttonMask );
savefile->ReadInt( oldButtons );
savefile->ReadInt( oldFlags );
usercmd.flags = 0;
oldFlags = 0;
savefile->ReadInt( lastHitTime );
savefile->ReadInt( lastSndHitTime );
savefile->ReadInt( lastSavingThrowTime );
// Re-link idBoolFields to the scriptObject, values will be restored in scriptObject's restore
LinkScriptVariables();
inventory.Restore( savefile );
weapon.Restore( savefile );
for ( i = 0; i < inventory.emails.Num(); i++ ) {
GetPDA()->AddEmail( inventory.emails[i] );
}
savefile->ReadUserInterface( hud );
savefile->ReadUserInterface( objectiveSystem );
savefile->ReadBool( objectiveSystemOpen );
savefile->ReadInt( weapon_soulcube );
savefile->ReadInt( weapon_pda );
savefile->ReadInt( weapon_fists );
#ifdef _D3XP
savefile->ReadInt( weapon_bloodstone );
savefile->ReadInt( weapon_bloodstone_active1 );
savefile->ReadInt( weapon_bloodstone_active2 );
savefile->ReadInt( weapon_bloodstone_active3 );
savefile->ReadBool( harvest_lock );
savefile->ReadInt( hudPowerup );
savefile->ReadInt( lastHudPowerup );
savefile->ReadInt( hudPowerupDuration );
#endif
savefile->ReadInt( heartRate );
savefile->ReadFloat( set );
heartInfo.SetStartTime( set );
savefile->ReadFloat( set );
heartInfo.SetDuration( set );
savefile->ReadFloat( set );
heartInfo.SetStartValue( set );
savefile->ReadFloat( set );
heartInfo.SetEndValue( set );
savefile->ReadInt( lastHeartAdjust );
savefile->ReadInt( lastHeartBeat );
savefile->ReadInt( lastDmgTime );
savefile->ReadInt( deathClearContentsTime );
savefile->ReadBool( doingDeathSkin );
savefile->ReadInt( lastArmorPulse );
savefile->ReadFloat( stamina );
savefile->ReadFloat( healthPool );
savefile->ReadInt( nextHealthPulse );
savefile->ReadBool( healthPulse );
savefile->ReadInt( nextHealthTake );
savefile->ReadBool( healthTake );
savefile->ReadBool( hiddenWeapon );
soulCubeProjectile.Restore( savefile );
savefile->ReadInt( spectator );
savefile->ReadVec3( colorBar );
savefile->ReadInt( colorBarIndex );
savefile->ReadBool( scoreBoardOpen );
savefile->ReadBool( forceScoreBoard );
savefile->ReadBool( forceRespawn );
savefile->ReadBool( spectating );
savefile->ReadInt( lastSpectateTeleport );
savefile->ReadBool( lastHitToggle );
savefile->ReadBool( forcedReady );
savefile->ReadBool( wantSpectate );
savefile->ReadBool( weaponGone );
savefile->ReadBool( useInitialSpawns );
savefile->ReadInt( latchedTeam );
savefile->ReadInt( tourneyRank );
savefile->ReadInt( tourneyLine );
teleportEntity.Restore( savefile );
savefile->ReadInt( teleportKiller );
savefile->ReadInt( minRespawnTime );
savefile->ReadInt( maxRespawnTime );
savefile->ReadVec3( firstPersonViewOrigin );
savefile->ReadMat3( firstPersonViewAxis );
// don't bother saving dragEntity since it's a dev tool
dragEntity.Clear();
savefile->ReadJoint( hipJoint );
savefile->ReadJoint( chestJoint );
savefile->ReadJoint( headJoint );
savefile->ReadStaticObject( physicsObj );
RestorePhysics( &physicsObj );
savefile->ReadInt( num );
aasLocation.SetGranularity( 1 );
aasLocation.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->ReadInt( aasLocation[ i ].areaNum );
savefile->ReadVec3( aasLocation[ i ].pos );
}
savefile->ReadInt( bobFoot );
savefile->ReadFloat( bobFrac );
savefile->ReadFloat( bobfracsin );
savefile->ReadInt( bobCycle );
savefile->ReadFloat( xyspeed );
savefile->ReadInt( stepUpTime );
savefile->ReadFloat( stepUpDelta );
savefile->ReadFloat( idealLegsYaw );
savefile->ReadFloat( legsYaw );
savefile->ReadBool( legsForward );
savefile->ReadFloat( oldViewYaw );
savefile->ReadAngles( viewBobAngles );
savefile->ReadVec3( viewBob );
savefile->ReadInt( landChange );
savefile->ReadInt( landTime );
savefile->ReadInt( currentWeapon );
savefile->ReadInt( idealWeapon );
savefile->ReadInt( previousWeapon );
savefile->ReadInt( weaponSwitchTime );
savefile->ReadBool( weaponEnabled );
savefile->ReadBool( showWeaponViewModel );
savefile->ReadSkin( skin );
savefile->ReadSkin( powerUpSkin );
savefile->ReadString( baseSkinName );
savefile->ReadInt( numProjectilesFired );
savefile->ReadInt( numProjectileHits );
savefile->ReadBool( airless );
savefile->ReadInt( airTics );
savefile->ReadInt( lastAirDamage );
savefile->ReadBool( gibDeath );
savefile->ReadBool( gibsLaunched );
savefile->ReadVec3( gibsDir );
savefile->ReadFloat( set );
zoomFov.SetStartTime( set );
savefile->ReadFloat( set );
zoomFov.SetDuration( set );
savefile->ReadFloat( set );
zoomFov.SetStartValue( set );
savefile->ReadFloat( set );
zoomFov.SetEndValue( set );
savefile->ReadFloat( set );
centerView.SetStartTime( set );
savefile->ReadFloat( set );
centerView.SetDuration( set );
savefile->ReadFloat( set );
centerView.SetStartValue( set );
savefile->ReadFloat( set );
centerView.SetEndValue( set );
savefile->ReadBool( fxFov );
savefile->ReadFloat( influenceFov );
savefile->ReadInt( influenceActive );
savefile->ReadFloat( influenceRadius );
savefile->ReadObject( reinterpret_cast( influenceEntity ) );
savefile->ReadMaterial( influenceMaterial );
savefile->ReadSkin( influenceSkin );
savefile->ReadObject( reinterpret_cast( privateCameraView ) );
for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) {
savefile->ReadAngles( loggedViewAngles[ i ] );
}
for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) {
savefile->ReadInt( loggedAccel[ i ].time );
savefile->ReadVec3( loggedAccel[ i ].dir );
}
savefile->ReadInt( currentLoggedAccel );
savefile->ReadObject( reinterpret_cast( focusGUIent ) );
// can't save focusUI
focusUI = NULL;
savefile->ReadObject( reinterpret_cast( focusCharacter ) );
savefile->ReadInt( talkCursor );
savefile->ReadInt( focusTime );
savefile->ReadObject( reinterpret_cast( focusVehicle ) );
savefile->ReadUserInterface( cursor );
savefile->ReadInt( oldMouseX );
savefile->ReadInt( oldMouseY );
savefile->ReadString( pdaAudio );
savefile->ReadString( pdaVideo );
savefile->ReadString( pdaVideoWave );
savefile->ReadBool( tipUp );
savefile->ReadBool( objectiveUp );
savefile->ReadInt( lastDamageDef );
savefile->ReadVec3( lastDamageDir );
savefile->ReadInt( lastDamageLocation );
savefile->ReadInt( smoothedFrame );
savefile->ReadBool( smoothedOriginUpdated );
savefile->ReadVec3( smoothedOrigin );
savefile->ReadAngles( smoothedAngles );
savefile->ReadBool( ready );
savefile->ReadBool( respawning );
savefile->ReadBool( leader );
savefile->ReadInt( lastSpectateChange );
savefile->ReadInt( lastTeleFX );
// set the pm_ cvars
const idKeyValue *kv;
kv = spawnArgs.MatchPrefix( "pm_", NULL );
while( kv ) {
cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() );
kv = spawnArgs.MatchPrefix( "pm_", kv );
}
savefile->ReadFloat( set );
pm_stamina.SetFloat( set );
// create combat collision hull for exact collision detection
SetCombatModel();
#ifdef _D3XP
int weaponToggleCount;
savefile->ReadInt(weaponToggleCount);
for(i = 0; i < weaponToggleCount; i++) {
WeaponToggle_t newToggle;
memset(&newToggle, 0, sizeof(newToggle));
idStr name;
savefile->ReadString(name);
strcpy(newToggle.name, name.c_str());
int indexCount;
savefile->ReadInt(indexCount);
for(int j = 0; j < indexCount; j++) {
int temp;
savefile->ReadInt(temp);
newToggle.toggleList.Append(temp);
}
weaponToggles.Set(newToggle.name, newToggle);
}
savefile->ReadObject(reinterpret_cast(mountedObject));
enviroSuitLight.Restore( savefile );
savefile->ReadBool( healthRecharge );
savefile->ReadInt( lastHealthRechargeTime );
savefile->ReadInt( rechargeSpeed );
savefile->ReadFloat( new_g_damageScale );
savefile->ReadBool( bloomEnabled );
savefile->ReadFloat( bloomSpeed );
savefile->ReadFloat( bloomIntensity );
#endif
// DG: workaround for lingering messages that are shown forever after loading a savegame
// (one way to get them is saving again, while the message from first save is still
// shown, and then load)
if ( hud ) {
hud->SetStateString( "message", "" );
}
}
/*
===============
idPlayer::PrepareForRestart
================
*/
void idPlayer::PrepareForRestart( void ) {
ClearPowerUps();
Spectate( true );
forceRespawn = true;
#ifdef CTF
// Confirm reset hud states
DropFlag();
if ( hud ) {
hud->SetStateInt( "red_flagstatus", 0 );
hud->SetStateInt( "blue_flagstatus", 0 );
}
#endif
// we will be restarting program, clear the client entities from program-related things first
ShutdownThreads();
// the sound world is going to be cleared, don't keep references to emitters
FreeSoundEmitter( false );
}
/*
===============
idPlayer::Restart
================
*/
void idPlayer::Restart( void ) {
idActor::Restart();
// client needs to setup the animation script object again
if ( gameLocal.isClient ) {
Init();
} else {
// choose a random spot and prepare the point of view in case player is left spectating
assert( spectating );
SpawnFromSpawnSpot();
}
useInitialSpawns = true;
UpdateSkinSetup( true );
}
/*
===============
idPlayer::ServerSpectate
================
*/
void idPlayer::ServerSpectate( bool spectate ) {
assert( !gameLocal.isClient );
if ( spectating != spectate ) {
Spectate( spectate );
if ( spectate ) {
SetSpectateOrigin();
} else {
if ( gameLocal.gameType == GAME_DM ) {
// make sure the scores are reset so you can't exploit by spectating and entering the game back
// other game types don't matter, as you either can't join back, or it's team scores
gameLocal.mpGame.ClearFrags( entityNumber );
}
}
}
if ( !spectate ) {
SpawnFromSpawnSpot();
}
#ifdef CTF
// drop the flag if player was carrying it
if ( spectate && gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() &&
carryingFlag )
{
DropFlag();
}
#endif
}
/*
===========
idPlayer::SelectInitialSpawnPoint
Try to find a spawn point marked 'initial', otherwise
use normal spawn selection.
============
*/
void idPlayer::SelectInitialSpawnPoint( idVec3 &origin, idAngles &angles ) {
idEntity *spot;
idStr skin;
spot = gameLocal.SelectInitialSpawnPoint( this );
// set the player skin from the spawn location
if ( spot->spawnArgs.GetString( "skin", NULL, skin ) ) {
spawnArgs.Set( "spawn_skin", skin );
}
// activate the spawn locations targets
spot->PostEventMS( &EV_ActivateTargets, 0, this );
origin = spot->GetPhysics()->GetOrigin();
origin[2] += 4.0f + CM_BOX_EPSILON; // move up to make sure the player is at least an epsilon above the floor
angles = spot->GetPhysics()->GetAxis().ToAngles();
}
/*
===========
idPlayer::SpawnFromSpawnSpot
Chooses a spawn location and spawns the player
============
*/
void idPlayer::SpawnFromSpawnSpot( void ) {
idVec3 spawn_origin;
idAngles spawn_angles;
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
SpawnToPoint( spawn_origin, spawn_angles );
}
/*
===========
idPlayer::SpawnToPoint
Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
when called here with spectating set to true, just place yourself and init
============
*/
void idPlayer::SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles ) {
idVec3 spec_origin;
assert( !gameLocal.isClient );
respawning = true;
Init();
fl.noknockback = false;
// stop any ragdolls being used
StopRagdoll();
// set back the player physics
SetPhysics( &physicsObj );
physicsObj.SetClipModelAxis();
physicsObj.EnableClip();
if ( !spectating ) {
SetCombatContents( true );
}
physicsObj.SetLinearVelocity( vec3_origin );
// setup our initial view
if ( !spectating ) {
SetOrigin( spawn_origin );
} else {
spec_origin = spawn_origin;
spec_origin[ 2 ] += pm_normalheight.GetFloat();
spec_origin[ 2 ] += SPECTATE_RAISE;
SetOrigin( spec_origin );
}
// if this is the first spawn of the map, we don't have a usercmd yet,
// so the delta angles won't be correct. This will be fixed on the first think.
viewAngles = ang_zero;
SetDeltaViewAngles( ang_zero );
SetViewAngles( spawn_angles );
spawnAngles = spawn_angles;
spawnAnglesSet = false;
legsForward = true;
legsYaw = 0.0f;
idealLegsYaw = 0.0f;
oldViewYaw = viewAngles.yaw;
if ( spectating ) {
Hide();
} else {
Show();
}
if ( gameLocal.isMultiplayer ) {
if ( !spectating ) {
// we may be called twice in a row in some situations. avoid a double fx and 'fly to the roof'
if ( lastTeleFX < gameLocal.time - 1000 ) {
idEntityFx::StartFx( spawnArgs.GetString( "fx_spawn" ), &spawn_origin, NULL, this, true );
lastTeleFX = gameLocal.time;
}
}
AI_TELEPORT = true;
} else {
AI_TELEPORT = false;
}
// kill anything at the new position
if ( !spectating ) {
physicsObj.SetClipMask( MASK_PLAYERSOLID ); // the clip mask is usually maintained in Move(), but KillBox requires it
gameLocal.KillBox( this );
}
// don't allow full run speed for a bit
physicsObj.SetKnockBack( 100 );
// set our respawn time and buttons so that if we're killed we don't respawn immediately
minRespawnTime = gameLocal.time;
maxRespawnTime = gameLocal.time;
if ( !spectating ) {
forceRespawn = false;
}
privateCameraView = NULL;
BecomeActive( TH_THINK );
// run a client frame to drop exactly to the floor,
// initialize animations and other things
Think();
respawning = false;
lastManOver = false;
lastManPlayAgain = false;
isTelefragged = false;
}
/*
===============
idPlayer::SavePersistantInfo
Saves any inventory and player stats when changing levels.
===============
*/
void idPlayer::SavePersistantInfo( void ) {
idDict &playerInfo = gameLocal.persistentPlayerInfo[entityNumber];
playerInfo.Clear();
inventory.GetPersistantData( playerInfo );
playerInfo.SetInt( "health", health );
playerInfo.SetInt( "current_weapon", currentWeapon );
}
/*
===============
idPlayer::RestorePersistantInfo
Restores any inventory and player stats when changing levels.
===============
*/
void idPlayer::RestorePersistantInfo( void ) {
if ( gameLocal.isMultiplayer ) {
gameLocal.persistentPlayerInfo[entityNumber].Clear();
}
spawnArgs.Copy( gameLocal.persistentPlayerInfo[entityNumber] );
inventory.RestoreInventory( this, spawnArgs );
health = spawnArgs.GetInt( "health", "100" );
if ( !gameLocal.isClient ) {
idealWeapon = spawnArgs.GetInt( "current_weapon", "1" );
}
}
/*
================
idPlayer::GetUserInfo
================
*/
idDict *idPlayer::GetUserInfo( void ) {
return &gameLocal.userInfo[ entityNumber ];
}
/*
==============
idPlayer::UpdateSkinSetup
==============
*/
void idPlayer::UpdateSkinSetup( bool restart ) {
if ( restart ) {
team = ( idStr::Icmp( GetUserInfo()->GetString( "ui_team" ), "Blue" ) == 0 );
}
if ( gameLocal.mpGame.IsGametypeTeamBased() ) { /* CTF */
if ( team ) {
baseSkinName = "skins/characters/player/marine_mp_blue";
} else {
baseSkinName = "skins/characters/player/marine_mp_red";
}
if ( !gameLocal.isClient && team != latchedTeam ) {
gameLocal.mpGame.SwitchToTeam( entityNumber, latchedTeam, team );
}
latchedTeam = team;
} else {
baseSkinName = GetUserInfo()->GetString( "ui_skin" );
}
if ( !baseSkinName.Length() ) {
baseSkinName = "skins/characters/player/marine_mp";
}
skin = declManager->FindSkin( baseSkinName, false );
assert( skin );
// match the skin to a color band for scoreboard
if ( baseSkinName.Find( "red" ) != -1 ) {
colorBarIndex = 1;
} else if ( baseSkinName.Find( "green" ) != -1 ) {
colorBarIndex = 2;
} else if ( baseSkinName.Find( "blue" ) != -1 ) {
colorBarIndex = 3;
} else if ( baseSkinName.Find( "yellow" ) != -1 ) {
colorBarIndex = 4;
} else if ( baseSkinName.Find( "grey" ) != -1 ) {
colorBarIndex = 5;
} else if ( baseSkinName.Find( "purple" ) != -1 ) {
colorBarIndex = 6;
} else if ( baseSkinName.Find( "orange" ) != -1 ) {
colorBarIndex = 7;
} else {
colorBarIndex = 0;
}
colorBar = colorBarTable[ colorBarIndex ];
if ( PowerUpActive( BERSERK ) ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" );
}
#ifdef _D3XP
else if ( PowerUpActive( INVULNERABILITY ) ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_invuln" );
//} else if ( PowerUpActive( HASTE ) ) {
// powerUpSkin = declManager->FindSkin( baseSkinName + "_haste" );
}
#endif
}
/*
==============
idPlayer::BalanceTDM
==============
*/
bool idPlayer::BalanceTDM( void ) {
int i, balanceTeam, teamCount[2];
idEntity *ent;
teamCount[ 0 ] = teamCount[ 1 ] = 0;
for( i = 0; i < gameLocal.numClients; i++ ) {
ent = gameLocal.entities[ i ];
if ( ent && ent->IsType( idPlayer::Type ) ) {
teamCount[ static_cast< idPlayer * >( ent )->team ]++;
}
}
balanceTeam = -1;
if ( teamCount[ 0 ] < teamCount[ 1 ] ) {
balanceTeam = 0;
} else if ( teamCount[ 0 ] > teamCount[ 1 ] ) {
balanceTeam = 1;
}
if ( balanceTeam != -1 && team != balanceTeam ) {
common->DPrintf( "team balance: forcing player %d to %s team\n", entityNumber, balanceTeam ? "blue" : "red" );
team = balanceTeam;
GetUserInfo()->Set( "ui_team", team ? "Blue" : "Red" );
return true;
}
return false;
}
/*
==============
idPlayer::UserInfoChanged
==============
*/
bool idPlayer::UserInfoChanged( bool canModify ) {
idDict *userInfo;
bool modifiedInfo;
bool spec;
bool newready;
userInfo = GetUserInfo();
showWeaponViewModel = userInfo->GetBool( "ui_showGun" );
if ( !gameLocal.isMultiplayer ) {
return false;
}
modifiedInfo = false;
spec = ( idStr::Icmp( userInfo->GetString( "ui_spectate" ), "Spectate" ) == 0 );
if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) {
// never let spectators go back to game while sudden death is on
if ( canModify && gameLocal.mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && wantSpectate == true ) {
userInfo->Set( "ui_spectate", "Spectate" );
modifiedInfo |= true;
} else {
if ( spec != wantSpectate && !spec ) {
// returning from spectate, set forceRespawn so we don't get stuck in spectate forever
forceRespawn = true;
}
wantSpectate = spec;
}
} else {
if ( canModify && spec ) {
userInfo->Set( "ui_spectate", "Play" );
modifiedInfo |= true;
} else if ( spectating ) {
// allow player to leaving spectator mode if they were in it when si_spectators got turned off
forceRespawn = true;
}
wantSpectate = false;
}
newready = ( idStr::Icmp( userInfo->GetString( "ui_ready" ), "Ready" ) == 0 );
if ( ready != newready && gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP && !wantSpectate ) {
gameLocal.mpGame.AddChatLine( common->GetLanguageDict()->GetString( "#str_07180" ), userInfo->GetString( "ui_name" ), newready ? common->GetLanguageDict()->GetString( "#str_04300" ) : common->GetLanguageDict()->GetString( "#str_04301" ) );
}
ready = newready;
team = ( idStr::Icmp( userInfo->GetString( "ui_team" ), "Blue" ) == 0 );
// server maintains TDM balance
if ( canModify && gameLocal.mpGame.IsGametypeTeamBased() && !gameLocal.mpGame.IsInGame( entityNumber ) && g_balanceTDM.GetBool() ) { /* CTF */
modifiedInfo |= BalanceTDM( );
}
UpdateSkinSetup( false );
isChatting = userInfo->GetBool( "ui_chat", "0" );
if ( canModify && isChatting && AI_DEAD ) {
// if dead, always force chat icon off.
