/* =========================================================================== 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. =============================================================================== */ //ivan start const int SECRET_SCORE = 0; const int OBJCOMPL_SCORE = 0; const int EXTRALIFE_SCORE_TRESHOLD = 10000; //ivan end // 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" ); const idEventDef EV_Player_GetIdealWeapon( "getIdealWeapon", NULL, 's' ); const idEventDef EV_Player_WeaponAvailable( "weaponAvailable", "s", 'd');// const idEventDef EV_Player_GetImpulseKey( "getImpulseKey", NULL, 'd' ); // Added By Clone JC Denton //ivan start const idEventDef EV_Player_HudEvent( "hudEvent", "s" ); const idEventDef EV_Player_SetHudParm( "setHudParm", "ss" ); const idEventDef EV_Player_GetHudFloat( "getHudFloat", "s", 'f'); const idEventDef EV_Player_ShowStats( "showStats" ); const idEventDef EV_Player_DropWeapon( "", "d" ); const idEventDef EV_Player_FreeCamera( "freeCamera" ); const idEventDef EV_Player_ForceCameraY( "forceCameraY", "f" ); const idEventDef EV_Player_DoubleJumpEnabled( "doubleJumpEnabled", "d" ); const idEventDef EV_Player_WallJumpEnabled( "wallJumpEnabled", "d" ); const idEventDef EV_Player_SetFullBodyAnimOn( "setFullBodyAnimOn", "d" ); const idEventDef EV_Player_SetFullBodyAnimOff( "setFullBodyAnimOff" ); const idEventDef EV_Player_HideInfo( "hideInfo" ); const idEventDef EV_Player_GetWaterLevel( "getWaterLevel", NULL, 'd' ); //smart AI start const idEventDef EV_Player_ForceUpdateNpcStatus( "forceUpdateNpcStatus" ); const idEventDef EV_Player_SetCommonEnemy( "setCommonEnemy", "E" ); const idEventDef EV_Player_GetCommonEnemy( "getCommonEnemy", NULL, 'e' ); //smart AI end //ivan end 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 ) EVENT( EV_Player_WeaponAvailable, idPlayer::Event_WeaponAvailable )// EVENT( EV_Player_GetImpulseKey, idPlayer::Event_GetImpulseKey ) // Added By Clone JCD EVENT( EV_Player_GetIdealWeapon, idPlayer::Event_GetIdealWeapon ) //ivan start EVENT( EV_Player_HudEvent, idPlayer::Event_HudEvent) EVENT( EV_Player_SetHudParm, idPlayer::Event_SetHudParm) EVENT( EV_Player_GetHudFloat, idPlayer::Event_GetHudFloat) EVENT( EV_Player_ShowStats, idPlayer::Event_ShowStats) EVENT( EV_Player_DropWeapon, idPlayer::Event_DropWeapon) EVENT( EV_Player_FreeCamera, idPlayer::Event_FreeCamera) EVENT( EV_Player_ForceCameraY, idPlayer::Event_ForceCameraY) EVENT( EV_Player_DoubleJumpEnabled, idPlayer::Event_DoubleJumpEnabled) EVENT( EV_Player_WallJumpEnabled, idPlayer::Event_WallJumpEnabled) EVENT( EV_SetSkin, idPlayer::Event_SetSkin ) //override idEntity::Event_SetSkin EVENT( EV_Player_SetFullBodyAnimOn, idPlayer::Event_SetFullBodyAnimOn) EVENT( EV_Player_SetFullBodyAnimOff, idPlayer::Event_SetFullBodyAnimOff) EVENT( EV_Player_HideInfo, idPlayer::Event_HideInfo ) EVENT( EV_Player_GetWaterLevel, idPlayer::Event_GetWaterLevel) //smart AI start EVENT( EV_Player_ForceUpdateNpcStatus, idPlayer::Event_ForceUpdateNpcStatus) EVENT( EV_Player_SetCommonEnemy, idPlayer::Event_SetCommonEnemy) EVENT( EV_Player_GetCommonEnemy, idPlayer::Event_GetCommonEnemy) //smart AI end //ivan end END_CLASS const int MAX_RESPAWN_TIME = 10000; const int RAGDOLL_DEATH_TIME = 500; //ivan -was 3000; const int MAX_PDAS = 64; const int MAX_PDA_ITEMS = 128; const int STEPUP_TIME = 200; const int MAX_INVENTORY_ITEMS = 20; idVec3 idPlayer::colorBarTable[ 5 ] = { 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 ) }; /* ============== 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; //ivan start nextWeaponPickup = 0; memset( weaponSlot, -1, sizeof( weaponSlot ) ); //ivan end } /* ============== 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; } 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 ] ); } } //Save the clip data //un noted change from original sdk for( i = 0; i < MAX_WEAPONS; i++ ) { //new dict.SetInt( va("clip%i", i), clip[ i ] ); } // 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 ); } //ivan start // save slots assignments for( i = 0; i < NUM_SLOTS; i++ ) { sprintf( key, "weapInSlot_%i", i ); dict.SetInt( key, weaponSlot[ i ] ); } dict.SetBool("giveInitialWeapons", false ); //ivan end } /* ============== 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 /* //ivan start - moved here from below so ammo are reset correctly // weapons are stored as a number for persistant data, but as strings in the entityDef weapons = dict.GetInt( "weapon_bits", "0" ); #ifdef ID_DEMO_BUILD Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false ); #else if( dict.GetBool("giveInitialWeapons", "1" ) ){ //ivan 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 ); } } #endif //ivan end */ // ammo for( i = 0; i < AMMO_NUMTYPES; i++ ) { name = idWeapon::GetAmmoNameForNum( ( ammo_t )i ); if ( name ) { ammo[ i ] = dict.GetInt( name ); } } //Restore the clip data //un noted change from original sdk for( i = 0; i < MAX_WEAPONS; i++ ) {//new clip[i] = dict.GetInt(va("clip%i", i), "-1"); } // 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( dict.GetBool("giveInitialWeapons", "1" ) ){ //ivan 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 ); } } //ivan 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 ); } //ivan start // restore slots assignments for( i = 0; i < NUM_SLOTS; i++ ) { sprintf( key, "weapInSlot_%i", i ); weaponSlot[i] = dict.GetInt( key, "-1" ); //default empty } //ivan end } /* ============== 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 ] ); } //ivan start for( i = 0; i < NUM_SLOTS; i++ ) { savefile->WriteInt( weaponSlot[ i ] ); } savefile->WriteInt( nextWeaponPickup ); //ivan end 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 ); } /* ============== 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 ); } //ivan start for( i = 0; i < NUM_SLOTS; i++ ) { savefile->ReadInt( weaponSlot[ i ] ); } savefile->ReadInt( nextWeaponPickup ); //ivan end 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 ); } /* ============== 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 ) { //un noted change from original sdk void idInventory::AddPickupName( const char *name, const char *icon, idPlayer* owner ) { //New, Dont know what it does 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; if ( gameLocal.isServer ) { //un noted change from original sdk 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 ); } } } //un noted change from original sdk /* ============== 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; 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 ); //new _D3XP //un noted change from original sdk } } } 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 ) { i = WeaponIndexForAmmoClass( spawnArgs, statname + 7 ); if ( i != -1 ) { // set, don't add. not going over the clip size limit. //un noted change from original sdk } } else if ( !idStr::Icmp( statname, "berserk" ) ) { GivePowerUp( owner, BERSERK, SEC2MS( atof( value ) ) ); } 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 ) { gameLocal.Warning( "Unknown weapon '%s'", weaponName.c_str() ); continue; //un noted change from original sdk } // 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 ) { /* //commented out by ivan: picked up weapon is now selected in idPlayer::AddWeaponToSlots if ( owner->GetUserInfo()->GetBool( "ui_autoSwitch" ) && idealWeapon ) { 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; } //ivan start int idInventory::GetSlotByWeap( int i ){ int w; for( w = 0; w < NUM_SLOTS; w++ ) { //if already in if ( i == weaponSlot[w] ) { return w; } } return -1; } int idInventory::FindFreeSlot( void ){ int w; for( w = 0; w < NUM_SLOTS; w++ ) { //if a free slot if ( -1 == weaponSlot[w] ) { return w; } } return -1; } void idInventory::AssignWeapToSlot( int w, int slot ){ weaponSlot[slot] = w; weaponPulse = false; //will trigger UpdateHudWeapon(); } /* =============== idInventory::NumWeapForAmmoType =============== */ int idInventory::NumWeapForAmmoType( const idDict &spawnArgs, ammo_t ammoType ) { ammo_t tempAmmoType; idStr weap; int w; int numfound = 0; // check if we have any weapons if ( !weapons ) { //should never happen... return 0; } for( w = 0; w < MAX_WEAPONS; w++ ) { if ( weapons & ( 1 << w ) ) { weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( weap != "" ) { tempAmmoType = AmmoIndexForWeaponClass( weap.c_str() , NULL ); if( tempAmmoType == ammoType ) numfound++; } } } /* const char *weap; int w; int s; int numfound = 0; s = NUM_SLOTS; while( s > 0 ) { s--; w = weaponSlot[s]; if( w == -1 ){ //slot is empty continue; } weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); tempAmmoType = AmmoIndexForWeaponClass( weap, NULL ); if( tempAmmoType == ammoType ) numfound++; } */ //gameLocal.Printf("number of weapons with same ammo type: %d\n", numfound ); return numfound; } //ivan end /* =============== idInventoy::Drop =============== */ void idInventory::Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index, bool* ammoRemoved ) { //ivan - ammoRemoved added // 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 ) ); } //ivan - was: weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) ); //remove weapon //remove ammo? ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL ); if ( ammo_i ) { //ivan start /* //was: clip[ weapon_index ] = -1; ammo[ ammo_i ] = 0; */ if(1){ //fix: never remove ammo //was: if( NumWeapForAmmoType( spawnArgs, ammo_i ) > 1 ){ clip[ weapon_index ] = -1; //ammo[ ammo_i ] = 0; //don't remove ammo! if( ammoRemoved ) *ammoRemoved = false; }else{ clip[ weapon_index ] = -1; ammo[ ammo_i ] = 0; if( ammoRemoved ) *ammoRemoved = true; } //ivan end } //ivan start - remove weapons weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) ); //remove weapon //ivan start - clear the slot int slot = GetSlotByWeap( weapon_index ); if( slot >= 0 ){ //this weapon was is a slot weaponSlot[slot] = -1; //empty slot } //ivan end } /* =============== 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 //un noted change from original sdk int ammoRequired; ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, &ammoRequired ); int ammoCount = HasAmmo( ammo_i, ammoRequired ); if(includeClip && owner) { ammoCount += clip[owner->SlotForWeapon(weapon_classname)]; } return ammoCount; //un noted change from original sdk } /* =============== 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; } } } /* ============== 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; 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; 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; //un noted change from original sdk */ xyspeed = 0.0f; /* stepUpTime = 0; stepUpDelta = 0.0f; //un noted change from original sdk */ idealLegsYaw = 0.0f; legsYaw = 0.0f; legsForward = true; oldViewYaw = 0.0f; //viewBobAngles = ang_zero; //un noted change from original sdk //viewBob = vec3_zero; landChange = 0; landTime = 0; currentWeapon = -1; currentSlot = -1; //ivan - default is none idealWeapon = -1; previousWeapon = -1; quickWeapon = -1; //new //un noted change from original sdk weaponSwitchTime = 0; weaponEnabled = true; weapon_soulcube = -1; weapon_pda = -1; weapon_fists = -1; 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; #ifdef _DENTONMOD_PLAYER_CPP memset( &weaponZoom, 0, sizeof( weaponZoom ) ); // New memset( projectileType, 0, sizeof(projectileType) ); #endif //_DENTONMOD_PLAYER_CPP //ivan start health_lost = 0; oldCameraPos = vec3_zero; fastXpos = 0.0f; isXlocked = true; blendModelYaw = false; forcedMovWasLocked = false; forcedMovIncreasingX = false; forcedMovState = FORCEDMOVE_STATE_DISABLED; forcedMovCanBeAborted = false; forcedMovTotalForce = false; forcedMovDelta = vec3_zero; forcedMovOldOrg = vec3_zero; forcedMovTarget = NULL; skipCameraZblend = true; //force instant update first frame enableCameraYblend = false; enableCameraXblend = false; forceCameraY = false; inhibitInputTime = 0; inhibitAimCrouchTime = 0; updXlock = true; forcedCameraYpos = 0.0f; idealCameraDistance = CAMERA_DEFAULT_DISTANCE; idealCameraHeight = CAMERA_DEFAULT_HEIGHT; animBasedMovement = false; #ifdef SHOW_MOVING_CROSSHAIR reqDefaultCrossPos = true; cposx = 0; cposy = 0; coffx = 0.0f; #endif hq2QuickRespawning = false; numLives = 0; //will be initialized later score = 0; safeRespawnPos = vec3_zero; safeRespawnCameraDist = CAMERA_DEFAULT_DISTANCE; safeRespawnCameraHeight = CAMERA_DEFAULT_HEIGHT; #ifdef AUTOUPD_RESPAWN_POS tempRespawnPos = vec3_zero; nextRespPosTime = 0; #endif skipMouseUpd = false; lastCheckPoint = -1; //an non existing entityId interactFlag = 0; interactShownWeaponNum = 0; //interactShownWeaponName = ""; //ivan end } /* ============== 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 ); } } } //ivan start void idPlayer::SetupSlots( void ){ int i; //add the weapons we already have to slots for ( i = 0; i < MAX_WEAPONS; i++ ) { if ( inventory.weapons & ( 1 << i ) ) { AddWeaponToSlots( i, false ); } } currentSlot = (i > 0) ? 