isChatting = false;
userInfo->SetBool( "ui_chat", false );
modifiedInfo |= true;
}
return modifiedInfo;
}
/*
===============
idPlayer::UpdateHudAmmo
===============
*/
void idPlayer::UpdateHudAmmo( idUserInterface *_hud ) {
int inclip;
int ammoamount;
assert( weapon.GetEntity() );
assert( _hud );
inclip = weapon.GetEntity()->AmmoInClip();
ammoamount = weapon.GetEntity()->AmmoAvailable();
#ifdef _D3XP
//Hack to stop the bloodstone ammo to display when it is being activated
if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() || currentWeapon == weapon_bloodstone) {
#else
if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() ) {
#endif
// show infinite ammo
_hud->SetStateString( "player_ammo", "" );
_hud->SetStateString( "player_totalammo", "" );
} else {
// show remaining ammo
#ifdef _D3XP
_hud->SetStateString( "player_totalammo", va( "%i", ammoamount ) );
#else
_hud->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip ) );
#endif
_hud->SetStateString( "player_ammo", weapon.GetEntity()->ClipSize() ? va( "%i", inclip ) : "--" ); // how much in the current clip
_hud->SetStateString( "player_clips", weapon.GetEntity()->ClipSize() ? va( "%i", ammoamount / weapon.GetEntity()->ClipSize() ) : "--" );
#ifdef _D3XP
_hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount ) );
#else
_hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) );
#endif
}
_hud->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) );
_hud->SetStateBool( "player_clip_empty", ( weapon.GetEntity()->ClipSize() ? inclip == 0 : false ) );
_hud->SetStateBool( "player_clip_low", ( weapon.GetEntity()->ClipSize() ? inclip <= weapon.GetEntity()->LowAmmo() : false ) );
#ifdef _D3XP
//Hack to stop the bloodstone ammo to display when it is being activated
if(currentWeapon == weapon_bloodstone) {
_hud->SetStateBool( "player_ammo_empty", false );
_hud->SetStateBool( "player_clip_empty", false );
_hud->SetStateBool( "player_clip_low", false );
}
#endif
#ifdef _D3XP
//Let the HUD know the total amount of ammo regardless of the ammo required value
_hud->SetStateString( "player_ammo_count", va("%i", weapon.GetEntity()->AmmoCount()));
#endif
#ifdef _D3XP
//Make sure the hud always knows how many bloodstone charges there are
int ammoRequired;
ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired );
int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired );
_hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo));
_hud->HandleNamedEvent( "bloodstoneAmmoUpdate" );
#endif
_hud->HandleNamedEvent( "updateAmmo" );
}
/*
===============
idPlayer::UpdateHudStats
===============
*/
void idPlayer::UpdateHudStats( idUserInterface *_hud ) {
int staminapercentage;
float max_stamina;
assert( _hud );
max_stamina = pm_stamina.GetFloat();
if ( !max_stamina ) {
// stamina disabled, so show full stamina bar
staminapercentage = 100.0f;
} else {
staminapercentage = idMath::FtoiFast( 100.0f * stamina / max_stamina );
}
_hud->SetStateInt( "player_health", health );
_hud->SetStateInt( "player_stamina", staminapercentage );
_hud->SetStateInt( "player_armor", inventory.armor );
_hud->SetStateInt( "player_hr", heartRate );
_hud->SetStateInt( "player_nostamina", ( max_stamina == 0 ) ? 1 : 0 );
_hud->HandleNamedEvent( "updateArmorHealthAir" );
#ifdef _D3XP
_hud->HandleNamedEvent( "updatePowerup" );
#endif
if ( healthPulse ) {
_hud->HandleNamedEvent( "healthPulse" );
StartSound( "snd_healthpulse", SND_CHANNEL_ITEM, 0, false, NULL );
healthPulse = false;
}
if ( healthTake ) {
_hud->HandleNamedEvent( "healthPulse" );
StartSound( "snd_healthtake", SND_CHANNEL_ITEM, 0, false, NULL );
healthTake = false;
}
if ( inventory.ammoPulse ) {
_hud->HandleNamedEvent( "ammoPulse" );
inventory.ammoPulse = false;
}
if ( inventory.weaponPulse ) {
// We need to update the weapon hud manually, but not
// the armor/ammo/health because they are updated every
// frame no matter what
UpdateHudWeapon();
_hud->HandleNamedEvent( "weaponPulse" );
inventory.weaponPulse = false;
}
if ( inventory.armorPulse ) {
_hud->HandleNamedEvent( "armorPulse" );
inventory.armorPulse = false;
}
#ifdef CTF
if ( gameLocal.mpGame.IsGametypeFlagBased() && _hud )
{
_hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) );
_hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) );
_hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) );
_hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) );
_hud->HandleNamedEvent( "RedFlagStatusChange" );
_hud->HandleNamedEvent( "BlueFlagStatusChange" );
}
_hud->HandleNamedEvent( "selfTeam" );
#endif
UpdateHudAmmo( _hud );
}
/*
===============
idPlayer::UpdateHudWeapon
===============
*/
void idPlayer::UpdateHudWeapon( bool flashWeapon ) {
idUserInterface *hud = idPlayer::hud;
// if updating the hud of a followed client
if ( gameLocal.localClientNum >= 0 && gameLocal.entities[ gameLocal.localClientNum ] && gameLocal.entities[ gameLocal.localClientNum ]->IsType( idPlayer::Type ) ) {
idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.localClientNum ] );
if ( p->spectating && p->spectator == entityNumber ) {
assert( p->hud );
hud = p->hud;
}
}
if ( !hud ) {
return;
}
for ( int i = 0; i < MAX_WEAPONS; i++ ) {
const char *weapnum = va( "def_weapon%d", i );
const char *hudWeap = va( "weapon%d", i );
int weapstate = 0;
if ( inventory.weapons & ( 1 << i ) ) {
const char *weap = spawnArgs.GetString( weapnum );
if ( weap && *weap ) {
weapstate++;
}
if ( idealWeapon == i ) {
weapstate++;
}
}
hud->SetStateInt( hudWeap, weapstate );
}
if ( flashWeapon ) {
/*#ifdef _D3XP
//Clear all hud weapon varaibles for the weapon change
hud->SetStateString( "player_ammo", "" );
hud->SetStateString( "player_totalammo", "" );
hud->SetStateString( "player_clips", "" );
hud->SetStateString( "player_allammo", "" );
hud->SetStateBool( "player_ammo_empty", false );
hud->SetStateBool( "player_clip_empty", false );
hud->SetStateBool( "player_clip_low", false );
hud->SetStateString( "player_ammo_count", "");
#endif*/
hud->HandleNamedEvent( "weaponChange" );
}
}
/*
===============
idPlayer::DrawHUD
===============
*/
void idPlayer::DrawHUD( idUserInterface *_hud ) {
if ( !weapon.GetEntity() || influenceActive != INFLUENCE_NONE || privateCameraView || gameLocal.GetCamera() || !_hud || !g_showHud.GetBool() ) {
return;
}
UpdateHudStats( _hud );
_hud->SetStateString( "weapicon", weapon.GetEntity()->Icon() );
// FIXME: this is temp to allow the sound meter to show up in the hud
// it should be commented out before shipping but the code can remain
// for mod developers to enable for the same functionality
_hud->SetStateInt( "s_debug", cvarSystem->GetCVarInteger( "s_showLevelMeter" ) );
weapon.GetEntity()->UpdateGUI();
_hud->Redraw( gameLocal.realClientTime );
// weapon targeting crosshair
if ( !GuiActive() ) {
if ( cursor && weapon.GetEntity()->ShowCrosshair() ) {
#ifdef _D3XP
if ( weapon.GetEntity()->GetGrabberState() == 1 || weapon.GetEntity()->GetGrabberState() == 2 ) {
cursor->SetStateString( "grabbercursor", "1" );
cursor->SetStateString( "combatcursor", "0" );
} else {
cursor->SetStateString( "grabbercursor", "0" );
cursor->SetStateString( "combatcursor", "1" );
}
#endif
cursor->Redraw( gameLocal.realClientTime );
}
}
}
/*
===============
idPlayer::EnterCinematic
===============
*/
void idPlayer::EnterCinematic( void ) {
#ifdef _D3XP
if ( PowerUpActive( HELLTIME ) ) {
StopHelltime();
}
#endif
Hide();
StopAudioLog();
StopSound( SND_CHANNEL_PDA, false );
if ( hud ) {
hud->HandleNamedEvent( "radioChatterDown" );
}
physicsObj.SetLinearVelocity( vec3_origin );
SetState( "EnterCinematic" );
UpdateScript();
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->EnterCinematic();
}
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
AI_RUN = false;
AI_ATTACK_HELD = false;
AI_WEAPON_FIRED = false;
AI_JUMP = false;
AI_CROUCH = false;
AI_ONGROUND = true;
AI_ONLADDER = false;
AI_DEAD = ( health <= 0 );
AI_RUN = false;
AI_PAIN = false;
AI_HARDLANDING = false;
AI_SOFTLANDING = false;
AI_RELOAD = false;
AI_TELEPORT = false;
AI_TURN_LEFT = false;
AI_TURN_RIGHT = false;
}
/*
===============
idPlayer::ExitCinematic
===============
*/
void idPlayer::ExitCinematic( void ) {
Show();
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->ExitCinematic();
}
SetState( "ExitCinematic" );
UpdateScript();
}
/*
=====================
idPlayer::UpdateConditions
=====================
*/
void idPlayer::UpdateConditions( void ) {
idVec3 velocity;
float forwardspeed;
float sidespeed;
// minus the push velocity to avoid playing the walking animation and sounds when riding a mover
velocity = physicsObj.GetLinearVelocity() - physicsObj.GetPushedLinearVelocity();
if ( influenceActive ) {
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
} else if ( gameLocal.time - lastDmgTime < 500 ) {
forwardspeed = velocity * viewAxis[ 0 ];
sidespeed = velocity * viewAxis[ 1 ];
AI_FORWARD = AI_ONGROUND && ( forwardspeed > 20.01f );
AI_BACKWARD = AI_ONGROUND && ( forwardspeed < -20.01f );
AI_STRAFE_LEFT = AI_ONGROUND && ( sidespeed > 20.01f );
AI_STRAFE_RIGHT = AI_ONGROUND && ( sidespeed < -20.01f );
} else if ( xyspeed > MIN_BOB_SPEED ) {
AI_FORWARD = AI_ONGROUND && ( usercmd.forwardmove > 0 );
AI_BACKWARD = AI_ONGROUND && ( usercmd.forwardmove < 0 );
AI_STRAFE_LEFT = AI_ONGROUND && ( usercmd.rightmove < 0 );
AI_STRAFE_RIGHT = AI_ONGROUND && ( usercmd.rightmove > 0 );
} else {
AI_FORWARD = false;
AI_BACKWARD = false;
AI_STRAFE_LEFT = false;
AI_STRAFE_RIGHT = false;
}
AI_RUN = ( usercmd.buttons & BUTTON_RUN ) && ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) );
AI_DEAD = ( health <= 0 );
}
/*
==================
WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayer::WeaponFireFeedback( const idDict *weaponDef ) {
// force a blink
blink_time = 0;
// play the fire animation
AI_WEAPON_FIRED = true;
// update view feedback
playerView.WeaponFireFeedback( weaponDef );
}
/*
===============
idPlayer::StopFiring
===============
*/
void idPlayer::StopFiring( void ) {
AI_ATTACK_HELD = false;
AI_WEAPON_FIRED = false;
AI_RELOAD = false;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->EndAttack();
}
}
/*
===============
idPlayer::FireWeapon
===============
*/
void idPlayer::FireWeapon( void ) {
idMat3 axis;
idVec3 muzzle;
if ( privateCameraView ) {
return;
}
if ( g_editEntityMode.GetInteger() ) {
GetViewPos( muzzle, axis );
if ( gameLocal.editEntities->SelectEntity( muzzle, axis[0], this ) ) {
return;
}
}
if ( !hiddenWeapon && weapon.GetEntity()->IsReady() ) {
if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) {
AI_ATTACK_HELD = true;
weapon.GetEntity()->BeginAttack();
if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) ) {
if ( hud ) {
hud->HandleNamedEvent( "soulCubeNotReady" );
}
SelectWeapon( previousWeapon, false );
}
#ifdef _D3XP
if( (weapon_bloodstone >= 0) && (currentWeapon == weapon_bloodstone) && inventory.weapons & ( 1 << weapon_bloodstone_active1 ) && weapon.GetEntity()->GetStatus() == WP_READY) {
// tell it to switch to the previous weapon. Only do this once to prevent
// weapon toggling messing up the previous weapon
if(idealWeapon == weapon_bloodstone) {
if(previousWeapon == weapon_bloodstone || previousWeapon == -1) {
NextBestWeapon();
} else {
//Since this is a toggle weapon just select itself and it will toggle to the last weapon
SelectWeapon( weapon_bloodstone, false );
}
}
}
#endif
} else {
NextBestWeapon();
}
}
if ( hud ) {
if ( tipUp ) {
HideTip();
}
// may want to track with with a bool as well
// keep from looking up named events so often
if ( objectiveUp ) {
HideObjective();
}
}
}
/*
===============
idPlayer::CacheWeapons
===============
*/
void idPlayer::CacheWeapons( void ) {
idStr weap;
int w;
// check if we have any weapons
if ( !inventory.weapons ) {
return;
}
for( w = 0; w < MAX_WEAPONS; w++ ) {
if ( inventory.weapons & ( 1 << w ) ) {
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( weap != "" ) {
idWeapon::CacheWeapon( weap );
} else {
inventory.weapons &= ~( 1 << w );
}
}
}
}
/*
===============
idPlayer::Give
===============
*/
bool idPlayer::Give( const char *statname, const char *value ) {
int amount;
if ( AI_DEAD ) {
return false;
}
if ( !idStr::Icmp( statname, "health" ) ) {
if ( health >= inventory.maxHealth ) {
return false;
}
amount = atoi( value );
if ( amount ) {
health += amount;
if ( health > inventory.maxHealth ) {
health = inventory.maxHealth;
}
if ( hud ) {
hud->HandleNamedEvent( "healthPulse" );
}
}
} else if ( !idStr::Icmp( statname, "stamina" ) ) {
if ( stamina >= 100 ) {
return false;
}
stamina += atof( value );
if ( stamina > 100 ) {
stamina = 100;
}
} else if ( !idStr::Icmp( statname, "heartRate" ) ) {
heartRate += atoi( value );
if ( heartRate > MAX_HEARTRATE ) {
heartRate = MAX_HEARTRATE;
}
} else if ( !idStr::Icmp( statname, "air" ) ) {
if ( airTics >= pm_airTics.GetInteger() ) {
return false;
}
airTics += atoi( value ) / 100.0 * pm_airTics.GetInteger();
if ( airTics > pm_airTics.GetInteger() ) {
airTics = pm_airTics.GetInteger();
}
#ifdef _D3XP
} else if ( !idStr::Icmp( statname, "enviroTime" ) ) {
if ( PowerUpActive( ENVIROTIME ) ) {
inventory.powerupEndTime[ ENVIROTIME ] += (atof(value) * 1000);
} else {
GivePowerUp( ENVIROTIME, atoi(value)*1000 );
}
} else {
bool ret = inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true );
if(!idStr::Icmp( statname, "ammo_bloodstone" ) ) {
//int i = inventory.AmmoIndexForAmmoClass( statname );
//int max = inventory.MaxAmmoForAmmoClass( this, statname );
//if(hud && inventory.ammo[ i ] >= max) {
if(hud) {
//Force an update of the bloodstone ammount
int ammoRequired;
ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired );
int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired );
hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo));
hud->HandleNamedEvent("bloodstoneReady");
//Make sure we unlock the ability to harvest
harvest_lock = false;
}
}
return ret;
#else
return inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true );
#endif
}
return true;
}
/*
===============
idPlayer::GiveHealthPool
adds health to the player health pool
===============
*/
void idPlayer::GiveHealthPool( float amt ) {
if ( AI_DEAD ) {
return;
}
if ( health > 0 ) {
healthPool += amt;
if ( healthPool > inventory.maxHealth - health ) {
healthPool = inventory.maxHealth - health;
}
nextHealthPulse = gameLocal.time;
}
}
/*
===============
idPlayer::GiveItem
Returns false if the item shouldn't be picked up
===============
*/
bool idPlayer::GiveItem( idItem *item ) {
int i;
const idKeyValue *arg;
idDict attr;
bool gave;
int numPickup;
if ( gameLocal.isMultiplayer && spectating ) {
return false;
}
item->GetAttributes( attr );
gave = false;
numPickup = inventory.pickupItemNames.Num();
for( i = 0; i < attr.GetNumKeyVals(); i++ ) {
arg = attr.GetKeyVal( i );
if ( Give( arg->GetKey(), arg->GetValue() ) ) {
gave = true;
}
}
arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL );
if ( arg && hud ) {
// We need to update the weapon hud manually, but not
// the armor/ammo/health because they are updated every
// frame no matter what
UpdateHudWeapon( false );
hud->HandleNamedEvent( "weaponPulse" );
}
// display the pickup feedback on the hud
if ( gave && ( numPickup == inventory.pickupItemNames.Num() ) ) {
inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ), this ); //_D3XP
}
return gave;
}
/*
===============
idPlayer::PowerUpModifier
===============
*/
float idPlayer::PowerUpModifier( int type ) {
float mod = 1.0f;
if ( PowerUpActive( BERSERK ) ) {
switch( type ) {
case SPEED: {
mod *= 1.7f;
break;
}
case PROJECTILE_DAMAGE: {
mod *= 2.0f;
break;
}
case MELEE_DAMAGE: {
mod *= 30.0f;
break;
}
case MELEE_DISTANCE: {
mod *= 2.0f;
break;
}
}
}
if ( gameLocal.isMultiplayer && !gameLocal.isClient ) {
if ( PowerUpActive( MEGAHEALTH ) ) {
if ( healthPool <= 0 ) {
GiveHealthPool( 100 );
}
} else {
healthPool = 0;
}
#ifdef _D3XP
/*if( PowerUpActive( HASTE ) ) {
switch( type ) {
case SPEED: {
mod = 1.7f;
break;
}
}
}*/
#endif
}
return mod;
}
/*
===============
idPlayer::PowerUpActive
===============
*/
bool idPlayer::PowerUpActive( int powerup ) const {
return ( inventory.powerups & ( 1 << powerup ) ) != 0;
}
/*
===============
idPlayer::GivePowerUp
===============
*/
bool idPlayer::GivePowerUp( int powerup, int time ) {
const char *sound;
const char *skin;
if ( powerup >= 0 && powerup < MAX_POWERUPS ) {
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( powerup );
msg.WriteBits( 1, 1 );
ServerSendEvent( EVENT_POWERUP, &msg, false, -1 );
}
if ( powerup != MEGAHEALTH ) {
inventory.GivePowerUp( this, powerup, time );
}
const idDeclEntityDef *def = NULL;
switch( powerup ) {
case BERSERK: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100627", "", this);
}
if(gameLocal.isMultiplayer) {
if ( spawnArgs.GetString( "snd_berserk_third", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL );
}
}
if ( baseSkinName.Length() ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" );
}
if ( !gameLocal.isClient ) {
#ifdef _D3XP
if( !gameLocal.isMultiplayer ) {
// Trying it out without the health boost (1/3/05)
// Give the player full health in single-player
// health = 100;
} else {
// Switch to fists in multiplayer
idealWeapon = 1;
}
#else
idealWeapon = 0;
#endif
}
break;
}
case INVISIBILITY: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100628", "", this);
}
spawnArgs.GetString( "skin_invisibility", "", &skin );
powerUpSkin = declManager->FindSkin( skin );
// remove any decals from the model
if ( modelDefHandle != -1 ) {
gameRenderWorld->RemoveDecals( modelDefHandle );
}
if ( weapon.GetEntity() ) {
weapon.GetEntity()->UpdateSkin();
}
/* if ( spawnArgs.GetString( "snd_invisibility", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
} */
break;
}
case ADRENALINE: {
#ifdef _D3XP
inventory.AddPickupName("#str_00100799", "", this);
#endif
stamina = 100.0f;
break;
}
case MEGAHEALTH: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100629", "", this);
}
if ( spawnArgs.GetString( "snd_megahealth", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL );
}
def = gameLocal.FindEntityDef( "powerup_megahealth", false );
if ( def ) {
health = def->dict.GetInt( "inv_health" );
}
break;
}
#ifdef _D3XP
case HELLTIME: {
if ( spawnArgs.GetString( "snd_helltime_start", "", &sound ) ) {
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY );
}
if ( spawnArgs.GetString( "snd_helltime_loop", "", &sound ) ) {
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_DEMONIC );
}
break;
}
case ENVIROSUIT: {
// Turn on the envirosuit sound
if ( gameSoundWorld ) {
gameSoundWorld->SetEnviroSuit( true );
}
// Put the helmet and lights on the player
idDict args;
// Light
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
if ( lightDef ) {
idEntity *temp;
gameLocal.SpawnEntityDef( *lightDef, &temp, false );
idLight *eLight = static_cast(temp);
eLight->GetPhysics()->SetOrigin( firstPersonViewOrigin );
eLight->UpdateVisuals();
eLight->Present();
enviroSuitLight = eLight;
}
break;
}
case ENVIROTIME: {
hudPowerup = ENVIROTIME;
// The HUD display bar is fixed at 60 seconds
hudPowerupDuration = 60000;
break;
}
case INVULNERABILITY: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100630", "", this);
}
if(gameLocal.isMultiplayer) {
/*if ( spawnArgs.GetString( "snd_invulnerable", "", &sound ) ) {
StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL );
}*/
if ( baseSkinName.Length() ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_invuln" );
}
}
break;
}
/*case HASTE: {
if(gameLocal.isMultiplayer && !gameLocal.isClient) {
inventory.AddPickupName("#str_00100631", "", this);
}
if ( baseSkinName.Length() ) {
powerUpSkin = declManager->FindSkin( baseSkinName + "_haste" );
}
break;
}*/
#endif
}
if ( hud ) {
hud->HandleNamedEvent( "itemPickup" );
}
return true;
} else {
gameLocal.Warning( "Player given power up %i\n which is out of range", powerup );
}
return false;
}
/*
==============
idPlayer::ClearPowerup
==============
*/
void idPlayer::ClearPowerup( int i ) {
if ( gameLocal.isServer ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( i );
msg.WriteBits( 0, 1 );
ServerSendEvent( EVENT_POWERUP, &msg, false, -1 );
}
powerUpSkin = NULL;
inventory.powerups &= ~( 1 << i );
inventory.powerupEndTime[ i ] = 0;
switch( i ) {
case BERSERK: {
if(gameLocal.isMultiplayer) {
StopSound( SND_CHANNEL_DEMONIC, false );
}
#ifdef _D3XP
if(!gameLocal.isMultiplayer) {
StopHealthRecharge();
}
#endif
break;
}
case INVISIBILITY: {
if ( weapon.GetEntity() ) {
weapon.GetEntity()->UpdateSkin();
}
break;
}
#ifdef _D3XP
case HELLTIME: {
StopSound( SND_CHANNEL_DEMONIC, false );
break;
}
case ENVIROSUIT: {
hudPowerup = -1;
// Turn off the envirosuit sound
if ( gameSoundWorld ) {
gameSoundWorld->SetEnviroSuit( false );
}
// Take off the helmet and lights
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
enviroSuitLight = NULL;
break;
}
case INVULNERABILITY: {
if(gameLocal.isMultiplayer) {
StopSound( SND_CHANNEL_DEMONIC, false );
}
}
/*case HASTE: {
if(gameLocal.isMultiplayer) {
StopSound( SND_CHANNEL_DEMONIC, false );
}
}*/
#endif
}
}
/*
==============
idPlayer::UpdatePowerUps
==============
*/
void idPlayer::UpdatePowerUps( void ) {
int i;
if ( !gameLocal.isClient ) {
for ( i = 0; i < MAX_POWERUPS; i++ ) {
#ifdef _D3XP
if ( ( inventory.powerups & ( 1 << i ) ) && inventory.powerupEndTime[i] > gameLocal.time ) {
switch( i ) {
case ENVIROSUIT: {
if ( enviroSuitLight.IsValid() ) {
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
break;
}
default: {
break;
}
}
}
#endif
if ( PowerUpActive( i ) && inventory.powerupEndTime[i] <= gameLocal.time ) {
ClearPowerup( i );
}
}
}
if ( health > 0 ) {
if ( powerUpSkin ) {
renderEntity.customSkin = powerUpSkin;
} else {
renderEntity.customSkin = skin;
}
}
if ( healthPool && gameLocal.time > nextHealthPulse && !AI_DEAD && health > 0 ) {
assert( !gameLocal.isClient ); // healthPool never be set on client
int amt = ( healthPool > 5 ) ? 5 : healthPool;
health += amt;
if ( health > inventory.maxHealth ) {
health = inventory.maxHealth;
healthPool = 0;
} else {
healthPool -= amt;
}
nextHealthPulse = gameLocal.time + HEALTHPULSE_TIME;
healthPulse = true;
}
if ( !gameLocal.inCinematic && influenceActive == 0 && g_skill.GetInteger() == 3 && gameLocal.time > nextHealthTake && !AI_DEAD && health > g_healthTakeLimit.GetInteger() ) {
assert( !gameLocal.isClient ); // healthPool never be set on client
#ifdef _D3XP
if(!PowerUpActive(INVULNERABILITY)) {
#endif
health -= g_healthTakeAmt.GetInteger();
if ( health < g_healthTakeLimit.GetInteger() ) {
health = g_healthTakeLimit.GetInteger();
}
#ifdef _D3XP
}
#endif
nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000;
healthTake = true;
}
}
/*
===============
idPlayer::ClearPowerUps
===============
*/
void idPlayer::ClearPowerUps( void ) {
int i;
for ( i = 0; i < MAX_POWERUPS; i++ ) {
if ( PowerUpActive( i ) ) {
ClearPowerup( i );
}
}
inventory.ClearPowerUps();
#ifdef _D3XP
if ( gameLocal.isMultiplayer ) {
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
}
}
#endif
}
/*
===============
idPlayer::GiveInventoryItem
===============
*/
bool idPlayer::GiveInventoryItem( idDict *item ) {
if ( gameLocal.isMultiplayer && spectating ) {
return false;
}
inventory.items.Append( new idDict( *item ) );
idItemInfo info;
const char* itemName = item->GetString( "inv_name" );
if ( idStr::Cmpn( itemName, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
info.name = common->GetLanguageDict()->GetString( itemName );
} else {
info.name = itemName;
}
info.icon = item->GetString( "inv_icon" );
inventory.pickupItemNames.Append( info );
if ( hud ) {
hud->SetStateString( "itemicon", info.icon );
hud->HandleNamedEvent( "invPickup" );
}
#ifdef _D3XP //Added to support powercells
if(item->GetInt("inv_powercell") && focusUI) {
//Reset the powercell count
int powerCellCount = 0;
for ( int j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
if(item->GetInt("inv_powercell")) {
powerCellCount++;
}
}
focusUI->SetStateInt( "powercell_count", powerCellCount );
}
#endif
return true;
}
#ifdef _D3XP //BSM: Implementing this defined function for scripted give inventory items
/*
==============
idPlayer::GiveInventoryItem
==============
*/
bool idPlayer::GiveInventoryItem( const char *name ) {
idDict args;
args.Set( "classname", name );
args.Set( "owner", this->name.c_str() );
gameLocal.SpawnEntityDef( args);
return true;
}
#endif
/*
==============
idPlayer::UpdateObjectiveInfo
==============
*/
void idPlayer::UpdateObjectiveInfo( void ) {
if ( objectiveSystem == NULL ) {
return;
}
objectiveSystem->SetStateString( "objective1", "" );
objectiveSystem->SetStateString( "objective2", "" );
objectiveSystem->SetStateString( "objective3", "" );
for ( int i = 0; i < inventory.objectiveNames.Num(); i++ ) {
objectiveSystem->SetStateString( va( "objective%i", i+1 ), "1" );
objectiveSystem->SetStateString( va( "objectivetitle%i", i+1 ), inventory.objectiveNames[i].title.c_str() );
objectiveSystem->SetStateString( va( "objectivetext%i", i+1 ), inventory.objectiveNames[i].text.c_str() );
objectiveSystem->SetStateString( va( "objectiveshot%i", i+1 ), inventory.objectiveNames[i].screenshot.c_str() );
}
objectiveSystem->StateChanged( gameLocal.time );
}
/*
===============
idPlayer::GiveObjective
===============
*/
void idPlayer::GiveObjective( const char *title, const char *text, const char *screenshot ) {
idObjectiveInfo info;
info.title = title;
info.text = text;
info.screenshot = screenshot;
inventory.objectiveNames.Append( info );
ShowObjective( "newObjective" );
if ( hud ) {
hud->HandleNamedEvent( "newObjective" );
}
}
/*
===============
idPlayer::CompleteObjective
===============
*/
void idPlayer::CompleteObjective( const char *title ) {
int c = inventory.objectiveNames.Num();
for ( int i = 0; i < c; i++ ) {
if ( idStr::Icmp(inventory.objectiveNames[i].title, title) == 0 ) {
inventory.objectiveNames.RemoveIndex( i );
break;
}
}
ShowObjective( "newObjectiveComplete" );
if ( hud ) {
hud->HandleNamedEvent( "newObjectiveComplete" );
}
}
/*
===============
idPlayer::GiveVideo
===============
*/
void idPlayer::GiveVideo( const char *videoName, idDict *item ) {
if ( videoName == NULL || *videoName == 0 ) {
return;
}
inventory.videos.AddUnique( videoName );
if ( item ) {
idItemInfo info;
info.name = item->GetString( "inv_name" );
info.icon = item->GetString( "inv_icon" );
inventory.pickupItemNames.Append( info );
}
if ( hud ) {
hud->HandleNamedEvent( "videoPickup" );
}
}
/*
===============
idPlayer::GiveSecurity
===============
*/
void idPlayer::GiveSecurity( const char *security ) {
GetPDA()->SetSecurity( security );
if ( hud ) {
hud->SetStateString( "pda_security", "1" );
hud->HandleNamedEvent( "securityPickup" );
}
}
/*
===============
idPlayer::GiveEmail
===============
*/
void idPlayer::GiveEmail( const char *emailName ) {
if ( emailName == NULL || *emailName == 0 ) {
return;
}
inventory.emails.AddUnique( emailName );
GetPDA()->AddEmail( emailName );
if ( hud ) {
hud->HandleNamedEvent( "emailPickup" );
}
}
/*
===============
idPlayer::GivePDA
===============
*/
void idPlayer::GivePDA( const char *pdaName, idDict *item )
{
if ( gameLocal.isMultiplayer && spectating ) {
return;
}
if ( item ) {
inventory.pdaSecurity.AddUnique( item->GetString( "inv_name" ) );
}
if ( pdaName == NULL || *pdaName == 0 ) {
pdaName = "personal";
}
const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, pdaName ) );
inventory.pdas.AddUnique( pdaName );
// Copy any videos over
for ( int i = 0; i < pda->GetNumVideos(); i++ ) {
const idDeclVideo *video = pda->GetVideoByIndex( i );
if ( video ) {
inventory.videos.AddUnique( video->GetName() );
}
}
// This is kind of a hack, but it works nicely
// We don't want to display the 'you got a new pda' message during a map load
if ( gameLocal.GetFrameNum() > 10 ) {
if ( pda && hud ) {
idStr pdaName = pda->GetPdaName();
pdaName.RemoveColors();
hud->SetStateString( "pda", "1" );
hud->SetStateString( "pda_text", pdaName );
const char *sec = pda->GetSecurity();
hud->SetStateString( "pda_security", ( sec && *sec ) ? "1" : "0" );
hud->HandleNamedEvent( "pdaPickup" );
}
if ( inventory.pdas.Num() == 1 ) {
GetPDA()->RemoveAddedEmailsAndVideos();
if ( !objectiveSystemOpen ) {
TogglePDA();
}
objectiveSystem->HandleNamedEvent( "showPDATip" );
//ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_firstPDA" ), true );
}
if ( inventory.pdas.Num() > 1 && pda->GetNumVideos() > 0 && hud ) {
hud->HandleNamedEvent( "videoPickup" );
}
}
}
/*
===============
idPlayer::FindInventoryItem
===============
*/
idDict *idPlayer::FindInventoryItem( const char *name ) {
for ( int i = 0; i < inventory.items.Num(); i++ ) {
const char *iname = inventory.items[i]->GetString( "inv_name" );
if ( iname && *iname ) {
if ( idStr::Icmp( name, iname ) == 0 ) {
return inventory.items[i];
}
}
}
return NULL;
}
/*
===============
idPlayer::RemoveInventoryItem
===============
*/
void idPlayer::RemoveInventoryItem( const char *name ) {
//Hack for localization
if(!idStr::Icmp(name, "Pwr Cell")) {
name = common->GetLanguageDict()->GetString( "#str_00101056" );
}
idDict *item = FindInventoryItem(name);
if ( item ) {
RemoveInventoryItem( item );
}
}
/*
===============
idPlayer::RemoveInventoryItem
===============
*/
void idPlayer::RemoveInventoryItem( idDict *item ) {
inventory.items.Remove( item );
#ifdef _D3XP //Added to support powercells
if(item->GetInt("inv_powercell") && focusUI) {
//Reset the powercell count
int powerCellCount = 0;
for ( int j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
if(item->GetInt("inv_powercell")) {
powerCellCount++;
}
}
focusUI->SetStateInt( "powercell_count", powerCellCount );
}
#endif
delete item;
}
/*
===============
idPlayer::GiveItem
===============
*/
void idPlayer::GiveItem( const char *itemname ) {
idDict args;
args.Set( "classname", itemname );
args.Set( "owner", name.c_str() );
gameLocal.SpawnEntityDef( args );
if ( hud ) {
hud->HandleNamedEvent( "itemPickup" );
}
}
/*
==================
idPlayer::SlotForWeapon
==================
*/
int idPlayer::SlotForWeapon( const char *weaponName ) {
int i;
for( i = 0; i < MAX_WEAPONS; i++ ) {
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !idStr::Cmp( weap, weaponName ) ) {
return i;
}
}
// not found
return -1;
}
/*
===============
idPlayer::Reload
===============
*/
void idPlayer::Reload( void ) {
if ( gameLocal.isClient ) {
return;
}
if ( spectating || gameLocal.inCinematic || influenceActive ) {
return;
}
if ( weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) {
weapon.GetEntity()->Reload();
}
}
/*
===============
idPlayer::NextBestWeapon
===============
*/
void idPlayer::NextBestWeapon( void ) {
const char *weap;
int w = MAX_WEAPONS;
if ( gameLocal.isClient || !weaponEnabled ) {
return;
}
while ( w > 0 ) {
w--;
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
#ifdef _D3XP
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) {
#else
if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !(inventory.HasAmmo( weap )) ) ) {
#endif
continue;
}
if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) {
continue;
}
#ifdef _D3XP
//Some weapons will report having ammo but the clip is empty and
//will not have enough to fill the clip (i.e. Double Barrel Shotgun with 1 round left)
//We need to skip these weapons because they cannot be used
if(inventory.HasEmptyClipCannotRefill(weap, this)) {
continue;
}
#endif
break;
}
idealWeapon = w;
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
UpdateHudWeapon();
}
/*
===============
idPlayer::NextWeapon
===============
*/
void idPlayer::NextWeapon( void ) {
const char *weap;
int w;
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
return;
}
if ( gameLocal.isClient ) {
return;
}
// check if we have any weapons
if ( !inventory.weapons ) {
return;
}
w = idealWeapon;
while( 1 ) {
w++;
if ( w >= MAX_WEAPONS ) {
w = 0;
}
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
continue;
}
if ( !weap[ 0 ] ) {
continue;
}
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
continue;
}
#ifdef _D3XP
if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) {
#else
if ( inventory.HasAmmo( weap ) ) {
#endif
break;
}
}
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
idealWeapon = w;
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
UpdateHudWeapon();
}
}
/*
===============
idPlayer::PrevWeapon
===============
*/
void idPlayer::PrevWeapon( void ) {
const char *weap;
int w;
if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) {
return;
}
if ( gameLocal.isClient ) {
return;
}
// check if we have any weapons
if ( !inventory.weapons ) {
return;
}
w = idealWeapon;
while( 1 ) {
w--;
if ( w < 0 ) {
w = MAX_WEAPONS - 1;
}
weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
continue;
}
if ( !weap[ 0 ] ) {
continue;
}
if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
continue;
}
#ifdef _D3XP
if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) {
#else
if ( inventory.HasAmmo( weap ) ) {
#endif
break;
}
}
if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
idealWeapon = w;
weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY;
UpdateHudWeapon();
}
}
/*
===============
idPlayer::SelectWeapon
===============
*/
void idPlayer::SelectWeapon( int num, bool force ) {
const char *weap;
if ( !weaponEnabled || spectating || gameLocal.inCinematic || health < 0 ) {
return;
}
if ( ( num < 0 ) || ( num >= MAX_WEAPONS ) ) {
return;
}
if ( gameLocal.isClient ) {
return;
}
if ( ( num != weapon_pda ) && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
num = weapon_fists;
hiddenWeapon ^= 1;
if ( hiddenWeapon && weapon.GetEntity() ) {
weapon.GetEntity()->LowerWeapon();
} else {
weapon.GetEntity()->RaiseWeapon();
}
}
weap = spawnArgs.GetString( va( "def_weapon%d", num ) );
if ( !weap[ 0 ] ) {
gameLocal.Printf( "Invalid weapon\n" );
return;
}
#ifdef _D3XP
//Is the weapon a toggle weapon
WeaponToggle_t* weaponToggle;
if(weaponToggles.Get(va("weapontoggle%d", num), &weaponToggle)) {
int weaponToggleIndex = 0;
//Find the current Weapon in the list
int currentIndex = -1;
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
if(weaponToggle->toggleList[i] == idealWeapon) {
currentIndex = i;
break;
}
}
if(currentIndex == -1) {
//Didn't find the current weapon so select the first item
weaponToggleIndex = 0;
} else {
//Roll to the next available item in the list
weaponToggleIndex = currentIndex;
weaponToggleIndex++;
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
weaponToggleIndex = 0;
}
}
for(int i = 0; i < weaponToggle->toggleList.Num(); i++) {
//Is it available
if(inventory.weapons & ( 1 << weaponToggle->toggleList[weaponToggleIndex])) {
break;
}
weaponToggleIndex++;
if(weaponToggleIndex >= weaponToggle->toggleList.Num()) {
weaponToggleIndex = 0;
}
}
num = weaponToggle->toggleList[weaponToggleIndex];
}
#endif
if ( force || ( inventory.weapons & ( 1 << num ) ) ) {
#ifdef _D3XP
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) {
#else
if ( !inventory.HasAmmo( weap ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) {
#endif
return;
}
if ( ( previousWeapon >= 0 ) && ( idealWeapon == num ) && ( spawnArgs.GetBool( va( "weapon%d_toggle", num ) ) ) ) {
weap = spawnArgs.GetString( va( "def_weapon%d", previousWeapon ) );
#ifdef _D3XP
if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) {
#else
if ( !inventory.HasAmmo( weap ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) {
#endif
return;
}
idealWeapon = previousWeapon;
} else if ( ( weapon_pda >= 0 ) && ( num == weapon_pda ) && ( inventory.pdas.Num() == 0 ) ) {
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
return;
} else {
idealWeapon = num;
}
UpdateHudWeapon();
}
}
/*
=================
idPlayer::DropWeapon
=================
*/
void idPlayer::DropWeapon( bool died ) {
idVec3 forward, up;
int inclip, ammoavailable;
assert( !gameLocal.isClient );
if ( spectating || weaponGone || weapon.GetEntity() == NULL ) {
return;
}
if ( ( !died && !weapon.GetEntity()->IsReady() ) || weapon.GetEntity()->IsReloading() ) {
return;
}
// ammoavailable is how many shots we can fire
// inclip is which amount is in clip right now
ammoavailable = weapon.GetEntity()->AmmoAvailable();
inclip = weapon.GetEntity()->AmmoInClip();
// don't drop a grenade if we have none left
if ( !idStr::Icmp( idWeapon::GetAmmoNameForNum( weapon.GetEntity()->GetAmmoType() ), "ammo_grenades" ) && ( ammoavailable - inclip <= 0 ) ) {
return;
}
#ifdef _D3XP
ammoavailable += inclip;
#endif
// expect an ammo setup that makes sense before doing any dropping
// ammoavailable is -1 for infinite ammo, and weapons like chainsaw
// a bad ammo config usually indicates a bad weapon state, so we should not drop
// used to be an assertion check, but it still happens in edge cases
if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) {
common->DPrintf( "idPlayer::DropWeapon: bad ammo setup\n" );
return;
}
idEntity *item = NULL;
if ( died ) {
// ain't gonna throw you no weapon if I'm dead
item = weapon.GetEntity()->DropItem( vec3_origin, 0, WEAPON_DROP_TIME, died );
} else {
viewAngles.ToVectors( &forward, NULL, &up );
item = weapon.GetEntity()->DropItem( 250.0f * forward + 150.0f * up, 500, WEAPON_DROP_TIME, died );
}
if ( !item ) {
return;
}
// set the appropriate ammo in the dropped object
const idKeyValue * keyval = item->spawnArgs.MatchPrefix( "inv_ammo_" );
if ( keyval ) {
item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable );
idStr inclipKey = keyval->GetKey();
inclipKey.Insert( "inclip_", 4 );
#ifdef _D3XP
inclipKey.Insert( va("%.2d", currentWeapon), 11);
#endif
item->spawnArgs.SetInt( inclipKey, inclip );
}
if ( !died ) {
// remove from our local inventory completely
inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 );
weapon.GetEntity()->ResetAmmoClip();
NextWeapon();
weapon.GetEntity()->WeaponStolen();
weaponGone = true;
}
}
/*
=================
idPlayer::StealWeapon
steal the target player's current weapon
=================
*/
void idPlayer::StealWeapon( idPlayer *player ) {
assert( !gameLocal.isClient );
// make sure there's something to steal
idWeapon *player_weapon = static_cast< idWeapon * >( player->weapon.GetEntity() );
if ( !player_weapon || !player_weapon->CanDrop() || weaponGone ) {
return;
}
// steal - we need to effectively force the other player to abandon his weapon
int newweap = player->currentWeapon;
if ( newweap == -1 ) {
return;
}
// might be just dropped - check inventory
if ( ! ( player->inventory.weapons & ( 1 << newweap ) ) ) {
return;
}
const char *weapon_classname = spawnArgs.GetString( va( "def_weapon%d", newweap ) );
assert( weapon_classname );
int ammoavailable = player->weapon.GetEntity()->AmmoAvailable();
int inclip = player->weapon.GetEntity()->AmmoInClip();
#ifdef _D3XP
ammoavailable += inclip;
#endif
if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) {
// see DropWeapon
common->DPrintf( "idPlayer::StealWeapon: bad ammo setup\n" );
// we still steal the weapon, so let's use the default ammo levels
inclip = -1;
const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname );
assert( decl );
const idKeyValue *keypair = decl->dict.MatchPrefix( "inv_ammo_" );
assert( keypair );
ammoavailable = atoi( keypair->GetValue() );
}
player->weapon.GetEntity()->WeaponStolen();
player->inventory.Drop( player->spawnArgs, NULL, newweap );
player->SelectWeapon( weapon_fists, false );
// in case the robbed player is firing rounds with a continuous fire weapon like the chaingun/plasma etc.
// this will ensure the firing actually stops
player->weaponGone = true;
// give weapon, setup the ammo count
Give( "weapon", weapon_classname );
ammo_t ammo_i = player->inventory.AmmoIndexForWeaponClass( weapon_classname, NULL );
idealWeapon = newweap;
inventory.ammo[ ammo_i ] += ammoavailable;
#ifndef _D3XP
inventory.clip[ newweap ] = inclip;
#endif
}
/*
===============
idPlayer::ActiveGui
===============
*/
idUserInterface *idPlayer::ActiveGui( void ) {
if ( objectiveSystemOpen ) {
return objectiveSystem;
}
return focusUI;
}
/*
===============
idPlayer::Weapon_Combat
===============
*/
void idPlayer::Weapon_Combat( void ) {
if ( influenceActive || !weaponEnabled || gameLocal.inCinematic || privateCameraView ) {
return;
}
weapon.GetEntity()->RaiseWeapon();
if ( weapon.GetEntity()->IsReloading() ) {
if ( !AI_RELOAD ) {
AI_RELOAD = true;
SetState( "ReloadWeapon" );
UpdateScript();
}
} else {
AI_RELOAD = false;
}
if ( idealWeapon == weapon_soulcube && soulCubeProjectile.GetEntity() != NULL ) {
idealWeapon = currentWeapon;
}
if ( idealWeapon != currentWeapon ) {
if ( weaponCatchup ) {
assert( gameLocal.isClient );
currentWeapon = idealWeapon;
weaponGone = false;
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] );
animPrefix.Strip( "weapon_" );
weapon.GetEntity()->NetCatchup();
const function_t *newstate = GetScriptFunction( "NetCatchup" );
if ( newstate ) {
SetState( newstate );
UpdateScript();
}
weaponCatchup = false;
} else {
if ( weapon.GetEntity()->IsReady() ) {
weapon.GetEntity()->PutAway();
}
if ( weapon.GetEntity()->IsHolstered() ) {
assert( idealWeapon >= 0 );
assert( idealWeapon < MAX_WEAPONS );
if ( currentWeapon != weapon_pda && !spawnArgs.GetBool( va( "weapon%d_toggle", currentWeapon ) ) ) {
previousWeapon = currentWeapon;
}
currentWeapon = idealWeapon;
weaponGone = false;
animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] );
animPrefix.Strip( "weapon_" );
weapon.GetEntity()->Raise();
}
}
} else {
weaponGone = false; // if you drop and re-get weap, you may miss the = false above
if ( weapon.GetEntity()->IsHolstered() ) {
if ( !weapon.GetEntity()->AmmoAvailable() ) {
// weapons can switch automatically if they have no more ammo
NextBestWeapon();
} else {
weapon.GetEntity()->Raise();
state = GetScriptFunction( "RaiseWeapon" );
if ( state ) {
SetState( state );
}
}
}
}
// check for attack
AI_WEAPON_FIRED = false;
if ( !influenceActive ) {
if ( ( usercmd.buttons & BUTTON_ATTACK ) && !weaponGone ) {
FireWeapon();
} else if ( oldButtons & BUTTON_ATTACK ) {
AI_ATTACK_HELD = false;
weapon.GetEntity()->EndAttack();
}
}
// update our ammo clip in our inventory
if ( ( currentWeapon >= 0 ) && ( currentWeapon < MAX_WEAPONS ) ) {
inventory.clip[ currentWeapon ] = weapon.GetEntity()->AmmoInClip();
if ( hud && ( currentWeapon == idealWeapon ) ) {
UpdateHudAmmo( hud );
}
}
}
/*
===============
idPlayer::Weapon_NPC
===============
*/
void idPlayer::Weapon_NPC( void ) {
if ( idealWeapon != currentWeapon ) {
Weapon_Combat();
}
StopFiring();
weapon.GetEntity()->LowerWeapon();
if ( ( usercmd.buttons & BUTTON_ATTACK ) && !( oldButtons & BUTTON_ATTACK ) ) {
buttonMask |= BUTTON_ATTACK;
focusCharacter->TalkTo( this );
}
}
/*
===============
idPlayer::LowerWeapon
===============
*/
void idPlayer::LowerWeapon( void ) {
if ( weapon.GetEntity() && !weapon.GetEntity()->IsHidden() ) {
weapon.GetEntity()->LowerWeapon();
}
}
/*
===============
idPlayer::RaiseWeapon
===============
*/
void idPlayer::RaiseWeapon( void ) {
if ( weapon.GetEntity() && weapon.GetEntity()->IsHidden() ) {
weapon.GetEntity()->RaiseWeapon();
}
}
/*
===============
idPlayer::WeaponLoweringCallback
===============
*/
void idPlayer::WeaponLoweringCallback( void ) {
SetState( "LowerWeapon" );
UpdateScript();
}
/*
===============
idPlayer::WeaponRisingCallback
===============
*/
void idPlayer::WeaponRisingCallback( void ) {
SetState( "RaiseWeapon" );
UpdateScript();
}
/*
===============
idPlayer::Weapon_GUI
===============
*/
void idPlayer::Weapon_GUI( void ) {
if ( !objectiveSystemOpen ) {
if ( idealWeapon != currentWeapon ) {
Weapon_Combat();
}
StopFiring();
weapon.GetEntity()->LowerWeapon();
}
// disable click prediction for the GUIs. handy to check the state sync does the right thing
if ( gameLocal.isClient && !net_clientPredictGUI.GetBool() ) {
return;
}
if ( ( oldButtons ^ usercmd.buttons ) & BUTTON_ATTACK ) {
sysEvent_t ev;
const char *command = NULL;
bool updateVisuals = false;
idUserInterface *ui = ActiveGui();
if ( ui ) {
ev = sys->GenerateMouseButtonEvent( 1, ( usercmd.buttons & BUTTON_ATTACK ) != 0 );
command = ui->HandleEvent( &ev, gameLocal.time, &updateVisuals );
if ( updateVisuals && focusGUIent && ui == focusUI ) {
focusGUIent->UpdateVisuals();
}
}
if ( gameLocal.isClient ) {
// we predict enough, but don't want to execute commands
return;
}
if ( focusGUIent ) {
HandleGuiCommands( focusGUIent, command );
} else {
HandleGuiCommands( this, command );
}
}
}
/*
===============
idPlayer::UpdateWeapon
===============
*/
void idPlayer::UpdateWeapon( void ) {
if ( health <= 0 ) {
return;
}
assert( !spectating );
if ( gameLocal.isClient ) {
// clients need to wait till the weapon and it's world model entity
// are present and synchronized ( weapon.worldModel idEntityPtr to idAnimatedEntity )
if ( !weapon.GetEntity()->IsWorldModelReady() ) {
return;
}
}
// always make sure the weapon is correctly setup before accessing it
if ( !weapon.GetEntity()->IsLinked() ) {
if ( idealWeapon != -1 ) {
animPrefix = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) );
weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ idealWeapon ] );
assert( weapon.GetEntity()->IsLinked() );
} else {
return;
}
}
if ( hiddenWeapon && tipUp && usercmd.buttons & BUTTON_ATTACK ) {
HideTip();
}
if ( g_dragEntity.GetBool() ) {
StopFiring();
weapon.GetEntity()->LowerWeapon();
dragEntity.Update( this );
} else if ( ActiveGui() ) {
// gui handling overrides weapon use
Weapon_GUI();
} else if ( focusCharacter && ( focusCharacter->health > 0 ) ) {
Weapon_NPC();
} else {
Weapon_Combat();
}
if ( hiddenWeapon ) {
weapon.GetEntity()->LowerWeapon();
}
// update weapon state, particles, dlights, etc
weapon.GetEntity()->PresentWeapon( showWeaponViewModel );
}
/*
===============
idPlayer::SpectateFreeFly
===============
*/
void idPlayer::SpectateFreeFly( bool force ) {
idPlayer *player;
idVec3 newOrig;
idVec3 spawn_origin;
idAngles spawn_angles;
player = gameLocal.GetClientByNum( spectator );
if ( force || gameLocal.time > lastSpectateChange ) {
spectator = entityNumber;
if ( player && player != this && !player->spectating && !player->IsInTeleport() ) {
newOrig = player->GetPhysics()->GetOrigin();
if ( player->physicsObj.IsCrouching() ) {
newOrig[ 2 ] += pm_crouchviewheight.GetFloat();
} else {
newOrig[ 2 ] += pm_normalviewheight.GetFloat();
}
newOrig[ 2 ] += SPECTATE_RAISE;
idBounds b = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
idVec3 start = player->GetPhysics()->GetOrigin();
start[2] += pm_spectatebbox.GetFloat() * 0.5f;
trace_t t;
// assuming spectate bbox is inside stand or crouch box
gameLocal.clip.TraceBounds( t, start, newOrig, b, MASK_PLAYERSOLID, player );
newOrig.Lerp( start, newOrig, t.fraction );
SetOrigin( newOrig );
idAngles angle = player->viewAngles;
angle[ 2 ] = 0;
SetViewAngles( angle );
} else {
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
spawn_origin[ 2 ] += pm_normalviewheight.GetFloat();
spawn_origin[ 2 ] += SPECTATE_RAISE;
SetOrigin( spawn_origin );
SetViewAngles( spawn_angles );
}
lastSpectateChange = gameLocal.time + 500;
}
}
/*
===============
idPlayer::SpectateCycle
===============
*/
void idPlayer::SpectateCycle( void ) {
idPlayer *player;
if ( gameLocal.time > lastSpectateChange ) {
int latchedSpectator = spectator;
spectator = gameLocal.GetNextClientNum( spectator );
player = gameLocal.GetClientByNum( spectator );
assert( player ); // never call here when the current spectator is wrong
// ignore other spectators
while ( latchedSpectator != spectator && player->spectating ) {
spectator = gameLocal.GetNextClientNum( spectator );
player = gameLocal.GetClientByNum( spectator );
}
lastSpectateChange = gameLocal.time + 500;
}
}
/*
===============
idPlayer::UpdateSpectating
===============
*/
void idPlayer::UpdateSpectating( void ) {
assert( spectating );
assert( !gameLocal.isClient );
assert( IsHidden() );
idPlayer *player;
if ( !gameLocal.isMultiplayer ) {
return;
}
player = gameLocal.GetClientByNum( spectator );
if ( !player || ( player->spectating && player != this ) ) {
SpectateFreeFly( true );
} else if ( usercmd.upmove > 0 ) {
SpectateFreeFly( false );
} else if ( usercmd.buttons & BUTTON_ATTACK ) {
SpectateCycle();
}
}
/*
===============
idPlayer::HandleSingleGuiCommand
===============
*/
bool idPlayer::HandleSingleGuiCommand( idEntity *entityGui, idLexer *src ) {
idToken token;
if ( !src->ReadToken( &token ) ) {
return false;
}
if ( token == ";" ) {
return false;
}
if ( token.Icmp( "addhealth" ) == 0 ) {
if ( entityGui && health < 100 ) {
int _health = entityGui->spawnArgs.GetInt( "gui_parm1" );
int amt = ( _health >= HEALTH_PER_DOSE ) ? HEALTH_PER_DOSE : _health;
_health -= amt;
entityGui->spawnArgs.SetInt( "gui_parm1", _health );
if ( entityGui->GetRenderEntity() && entityGui->GetRenderEntity()->gui[ 0 ] ) {
entityGui->GetRenderEntity()->gui[ 0 ]->SetStateInt( "gui_parm1", _health );
}
health += amt;
if ( health > 100 ) {
health = 100;
}
}
return true;
}
if ( token.Icmp( "ready" ) == 0 ) {
PerformImpulse( IMPULSE_17 );
return true;
}
if ( token.Icmp( "updatepda" ) == 0 ) {
UpdatePDAInfo( true );
return true;
}
if ( token.Icmp( "updatepda2" ) == 0 ) {
UpdatePDAInfo( false );
return true;
}
if ( token.Icmp( "stoppdavideo" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaVideoWave.Length() > 0 ) {
StopSound( SND_CHANNEL_PDA, false );
}
return true;
}
if ( token.Icmp( "close" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen ) {
TogglePDA();
}
}
if ( token.Icmp( "playpdavideo" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaVideo.Length() > 0 ) {
const idMaterial *mat = declManager->FindMaterial( pdaVideo );
if ( mat ) {
int c = mat->GetNumStages();
for ( int i = 0; i < c; i++ ) {
const shaderStage_t *stage = mat->GetStage(i);
if ( stage && stage->texture.cinematic ) {
stage->texture.cinematic->ResetTime( gameLocal.time );
}
}
if ( pdaVideoWave.Length() ) {
const idSoundShader *shader = declManager->FindSound( pdaVideoWave );
StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, NULL );
}
}
}
}
if ( token.Icmp( "playpdaaudio" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) {
const idSoundShader *shader = declManager->FindSound( pdaAudio );
int ms;
StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, &ms );
StartAudioLog();
CancelEvents( &EV_Player_StopAudioLog );
PostEventMS( &EV_Player_StopAudioLog, ms + 150 );
}
return true;
}
if ( token.Icmp( "stoppdaaudio" ) == 0 ) {
if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) {
// idSoundShader *shader = declManager->FindSound( pdaAudio );
StopAudioLog();
StopSound( SND_CHANNEL_PDA, false );
}
return true;
}
src->UnreadToken( &token );
return false;
}
/*
==============
idPlayer::Collide
==============
*/
bool idPlayer::Collide( const trace_t &collision, const idVec3 &velocity ) {
idEntity *other;
if ( gameLocal.isClient ) {
return false;
}
other = gameLocal.entities[ collision.c.entityNum ];
if ( other ) {
other->Signal( SIG_TOUCH );
if ( !spectating ) {
if ( other->RespondsTo( EV_Touch ) ) {
other->ProcessEvent( &EV_Touch, this, &collision );
}
} else {
if ( other->RespondsTo( EV_SpectatorTouch ) ) {
other->ProcessEvent( &EV_SpectatorTouch, this, &collision );
}
}
}
return false;
}
/*
================
idPlayer::UpdateLocation
Searches nearby locations
================
*/
void idPlayer::UpdateLocation( void ) {
if ( hud ) {
idLocationEntity *locationEntity = gameLocal.LocationForPoint( GetEyePosition() );
if ( locationEntity ) {
hud->SetStateString( "location", locationEntity->GetLocation() );
} else {
hud->SetStateString( "location", common->GetLanguageDict()->GetString( "#str_02911" ) );
}
}
}
/*
================
idPlayer::ClearFocus
Clears the focus cursor
================
*/
void idPlayer::ClearFocus( void ) {
focusCharacter = NULL;
focusGUIent = NULL;
focusUI = NULL;
focusVehicle = NULL;
talkCursor = 0;
}
/*
================
idPlayer::UpdateFocus
Searches nearby entities for interactive guis, possibly making one of them
the focus and sending it a mouse move event
================
*/
void idPlayer::UpdateFocus( void ) {
idClipModel *clipModelList[ MAX_GENTITIES ];
idClipModel *clip;
int listedClipModels;
idEntity *oldFocus;
idEntity *ent;
idUserInterface *oldUI;
idAI *oldChar;
int oldTalkCursor;
int i, j;
idVec3 start, end;
bool allowFocus;
const char *command;
trace_t trace;
guiPoint_t pt;
const idKeyValue *kv;
sysEvent_t ev;
idUserInterface *ui;
if ( gameLocal.inCinematic ) {
return;
}
// only update the focus character when attack button isn't pressed so players
// can still chainsaw NPC's
if ( gameLocal.isMultiplayer || ( !focusCharacter && ( usercmd.buttons & BUTTON_ATTACK ) ) ) {
allowFocus = false;
} else {
allowFocus = true;
}
oldFocus = focusGUIent;
oldUI = focusUI;
oldChar = focusCharacter;
oldTalkCursor = talkCursor;
if ( focusTime <= gameLocal.time ) {
ClearFocus();
}
// don't let spectators interact with GUIs
if ( spectating ) {
return;
}
start = GetEyePosition();
end = start + viewAngles.ToForward() * 80.0f;
// player identification -> names to the hud
if ( gameLocal.isMultiplayer && entityNumber == gameLocal.localClientNum ) {
idVec3 end = start + viewAngles.ToForward() * 768.0f;
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_BOUNDINGBOX, this );
int iclient = -1;
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum < MAX_CLIENTS ) ) {
iclient = trace.c.entityNum;
}
if ( MPAim != iclient ) {
lastMPAim = MPAim;
MPAim = iclient;
lastMPAimTime = gameLocal.realClientTime;
}
}
idBounds bounds( start );
bounds.AddPoint( end );
listedClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
// no pretense at sorting here, just assume that there will only be one active
// gui within range along the trace
for ( i = 0; i < listedClipModels; i++ ) {
clip = clipModelList[ i ];
ent = clip->GetEntity();
if ( ent->IsHidden() ) {
continue;
}
if ( allowFocus ) {
if ( ent->IsType( idAFAttachment::Type ) ) {
idEntity *body = static_cast( ent )->GetBody();
if ( body && body->IsType( idAI::Type ) && ( static_cast( body )->GetTalkState() >= TALK_OK ) ) {
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
ClearFocus();
focusCharacter = static_cast( body );
talkCursor = 1;
focusTime = gameLocal.time + FOCUS_TIME;
break;
}
}
continue;
}
if ( ent->IsType( idAI::Type ) ) {
if ( static_cast( ent )->GetTalkState() >= TALK_OK ) {
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
ClearFocus();
focusCharacter = static_cast( ent );
talkCursor = 1;
focusTime = gameLocal.time + FOCUS_TIME;
break;
}
}
continue;
}
if ( ent->IsType( idAFEntity_Vehicle::Type ) ) {
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) {
ClearFocus();
focusVehicle = static_cast( ent );
focusTime = gameLocal.time + FOCUS_TIME;
break;
}
continue;
}
}
if ( !ent->GetRenderEntity() || !ent->GetRenderEntity()->gui[ 0 ] || !ent->GetRenderEntity()->gui[ 0 ]->IsInteractive() ) {
continue;
}
if ( ent->spawnArgs.GetBool( "inv_item" ) ) {
// don't allow guis on pickup items focus
continue;
}
pt = gameRenderWorld->GuiTrace( ent->GetModelDefHandle(), start, end );
if ( pt.x != -1 ) {
// we have a hit
renderEntity_t *focusGUIrenderEntity = ent->GetRenderEntity();
if ( !focusGUIrenderEntity ) {
continue;
}
if ( pt.guiId == 1 ) {
ui = focusGUIrenderEntity->gui[ 0 ];
} else if ( pt.guiId == 2 ) {
ui = focusGUIrenderEntity->gui[ 1 ];
} else {
ui = focusGUIrenderEntity->gui[ 2 ];
}
if ( ui == NULL ) {
continue;
}
ClearFocus();
focusGUIent = ent;
focusUI = ui;
if ( oldFocus != ent ) {
// new activation
// going to see if we have anything in inventory a gui might be interested in
// need to enumerate inventory items
focusUI->SetStateInt( "inv_count", inventory.items.Num() );
for ( j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
const char *iname = item->GetString( "inv_name" );
const char *iicon = item->GetString( "inv_icon" );
const char *itext = item->GetString( "inv_text" );
focusUI->SetStateString( va( "inv_name_%i", j), iname );
focusUI->SetStateString( va( "inv_icon_%i", j), iicon );
focusUI->SetStateString( va( "inv_text_%i", j), itext );
kv = item->MatchPrefix("inv_id", NULL);
if ( kv ) {
focusUI->SetStateString( va( "inv_id_%i", j ), kv->GetValue() );
}
focusUI->SetStateInt( iname, 1 );
}
for( j = 0; j < inventory.pdaSecurity.Num(); j++ ) {
const char *p = inventory.pdaSecurity[ j ];
if ( p && *p ) {
focusUI->SetStateInt( p, 1 );
}
}
#ifdef _D3XP //BSM: Added for powercells
int powerCellCount = 0;
for ( j = 0; j < inventory.items.Num(); j++ ) {
idDict *item = inventory.items[ j ];
if(item->GetInt("inv_powercell")) {
powerCellCount++;
}
}
focusUI->SetStateInt( "powercell_count", powerCellCount );
#endif
int staminapercentage = ( int )( 100.0f * stamina / pm_stamina.GetFloat() );
focusUI->SetStateString( "player_health", va("%i", health ) );
focusUI->SetStateString( "player_stamina", va( "%i%%", staminapercentage ) );
focusUI->SetStateString( "player_armor", va( "%i%%", inventory.armor ) );
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", NULL );
while ( kv ) {
focusUI->SetStateString( kv->GetKey(), kv->GetValue() );
kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", kv );
}
}
// clamp the mouse to the corner
ev = sys->GenerateMouseMoveEvent( -2000, -2000 );
command = focusUI->HandleEvent( &ev, gameLocal.time );
HandleGuiCommands( focusGUIent, command );
// move to an absolute position
ev = sys->GenerateMouseMoveEvent( pt.x * SCREEN_WIDTH, pt.y * SCREEN_HEIGHT );
command = focusUI->HandleEvent( &ev, gameLocal.time );
HandleGuiCommands( focusGUIent, command );
focusTime = gameLocal.time + FOCUS_GUI_TIME;
break;
}
}
if ( focusGUIent && focusUI ) {
if ( !oldFocus || oldFocus != focusGUIent ) {
// DG: tell the old UI it isn't focused anymore
if ( oldFocus != NULL && oldUI != NULL ) {
command = oldUI->Activate( false, gameLocal.time );
// TODO: HandleGuiCommands( oldFocus, command ); ?
} // DG end
command = focusUI->Activate( true, gameLocal.time );
HandleGuiCommands( focusGUIent, command );
StartSound( "snd_guienter", SND_CHANNEL_ANY, 0, false, NULL );
// HideTip();
// HideObjective();
}
} else if ( oldFocus && oldUI ) {
command = oldUI->Activate( false, gameLocal.time );
HandleGuiCommands( oldFocus, command );
StartSound( "snd_guiexit", SND_CHANNEL_ANY, 0, false, NULL );
}
if ( cursor && ( oldTalkCursor != talkCursor ) ) {
cursor->SetStateInt( "talkcursor", talkCursor );
}
if ( oldChar != focusCharacter && hud ) {
if ( focusCharacter ) {
hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) );
#ifdef _D3XP
//Use to code to update the npc action string to fix bug 1159
hud->SetStateString( "npc_action", common->GetLanguageDict()->GetString( "#str_02036" ));
#endif
hud->HandleNamedEvent( "showNPC" );
// HideTip();
// HideObjective();
} else {
hud->SetStateString( "npc", "" );
#ifdef _D3XP
hud->SetStateString( "npc_action", "" );
#endif
hud->HandleNamedEvent( "hideNPC" );
}
}
}
/*
=================
idPlayer::CrashLand
Check for hard landings that generate sound events
=================
*/
void idPlayer::CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity ) {
idVec3 origin, velocity;
idVec3 gravityVector, gravityNormal;
float delta;
float hardDelta, fatalDelta;
float dist;
float vel, acc;
float t;
float a, b, c, den;
waterLevel_t waterLevel;
bool noDamage;
AI_SOFTLANDING = false;
AI_HARDLANDING = false;
// if the player is not on the ground
if ( !physicsObj.HasGroundContacts() ) {
return;
}
gravityNormal = physicsObj.GetGravityNormal();
// if the player wasn't going down
if ( ( oldVelocity * -gravityNormal ) >= 0.0f ) {
return;
}
waterLevel = physicsObj.GetWaterLevel();
// never take falling damage if completely underwater
if ( waterLevel == WATERLEVEL_HEAD ) {
return;
}
// no falling damage if touching a nodamage surface
noDamage = false;
for ( int i = 0; i < physicsObj.GetNumContacts(); i++ ) {
const contactInfo_t &contact = physicsObj.GetContact( i );
if ( contact.material->GetSurfaceFlags() & SURF_NODAMAGE ) {
noDamage = true;
StartSound( "snd_land_hard", SND_CHANNEL_ANY, 0, false, NULL );
break;
}
}
origin = GetPhysics()->GetOrigin();
gravityVector = physicsObj.GetGravity();
// calculate the exact velocity on landing
dist = ( origin - oldOrigin ) * -gravityNormal;
vel = oldVelocity * -gravityNormal;
acc = -gravityVector.Length();
a = acc / 2.0f;
b = vel;
c = -dist;
den = b * b - 4.0f * a * c;
if ( den < 0 ) {
return;
}
t = ( -b - idMath::Sqrt( den ) ) / ( 2.0f * a );
delta = vel + t * acc;
delta = delta * delta * 0.0001;
// reduce falling damage if there is standing water
if ( waterLevel == WATERLEVEL_WAIST ) {
delta *= 0.25f;
}
if ( waterLevel == WATERLEVEL_FEET ) {
delta *= 0.5f;
}
if ( delta < 1.0f ) {
return;
}
// allow falling a bit further for multiplayer
if ( gameLocal.isMultiplayer ) {
fatalDelta = 75.0f;
hardDelta = 50.0f;
} else {
fatalDelta = 65.0f;
hardDelta = 45.0f;
}
if ( delta > fatalDelta ) {
AI_HARDLANDING = true;
landChange = -32;
landTime = gameLocal.time;
if ( !noDamage ) {
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_fatalfall", 1.0f, 0 );
}
} else if ( delta > hardDelta ) {
AI_HARDLANDING = true;
landChange = -24;
landTime = gameLocal.time;
if ( !noDamage ) {
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_hardfall", 1.0f, 0 );
}
} else if ( delta > 30 ) {
AI_HARDLANDING = true;
landChange = -16;
landTime = gameLocal.time;
if ( !noDamage ) {
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_softfall", 1.0f, 0 );
}
} else if ( delta > 7 ) {
AI_SOFTLANDING = true;
landChange = -8;
landTime = gameLocal.time;
} else if ( delta > 3 ) {
// just walk on
}
}
/*
===============
idPlayer::BobCycle
===============
*/
void idPlayer::BobCycle( const idVec3 &pushVelocity ) {
float bobmove;
int old, deltaTime;
idVec3 vel, gravityDir, velocity;
idMat3 viewaxis;
float bob;
float delta;
float speed;
float f;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
velocity = physicsObj.GetLinearVelocity() - pushVelocity;
gravityDir = physicsObj.GetGravityNormal();
vel = velocity - ( velocity * gravityDir ) * gravityDir;
xyspeed = vel.LengthFast();
// do not evaluate the bob for other clients
// when doing a spectate follow, don't do any weapon bobbing
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
viewBobAngles.Zero();
viewBob.Zero();
return;
}
if ( !physicsObj.HasGroundContacts() || influenceActive == INFLUENCE_LEVEL2 || ( gameLocal.isMultiplayer && spectating ) ) {
// airborne
bobCycle = 0;
bobFoot = 0;
bobfracsin = 0;
} else if ( ( !usercmd.forwardmove && !usercmd.rightmove ) || ( xyspeed <= MIN_BOB_SPEED ) ) {
// start at beginning of cycle again
bobCycle = 0;
bobFoot = 0;
bobfracsin = 0;
} else {
if ( physicsObj.IsCrouching() ) {
bobmove = pm_crouchbob.GetFloat();
// ducked characters never play footsteps
} else {
// vary the bobbing based on the speed of the player
bobmove = pm_walkbob.GetFloat() * ( 1.0f - bobFrac ) + pm_runbob.GetFloat() * bobFrac;
}
// check for footstep / splash sounds
old = bobCycle;
bobCycle = (int)( old + bobmove * gameLocal.msec ) & 255;
bobFoot = ( bobCycle & 128 ) >> 7;
bobfracsin = idMath::Fabs( sin( ( bobCycle & 127 ) / 127.0 * idMath::PI ) );
}
// calculate angles for view bobbing
viewBobAngles.Zero();
viewaxis = viewAngles.ToMat3() * physicsObj.GetGravityAxis();
// add angles based on velocity
delta = velocity * viewaxis[0];
viewBobAngles.pitch += delta * pm_runpitch.GetFloat();
delta = velocity * viewaxis[1];
viewBobAngles.roll -= delta * pm_runroll.GetFloat();
// add angles based on bob
// make sure the bob is visible even at low speeds
speed = xyspeed > 200 ? xyspeed : 200;
delta = bobfracsin * pm_bobpitch.GetFloat() * speed;
if ( physicsObj.IsCrouching() ) {
delta *= 3; // crouching
}
viewBobAngles.pitch += delta;
delta = bobfracsin * pm_bobroll.GetFloat() * speed;
if ( physicsObj.IsCrouching() ) {
delta *= 3; // crouching accentuates roll
}
if ( bobFoot & 1 ) {
delta = -delta;
}
viewBobAngles.roll += delta;
// calculate position for view bobbing
viewBob.Zero();
if ( physicsObj.HasSteppedUp() ) {
// check for stepping up before a previous step is completed
deltaTime = gameLocal.time - stepUpTime;
if ( deltaTime < STEPUP_TIME ) {
stepUpDelta = stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME + physicsObj.GetStepUp();
} else {
stepUpDelta = physicsObj.GetStepUp();
}
if ( stepUpDelta > 2.0f * pm_stepsize.GetFloat() ) {
stepUpDelta = 2.0f * pm_stepsize.GetFloat();
}
stepUpTime = gameLocal.time;
}
idVec3 gravity = physicsObj.GetGravityNormal();
// if the player stepped up recently
deltaTime = gameLocal.time - stepUpTime;
if ( deltaTime < STEPUP_TIME ) {
viewBob += gravity * ( stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME );
}
// add bob height after any movement smoothing
bob = bobfracsin * xyspeed * pm_bobup.GetFloat();
if ( bob > 6 ) {
bob = 6;
}
viewBob[2] += bob;
// add fall height
delta = gameLocal.time - landTime;
if ( delta < LAND_DEFLECT_TIME ) {
f = delta / LAND_DEFLECT_TIME;
viewBob -= gravity * ( landChange * f );
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
delta -= LAND_DEFLECT_TIME;
f = 1.0 - ( delta / LAND_RETURN_TIME );
viewBob -= gravity * ( landChange * f );
}
}
/*
================
idPlayer::UpdateDeltaViewAngles
================
*/
void idPlayer::UpdateDeltaViewAngles( const idAngles &angles ) {
// set the delta angle
idAngles delta;
for( int i = 0; i < 3; i++ ) {
delta[ i ] = angles[ i ] - SHORT2ANGLE( usercmd.angles[ i ] );
}
SetDeltaViewAngles( delta );
}
/*
================
idPlayer::SetViewAngles
================
*/
void idPlayer::SetViewAngles( const idAngles &angles ) {
UpdateDeltaViewAngles( angles );
viewAngles = angles;
}
/*
================
idPlayer::UpdateViewAngles
================
*/
void idPlayer::UpdateViewAngles( void ) {
int i;
idAngles delta;
if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 || objectiveSystemOpen ) ) {
// no view changes at all, but we still want to update the deltas or else when
// we get out of this mode, our view will snap to a kind of random angle
UpdateDeltaViewAngles( viewAngles );
return;
}
// if dead
if ( health <= 0 ) {
if ( pm_thirdPersonDeath.GetBool() ) {
viewAngles.roll = 0.0f;
viewAngles.pitch = 30.0f;
} else {
viewAngles.roll = 40.0f;
viewAngles.pitch = -15.0f;
}
return;
}
// circularly clamp the angles with deltas
for ( i = 0; i < 3; i++ ) {
cmdAngles[i] = SHORT2ANGLE( usercmd.angles[i] );
if ( influenceActive == INFLUENCE_LEVEL3 ) {
viewAngles[i] += idMath::ClampFloat( -1.0f, 1.0f, idMath::AngleDelta( idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] ) , viewAngles[i] ) );
} else {
viewAngles[i] = idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] );
}
}
if ( !centerView.IsDone( gameLocal.time ) ) {
viewAngles.pitch = centerView.GetCurrentValue(gameLocal.time);
}
// clamp the pitch
if ( noclip ) {
if ( viewAngles.pitch > 89.0f ) {
// don't let the player look down more than 89 degrees while noclipping
viewAngles.pitch = 89.0f;
} else if ( viewAngles.pitch < -89.0f ) {
// don't let the player look up more than 89 degrees while noclipping
viewAngles.pitch = -89.0f;
}
#ifdef _D3XP
} else if ( mountedObject ) {
int yaw_min, yaw_max, varc;
mountedObject->GetAngleRestrictions( yaw_min, yaw_max, varc );
if ( yaw_min < yaw_max ) {
viewAngles.yaw = idMath::ClampFloat( yaw_min, yaw_max, viewAngles.yaw );
} else {
if ( viewAngles.yaw < 0 ) {
viewAngles.yaw = idMath::ClampFloat( -180.f, yaw_max, viewAngles.yaw );
} else {
viewAngles.yaw = idMath::ClampFloat( yaw_min, 180.f, viewAngles.yaw );
}
}
viewAngles.pitch = idMath::ClampFloat( -varc, varc, viewAngles.pitch );
#endif
} else {
if ( viewAngles.pitch > pm_maxviewpitch.GetFloat() ) {
// don't let the player look down enough to see the shadow of his (non-existant) feet
viewAngles.pitch = pm_maxviewpitch.GetFloat();
} else if ( viewAngles.pitch < pm_minviewpitch.GetFloat() ) {
// don't let the player look up more than 89 degrees
viewAngles.pitch = pm_minviewpitch.GetFloat();
}
}
UpdateDeltaViewAngles( viewAngles );
// orient the model towards the direction we're looking
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
// save in the log for analyzing weapon angle offsets
loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ] = viewAngles;
}
/*
==============
idPlayer::AdjustHeartRate
Player heartrate works as follows
DEF_HEARTRATE is resting heartrate
Taking damage when health is above 75 adjusts heart rate by 1 beat per second
Taking damage when health is below 75 adjusts heart rate by 5 beats per second
Maximum heartrate from damage is MAX_HEARTRATE
Firing a weapon adds 1 beat per second up to a maximum of COMBAT_HEARTRATE
Being at less than 25% stamina adds 5 beats per second up to ZEROSTAMINA_HEARTRATE
All heartrates are target rates.. the heart rate will start falling as soon as there have been no adjustments for 5 seconds
Once it starts falling it always tries to get to DEF_HEARTRATE
The exception to the above rule is upon death at which point the rate is set to DYING_HEARTRATE and starts falling
immediately to zero
Heart rate volumes go from zero ( -40 db for DEF_HEARTRATE to 5 db for MAX_HEARTRATE ) the volume is
scaled linearly based on the actual rate
Exception to the above rule is once the player is dead, the dying heart rate starts at either the current volume if
it is audible or -10db and scales to 8db on the last few beats
==============
*/
void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool force ) {
if ( heartInfo.GetEndValue() == target ) {
return;
}
if ( AI_DEAD && !force ) {
return;
}
lastHeartAdjust = gameLocal.time;
heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target );
}
/*
==============
idPlayer::GetBaseHeartRate
==============
*/
int idPlayer::GetBaseHeartRate( void ) {
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float)health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
int rate = idMath::FtoiFast( base + ( ZEROSTAMINA_HEARTRATE - base ) * ( 1.0f - stamina / pm_stamina.GetFloat() ) );
int diff = ( lastDmgTime ) ? gameLocal.time - lastDmgTime : 99999;
rate += ( diff < 5000 ) ? ( diff < 2500 ) ? ( diff < 1000 ) ? 15 : 10 : 5 : 0;
return rate;
}
/*
==============
idPlayer::SetCurrentHeartRate
==============
*/
void idPlayer::SetCurrentHeartRate( void ) {
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float) health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
if ( PowerUpActive( ADRENALINE )) {
heartRate = 135;
} else {
heartRate = idMath::FtoiFast( heartInfo.GetCurrentValue( gameLocal.time ) );
int currentRate = GetBaseHeartRate();
if ( health >= 0 && gameLocal.time > lastHeartAdjust + 2500 ) {
AdjustHeartRate( currentRate, 2.5f, 0.0f, false );
}
}
int bps = idMath::FtoiFast( 60.0f / heartRate * 1000.0f );
if ( gameLocal.time - lastHeartBeat > bps ) {
int dmgVol = DMG_VOLUME;
int deathVol = DEATH_VOLUME;
int zeroVol = ZERO_VOLUME;
float pct = 0.0;
if ( heartRate > BASE_HEARTRATE && health > 0 ) {
pct = (float)(heartRate - base) / (MAX_HEARTRATE - base);
pct *= ((float)dmgVol - (float)zeroVol);
} else if ( health <= 0 ) {
pct = (float)(heartRate - DYING_HEARTRATE) / (BASE_HEARTRATE - DYING_HEARTRATE);
if ( pct > 1.0f ) {
pct = 1.0f;
} else if (pct < 0.0f) {
pct = 0.0f;
}
pct *= ((float)deathVol - (float)zeroVol);
}
pct += (float)zeroVol;
if ( pct != zeroVol ) {
StartSound( "snd_heartbeat", SND_CHANNEL_HEART, SSF_PRIVATE_SOUND, false, NULL );
// modify just this channel to a custom volume
soundShaderParms_t parms;
memset( &parms, 0, sizeof( parms ) );
parms.volume = pct;
refSound.referenceSound->ModifySound( SND_CHANNEL_HEART, &parms );
}
lastHeartBeat = gameLocal.time;
}
}
/*
==============
idPlayer::UpdateAir
==============
*/
void idPlayer::UpdateAir( void ) {
if ( health <= 0 ) {
return;
}
// see if the player is connected to the info_vacuum
bool newAirless = false;
if ( gameLocal.vacuumAreaNum != -1 ) {
int num = GetNumPVSAreas();
if ( num > 0 ) {
int areaNum;
// if the player box spans multiple areas, get the area from the origin point instead,
// otherwise a rotating player box may poke into an outside area
if ( num == 1 ) {
const int *pvsAreas = GetPVSAreas();
areaNum = pvsAreas[0];
} else {
areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() );
}
newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR );
}
}
#ifdef _D3XP
if ( PowerUpActive( ENVIROTIME ) ) {
newAirless = false;
}
#endif
if ( newAirless ) {
if ( !airless ) {
StartSound( "snd_decompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
StartSound( "snd_noAir", SND_CHANNEL_BODY2, 0, false, NULL );
if ( hud ) {
hud->HandleNamedEvent( "noAir" );
}
}
airTics--;
if ( airTics < 0 ) {
airTics = 0;
// check for damage
const idDict *damageDef = gameLocal.FindEntityDefDict( "damage_noair", false );
int dmgTiming = 1000 * ((damageDef) ? damageDef->GetFloat( "delay", "3.0" ) : 3.0f );
if ( gameLocal.time > lastAirDamage + dmgTiming ) {
Damage( NULL, NULL, vec3_origin, "damage_noair", 1.0f, 0 );
lastAirDamage = gameLocal.time;
}
}
} else {
if ( airless ) {
StartSound( "snd_recompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
StopSound( SND_CHANNEL_BODY2, false );
if ( hud ) {
hud->HandleNamedEvent( "Air" );
}
}
airTics+=2; // regain twice as fast as lose
if ( airTics > pm_airTics.GetInteger() ) {
airTics = pm_airTics.GetInteger();
}
}
airless = newAirless;
if ( hud ) {
hud->SetStateInt( "player_air", 100 * airTics / pm_airTics.GetInteger() );
}
}
void idPlayer::UpdatePowerupHud() {
if ( health <= 0 ) {
return;
}
if(lastHudPowerup != hudPowerup) {
if(hudPowerup == -1) {
//The powerup hud should be turned off
if ( hud ) {
hud->HandleNamedEvent( "noPowerup" );
}
} else {
//Turn the pwoerup hud on
if ( hud ) {
hud->HandleNamedEvent( "Powerup" );
}
}
lastHudPowerup = hudPowerup;
}
if(hudPowerup != -1) {
if(PowerUpActive(hudPowerup)) {
int remaining = inventory.powerupEndTime[ hudPowerup ] - gameLocal.time;
int filledbar = idMath::ClampInt( 0, hudPowerupDuration, remaining );
if ( hud ) {
hud->SetStateInt( "player_powerup", 100 * filledbar / hudPowerupDuration );
hud->SetStateInt( "player_poweruptime", remaining / 1000 );
}
}
}
}
/*
==============
idPlayer::AddGuiPDAData
==============
*/
int idPlayer::AddGuiPDAData( const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui ) {
int c, i;
idStr work;
if ( dataType == DECL_EMAIL ) {
c = src->GetNumEmails();
for ( i = 0; i < c; i++ ) {
const idDeclEmail *email = src->GetEmailByIndex( i );
if ( email == NULL ) {
work = va( "-\tEmail %d not found\t-", i );
} else {
work = email->GetFrom();
work += "\t";
work += email->GetSubject();
work += "\t";
work += email->GetDate();
}
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
}
return c;
} else if ( dataType == DECL_AUDIO ) {
c = src->GetNumAudios();
for ( i = 0; i < c; i++ ) {
const idDeclAudio *audio = src->GetAudioByIndex( i );
if ( audio == NULL ) {
work = va( "Audio Log %d not found", i );
} else {
work = audio->GetAudioName();
}
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
}
return c;
} else if ( dataType == DECL_VIDEO ) {
c = inventory.videos.Num();
for ( i = 0; i < c; i++ ) {
const idDeclVideo *video = GetVideo( i );
if ( video == NULL ) {
work = va( "Video CD %s not found", inventory.videos[i].c_str() );
} else {
work = video->GetVideoName();
}
gui->SetStateString( va( "%s_item_%i", listName, i ), work );
}
return c;
}
return 0;
}
/*
==============
idPlayer::GetPDA
==============
*/
const idDeclPDA *idPlayer::GetPDA( void ) const {
if ( inventory.pdas.Num() ) {
return static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[ 0 ] ) );
} else {
return NULL;
}
}
/*
==============
idPlayer::GetVideo
==============
*/
const idDeclVideo *idPlayer::GetVideo( int index ) {
if ( index >= 0 && index < inventory.videos.Num() ) {
return static_cast< const idDeclVideo* >( declManager->FindType( DECL_VIDEO, inventory.videos[index], false ) );
}
return NULL;
}
/*
==============
idPlayer::UpdatePDAInfo
==============
*/
void idPlayer::UpdatePDAInfo( bool updatePDASel ) {
int j, sel;
if ( objectiveSystem == NULL ) {
return;
}
assert( hud );
int currentPDA = objectiveSystem->State().GetInt( "listPDA_sel_0", "0" );
if ( currentPDA == -1 ) {
currentPDA = 0;
}
if ( updatePDASel ) {
objectiveSystem->SetStateInt( "listPDAVideo_sel_0", 0 );
objectiveSystem->SetStateInt( "listPDAEmail_sel_0", 0 );
objectiveSystem->SetStateInt( "listPDAAudio_sel_0", 0 );
}
if ( currentPDA > 0 ) {
currentPDA = inventory.pdas.Num() - currentPDA;
}
// Mark in the bit array that this pda has been read
if ( currentPDA < 128 ) {
inventory.pdasViewed[currentPDA >> 5] |= 1 << (currentPDA & 31);
}
pdaAudio = "";
pdaVideo = "";
pdaVideoWave = "";
idStr name, data, preview, info, wave;
for ( j = 0; j < MAX_PDAS; j++ ) {
objectiveSystem->SetStateString( va( "listPDA_item_%i", j ), "" );
}
for ( j = 0; j < MAX_PDA_ITEMS; j++ ) {
objectiveSystem->SetStateString( va( "listPDAVideo_item_%i", j ), "" );
objectiveSystem->SetStateString( va( "listPDAAudio_item_%i", j ), "" );
objectiveSystem->SetStateString( va( "listPDAEmail_item_%i", j ), "" );
objectiveSystem->SetStateString( va( "listPDASecurity_item_%i", j ), "" );
}
for ( j = 0; j < inventory.pdas.Num(); j++ ) {
const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[j], false ) );
if ( pda == NULL ) {
continue;
}
int index = inventory.pdas.Num() - j;
if ( j == 0 ) {
// Special case for the first PDA
index = 0;
}
if ( j != currentPDA && j < 128 && inventory.pdasViewed[j >> 5] & (1 << (j & 31)) ) {
// This pda has been read already, mark in gray
objectiveSystem->SetStateString( va( "listPDA_item_%i", index), va(S_COLOR_GRAY "%s", pda->GetPdaName()) );
} else {
// This pda has not been read yet
objectiveSystem->SetStateString( va( "listPDA_item_%i", index), pda->GetPdaName() );
}
const char *security = pda->GetSecurity();
if ( j == currentPDA || (currentPDA == 0 && security && *security ) ) {
if ( *security == 0 ) {
security = common->GetLanguageDict()->GetString( "#str_00066" );
}
objectiveSystem->SetStateString( "PDASecurityClearance", security );
}
if ( j == currentPDA ) {
objectiveSystem->SetStateString( "pda_icon", pda->GetIcon() );
objectiveSystem->SetStateString( "pda_id", pda->GetID() );
objectiveSystem->SetStateString( "pda_title", pda->GetTitle() );
if ( j == 0 ) {
// Selected, personal pda
// Add videos
if ( updatePDASel || !inventory.pdaOpened ) {
objectiveSystem->HandleNamedEvent( "playerPDAActive" );
objectiveSystem->SetStateString( "pda_personal", "1" );
inventory.pdaOpened = true;
}
objectiveSystem->SetStateString( "pda_location", hud->State().GetString("location") );
objectiveSystem->SetStateString( "pda_name", cvarSystem->GetCVarString( "ui_name") );
AddGuiPDAData( DECL_VIDEO, "listPDAVideo", pda, objectiveSystem );
sel = objectiveSystem->State().GetInt( "listPDAVideo_sel_0", "0" );
const idDeclVideo *vid = NULL;
if ( sel >= 0 && sel < inventory.videos.Num() ) {
vid = static_cast< const idDeclVideo * >( declManager->FindType( DECL_VIDEO, inventory.videos[ sel ], false ) );
}
if ( vid ) {
pdaVideo = vid->GetRoq();
pdaVideoWave = vid->GetWave();
objectiveSystem->SetStateString( "PDAVideoTitle", vid->GetVideoName() );
objectiveSystem->SetStateString( "PDAVideoVid", vid->GetRoq() );
objectiveSystem->SetStateString( "PDAVideoIcon", vid->GetPreview() );
objectiveSystem->SetStateString( "PDAVideoInfo", vid->GetInfo() );
} else {
//FIXME: need to precache these in the player def
objectiveSystem->SetStateString( "PDAVideoVid", "sound/vo/video/welcome.tga" );
objectiveSystem->SetStateString( "PDAVideoIcon", "sound/vo/video/welcome.tga" );
objectiveSystem->SetStateString( "PDAVideoTitle", "" );
objectiveSystem->SetStateString( "PDAVideoInfo", "" );
}
} else {
// Selected, non-personal pda
// Add audio logs
if ( updatePDASel ) {
objectiveSystem->HandleNamedEvent( "playerPDANotActive" );
objectiveSystem->SetStateString( "pda_personal", "0" );
inventory.pdaOpened = true;
}
objectiveSystem->SetStateString( "pda_location", pda->GetPost() );
objectiveSystem->SetStateString( "pda_name", pda->GetFullName() );
int audioCount = AddGuiPDAData( DECL_AUDIO, "listPDAAudio", pda, objectiveSystem );
objectiveSystem->SetStateInt( "audioLogCount", audioCount );
sel = objectiveSystem->State().GetInt( "listPDAAudio_sel_0", "0" );
const idDeclAudio *aud = NULL;
if ( sel >= 0 ) {
aud = pda->GetAudioByIndex( sel );
}
if ( aud ) {
pdaAudio = aud->GetWave();
objectiveSystem->SetStateString( "PDAAudioTitle", aud->GetAudioName() );
objectiveSystem->SetStateString( "PDAAudioIcon", aud->GetPreview() );
objectiveSystem->SetStateString( "PDAAudioInfo", aud->GetInfo() );
} else {
objectiveSystem->SetStateString( "PDAAudioIcon", "sound/vo/video/welcome.tga" );
objectiveSystem->SetStateString( "PDAAutioTitle", "" );
objectiveSystem->SetStateString( "PDAAudioInfo", "" );
}
}
// add emails
name = "";
data = "";
int numEmails = pda->GetNumEmails();
if ( numEmails > 0 ) {
AddGuiPDAData( DECL_EMAIL, "listPDAEmail", pda, objectiveSystem );
sel = objectiveSystem->State().GetInt( "listPDAEmail_sel_0", "-1" );
if ( sel >= 0 && sel < numEmails ) {
const idDeclEmail *email = pda->GetEmailByIndex( sel );
name = email->GetSubject();
data = email->GetBody();
}
}
objectiveSystem->SetStateString( "PDAEmailTitle", name );
objectiveSystem->SetStateString( "PDAEmailText", data );
}
}
if ( objectiveSystem->State().GetInt( "listPDA_sel_0", "-1" ) == -1 ) {
objectiveSystem->SetStateInt( "listPDA_sel_0", 0 );
}
objectiveSystem->StateChanged( gameLocal.time );
}
/*
==============
idPlayer::TogglePDA
==============
*/
void idPlayer::TogglePDA( void ) {
if ( objectiveSystem == NULL ) {
return;
}
if ( inventory.pdas.Num() == 0 ) {
ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true );
return;
}
assert( hud );
if ( !objectiveSystemOpen ) {
int j, c = inventory.items.Num();
objectiveSystem->SetStateInt( "inv_count", c );
for ( j = 0; j < MAX_INVENTORY_ITEMS; j++ ) {
objectiveSystem->SetStateString( va( "inv_name_%i", j ), "" );
objectiveSystem->SetStateString( va( "inv_icon_%i", j ), "" );
objectiveSystem->SetStateString( va( "inv_text_%i", j ), "" );
}
for ( j = 0; j < c; j++ ) {
idDict *item = inventory.items[j];
if ( !item->GetBool( "inv_pda" ) ) {
const char *iname = item->GetString( "inv_name" );
const char *iicon = item->GetString( "inv_icon" );
const char *itext = item->GetString( "inv_text" );
objectiveSystem->SetStateString( va( "inv_name_%i", j ), iname );
objectiveSystem->SetStateString( va( "inv_icon_%i", j ), iicon );
objectiveSystem->SetStateString( va( "inv_text_%i", j ), itext );
const idKeyValue *kv = item->MatchPrefix( "inv_id", NULL );
if ( kv ) {
objectiveSystem->SetStateString( va( "inv_id_%i", j ), kv->GetValue() );
}
}
}
for ( j = 0; j < MAX_WEAPONS; j++ ) {
const char *weapnum = va( "def_weapon%d", j );
const char *hudWeap = va( "weapon%d", j );
int weapstate = 0;
if ( inventory.weapons & ( 1 << j ) ) {
const char *weap = spawnArgs.GetString( weapnum );
if ( weap && *weap ) {
weapstate++;
}
}
objectiveSystem->SetStateInt( hudWeap, weapstate );
}
objectiveSystem->SetStateInt( "listPDA_sel_0", inventory.selPDA );
objectiveSystem->SetStateInt( "listPDAVideo_sel_0", inventory.selVideo );
objectiveSystem->SetStateInt( "listPDAAudio_sel_0", inventory.selAudio );
objectiveSystem->SetStateInt( "listPDAEmail_sel_0", inventory.selEMail );
UpdatePDAInfo( false );
UpdateObjectiveInfo();
objectiveSystem->Activate( true, gameLocal.time );
hud->HandleNamedEvent( "pdaPickupHide" );
hud->HandleNamedEvent( "videoPickupHide" );
} else {
inventory.selPDA = objectiveSystem->State().GetInt( "listPDA_sel_0" );
inventory.selVideo = objectiveSystem->State().GetInt( "listPDAVideo_sel_0" );
inventory.selAudio = objectiveSystem->State().GetInt( "listPDAAudio_sel_0" );
inventory.selEMail = objectiveSystem->State().GetInt( "listPDAEmail_sel_0" );
objectiveSystem->Activate( false, gameLocal.time );
}
objectiveSystemOpen ^= 1;
}
/*
==============
idPlayer::ToggleScoreboard
==============
*/
void idPlayer::ToggleScoreboard( void ) {
scoreBoardOpen ^= 1;
}
/*
==============
idPlayer::Spectate
==============
*/
void idPlayer::Spectate( bool spectate ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
// track invisible player bug
// all hiding and showing should be performed through Spectate calls
// except for the private camera view, which is used for teleports
assert( ( teleportEntity.GetEntity() != NULL ) || ( IsHidden() == spectating ) );
if ( spectating == spectate ) {
return;
}
spectating = spectate;
if ( gameLocal.isServer ) {
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteBits( spectating, 1 );
ServerSendEvent( EVENT_SPECTATE, &msg, false, -1 );
}
if ( spectating ) {
// join the spectators
ClearPowerUps();
spectator = this->entityNumber;
Init();
StopRagdoll();
SetPhysics( &physicsObj );
physicsObj.DisableClip();
Hide();
Event_DisableWeapon();
if ( hud ) {
hud->HandleNamedEvent( "aim_clear" );
MPAimFadeTime = 0;
}
} else {
// put everything back together again
currentWeapon = -1; // to make sure the def will be loaded if necessary
Show();
Event_EnableWeapon();
}
SetClipModel();
}
/*
==============
idPlayer::SetClipModel
==============
*/
void idPlayer::SetClipModel( void ) {
idBounds bounds;
if ( spectating ) {
bounds = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f );
} else {
bounds[0].Set( -pm_bboxwidth.GetFloat() * 0.5f, -pm_bboxwidth.GetFloat() * 0.5f, 0 );
bounds[1].Set( pm_bboxwidth.GetFloat() * 0.5f, pm_bboxwidth.GetFloat() * 0.5f, pm_normalheight.GetFloat() );
}
// the origin of the clip model needs to be set before calling SetClipModel
// otherwise our physics object's current origin value gets reset to 0
idClipModel *newClip;
if ( pm_usecylinder.GetBool() ) {
newClip = new idClipModel( idTraceModel( bounds, 8 ) );
newClip->Translate( physicsObj.PlayerGetOrigin() );
physicsObj.SetClipModel( newClip, 1.0f );
} else {
newClip = new idClipModel( idTraceModel( bounds ) );
newClip->Translate( physicsObj.PlayerGetOrigin() );
physicsObj.SetClipModel( newClip, 1.0f );
}
}
/*
==============
idPlayer::UseVehicle
==============
*/
void idPlayer::UseVehicle( void ) {
trace_t trace;
idVec3 start, end;
idEntity *ent;
if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
Show();
static_cast(GetBindMaster())->Use( this );
} else {
start = GetEyePosition();
end = start + viewAngles.ToForward() * 80.0f;
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this );
if ( trace.fraction < 1.0f ) {
ent = gameLocal.entities[ trace.c.entityNum ];
if ( ent && ent->IsType( idAFEntity_Vehicle::Type ) ) {
Hide();
static_cast(ent)->Use( this );
}
}
}
}
/*
==============
idPlayer::PerformImpulse
==============
*/
void idPlayer::PerformImpulse( int impulse ) {
if ( gameLocal.isClient ) {
idBitMsg msg;
byte msgBuf[MAX_EVENT_PARAM_SIZE];
assert( entityNumber == gameLocal.localClientNum );
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.BeginWriting();
msg.WriteBits( impulse, 6 );
ClientSendEvent( EVENT_IMPULSE, &msg );
}
if ( impulse >= IMPULSE_0 && impulse <= IMPULSE_12 ) {
SelectWeapon( impulse, false );
return;
}
switch( impulse ) {
case IMPULSE_13: {
Reload();
break;
}
case IMPULSE_14: {
NextWeapon();
break;
}
case IMPULSE_15: {
PrevWeapon();
break;
}
case IMPULSE_17: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.ToggleReady();
}
break;
}
case IMPULSE_18: {
centerView.Init(gameLocal.time, 200, viewAngles.pitch, 0);
break;
}
case IMPULSE_19: {
// when we're not in single player, IMPULSE_19 is used for showScores
// otherwise it opens the pda
if ( !gameLocal.isMultiplayer ) {
if ( objectiveSystemOpen ) {
TogglePDA();
} else if ( weapon_pda >= 0 ) {
SelectWeapon( weapon_pda, true );
}
}
break;
}
case IMPULSE_20: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.ToggleTeam();
}
break;
}
case IMPULSE_22: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.ToggleSpectate();
}
break;
}
case IMPULSE_25: {
if ( gameLocal.isServer && gameLocal.mpGame.IsGametypeFlagBased() && (gameLocal.serverInfo.GetInt( "si_midnight" ) == 2) ) {
if ( enviroSuitLight.IsValid() ) {
enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 );
enviroSuitLight = NULL;
} else {
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
if ( lightDef ) {
idEntity *temp = static_cast(enviroSuitLight.GetEntity());
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
gameLocal.SpawnEntityDef( *lightDef, &temp, false );
enviroSuitLight = static_cast(temp);
enviroSuitLight.GetEntity()->fl.networkSync = true;
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
}
}
break;
}
case IMPULSE_28: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.CastVote( gameLocal.localClientNum, true );
}
break;
}
case IMPULSE_29: {
if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) {
gameLocal.mpGame.CastVote( gameLocal.localClientNum, false );
}
break;
}
case IMPULSE_40: {
UseVehicle();
break;
}
#ifdef _D3XP
//Hack so the chainsaw will work in MP
case IMPULSE_27: {
SelectWeapon(18, false);
break;
}
#endif
}
}
bool idPlayer::HandleESC( void ) {
if ( gameLocal.inCinematic ) {
return SkipCinematic();
}
if ( objectiveSystemOpen ) {
TogglePDA();
return true;
}
return false;
}
bool idPlayer::SkipCinematic( void ) {
StartSound( "snd_skipcinematic", SND_CHANNEL_ANY, 0, false, NULL );
return gameLocal.SkipCinematic();
}
/*
==============
idPlayer::EvaluateControls
==============
*/
void idPlayer::EvaluateControls( void ) {
// check for respawning
if ( health <= 0 ) {
if ( ( gameLocal.time > minRespawnTime ) && ( usercmd.buttons & BUTTON_ATTACK ) ) {
forceRespawn = true;
} else if ( gameLocal.time > maxRespawnTime ) {
forceRespawn = true;
}
}
// in MP, idMultiplayerGame decides spawns
if ( forceRespawn && !gameLocal.isMultiplayer && !g_testDeath.GetBool() ) {
// in single player, we let the session handle restarting the level or loading a game
gameLocal.sessionCommand = "died";
}
if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) {
PerformImpulse( usercmd.impulse );
}
scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard );
oldFlags = usercmd.flags;
AdjustSpeed();
// update the viewangles
UpdateViewAngles();
}
/*
==============
idPlayer::AdjustSpeed
==============
*/
void idPlayer::AdjustSpeed( void ) {
float speed;
float rate;
if ( spectating ) {
speed = pm_spectatespeed.GetFloat();
bobFrac = 0.0f;
} else if ( noclip ) {
speed = pm_noclipspeed.GetFloat();
bobFrac = 0.0f;
} else if ( !physicsObj.OnLadder() && ( usercmd.buttons & BUTTON_RUN ) && ( usercmd.forwardmove || usercmd.rightmove ) && ( usercmd.upmove >= 0 ) ) {
if ( !gameLocal.isMultiplayer && !physicsObj.IsCrouching() && !PowerUpActive( ADRENALINE ) ) {
stamina -= MS2SEC( gameLocal.msec );
}
if ( stamina < 0 ) {
stamina = 0;
}
if ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) ) {
bobFrac = 1.0f;
} else if ( pm_staminathreshold.GetFloat() <= 0.0001f ) {
bobFrac = 0.0f;
} else {
bobFrac = stamina / pm_staminathreshold.GetFloat();
}
speed = pm_walkspeed.GetFloat() * ( 1.0f - bobFrac ) + pm_runspeed.GetFloat() * bobFrac;
} else {
rate = pm_staminarate.GetFloat();
// increase 25% faster when not moving
if ( ( usercmd.forwardmove == 0 ) && ( usercmd.rightmove == 0 ) && ( !physicsObj.OnLadder() || ( usercmd.upmove == 0 ) ) ) {
rate *= 1.25f;
}
stamina += rate * MS2SEC( gameLocal.msec );
if ( stamina > pm_stamina.GetFloat() ) {
stamina = pm_stamina.GetFloat();
}
speed = pm_walkspeed.GetFloat();
bobFrac = 0.0f;
}
speed *= PowerUpModifier(SPEED);
if ( influenceActive == INFLUENCE_LEVEL3 ) {
speed *= 0.33f;
}
physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
}
/*
==============
idPlayer::AdjustBodyAngles
==============
*/
void idPlayer::AdjustBodyAngles( void ) {
idMat3 lookAxis;
idMat3 legsAxis;
bool blend;
float diff;
float frac;
float upBlend;
float forwardBlend;
float downBlend;
if ( health < 0 ) {
return;
}
blend = true;
if ( !physicsObj.HasGroundContacts() ) {
idealLegsYaw = 0.0f;
legsForward = true;
} else if ( usercmd.forwardmove < 0 ) {
idealLegsYaw = idMath::AngleNormalize180( idVec3( -usercmd.forwardmove, usercmd.rightmove, 0.0f ).ToYaw() );
legsForward = false;
} else if ( usercmd.forwardmove > 0 ) {
idealLegsYaw = idMath::AngleNormalize180( idVec3( usercmd.forwardmove, -usercmd.rightmove, 0.0f ).ToYaw() );
legsForward = true;
} else if ( ( usercmd.rightmove != 0 ) && physicsObj.IsCrouching() ) {
if ( !legsForward ) {
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), usercmd.rightmove, 0.0f ).ToYaw() );
} else {
idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), -usercmd.rightmove, 0.0f ).ToYaw() );
}
} else if ( usercmd.rightmove != 0 ) {
idealLegsYaw = 0.0f;
legsForward = true;
} else {
legsForward = true;
diff = idMath::Fabs( idealLegsYaw - legsYaw );
idealLegsYaw = idealLegsYaw - idMath::AngleNormalize180( viewAngles.yaw - oldViewYaw );
if ( diff < 0.1f ) {
legsYaw = idealLegsYaw;
blend = false;
}
}
if ( !physicsObj.IsCrouching() ) {
legsForward = true;
}
oldViewYaw = viewAngles.yaw;
AI_TURN_LEFT = false;
AI_TURN_RIGHT = false;
if ( idealLegsYaw < -45.0f ) {
idealLegsYaw = 0;
AI_TURN_RIGHT = true;
blend = true;
} else if ( idealLegsYaw > 45.0f ) {
idealLegsYaw = 0;
AI_TURN_LEFT = true;
blend = true;
}
if ( blend ) {
legsYaw = legsYaw * 0.9f + idealLegsYaw * 0.1f;
}
legsAxis = idAngles( 0.0f, legsYaw, 0.0f ).ToMat3();
animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis );
// calculate the blending between down, straight, and up
frac = viewAngles.pitch / 90.0f;
if ( frac > 0.0f ) {
downBlend = frac;
forwardBlend = 1.0f - frac;
upBlend = 0.0f;
} else {
downBlend = 0.0f;
forwardBlend = 1.0f + frac;
upBlend = -frac;
}
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, downBlend );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, forwardBlend );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 2, upBlend );
}
/*
==============
idPlayer::InitAASLocation
==============
*/
void idPlayer::InitAASLocation( void ) {
int i;
int num;
idVec3 size;
idBounds bounds;
idAAS *aas;
idVec3 origin;
GetFloorPos( 64.0f, origin );
num = gameLocal.NumAAS();
aasLocation.SetGranularity( 1 );
aasLocation.SetNum( num );
for( i = 0; i < aasLocation.Num(); i++ ) {
aasLocation[ i ].areaNum = 0;
aasLocation[ i ].pos = origin;
aas = gameLocal.GetAAS( i );
if ( aas && aas->GetSettings() ) {
size = aas->GetSettings()->boundingBoxes[0][1];
bounds[0] = -size;
size.z = 32.0f;
bounds[1] = size;
aasLocation[ i ].areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
}
}
}
/*
==============
idPlayer::SetAASLocation
==============
*/
void idPlayer::SetAASLocation( void ) {
int i;
int areaNum;
idVec3 size;
idBounds bounds;
idAAS *aas;
idVec3 origin;
if ( !GetFloorPos( 64.0f, origin ) ) {
return;
}
for( i = 0; i < aasLocation.Num(); i++ ) {
aas = gameLocal.GetAAS( i );
if ( !aas ) {
continue;
}
size = aas->GetSettings()->boundingBoxes[0][1];
bounds[0] = -size;
size.z = 32.0f;
bounds[1] = size;
areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK );
if ( areaNum ) {
aasLocation[ i ].pos = origin;
aasLocation[ i ].areaNum = areaNum;
}
}
}
/*
==============
idPlayer::GetAASLocation
==============
*/
void idPlayer::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const {
int i;
if ( aas != NULL ) {
for( i = 0; i < aasLocation.Num(); i++ ) {
if ( aas == gameLocal.GetAAS( i ) ) {
areaNum = aasLocation[ i ].areaNum;
pos = aasLocation[ i ].pos;
return;
}
}
}
areaNum = 0;
pos = physicsObj.GetOrigin();
}
/*
==============
idPlayer::Move
==============
*/
void idPlayer::Move( void ) {
float newEyeOffset;
idVec3 oldOrigin;
idVec3 oldVelocity;
idVec3 pushVelocity;
// save old origin and velocity for crashlanding
oldOrigin = physicsObj.GetOrigin();
oldVelocity = physicsObj.GetLinearVelocity();
pushVelocity = physicsObj.GetPushedLinearVelocity();
// set physics variables
physicsObj.SetMaxStepHeight( pm_stepsize.GetFloat() );
physicsObj.SetMaxJumpHeight( pm_jumpheight.GetFloat() );
if ( noclip ) {
physicsObj.SetContents( 0 );
physicsObj.SetMovementType( PM_NOCLIP );
} else if ( spectating ) {
physicsObj.SetContents( 0 );
physicsObj.SetMovementType( PM_SPECTATOR );
} else if ( health <= 0 ) {
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
physicsObj.SetMovementType( PM_DEAD );
} else if ( gameLocal.inCinematic || gameLocal.GetCamera() || privateCameraView || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
physicsObj.SetContents( CONTENTS_BODY );
physicsObj.SetMovementType( PM_FREEZE );
#ifdef _D3XP
} else if ( mountedObject ) {
physicsObj.SetContents( 0 );
physicsObj.SetMovementType( PM_FREEZE );
#endif
} else {
physicsObj.SetContents( CONTENTS_BODY );
physicsObj.SetMovementType( PM_NORMAL );
}
if ( spectating ) {
physicsObj.SetClipMask( MASK_DEADSOLID );
} else if ( health <= 0 ) {
physicsObj.SetClipMask( MASK_DEADSOLID );
} else {
physicsObj.SetClipMask( MASK_PLAYERSOLID );
}
physicsObj.SetDebugLevel( g_debugMove.GetBool() );
physicsObj.SetPlayerInput( usercmd, viewAngles );
// FIXME: physics gets disabled somehow
BecomeActive( TH_PHYSICS );
RunPhysics();
// update our last valid AAS location for the AI
SetAASLocation();
if ( spectating ) {
newEyeOffset = 0.0f;
} else if ( health <= 0 ) {
newEyeOffset = pm_deadviewheight.GetFloat();
} else if ( physicsObj.IsCrouching() ) {
newEyeOffset = pm_crouchviewheight.GetFloat();
} else if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) {
newEyeOffset = 0.0f;
} else {
newEyeOffset = pm_normalviewheight.GetFloat();
}
if ( EyeHeight() != newEyeOffset ) {
if ( spectating ) {
SetEyeHeight( newEyeOffset );
} else {
// smooth out duck height changes
SetEyeHeight( EyeHeight() * pm_crouchrate.GetFloat() + newEyeOffset * ( 1.0f - pm_crouchrate.GetFloat() ) );
}
}
if ( noclip || gameLocal.inCinematic || ( influenceActive == INFLUENCE_LEVEL2 ) ) {
AI_CROUCH = false;
AI_ONGROUND = ( influenceActive == INFLUENCE_LEVEL2 );
AI_ONLADDER = false;
AI_JUMP = false;
} else {
AI_CROUCH = physicsObj.IsCrouching();
AI_ONGROUND = physicsObj.HasGroundContacts();
AI_ONLADDER = physicsObj.OnLadder();
AI_JUMP = physicsObj.HasJumped();
// check if we're standing on top of a monster and give a push if we are
idEntity *groundEnt = physicsObj.GetGroundEntity();
if ( groundEnt && groundEnt->IsType( idAI::Type ) ) {
idVec3 vel = physicsObj.GetLinearVelocity();
if ( vel.ToVec2().LengthSqr() < 0.1f ) {
vel.ToVec2() = physicsObj.GetOrigin().ToVec2() - groundEnt->GetPhysics()->GetAbsBounds().GetCenter().ToVec2();
vel.ToVec2().NormalizeFast();
vel.ToVec2() *= pm_walkspeed.GetFloat();
} else {
// give em a push in the direction they're going
vel *= 1.1f;
}
physicsObj.SetLinearVelocity( vel );
}
}
if ( AI_JUMP ) {
// bounce the view weapon
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
currentLoggedAccel++;
acc->time = gameLocal.time;
acc->dir[2] = 200;
acc->dir[0] = acc->dir[1] = 0;
}
if ( AI_ONLADDER ) {
int old_rung = oldOrigin.z / LADDER_RUNG_DISTANCE;
int new_rung = physicsObj.GetOrigin().z / LADDER_RUNG_DISTANCE;
if ( old_rung != new_rung ) {
StartSound( "snd_stepladder", SND_CHANNEL_ANY, 0, false, NULL );
}
}
BobCycle( pushVelocity );
CrashLand( oldOrigin, oldVelocity );
}
/*
==============
idPlayer::UpdateHud
==============
*/
void idPlayer::UpdateHud( void ) {
idPlayer *aimed;
if ( !hud ) {
return;
}
if ( entityNumber != gameLocal.localClientNum ) {
return;
}
int c = inventory.pickupItemNames.Num();
if ( c > 0 ) {
if ( gameLocal.time > inventory.nextItemPickup ) {
if ( inventory.nextItemPickup && gameLocal.time - inventory.nextItemPickup > 2000 ) {
inventory.nextItemNum = 1;
}
int i, count = 5;
#ifdef _D3XP
if(gameLocal.isMultiplayer) {
count = 3;
}
if (count < c)
c = count;
#endif
for ( i = 0; i < c; i++ ) { //_D3XP
hud->SetStateString( va( "itemtext%i", inventory.nextItemNum ), inventory.pickupItemNames[0].name );
hud->SetStateString( va( "itemicon%i", inventory.nextItemNum ), inventory.pickupItemNames[0].icon );
hud->HandleNamedEvent( va( "itemPickup%i", inventory.nextItemNum++ ) );
inventory.pickupItemNames.RemoveIndex( 0 );
if (inventory.nextItemNum == 1 ) {
inventory.onePickupTime = gameLocal.time;
} else if ( inventory.nextItemNum > count ) { //_D3XP
inventory.nextItemNum = 1;
inventory.nextItemPickup = inventory.onePickupTime + 2000;
} else {
inventory.nextItemPickup = gameLocal.time + 400;
}
}
}
}
if ( gameLocal.realClientTime == lastMPAimTime ) {
if ( MPAim != -1 && gameLocal.mpGame.IsGametypeTeamBased() /* CTF */
&& gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type )
&& static_cast< idPlayer * >( gameLocal.entities[ MPAim ] )->team == team ) {
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) );
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
hud->HandleNamedEvent( "aim_flash" );
MPAimHighlight = true;
MPAimFadeTime = 0; // no fade till loosing focus
} else if ( MPAimHighlight ) {
hud->HandleNamedEvent( "aim_fade" );
MPAimFadeTime = gameLocal.realClientTime;
MPAimHighlight = false;
}
}
if ( MPAimFadeTime ) {
assert( !MPAimHighlight );
if ( gameLocal.realClientTime - MPAimFadeTime > 2000 ) {
MPAimFadeTime = 0;
}
}
hud->SetStateInt( "g_showProjectilePct", g_showProjectilePct.GetInteger() );
if ( numProjectilesFired ) {
hud->SetStateString( "projectilepct", va( "Hit %% %.1f", ( (float) numProjectileHits / numProjectilesFired ) * 100 ) );
} else {
hud->SetStateString( "projectilepct", "Hit % 0.0" );
}
if ( isLagged && gameLocal.isMultiplayer && gameLocal.localClientNum == entityNumber ) {
hud->SetStateString( "hudLag", "1" );
} else {
hud->SetStateString( "hudLag", "0" );
}
}
/*
==============
idPlayer::UpdateDeathSkin
==============
*/
void idPlayer::UpdateDeathSkin( bool state_hitch ) {
if ( !( gameLocal.isMultiplayer || g_testDeath.GetBool() ) ) {
return;
}
if ( health <= 0 ) {
if ( !doingDeathSkin ) {
deathClearContentsTime = spawnArgs.GetInt( "deathSkinTime" );
doingDeathSkin = true;
renderEntity.noShadow = true;
if ( state_hitch ) {
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f - 2.0f;
} else {
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
}
UpdateVisuals();
}
// wait a bit before switching off the content
if ( deathClearContentsTime && gameLocal.time > deathClearContentsTime ) {
SetCombatContents( false );
deathClearContentsTime = 0;
}
} else {
renderEntity.noShadow = false;
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = 0.0f;
UpdateVisuals();
doingDeathSkin = false;
}
}
/*
==============
idPlayer::StartFxOnBone
==============
*/
void idPlayer::StartFxOnBone( const char *fx, const char *bone ) {
idVec3 offset;
idMat3 axis;
jointHandle_t jointHandle = GetAnimator()->GetJointHandle( bone );
if ( jointHandle == INVALID_JOINT ) {
gameLocal.Printf( "Cannot find bone %s\n", bone );
return;
}
if ( GetAnimator()->GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) {
offset = GetPhysics()->GetOrigin() + offset * GetPhysics()->GetAxis();
axis = axis * GetPhysics()->GetAxis();
}
idEntityFx::StartFx( fx, &offset, &axis, this, true );
}
/*
==============
idPlayer::Think
Called every tic for each player
==============
*/
void idPlayer::Think( void ) {
renderEntity_t *headRenderEnt;
UpdatePlayerIcons();
// latch button actions
oldButtons = usercmd.buttons;
// grab out usercmd
usercmd_t oldCmd = usercmd;
usercmd = gameLocal.usercmds[ entityNumber ];
buttonMask &= usercmd.buttons;
usercmd.buttons &= ~buttonMask;
if ( gameLocal.inCinematic && gameLocal.skipCinematic ) {
return;
}
// clear the ik before we do anything else so the skeleton doesn't get updated twice
walkIK.ClearJointMods();
// if this is the very first frame of the map, set the delta view angles
// based on the usercmd angles
if ( !spawnAnglesSet && ( gameLocal.GameState() != GAMESTATE_STARTUP ) ) {
spawnAnglesSet = true;
SetViewAngles( spawnAngles );
oldFlags = usercmd.flags;
}
#ifdef _D3XP
if ( mountedObject ) {
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
#endif
if ( objectiveSystemOpen || gameLocal.inCinematic || influenceActive ) {
if ( objectiveSystemOpen && AI_PAIN ) {
TogglePDA();
}
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
// log movement changes for weapon bobbing effects
if ( usercmd.forwardmove != oldCmd.forwardmove ) {
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
currentLoggedAccel++;
acc->time = gameLocal.time;
acc->dir[0] = usercmd.forwardmove - oldCmd.forwardmove;
acc->dir[1] = acc->dir[2] = 0;
}
if ( usercmd.rightmove != oldCmd.rightmove ) {
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
currentLoggedAccel++;
acc->time = gameLocal.time;
acc->dir[1] = usercmd.rightmove - oldCmd.rightmove;
acc->dir[0] = acc->dir[2] = 0;
}
// freelook centering
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_MLOOK ) {
centerView.Init( gameLocal.time, 200, viewAngles.pitch, 0 );
}
// zooming
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_ZOOM ) {
if ( ( usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ) {
zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() );
} else {
zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() );
}
}
// if we have an active gui, we will unrotate the view angles as
// we turn the mouse movements into gui events
idUserInterface *gui = ActiveGui();
if ( gui && gui != focusUI ) {
RouteGuiMouse( gui );
}
// set the push velocity on the weapon before running the physics
if ( weapon.GetEntity() ) {
weapon.GetEntity()->SetPushVelocity( physicsObj.GetPushedLinearVelocity() );
}
EvaluateControls();
if ( !af.IsActive() ) {
AdjustBodyAngles();
CopyJointsFromBodyToHead();
}
Move();
if ( !g_stopTime.GetBool() ) {
if ( !noclip && !spectating && ( health > 0 ) && !IsHidden() ) {
TouchTriggers();
}
// not done on clients for various reasons. don't do it on server and save the sound channel for other things
if ( !gameLocal.isMultiplayer ) {
SetCurrentHeartRate();
#ifdef _D3XP
float scale = new_g_damageScale;
#else
float scale = g_damageScale.GetFloat();
#endif
if ( g_useDynamicProtection.GetBool() && scale < 1.0f && gameLocal.time - lastDmgTime > 500 ) {
if ( scale < 1.0f ) {
scale += 0.05f;
}
if ( scale > 1.0f ) {
scale = 1.0f;
}
#ifdef _D3XP
new_g_damageScale = scale;
#else
g_damageScale.SetFloat( scale );
#endif
}
}
// update GUIs, Items, and character interactions
UpdateFocus();
UpdateLocation();
// update player script
UpdateScript();
// service animations
if ( !spectating && !af.IsActive() && !gameLocal.inCinematic ) {
UpdateConditions();
UpdateAnimState();
CheckBlink();
}
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
AI_PAIN = false;
}
// calculate the exact bobbed view position, which is used to
// position the view weapon, among other things
CalculateFirstPersonView();
// this may use firstPersonView, or a thirdPeroson / camera view
CalculateRenderView();
inventory.UpdateArmor();
if ( spectating ) {
UpdateSpectating();
} else if ( health > 0 ) {
UpdateWeapon();
}
UpdateAir();
#ifdef _D3XP
UpdatePowerupHud();
#endif
UpdateHud();
UpdatePowerUps();
UpdateDeathSkin( false );
if ( gameLocal.isMultiplayer ) {
DrawPlayerIcons();
#ifdef _D3XP
if ( enviroSuitLight.IsValid() ) {
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
#endif
}
if ( head.GetEntity() ) {
headRenderEnt = head.GetEntity()->GetRenderEntity();
} else {
headRenderEnt = NULL;
}
if ( headRenderEnt ) {
if ( influenceSkin ) {
headRenderEnt->customSkin = influenceSkin;
} else {
headRenderEnt->customSkin = NULL;
}
}
if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) {
renderEntity.suppressShadowInViewID = 0;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = 0;
}
} else {
renderEntity.suppressShadowInViewID = entityNumber+1;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = entityNumber+1;
}
}
// never cast shadows from our first-person muzzle flashes
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
}
if ( !g_stopTime.GetBool() ) {
UpdateAnimation();
Present();
UpdateDamageEffects();
LinkCombat();
playerView.CalculateShake();
}
if ( !( thinkFlags & TH_THINK ) ) {
gameLocal.Printf( "player %d not thinking?\n", entityNumber );
}
if ( g_showEnemies.GetBool() ) {
idActor *ent;
int num = 0;
for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
gameLocal.Printf( "enemy (%d)'%s'\n", ent->entityNumber, ent->name.c_str() );
gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds().Expand( 2 ), ent->GetPhysics()->GetOrigin() );
num++;
}
gameLocal.Printf( "%d: enemies\n", num );
}
#ifdef _D3XP
inventory.RechargeAmmo(this);
if(healthRecharge) {
int elapsed = gameLocal.time - lastHealthRechargeTime;
if(elapsed >= rechargeSpeed) {
int intervals = (gameLocal.time - lastHealthRechargeTime)/rechargeSpeed;
Give("health", va("%d", intervals));
lastHealthRechargeTime += intervals*rechargeSpeed;
}
}
// determine if portal sky is in pvs
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( gameLocal.GetPlayerPVS(), GetPhysics()->GetOrigin() );
#endif
}
#ifdef _D3XP
/*
=================
idPlayer::StartHealthRecharge
=================
*/
void idPlayer::StartHealthRecharge(int speed) {
lastHealthRechargeTime = gameLocal.time;
healthRecharge = true;
rechargeSpeed = speed;
}
/*
=================
idPlayer::StopHealthRecharge
=================
*/
void idPlayer::StopHealthRecharge() {
healthRecharge = false;
}
/*
=================
idPlayer::GetCurrentWeapon
=================
*/
idStr idPlayer::GetCurrentWeapon() {
const char *weapon;
if ( currentWeapon >= 0 ) {
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
return weapon;
} else {
return "";
}
}
/*
=================
idPlayer::CanGive
=================
*/
bool idPlayer::CanGive( const char *statname, const char *value ) {
if ( AI_DEAD ) {
return false;
}
if ( !idStr::Icmp( statname, "health" ) ) {
if ( health >= inventory.maxHealth ) {
return false;
}
return true;
} else if ( !idStr::Icmp( statname, "stamina" ) ) {
if ( stamina >= 100 ) {
return false;
}
return true;
} else if ( !idStr::Icmp( statname, "heartRate" ) ) {
return true;
} else if ( !idStr::Icmp( statname, "air" ) ) {
if ( airTics >= pm_airTics.GetInteger() ) {
return false;
}
return true;
}
return inventory.CanGive( this, spawnArgs, statname, value, &idealWeapon );
}
/*
=================
idPlayer::StopHelltime
provides a quick non-ramping way of stopping helltime
=================
*/
void idPlayer::StopHelltime( bool quick ) {
if ( !PowerUpActive( HELLTIME ) ) {
return;
}
// take away the powerups
if ( PowerUpActive( INVULNERABILITY ) ) {
ClearPowerup( INVULNERABILITY );
}
if ( PowerUpActive( BERSERK ) ) {
ClearPowerup( BERSERK );
}
if ( PowerUpActive( HELLTIME ) ) {
ClearPowerup( HELLTIME );
}
// stop the looping sound
StopSound( SND_CHANNEL_DEMONIC, false );
// reset the game vars
if ( quick ) {
gameLocal.QuickSlowmoReset();
}
}
/*
=================
idPlayer::Event_ToggleBloom
=================
*/
void idPlayer::Event_ToggleBloom( int on ) {
if ( on ) {
bloomEnabled = true;
}
else {
bloomEnabled = false;
}
}
/*
=================
idPlayer::Event_SetBloomParms
=================
*/
void idPlayer::Event_SetBloomParms( float speed, float intensity ) {
bloomSpeed = speed;
bloomIntensity = intensity;
}
/*
=================
idPlayer::PlayHelltimeStopSound
=================
*/
void idPlayer::PlayHelltimeStopSound() {
const char* sound;
if ( spawnArgs.GetString( "snd_helltime_stop", "", &sound ) ) {
PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY );
}
}
#endif
/*
=================
idPlayer::RouteGuiMouse
=================
*/
void idPlayer::RouteGuiMouse( idUserInterface *gui ) {
sysEvent_t ev;
if ( usercmd.mx != oldMouseX || usercmd.my != oldMouseY ) {
ev = sys->GenerateMouseMoveEvent( usercmd.mx - oldMouseX, usercmd.my - oldMouseY );
gui->HandleEvent( &ev, gameLocal.time );
oldMouseX = usercmd.mx;
oldMouseY = usercmd.my;
}
}
/*
==================
idPlayer::LookAtKiller
==================
*/
void idPlayer::LookAtKiller( idEntity *inflictor, idEntity *attacker ) {
idVec3 dir;
if ( attacker && attacker != this ) {
dir = attacker->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
} else if ( inflictor && inflictor != this ) {
dir = inflictor->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
} else {
dir = viewAxis[ 0 ];
}
idAngles ang( 0, dir.ToYaw(), 0 );
SetViewAngles( ang );
}
/*
==============
idPlayer::Kill
==============
*/
void idPlayer::Kill( bool delayRespawn, bool nodamage ) {
if ( spectating ) {
SpectateFreeFly( false );
} else if ( health > 0 ) {
godmode = false;
if ( nodamage ) {
ServerSpectate( true );
forceRespawn = true;
} else {
Damage( this, this, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT );
if ( delayRespawn ) {
forceRespawn = false;
int delay = spawnArgs.GetFloat( "respawn_delay" );
minRespawnTime = gameLocal.time + SEC2MS( delay );
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
}
}
}
}
/*
==================
idPlayer::Killed
==================
*/
void idPlayer::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
float delay;
assert( !gameLocal.isClient );
// stop taking knockback once dead
fl.noknockback = true;
if ( health < -999 ) {
health = -999;
}
if ( AI_DEAD ) {
AI_PAIN = true;
return;
}
heartInfo.Init( 0, 0, 0, BASE_HEARTRATE );
AdjustHeartRate( DEAD_HEARTRATE, 10.0f, 0.0f, true );
if ( !g_testDeath.GetBool() ) {
playerView.Fade( colorBlack, 12000 );
}
AI_DEAD = true;
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
SetWaitState( "" );
animator.ClearAllJoints();
if ( StartRagdoll() ) {
pm_modelView.SetInteger( 0 );
minRespawnTime = gameLocal.time + RAGDOLL_DEATH_TIME;
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
} else {
// don't allow respawn until the death anim is done
// g_forcerespawn may force spawning at some later time
delay = spawnArgs.GetFloat( "respawn_delay" );
minRespawnTime = gameLocal.time + SEC2MS( delay );
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
}
physicsObj.SetMovementType( PM_DEAD );
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
StopSound( SND_CHANNEL_BODY2, false );
fl.takedamage = true; // can still be gibbed
// get rid of weapon
weapon.GetEntity()->OwnerDied();
// drop the weapon as an item
DropWeapon( true );
#ifdef CTF
// drop the flag if player was carrying it
if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() &&
carryingFlag )
{
DropFlag();
}
#endif
if ( !g_testDeath.GetBool() ) {
LookAtKiller( inflictor, attacker );
}
if ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) {
idPlayer *killer = NULL;
// no gibbing in MP. Event_Gib will early out in MP
if ( attacker->IsType( idPlayer::Type ) ) {
killer = static_cast(attacker);
if ( health < -20 || killer->PowerUpActive( BERSERK ) ) {
gibDeath = true;
gibsDir = dir;
gibsLaunched = false;
}
}
gameLocal.mpGame.PlayerDeath( this, killer, isTelefragged );
} else {
physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP );
}
ClearPowerUps();
UpdateVisuals();
isChatting = false;
}
/*
=====================
idPlayer::GetAIAimTargets
Returns positions for the AI to aim at.
=====================
*/
void idPlayer::GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ) {
idVec3 offset;
idMat3 axis;
idVec3 origin;
origin = lastSightPos - physicsObj.GetOrigin();
GetJointWorldTransform( chestJoint, gameLocal.time, offset, axis );
headPos = offset + origin;
GetJointWorldTransform( headJoint, gameLocal.time, offset, axis );
chestPos = offset + origin;
}
/*
================
idPlayer::DamageFeedback
callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
================
*/
void idPlayer::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage ) {
assert( !gameLocal.isClient );
damage *= PowerUpModifier( BERSERK );
if ( damage && ( victim != this ) && ( victim->IsType( idActor::Type ) || victim->IsType( idDamagable::Type ) ) ) {
idPlayer *victimPlayer = NULL;
/* No damage feedback sound for hitting friendlies in CTF */
if ( victim->IsType( idPlayer::Type ) ) {
victimPlayer = static_cast(victim);
}
if ( gameLocal.mpGame.IsGametypeFlagBased() && victimPlayer && this->team == victimPlayer->team ) {
/* Do nothing ... */
}
else {
SetLastHitTime( gameLocal.time );
}
}
}
/*
=================
idPlayer::CalcDamagePoints
Calculates how many health and armor points will be inflicted, but
doesn't actually do anything with them. This is used to tell when an attack
would have killed the player, possibly allowing a "saving throw"
=================
*/
void idPlayer::CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef,
const float damageScale, const int location, int *health, int *armor ) {
int damage;
int armorSave;
damageDef->GetInt( "damage", "20", damage );
damage = GetDamageForLocation( damage, location );
idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast(attacker) : NULL;
if ( !gameLocal.isMultiplayer ) {
if ( inflictor != gameLocal.world ) {
switch ( g_skill.GetInteger() ) {
case 0:
damage *= 0.80f;
if ( damage < 1 ) {
damage = 1;
}
break;
case 2:
damage *= 1.70f;
break;
case 3:
damage *= 3.5f;
break;
default:
break;
}
}
}
damage *= damageScale;
// always give half damage if hurting self
if ( attacker == this ) {
if ( gameLocal.isMultiplayer ) {
// only do this in mp so single player plasma and rocket splash is very dangerous in close quarters
damage *= damageDef->GetFloat( "selfDamageScale", "0.5" );
} else {
damage *= damageDef->GetFloat( "selfDamageScale", "1" );
}
}
// check for completely getting out of the damage
if ( !damageDef->GetBool( "noGod" ) ) {
// check for godmode
if ( godmode ) {
damage = 0;
}
#ifdef _D3XP
//Invulnerability is just like god mode
if( PowerUpActive( INVULNERABILITY ) ) {
damage = 0;
}
#endif
}
// inform the attacker that they hit someone
attacker->DamageFeedback( this, inflictor, damage );
// save some from armor
if ( !damageDef->GetBool( "noArmor" ) ) {
float armor_protection;
armor_protection = ( gameLocal.isMultiplayer ) ? g_armorProtectionMP.GetFloat() : g_armorProtection.GetFloat();
armorSave = ceil( damage * armor_protection );
if ( armorSave >= inventory.armor ) {
armorSave = inventory.armor;
}
if ( !damage ) {
armorSave = 0;
} else if ( armorSave >= damage ) {
armorSave = damage - 1;
damage = 1;
} else {
damage -= armorSave;
}
} else {
armorSave = 0;
}
// check for team damage
if ( gameLocal.mpGame.IsGametypeTeamBased() /* CTF */
&& !gameLocal.serverInfo.GetBool( "si_teamDamage" )
&& !damageDef->GetBool( "noTeam" )
&& player
&& player != this // you get self damage no matter what
&& player->team == team ) {
damage = 0;
}
*health = damage;
*armor = armorSave;
}
/*
============
Damage
this entity that is being damaged
inflictor entity that is causing the damage
attacker entity that caused the inflictor to damage targ
example: this=monster, inflictor=rocket, attacker=player
dir direction of the attack for knockback in global space
damageDef an idDict with all the options for damage effects
inflictor, attacker, dir, and point can be NULL for environmental effects
============
*/
void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir,
const char *damageDefName, const float damageScale, const int location ) {
idVec3 kick;
int damage;
int armorSave;
int knockback;
idVec3 damage_from;
idVec3 localDamageVector;
float attackerPushScale;
#ifdef _D3XP
SetTimeState ts( timeGroup );
#endif
// damage is only processed on server
if ( gameLocal.isClient ) {
return;
}
if ( !fl.takedamage || noclip || spectating || gameLocal.inCinematic ) {
return;
}
if ( !inflictor ) {
inflictor = gameLocal.world;
}
if ( !attacker ) {
attacker = gameLocal.world;
}
if ( attacker->IsType( idAI::Type ) ) {
#ifndef _D3XP
if ( PowerUpActive( BERSERK ) ) {
return;
}
#endif
// don't take damage from monsters during influences
if ( influenceActive != 0 ) {
return;
}
}
const idDeclEntityDef *damageDef = gameLocal.FindEntityDef( damageDefName, false );
if ( !damageDef ) {
gameLocal.Warning( "Unknown damageDef '%s'", damageDefName );
return;
}
if ( damageDef->dict.GetBool( "ignore_player" ) ) {
return;
}
CalcDamagePoints( inflictor, attacker, &damageDef->dict, damageScale, location, &damage, &armorSave );
// determine knockback
damageDef->dict.GetInt( "knockback", "20", knockback );
/*#ifdef _D3XP
idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast(attacker) : NULL;
if ( gameLocal.mpGame.IsGametypeTeamBased()
&& !gameLocal.serverInfo.GetBool( "si_teamDamage" )
&& !damageDef->dict.GetBool( "noTeam" )
&& player
&& player != this // you get self damage no matter what
&& player->team == team ) {
knockback = 0;
}
#endif*/
if ( knockback != 0 && !fl.noknockback ) {
if ( attacker == this ) {
damageDef->dict.GetFloat( "attackerPushScale", "0", attackerPushScale );
} else {
attackerPushScale = 1.0f;
}
kick = dir;
kick.Normalize();
kick *= g_knockback.GetFloat() * knockback * attackerPushScale / 200.0f;
physicsObj.SetLinearVelocity( physicsObj.GetLinearVelocity() + kick );
// set the timer so that the player can't cancel out the movement immediately
physicsObj.SetKnockBack( idMath::ClampInt( 50, 200, knockback * 2 ) );
}
// give feedback on the player view and audibly when armor is helping
if ( armorSave ) {
inventory.armor -= armorSave;
if ( gameLocal.time > lastArmorPulse + 200 ) {
StartSound( "snd_hitArmor", SND_CHANNEL_ITEM, 0, false, NULL );
}
lastArmorPulse = gameLocal.time;
}
if ( damageDef->dict.GetBool( "burn" ) ) {
StartSound( "snd_burn", SND_CHANNEL_BODY3, 0, false, NULL );
} else if ( damageDef->dict.GetBool( "no_air" ) ) {
if ( !armorSave && health > 0 ) {
StartSound( "snd_airGasp", SND_CHANNEL_ITEM, 0, false, NULL );
}
}
if ( g_debugDamage.GetInteger() ) {
gameLocal.Printf( "client:%i health:%i damage:%i armor:%i\n",
entityNumber, health, damage, armorSave );
}
// move the world direction vector to local coordinates
damage_from = dir;
damage_from.Normalize();
viewAxis.ProjectVector( damage_from, localDamageVector );
// add to the damage inflicted on a player this frame
// the total will be turned into screen blends and view angle kicks
// at the end of the frame
if ( health > 0 ) {
playerView.DamageImpulse( localDamageVector, &damageDef->dict );
}
// do the damage
if ( damage > 0 ) {
if ( !gameLocal.isMultiplayer ) {
#ifdef _D3XP
float scale = new_g_damageScale;
#else
float scale = g_damageScale.GetFloat();
#endif
if ( g_useDynamicProtection.GetBool() && g_skill.GetInteger() < 2 ) {
if ( gameLocal.time > lastDmgTime + 500 && scale > 0.25f ) {
scale -= 0.05f;
#ifdef _D3XP
new_g_damageScale = scale;
#else
g_damageScale.SetFloat( scale );
#endif
}
}
if ( scale > 0.0f ) {
damage *= scale;
}
}
if ( damage < 1 ) {
damage = 1;
}
health -= damage;
if ( health <= 0 ) {
if ( health < -999 ) {
health = -999;
}
isTelefragged = damageDef->dict.GetBool( "telefrag" );
lastDmgTime = gameLocal.time;
Killed( inflictor, attacker, damage, dir, location );
} else {
// force a blink
blink_time = 0;
// let the anim script know we took damage
AI_PAIN = Pain( inflictor, attacker, damage, dir, location );
if ( !g_testDeath.GetBool() ) {
lastDmgTime = gameLocal.time;
}
}
} else {
// don't accumulate impulses
if ( af.IsLoaded() ) {
// clear impacts
af.Rest();
// physics is turned off by calling af.Rest()
BecomeActive( TH_PHYSICS );
}
}
lastDamageDef = damageDef->Index();
lastDamageDir = damage_from;
lastDamageLocation = location;
}
/*
===========
idPlayer::Teleport
============
*/
void idPlayer::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) {
idVec3 org;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->LowerWeapon();
}
SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
if ( !gameLocal.isMultiplayer && GetFloorPos( 16.0f, org ) ) {
SetOrigin( org );
}
// clear the ik heights so model doesn't appear in the wrong place
walkIK.EnableAll();
GetPhysics()->SetLinearVelocity( vec3_origin );
SetViewAngles( angles );
legsYaw = 0.0f;
idealLegsYaw = 0.0f;
oldViewYaw = viewAngles.yaw;
if ( gameLocal.isMultiplayer ) {
playerView.Flash( colorWhite, 140 );
}
UpdateVisuals();
teleportEntity = destination;
if ( !gameLocal.isClient && !noclip ) {
if ( gameLocal.isMultiplayer ) {
// kill anything at the new position or mark for kill depending on immediate or delayed teleport
gameLocal.KillBox( this, destination != NULL );
} else {
// kill anything at the new position
gameLocal.KillBox( this, true );
}
}
#ifdef _D3XP
if ( PowerUpActive( HELLTIME ) ) {
StopHelltime();
}
#endif
}
/*
====================
idPlayer::SetPrivateCameraView
====================
*/
void idPlayer::SetPrivateCameraView( idCamera *camView ) {
privateCameraView = camView;
if ( camView ) {
StopFiring();
Hide();
} else {
if ( !spectating ) {
Show();
}
}
}
/*
====================
idPlayer::DefaultFov
Returns the base FOV
====================
*/
float idPlayer::DefaultFov( void ) const {
float fov;
fov = g_fov.GetFloat();
if ( gameLocal.isMultiplayer ) {
if ( fov < 90.0f ) {
return 90.0f;
} else if ( fov > 110.0f ) {
return 110.0f;
}
}
return fov;
}
/*
====================
idPlayer::CalcFov
Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
float idPlayer::CalcFov( bool honorZoom ) {
float fov;
if ( fxFov ) {
return DefaultFov() + 10.0f + cos( ( gameLocal.time + 2000 ) * 0.01 ) * 10.0f;
}
if ( influenceFov ) {
return influenceFov;
}
if ( zoomFov.IsDone( gameLocal.time ) ) {
fov = ( honorZoom && usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov();
} else {
fov = zoomFov.GetCurrentValue( gameLocal.time );
}
// bound normal viewsize
if ( fov < 1 ) {
fov = 1;
} else if ( fov > 179 ) {
fov = 179;
}
return fov;
}
/*
==============
idPlayer::GunTurningOffset
generate a rotational offset for the gun based on the view angle
history in loggedViewAngles
==============
*/
idAngles idPlayer::GunTurningOffset( void ) {
idAngles a;
a.Zero();
if ( gameLocal.framenum < NUM_LOGGED_VIEW_ANGLES ) {
return a;
}
idAngles current = loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ];
idAngles av, base;
int weaponAngleOffsetAverages;
float weaponAngleOffsetScale, weaponAngleOffsetMax;
weapon.GetEntity()->GetWeaponAngleOffsets( &weaponAngleOffsetAverages, &weaponAngleOffsetScale, &weaponAngleOffsetMax );
av = current;
// calcualte this so the wrap arounds work properly
for ( int j = 1 ; j < weaponAngleOffsetAverages ; j++ ) {
idAngles a2 = loggedViewAngles[ ( gameLocal.framenum - j ) & (NUM_LOGGED_VIEW_ANGLES-1) ];
idAngles delta = a2 - current;
if ( delta[1] > 180 ) {
delta[1] -= 360;
} else if ( delta[1] < -180 ) {
delta[1] += 360;
}
av += delta * ( 1.0f / weaponAngleOffsetAverages );
}
a = ( av - current ) * weaponAngleOffsetScale;
for ( int i = 0 ; i < 3 ; i++ ) {
if ( a[i] < -weaponAngleOffsetMax ) {
a[i] = -weaponAngleOffsetMax;
} else if ( a[i] > weaponAngleOffsetMax ) {
a[i] = weaponAngleOffsetMax;
}
}
return a;
}
/*
==============
idPlayer::GunAcceleratingOffset
generate a positional offset for the gun based on the movement
history in loggedAccelerations
==============
*/
idVec3 idPlayer::GunAcceleratingOffset( void ) {
idVec3 ofs;
float weaponOffsetTime, weaponOffsetScale;
ofs.Zero();
weapon.GetEntity()->GetWeaponTimeOffsets( &weaponOffsetTime, &weaponOffsetScale );
int stop = currentLoggedAccel - NUM_LOGGED_ACCELS;
if ( stop < 0 ) {
stop = 0;
}
for ( int i = currentLoggedAccel-1 ; i > stop ; i-- ) {
loggedAccel_t *acc = &loggedAccel[i&(NUM_LOGGED_ACCELS-1)];
float f;
float t = gameLocal.time - acc->time;
if ( t >= weaponOffsetTime ) {
break; // remainder are too old to care about
}
f = t / weaponOffsetTime;
f = ( cos( f * 2.0f * idMath::PI ) - 1.0f ) * 0.5f;
ofs += f * weaponOffsetScale * acc->dir;
}
return ofs;
}
/*
==============
idPlayer::CalculateViewWeaponPos
Calculate the bobbing position of the view weapon
==============
*/
void idPlayer::CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis ) {
float scale;
float fracsin;
idAngles angles;
int delta;
// CalculateRenderView must have been called first
const idVec3 &viewOrigin = firstPersonViewOrigin;
const idMat3 &viewAxis = firstPersonViewAxis;
// these cvars are just for hand tweaking before moving a value to the weapon def
idVec3 gunpos( g_gun_x.GetFloat(), g_gun_y.GetFloat(), g_gun_z.GetFloat() );
// as the player changes direction, the gun will take a small lag
idVec3 gunOfs = GunAcceleratingOffset();
origin = viewOrigin + ( gunpos + gunOfs ) * viewAxis;
// on odd legs, invert some angles
if ( bobCycle & 128 ) {
scale = -xyspeed;
} else {
scale = xyspeed;
}
// gun angles from bobbing
angles.roll = scale * bobfracsin * 0.005f;
angles.yaw = scale * bobfracsin * 0.01f;
angles.pitch = xyspeed * bobfracsin * 0.005f;
// gun angles from turning
if ( gameLocal.isMultiplayer ) {
idAngles offset = GunTurningOffset();
offset *= g_mpWeaponAngleScale.GetFloat();
angles += offset;
} else {
angles += GunTurningOffset();
}
idVec3 gravity = physicsObj.GetGravityNormal();
// drop the weapon when landing after a jump / fall
delta = gameLocal.time - landTime;
if ( delta < LAND_DEFLECT_TIME ) {
origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME );
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME );
}
// speed sensitive idle drift
scale = xyspeed + 40.0f;
fracsin = scale * sin( MS2SEC( gameLocal.time ) ) * 0.01f;
angles.roll += fracsin;
angles.yaw += fracsin;
angles.pitch += fracsin;
axis = angles.ToMat3() * viewAxis;
}
/*
===============
idPlayer::OffsetThirdPersonView
===============
*/
void idPlayer::OffsetThirdPersonView( float angle, float range, float height, bool clip ) {
idVec3 view;
idVec3 focusAngles;
trace_t trace;
idVec3 focusPoint;
float focusDist;
float forwardScale, sideScale;
idVec3 origin;
idAngles angles;
idMat3 axis;
idBounds bounds;
angles = viewAngles;
GetViewPos( origin, axis );
if ( angle ) {
angles.pitch = 0.0f;
}
if ( angles.pitch > 45.0f ) {
angles.pitch = 45.0f; // don't go too far overhead
}
focusPoint = origin + angles.ToForward() * THIRD_PERSON_FOCUS_DISTANCE;
focusPoint.z += height;
view = origin;
view.z += 8 + height;
angles.pitch *= 0.5f;
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
idMath::SinCos( DEG2RAD( angle ), sideScale, forwardScale );
view -= range * forwardScale * renderView->viewaxis[ 0 ];
view += range * sideScale * renderView->viewaxis[ 1 ];
if ( clip ) {
// trace a ray from the origin to the viewpoint to make sure the view isn't
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
bounds = idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) );
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
if ( trace.fraction != 1.0f ) {
view = trace.endpos;
view.z += ( 1.0f - trace.fraction ) * 32.0f;
// try another trace to this position, because a tunnel may have the ceiling
// close enough that this is poking out
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
view = trace.endpos;
}
}
// select pitch to look at focus point from vieword
focusPoint -= view;
focusDist = idMath::Sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
if ( focusDist < 1.0f ) {
focusDist = 1.0f; // should never happen
}
angles.pitch = - RAD2DEG( atan2( focusPoint.z, focusDist ) );
angles.yaw -= angle;
renderView->vieworg = view;
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
renderView->viewID = 0;
}
/*
===============
idPlayer::GetEyePosition
===============
*/
idVec3 idPlayer::GetEyePosition( void ) const {
idVec3 org;
// use the smoothed origin if spectating another player in multiplayer
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
org = smoothedOrigin;
} else {
org = GetPhysics()->GetOrigin();
}
return org + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
}
/*
===============
idPlayer::GetViewPos
===============
*/
void idPlayer::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
idAngles angles;
// if dead, fix the angle and don't add any kick
if ( health <= 0 ) {
angles.yaw = viewAngles.yaw;
angles.roll = 40;
angles.pitch = -15;
axis = angles.ToMat3();
origin = GetEyePosition();
} else {
origin = GetEyePosition() + viewBob;
angles = viewAngles + viewBobAngles + playerView.AngleOffset();
axis = angles.ToMat3() * physicsObj.GetGravityAxis();
// adjust the origin based on the camera nodal distance (eye distance from neck)
origin += physicsObj.GetGravityNormal() * g_viewNodalZ.GetFloat();
origin += axis[0] * g_viewNodalX.GetFloat() + axis[2] * g_viewNodalZ.GetFloat();
}
}
/*
===============
idPlayer::CalculateFirstPersonView
===============
*/
void idPlayer::CalculateFirstPersonView( void ) {
if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) && ( health <= 0 ) ) ) {
// Displays the view from the point of view of the "camera" joint in the player model
idMat3 axis;
idVec3 origin;
idAngles ang;
ang = viewBobAngles + playerView.AngleOffset();
ang.yaw += viewAxis[ 0 ].ToYaw();
jointHandle_t joint = animator.GetJointHandle( "camera" );
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob;
firstPersonViewAxis = axis * ang.ToMat3() * physicsObj.GetGravityAxis();
} else {
// offset for local bobbing and kicks
GetViewPos( firstPersonViewOrigin, firstPersonViewAxis );
#if 0
// shakefrom sound stuff only happens in first person
firstPersonViewAxis = firstPersonViewAxis * playerView.ShakeAxis();
#endif
}
}
/*
==================
idPlayer::GetRenderView
Returns the renderView that was calculated for this tic
==================
*/
renderView_t *idPlayer::GetRenderView( void ) {
return renderView;
}
/*
==================
idPlayer::CalculateRenderView
create the renderView for the current tic
==================
*/
void idPlayer::CalculateRenderView( void ) {
int i;
float range;
if ( !renderView ) {
renderView = new renderView_t;
}
memset( renderView, 0, sizeof( *renderView ) );
// copy global shader parms
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
renderView->shaderParms[ i ] = gameLocal.globalShaderParms[ i ];
}
renderView->globalMaterial = gameLocal.GetGlobalMaterial();
#ifdef _D3XP
renderView->time = gameLocal.slow.time;
#endif
// calculate size of 3D view
renderView->x = 0;
renderView->y = 0;
renderView->width = SCREEN_WIDTH;
renderView->height = SCREEN_HEIGHT;
renderView->viewID = 0;
// check if we should be drawing from a camera's POV
if ( !noclip && (gameLocal.GetCamera() || privateCameraView) ) {
// get origin, axis, and fov
if ( privateCameraView ) {
privateCameraView->GetViewParms( renderView );
} else {
gameLocal.GetCamera()->GetViewParms( renderView );
}
} else {
if ( g_stopTime.GetBool() ) {
renderView->vieworg = firstPersonViewOrigin;
renderView->viewaxis = firstPersonViewAxis;
if ( !pm_thirdPerson.GetBool() ) {
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
// allow the right player view weapons
renderView->viewID = entityNumber + 1;
}
} else if ( pm_thirdPerson.GetBool() ) {
OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), pm_thirdPersonRange.GetFloat(), pm_thirdPersonHeight.GetFloat(), pm_thirdPersonClip.GetBool() );
} else if ( pm_thirdPersonDeath.GetBool() ) {
range = gameLocal.time < minRespawnTime ? ( gameLocal.time + RAGDOLL_DEATH_TIME - minRespawnTime ) * ( 120.0f / RAGDOLL_DEATH_TIME ) : 120.0f;
OffsetThirdPersonView( 0.0f, 20.0f + range, 0.0f, false );
} else {
renderView->vieworg = firstPersonViewOrigin;
renderView->viewaxis = firstPersonViewAxis;
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
// allow the right player view weapons
renderView->viewID = entityNumber + 1;
}
// field of view
gameLocal.CalcFov( CalcFov( true ), renderView->fov_x, renderView->fov_y );
}
if ( renderView->fov_y == 0 ) {
common->Error( "renderView->fov_y == 0" );
}
if ( g_showviewpos.GetBool() ) {
gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() );
}
}
/*
=============
idPlayer::AddAIKill
=============
*/
void idPlayer::AddAIKill( void ) {
#ifndef _D3XP
int max_souls;
int ammo_souls;
if ( ( weapon_soulcube < 0 ) || ( inventory.weapons & ( 1 << weapon_soulcube ) ) == 0 ) {
return;
}
assert( hud );
ammo_souls = idWeapon::GetAmmoNumForName( "ammo_souls" );
max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" );
if ( inventory.ammo[ ammo_souls ] < max_souls ) {
inventory.ammo[ ammo_souls ]++;
if ( inventory.ammo[ ammo_souls ] >= max_souls ) {
hud->HandleNamedEvent( "soulCubeReady" );
StartSound( "snd_soulcube_ready", SND_CHANNEL_ANY, 0, false, NULL );
}
}
#endif
}
/*
=============
idPlayer::SetSoulCubeProjectile
=============
*/
void idPlayer::SetSoulCubeProjectile( idProjectile *projectile ) {
soulCubeProjectile = projectile;
}
/*
=============
idPlayer::AddProjectilesFired
=============
*/
void idPlayer::AddProjectilesFired( int count ) {
numProjectilesFired += count;
}
/*
=============
idPlayer::AddProjectileHites
=============
*/
void idPlayer::AddProjectileHits( int count ) {
numProjectileHits += count;
}
/*
=============
idPlayer::SetLastHitTime
=============
*/
void idPlayer::SetLastHitTime( int time ) {
idPlayer *aimed = NULL;
if ( time && lastHitTime != time ) {
lastHitToggle ^= 1;
}
lastHitTime = time;
if ( !time ) {
// level start and inits
return;
}
if ( gameLocal.isMultiplayer && ( time - lastSndHitTime ) > 10 ) {
lastSndHitTime = time;
StartSound( "snd_hit_feedback", SND_CHANNEL_ANY, SSF_PRIVATE_SOUND, false, NULL );
}
if ( cursor ) {
cursor->HandleNamedEvent( "hitTime" );
}
if ( hud ) {
if ( MPAim != -1 ) {
if ( gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type ) ) {
aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] );
}
assert( aimed );
// full highlight, no fade till loosing aim
hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) );
if ( aimed ) {
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
}
hud->HandleNamedEvent( "aim_flash" );
MPAimHighlight = true;
MPAimFadeTime = 0;
} else if ( lastMPAim != -1 ) {
if ( gameLocal.entities[ lastMPAim ] && gameLocal.entities[ lastMPAim ]->IsType( idPlayer::Type ) ) {
aimed = static_cast< idPlayer * >( gameLocal.entities[ lastMPAim ] );
}
assert( aimed );
// start fading right away
hud->SetStateString( "aim_text", gameLocal.userInfo[ lastMPAim ].GetString( "ui_name" ) );
if ( aimed ) {
hud->SetStateFloat( "aim_color", aimed->colorBarIndex );
}
hud->HandleNamedEvent( "aim_flash" );
hud->HandleNamedEvent( "aim_fade" );
MPAimHighlight = false;
MPAimFadeTime = gameLocal.realClientTime;
}
}
}
/*
=============
idPlayer::SetInfluenceLevel
=============
*/
void idPlayer::SetInfluenceLevel( int level ) {
if ( level != influenceActive ) {
if ( level ) {
for ( idEntity *ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( ent->IsType( idProjectile::Type ) ) {
// remove all projectiles
ent->PostEventMS( &EV_Remove, 0 );
}
}
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->EnterCinematic();
}
} else {
physicsObj.SetLinearVelocity( vec3_origin );
if ( weaponEnabled && weapon.GetEntity() ) {
weapon.GetEntity()->ExitCinematic();
}
}
influenceActive = level;
}
}
/*
=============
idPlayer::SetInfluenceView
=============
*/
void idPlayer::SetInfluenceView( const char *mtr, const char *skinname, float radius, idEntity *ent ) {
influenceMaterial = NULL;
influenceEntity = NULL;
influenceSkin = NULL;
if ( mtr && *mtr ) {
influenceMaterial = declManager->FindMaterial( mtr );
}
if ( skinname && *skinname ) {
influenceSkin = declManager->FindSkin( skinname );
if ( head.GetEntity() ) {
head.GetEntity()->GetRenderEntity()->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
}
UpdateVisuals();
}
influenceRadius = radius;
if ( radius > 0.0f ) {
influenceEntity = ent;
}
}
/*
=============
idPlayer::SetInfluenceFov
=============
*/
void idPlayer::SetInfluenceFov( float fov ) {
influenceFov = fov;
}
/*
================
idPlayer::OnLadder
================
*/
bool idPlayer::OnLadder( void ) const {
return physicsObj.OnLadder();
}
/*
==================
idPlayer::Event_GetButtons
==================
*/
void idPlayer::Event_GetButtons( void ) {
idThread::ReturnInt( usercmd.buttons );
}
/*
==================
idPlayer::Event_GetMove
==================
*/
void idPlayer::Event_GetMove( void ) {
idVec3 move( usercmd.forwardmove, usercmd.rightmove, usercmd.upmove );
idThread::ReturnVector( move );
}
/*
================
idPlayer::Event_GetViewAngles
================
*/
void idPlayer::Event_GetViewAngles( void ) {
idThread::ReturnVector( idVec3( viewAngles[0], viewAngles[1], viewAngles[2] ) );
}
/*
==================
idPlayer::Event_StopFxFov
==================
*/
void idPlayer::Event_StopFxFov( void ) {
fxFov = false;
}
/*
==================
idPlayer::StartFxFov
==================
*/
void idPlayer::StartFxFov( float duration ) {
fxFov = true;
PostEventSec( &EV_Player_StopFxFov, duration );
}
/*
==================
idPlayer::Event_EnableWeapon
==================
*/
void idPlayer::Event_EnableWeapon( void ) {
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
weaponEnabled = true;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->ExitCinematic();
}
}
/*
==================
idPlayer::Event_DisableWeapon
==================
*/
void idPlayer::Event_DisableWeapon( void ) {
hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" );
weaponEnabled = false;
if ( weapon.GetEntity() ) {
weapon.GetEntity()->EnterCinematic();
}
}
#ifdef _D3XP
/*
==================
idPlayer::Event_GiveInventoryItem
==================
*/
void idPlayer::Event_GiveInventoryItem( const char* name ) {
GiveInventoryItem(name);
}
/*
==================
idPlayer::Event_RemoveInventoryItem
==================
*/
void idPlayer::Event_RemoveInventoryItem( const char* name ) {
RemoveInventoryItem(name);
}
/*
==================
idPlayer::Event_GetIdealWeapon
==================
*/
void idPlayer::Event_GetIdealWeapon( void ) {
const char *weapon;
if ( idealWeapon >= 0 ) {
weapon = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) );
idThread::ReturnString( weapon );
} else {
idThread::ReturnString( "" );
}
}
/*
==================
idPlayer::Event_SetPowerupTime
==================
*/
void idPlayer::Event_SetPowerupTime( int powerup, int time ) {
if ( time > 0 ) {
GivePowerUp( powerup, time );
} else {
ClearPowerup( powerup );
}
}
/*
==================
idPlayer::Event_IsPowerupActive
==================
*/
void idPlayer::Event_IsPowerupActive( int powerup ) {
idThread::ReturnInt(this->PowerUpActive(powerup) ? 1 : 0);
}
/*
==================
idPlayer::Event_StartWarp
==================
*/
void idPlayer::Event_StartWarp() {
playerView.AddWarp( idVec3( 0, 0, 0 ), SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 100, 1000 );
}
/*
==================
idPlayer::Event_StopHelltime
==================
*/
void idPlayer::Event_StopHelltime( int mode ) {
if ( mode == 1 ) {
StopHelltime( true );
}
else {
StopHelltime( false );
}
}
/*
==================
idPlayer::Event_WeaponAvailable
==================
*/
void idPlayer::Event_WeaponAvailable( const char* name ) {
idThread::ReturnInt( WeaponAvailable(name) ? 1 : 0 );
}
bool idPlayer::WeaponAvailable( const char* name ) {
for( int i = 0; i < MAX_WEAPONS; i++ ) {
if ( inventory.weapons & ( 1 << i ) ) {
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !idStr::Cmp( weap, name ) ) {
return true;
}
}
}
return false;
}
#endif
/*
==================
idPlayer::Event_GetCurrentWeapon
==================
*/
void idPlayer::Event_GetCurrentWeapon( void ) {
const char *weapon;
if ( currentWeapon >= 0 ) {
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
idThread::ReturnString( weapon );
} else {
idThread::ReturnString( "" );
}
}
/*
==================
idPlayer::Event_GetPreviousWeapon
==================
*/
void idPlayer::Event_GetPreviousWeapon( void ) {
const char *weapon;
if ( previousWeapon >= 0 ) {
int pw = ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) ? 0 : previousWeapon;
weapon = spawnArgs.GetString( va( "def_weapon%d", pw) );
idThread::ReturnString( weapon );
} else {
idThread::ReturnString( spawnArgs.GetString( "def_weapon0" ) );
}
}
/*
==================
idPlayer::Event_SelectWeapon
==================
*/
void idPlayer::Event_SelectWeapon( const char *weaponName ) {
int i;
int weaponNum;
if ( gameLocal.isClient ) {
gameLocal.Warning( "Cannot switch weapons from script in multiplayer" );
return;
}
if ( hiddenWeapon && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) {
idealWeapon = weapon_fists;
weapon.GetEntity()->HideWeapon();
return;
}
weaponNum = -1;
for( i = 0; i < MAX_WEAPONS; i++ ) {
if ( inventory.weapons & ( 1 << i ) ) {
const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) );
if ( !idStr::Cmp( weap, weaponName ) ) {
weaponNum = i;
break;
}
}
}
if ( weaponNum < 0 ) {
gameLocal.Warning( "%s is not carrying weapon '%s'", name.c_str(), weaponName );
return;
}
hiddenWeapon = false;
idealWeapon = weaponNum;
UpdateHudWeapon();
}
/*
==================
idPlayer::Event_GetWeaponEntity
==================
*/
void idPlayer::Event_GetWeaponEntity( void ) {
idThread::ReturnEntity( weapon.GetEntity() );
}
/*
==================
idPlayer::Event_OpenPDA
==================
*/
void idPlayer::Event_OpenPDA( void ) {
if ( !gameLocal.isMultiplayer ) {
TogglePDA();
}
}
/*
==================
idPlayer::Event_InPDA
==================
*/
void idPlayer::Event_InPDA( void ) {
idThread::ReturnInt( objectiveSystemOpen );
}
/*
==================
idPlayer::TeleportDeath
==================
*/
void idPlayer::TeleportDeath( int killer ) {
teleportKiller = killer;
}
/*
==================
idPlayer::Event_ExitTeleporter
==================
*/
void idPlayer::Event_ExitTeleporter( void ) {
idEntity *exitEnt;
float pushVel;
// verify and setup
exitEnt = teleportEntity.GetEntity();
if ( !exitEnt ) {
common->DPrintf( "Event_ExitTeleporter player %d while not being teleported\n", entityNumber );
return;
}
pushVel = exitEnt->spawnArgs.GetFloat( "push", "300" );
if ( gameLocal.isServer ) {
ServerSendEvent( EVENT_EXIT_TELEPORTER, NULL, false, -1 );
}
SetPrivateCameraView( NULL );
// setup origin and push according to the exit target
SetOrigin( exitEnt->GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );
SetViewAngles( exitEnt->GetPhysics()->GetAxis().ToAngles() );
physicsObj.SetLinearVelocity( exitEnt->GetPhysics()->GetAxis()[ 0 ] * pushVel );
physicsObj.ClearPushedVelocity();
// teleport fx
playerView.Flash( colorWhite, 120 );
// clear the ik heights so model doesn't appear in the wrong place
walkIK.EnableAll();
UpdateVisuals();
StartSound( "snd_teleport_exit", SND_CHANNEL_ANY, 0, false, NULL );
if ( teleportKiller != -1 ) {
// we got killed while being teleported
Damage( gameLocal.entities[ teleportKiller ], gameLocal.entities[ teleportKiller ], vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
teleportKiller = -1;
} else {
// kill anything that would have waited at teleport exit
gameLocal.KillBox( this );
}
teleportEntity = NULL;
}
/*
================
idPlayer::ClientPredictionThink
================
*/
void idPlayer::ClientPredictionThink( void ) {
renderEntity_t *headRenderEnt;
oldFlags = usercmd.flags;
oldButtons = usercmd.buttons;
usercmd = gameLocal.usercmds[ entityNumber ];
if ( entityNumber != gameLocal.localClientNum ) {
// ignore attack button of other clients. that's no good for predictions
usercmd.buttons &= ~BUTTON_ATTACK;
}
buttonMask &= usercmd.buttons;
usercmd.buttons &= ~buttonMask;
#ifdef _D3XP
if ( mountedObject ) {
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
#endif
if ( objectiveSystemOpen ) {
usercmd.forwardmove = 0;
usercmd.rightmove = 0;
usercmd.upmove = 0;
}
// clear the ik before we do anything else so the skeleton doesn't get updated twice
walkIK.ClearJointMods();
if ( gameLocal.isNewFrame ) {
if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) {
PerformImpulse( usercmd.impulse );
}
}
scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard );
AdjustSpeed();
UpdateViewAngles();
// update the smoothed view angles
if ( gameLocal.framenum >= smoothedFrame && entityNumber != gameLocal.localClientNum ) {
idAngles anglesDiff = viewAngles - smoothedAngles;
anglesDiff.Normalize180();
if ( idMath::Fabs( anglesDiff.yaw ) < 90.0f && idMath::Fabs( anglesDiff.pitch ) < 90.0f ) {
// smoothen by pushing back to the previous angles
viewAngles -= gameLocal.clientSmoothing * anglesDiff;
viewAngles.Normalize180();
}
smoothedAngles = viewAngles;
}
smoothedOriginUpdated = false;
if ( !af.IsActive() ) {
AdjustBodyAngles();
}
if ( !isLagged ) {
// don't allow client to move when lagged
Move();
}
// update GUIs, Items, and character interactions
UpdateFocus();
// service animations
if ( !spectating && !af.IsActive() ) {
UpdateConditions();
UpdateAnimState();
CheckBlink();
}
// clear out our pain flag so we can tell if we recieve any damage between now and the next time we think
AI_PAIN = false;
// calculate the exact bobbed view position, which is used to
// position the view weapon, among other things
CalculateFirstPersonView();
// this may use firstPersonView, or a thirdPerson / camera view
CalculateRenderView();
if ( !gameLocal.inCinematic && weapon.GetEntity() && ( health > 0 ) && !( gameLocal.isMultiplayer && spectating ) ) {
UpdateWeapon();
}
UpdateHud();
if ( gameLocal.isNewFrame ) {
UpdatePowerUps();
}
UpdateDeathSkin( false );
if ( head.GetEntity() ) {
headRenderEnt = head.GetEntity()->GetRenderEntity();
} else {
headRenderEnt = NULL;
}
if ( headRenderEnt ) {
if ( influenceSkin ) {
headRenderEnt->customSkin = influenceSkin;
} else {
headRenderEnt->customSkin = NULL;
}
}
if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) {
renderEntity.suppressShadowInViewID = 0;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = 0;
}
} else {
renderEntity.suppressShadowInViewID = entityNumber+1;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInViewID = entityNumber+1;
}
}
// never cast shadows from our first-person muzzle flashes
renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
if ( headRenderEnt ) {
headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber;
}
if ( !gameLocal.inCinematic ) {
UpdateAnimation();
}
#ifdef _D3XP
if ( enviroSuitLight.IsValid() ) {
idAngles lightAng = firstPersonViewAxis.ToAngles();
idVec3 lightOrg = firstPersonViewOrigin;
const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false );
idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" );
idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" );
lightOrg += (enviroOffset.x * firstPersonViewAxis[0]);
lightOrg += (enviroOffset.y * firstPersonViewAxis[1]);
lightOrg += (enviroOffset.z * firstPersonViewAxis[2]);
lightAng.pitch += enviroAngleOffset.x;
lightAng.yaw += enviroAngleOffset.y;
lightAng.roll += enviroAngleOffset.z;
enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg );
enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() );
enviroSuitLight.GetEntity()->UpdateVisuals();
enviroSuitLight.GetEntity()->Present();
}
#endif
if ( gameLocal.isMultiplayer ) {
DrawPlayerIcons();
}
Present();
UpdateDamageEffects();
LinkCombat();
if ( gameLocal.isNewFrame && entityNumber == gameLocal.localClientNum ) {
playerView.CalculateShake();
}
#ifdef _D3XP
// determine if portal sky is in pvs
pvsHandle_t clientPVS = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( clientPVS, GetPhysics()->GetOrigin() );
gameLocal.pvs.FreeCurrentPVS( clientPVS );
#endif
}
/*
================
idPlayer::GetPhysicsToVisualTransform
================
*/
bool idPlayer::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) {
if ( af.IsActive() ) {
af.GetPhysicsToVisualTransform( origin, axis );
return true;
}
// smoothen the rendered origin and angles of other clients
// smooth self origin if snapshots are telling us prediction is off
if ( gameLocal.isClient && gameLocal.framenum >= smoothedFrame && ( entityNumber != gameLocal.localClientNum || selfSmooth ) ) {
// render origin and axis
idMat3 renderAxis = viewAxis * GetPhysics()->GetAxis();
idVec3 renderOrigin = GetPhysics()->GetOrigin() + modelOffset * renderAxis;
// update the smoothed origin
if ( !smoothedOriginUpdated ) {
idVec2 originDiff = renderOrigin.ToVec2() - smoothedOrigin.ToVec2();
if ( originDiff.LengthSqr() < Square( 100.0f ) ) {
// smoothen by pushing back to the previous position
if ( selfSmooth ) {
assert( entityNumber == gameLocal.localClientNum );
renderOrigin.ToVec2() -= net_clientSelfSmoothing.GetFloat() * originDiff;
} else {
renderOrigin.ToVec2() -= gameLocal.clientSmoothing * originDiff;
}
}
smoothedOrigin = renderOrigin;
smoothedFrame = gameLocal.framenum;
smoothedOriginUpdated = true;
}
axis = idAngles( 0.0f, smoothedAngles.yaw, 0.0f ).ToMat3();
origin = ( smoothedOrigin - GetPhysics()->GetOrigin() ) * axis.Transpose();
} else {
axis = viewAxis;
origin = modelOffset;
}
return true;
}
/*
================
idPlayer::GetPhysicsToSoundTransform
================
*/
bool idPlayer::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
idCamera *camera;
if ( privateCameraView ) {
camera = privateCameraView;
} else {
camera = gameLocal.GetCamera();
}
if ( camera ) {
renderView_t view;
memset( &view, 0, sizeof( view ) );
camera->GetViewParms( &view );
origin = view.vieworg;
axis = view.viewaxis;
return true;
} else {
return idActor::GetPhysicsToSoundTransform( origin, axis );
}
}
/*
================
idPlayer::WriteToSnapshot
================
*/
void idPlayer::WriteToSnapshot( idBitMsgDelta &msg ) const {
physicsObj.WriteToSnapshot( msg );
WriteBindToSnapshot( msg );
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[0] );
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[1] );
msg.WriteDeltaFloat( 0.0f, deltaViewAngles[2] );
msg.WriteShort( health );
msg.WriteBits( gameLocal.ServerRemapDecl( -1, DECL_ENTITYDEF, lastDamageDef ), gameLocal.entityDefBits );
msg.WriteDir( lastDamageDir, 9 );
msg.WriteShort( lastDamageLocation );
msg.WriteBits( idealWeapon, idMath::BitsForInteger( MAX_WEAPONS ) );
msg.WriteBits( inventory.weapons, MAX_WEAPONS );
msg.WriteBits( weapon.GetSpawnId(), 32 );
msg.WriteBits( spectator, idMath::BitsForInteger( MAX_CLIENTS ) );
msg.WriteBits( lastHitToggle, 1 );
msg.WriteBits( weaponGone, 1 );
msg.WriteBits( isLagged, 1 );
msg.WriteBits( isChatting, 1 );
#ifdef CTF
/* Needed for the scoreboard */
msg.WriteBits( carryingFlag, 1 );
#endif
#ifdef _D3XP
msg.WriteBits( enviroSuitLight.GetSpawnId(), 32 );
#endif
}
/*
================
idPlayer::ReadFromSnapshot
================
*/
void idPlayer::ReadFromSnapshot( const idBitMsgDelta &msg ) {
int i, oldHealth, newIdealWeapon, weaponSpawnId;
bool newHitToggle, stateHitch;
if ( snapshotSequence - lastSnapshotSequence > 1 ) {
stateHitch = true;
} else {
stateHitch = false;
}
lastSnapshotSequence = snapshotSequence;
oldHealth = health;
physicsObj.ReadFromSnapshot( msg );
ReadBindFromSnapshot( msg );
deltaViewAngles[0] = msg.ReadDeltaFloat( 0.0f );
deltaViewAngles[1] = msg.ReadDeltaFloat( 0.0f );
deltaViewAngles[2] = msg.ReadDeltaFloat( 0.0f );
health = msg.ReadShort();
lastDamageDef = gameLocal.ClientRemapDecl( DECL_ENTITYDEF, msg.ReadBits( gameLocal.entityDefBits ) );
lastDamageDir = msg.ReadDir( 9 );
lastDamageLocation = msg.ReadShort();
newIdealWeapon = msg.ReadBits( idMath::BitsForInteger( MAX_WEAPONS ) );
inventory.weapons = msg.ReadBits( MAX_WEAPONS );
weaponSpawnId = msg.ReadBits( 32 );
spectator = msg.ReadBits( idMath::BitsForInteger( MAX_CLIENTS ) );
newHitToggle = msg.ReadBits( 1 ) != 0;
weaponGone = msg.ReadBits( 1 ) != 0;
isLagged = msg.ReadBits( 1 ) != 0;
isChatting = msg.ReadBits( 1 ) != 0;
#ifdef CTF
carryingFlag = msg.ReadBits( 1 ) != 0;
#endif
#ifdef _D3XP
int enviroSpawnId;
enviroSpawnId = msg.ReadBits( 32 );
enviroSuitLight.SetSpawnId( enviroSpawnId );
#endif
// no msg reading below this
if ( weapon.SetSpawnId( weaponSpawnId ) ) {
if ( weapon.GetEntity() ) {
// maintain ownership locally
weapon.GetEntity()->SetOwner( this );
}
currentWeapon = -1;
}
// if not a local client assume the client has all ammo types
if ( entityNumber != gameLocal.localClientNum ) {
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
inventory.ammo[ i ] = 999;
}
}
if ( oldHealth > 0 && health <= 0 ) {
if ( stateHitch ) {
// so we just hide and don't show a death skin
UpdateDeathSkin( true );
}
// die
AI_DEAD = true;
ClearPowerUps();
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
SetWaitState( "" );
animator.ClearAllJoints();
if ( entityNumber == gameLocal.localClientNum ) {
playerView.Fade( colorBlack, 12000 );
}
StartRagdoll();
physicsObj.SetMovementType( PM_DEAD );
if ( !stateHitch ) {
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
}
if ( weapon.GetEntity() ) {
weapon.GetEntity()->OwnerDied();
}
} else if ( oldHealth <= 0 && health > 0 ) {
// respawn
Init();
StopRagdoll();
SetPhysics( &physicsObj );
physicsObj.EnableClip();
SetCombatContents( true );
} else if ( health < oldHealth && health > 0 ) {
if ( stateHitch ) {
lastDmgTime = gameLocal.time;
} else {
// damage feedback
const idDeclEntityDef *def = static_cast( declManager->DeclByIndex( DECL_ENTITYDEF, lastDamageDef, false ) );
if ( def ) {
playerView.DamageImpulse( lastDamageDir * viewAxis.Transpose(), &def->dict );
AI_PAIN = Pain( NULL, NULL, oldHealth - health, lastDamageDir, lastDamageLocation );
lastDmgTime = gameLocal.time;
} else {
common->Warning( "NET: no damage def for damage feedback '%d'\n", lastDamageDef );
}
}
} else if ( health > oldHealth && PowerUpActive( MEGAHEALTH ) && !stateHitch ) {
// just pulse, for any health raise
healthPulse = true;
}
#ifdef _D3XP
// If the player is alive, restore proper physics object
if ( health > 0 && IsActiveAF() ) {
StopRagdoll();
SetPhysics( &physicsObj );
physicsObj.EnableClip();
SetCombatContents( true );
}
#endif
if ( idealWeapon != newIdealWeapon ) {
if ( stateHitch ) {
weaponCatchup = true;
}
idealWeapon = newIdealWeapon;
UpdateHudWeapon();
}
if ( lastHitToggle != newHitToggle ) {
SetLastHitTime( gameLocal.realClientTime );
}
if ( msg.HasChanged() ) {
UpdateVisuals();
}
}
/*
================
idPlayer::WritePlayerStateToSnapshot
================
*/
void idPlayer::WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const {
int i;
msg.WriteByte( bobCycle );
msg.WriteInt( stepUpTime );
msg.WriteFloat( stepUpDelta );
#ifdef _D3XP
msg.WriteInt( inventory.weapons );
#else
msg.WriteShort( inventory.weapons );
#endif
msg.WriteByte( inventory.armor );
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
msg.WriteBits( inventory.ammo[i], ASYNC_PLAYER_INV_AMMO_BITS );
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
msg.WriteBits( inventory.clip[i], ASYNC_PLAYER_INV_CLIP_BITS );
}
}
/*
================
idPlayer::ReadPlayerStateFromSnapshot
================
*/
void idPlayer::ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg ) {
int i, ammo;
bobCycle = msg.ReadByte();
stepUpTime = msg.ReadInt();
stepUpDelta = msg.ReadFloat();
#ifdef _D3XP
inventory.weapons = msg.ReadInt();
#else
inventory.weapons = msg.ReadShort();
#endif
inventory.armor = msg.ReadByte();
for( i = 0; i < AMMO_NUMTYPES; i++ ) {
ammo = msg.ReadBits( ASYNC_PLAYER_INV_AMMO_BITS );
if ( gameLocal.time >= inventory.ammoPredictTime ) {
inventory.ammo[ i ] = ammo;
}
}
for( i = 0; i < MAX_WEAPONS; i++ ) {
inventory.clip[i] = msg.ReadBits( ASYNC_PLAYER_INV_CLIP_BITS );
}
}
/*
================
idPlayer::ServerReceiveEvent
================
*/
bool idPlayer::ServerReceiveEvent( int event, int time, const idBitMsg &msg ) {
if ( idEntity::ServerReceiveEvent( event, time, msg ) ) {
return true;
}
// client->server events
switch( event ) {
case EVENT_IMPULSE: {
PerformImpulse( msg.ReadBits( 6 ) );
return true;
}
default: {
return false;
}
}
}
/*
================
idPlayer::ClientReceiveEvent
================
*/
bool idPlayer::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
int powerup;
bool start;
switch ( event ) {
case EVENT_EXIT_TELEPORTER:
Event_ExitTeleporter();
return true;
case EVENT_ABORT_TELEPORTER:
SetPrivateCameraView( NULL );
return true;
case EVENT_POWERUP: {
powerup = msg.ReadShort();
start = msg.ReadBits( 1 ) != 0;
if ( start ) {
GivePowerUp( powerup, 0 );
} else {
ClearPowerup( powerup );
}
return true;
}
#ifdef _D3XP
case EVENT_PICKUPNAME: {
char buf[MAX_EVENT_PARAM_SIZE];
msg.ReadString(buf, MAX_EVENT_PARAM_SIZE);
inventory.AddPickupName(buf, "", this); //_D3XP
return true;
}
#endif
case EVENT_SPECTATE: {
bool spectate = ( msg.ReadBits( 1 ) != 0 );
Spectate( spectate );
return true;
}
case EVENT_ADD_DAMAGE_EFFECT: {
if ( spectating ) {
// if we're spectating, ignore
// happens if the event and the spectate change are written on the server during the same frame (fraglimit)
return true;
}
break;
}
default:
break;
}
return idActor::ClientReceiveEvent( event, time, msg );
}
/*
================
idPlayer::Hide
================
*/
void idPlayer::Hide( void ) {
idWeapon *weap;
idActor::Hide();
weap = weapon.GetEntity();
if ( weap ) {
weap->HideWorldModel();
}
}
/*
================
idPlayer::Show
================
*/
void idPlayer::Show( void ) {
idWeapon *weap;
idActor::Show();
weap = weapon.GetEntity();
if ( weap ) {
weap->ShowWorldModel();
}
}
/*
===============
idPlayer::StartAudioLog
===============
*/
void idPlayer::StartAudioLog( void ) {
if ( hud ) {
hud->HandleNamedEvent( "audioLogUp" );
}
}
/*
===============
idPlayer::StopAudioLog
===============
*/
void idPlayer::StopAudioLog( void ) {
if ( hud ) {
hud->HandleNamedEvent( "audioLogDown" );
}
}
/*
===============
idPlayer::ShowTip
===============
*/
void idPlayer::ShowTip( const char *title, const char *tip, bool autoHide ) {
if ( tipUp ) {
return;
}
hud->SetStateString( "tip", tip );
hud->SetStateString( "tiptitle", title );
hud->HandleNamedEvent( "tipWindowUp" );
if ( autoHide ) {
PostEventSec( &EV_Player_HideTip, 5.0f );
}
tipUp = true;
}
/*
===============
idPlayer::HideTip
===============
*/
void idPlayer::HideTip( void ) {
hud->HandleNamedEvent( "tipWindowDown" );
tipUp = false;
}
/*
===============
idPlayer::Event_HideTip
===============
*/
void idPlayer::Event_HideTip( void ) {
HideTip();
}
/*
===============
idPlayer::ShowObjective
===============
*/
void idPlayer::ShowObjective( const char *obj ) {
hud->HandleNamedEvent( obj );
objectiveUp = true;
}
/*
===============
idPlayer::HideObjective
===============
*/
void idPlayer::HideObjective( void ) {
hud->HandleNamedEvent( "closeObjective" );
objectiveUp = false;
}
/*
===============
idPlayer::Event_StopAudioLog
===============
*/
void idPlayer::Event_StopAudioLog( void ) {
StopAudioLog();
}
/*
===============
idPlayer::SetSpectateOrigin
===============
*/
void idPlayer::SetSpectateOrigin( void ) {
idVec3 neworig;
neworig = GetPhysics()->GetOrigin();
neworig[ 2 ] += EyeHeight();
neworig[ 2 ] += 25;
SetOrigin( neworig );
}
/*
===============
idPlayer::RemoveWeapon
===============
*/
void idPlayer::RemoveWeapon( const char *weap ) {
if ( weap && *weap ) {
inventory.Drop( spawnArgs, spawnArgs.GetString( weap ), -1 );
}
}
/*
===============
idPlayer::CanShowWeaponViewmodel
===============
*/
bool idPlayer::CanShowWeaponViewmodel( void ) const {
return showWeaponViewModel;
}
/*
===============
idPlayer::SetLevelTrigger
===============
*/
void idPlayer::SetLevelTrigger( const char *levelName, const char *triggerName ) {
if ( levelName && *levelName && triggerName && *triggerName ) {
idLevelTriggerInfo lti;
lti.levelName = levelName;
lti.triggerName = triggerName;
inventory.levelTriggers.Append( lti );
}
}
/*
===============
idPlayer::Event_LevelTrigger
===============
*/
void idPlayer::Event_LevelTrigger( void ) {
idStr mapName = gameLocal.GetMapName();
mapName.StripPath();
mapName.StripFileExtension();
for ( int i = inventory.levelTriggers.Num() - 1; i >= 0; i-- ) {
if ( idStr::Icmp( mapName, inventory.levelTriggers[i].levelName) == 0 ){
idEntity *ent = gameLocal.FindEntity( inventory.levelTriggers[i].triggerName );
if ( ent ) {
ent->PostEventMS( &EV_Activate, 1, this );
}
}
}
}
/*
===============
idPlayer::Event_Gibbed
===============
*/
void idPlayer::Event_Gibbed( void ) {
// do nothing
}
/*
===============
idPlayer::UpdatePlayerIcons
===============
*/
void idPlayer::UpdatePlayerIcons( void ) {
int time = networkSystem->ServerGetClientTimeSinceLastPacket( entityNumber );
if ( time > cvarSystem->GetCVarInteger( "net_clientMaxPrediction" ) ) {
isLagged = true;
} else {
isLagged = false;
}
// TODO: chatting, PDA, etc?
}
/*
===============
idPlayer::DrawPlayerIcons
===============
*/
void idPlayer::DrawPlayerIcons( void ) {
if ( !NeedsIcon() ) {
playerIcon.FreeIcon();
return;
}
#ifdef CTF
// Never draw icons for hidden players.
if ( this->IsHidden() )
return;
#endif
playerIcon.Draw( this, headJoint );
}
/*
===============
idPlayer::HidePlayerIcons
===============
*/
void idPlayer::HidePlayerIcons( void ) {
playerIcon.FreeIcon();
}
/*
===============
idPlayer::NeedsIcon
==============
*/
bool idPlayer::NeedsIcon( void ) {
// local clients don't render their own icons... they're only info for other clients
#ifdef CTF
// always draw icons in CTF games
return entityNumber != gameLocal.localClientNum && ( ( g_CTFArrows.GetBool() && gameLocal.mpGame.IsGametypeFlagBased() && !IsHidden() && !AI_DEAD ) || ( isLagged || isChatting ) );
#else
return entityNumber != gameLocal.localClientNum && ( isLagged || isChatting );
#endif
}
#ifdef CTF
/*
===============
idPlayer::DropFlag()
==============
*/
void idPlayer::DropFlag( void ) {
if ( !carryingFlag || !gameLocal.isMultiplayer || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
return;
idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - this->latchedTeam );
if ( entity ) {
idItemTeam * item = static_cast(entity);
if ( item->carried && !item->dropped ) {
item->Drop( health <= 0 );
carryingFlag = false;
}
}
}
void idPlayer::ReturnFlag() {
if ( !carryingFlag || !gameLocal.isMultiplayer || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */
return;
idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - this->latchedTeam );
if ( entity ) {
idItemTeam * item = static_cast(entity);
if ( item->carried && !item->dropped ) {
item->Return();
carryingFlag = false;
}
}
}
void idPlayer::FreeModelDef( void ) {
idAFEntity_Base::FreeModelDef();
if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() )
playerIcon.FreeIcon();
}
#endif