0 : -1; //fix: if we start with only one weapon in slots hud is not up to date --> force upd here if(hud){ if( currentSlot != -1 ){ hud->HandleNamedEvent( va( "selectSlot%d", currentSlot ) ); }else{ hud->HandleNamedEvent( "selectExtraSlot" ); } } //fix end } //ivan end /* ============== idPlayer::Init ============== */ void idPlayer::Init( void ) { const char *value; const idKeyValue *kv; noclip = false; godmode = false; oldButtons = 0; oldFlags = 0; #ifdef _DENTONMOD_PLAYER_CPP memset( &weaponZoom, 0, sizeof( weaponZoom ) ); // New #endif //_DENTONMOD_PLAYER_CPP if( !hq2QuickRespawning ){ //ivan - don't reset this if it's a quick respawn: it's the valid weapon to select! idealWeapon = -1; } currentWeapon = -1; previousWeapon = -1; quickWeapon = -1; //new weaponSwitchTime = 0; weaponEnabled = true; weapon_soulcube = SlotForWeapon( "weapon_soulcube" ); weapon_pda = SlotForWeapon( "weapon_pda" ); weapon_fists = SlotForWeapon( "weapon_fists" ); showWeaponViewModel = GetUserInfo()->GetBool( "ui_showGun" ); lastDmgTime = 0; lastArmorPulse = -10000; lastHeartAdjust = 0; lastHeartBeat = 0; heartInfo.Init( 0, 0, 0, 0 ); /* //un noted change from original sdk bobCycle = 0; bobFrac = 0.0f; */ landChange = 0; landTime = 0; zoomFov.Init( 0, 0, 0, 0 ); centerView.Init( 0, 0, 0, 0 ); oldCameraPos = vec3_zero; //ivan fxFov = false; influenceFov = 0; influenceActive = 0; influenceRadius = 0.0f; influenceEntity = NULL; influenceMaterial = NULL; influenceSkin = NULL; 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 //ivan start //was: RestorePersistantInfo(); if( hq2QuickRespawning ){ //don't restore persistant info if it's a quick respawn health = spawnArgs.GetInt( "health", "100" ); }else{ RestorePersistantInfo(); } //ivan end //bobCycle = 0; //un noted change from original sdk stamina = 0.0f; healthPool = 0.0f; nextHealthPulse = 0; healthPulse = false; nextHealthTake = 0; healthTake = false; SetupWeaponEntity(); //ivan start if( hq2QuickRespawning ){ //gameLocal.Printf("hq2QuickRespawning - idealWeapon: %d\n",idealWeapon); }else{ //ivan end - don't setup slots again if it's a quick respawn currentWeapon = -1; previousWeapon = -1; quickWeapon = -1; //new //ivan start - setup slots - this has to be done after RestorePersistantInfo() so that weapons could be already assigned to slots SetupSlots(); //ivan end } 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() ); /* //un noted change from original sdk 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" ); } 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" ); } cvarSystem->SetCVarBool( "ui_chat", false ); //ivan start //fix: upd distance and height Cvars on start or respawn cvarSystem->SetCVarFloat( "pm_thirdPersonRange", idealCameraDistance ); pm_thirdPersonRange.ClearModified(); cvarSystem->SetCVarFloat( "pm_thirdPersonHeight", idealCameraHeight ); pm_thirdPersonHeight.ClearModified(); if( !hq2QuickRespawning ){ //don't reset this if it's a quick respawn health_lost = 0; } save_walk_dir = false; keep_walk_dir = false; old_viewAngles_yaw = 0.0f; fw_toggled = false; fw_inverted = false; viewPos = 0.0f; fastXpos = 0.0f; isXlocked = true; blendModelYaw = false; forcedMovWasLocked = false; forcedMovIncreasingX = false; forcedMovCanBeAborted = false; forcedMovTotalForce = false; forcedMovState = FORCEDMOVE_STATE_DISABLED; forcedMovDelta = vec3_zero; forcedMovOldOrg = vec3_zero; forcedMovTarget = NULL; skipCameraZblend = true; //force instant update first frame enableCameraYblend = false; enableCameraXblend = false; forceCameraY = false; inhibitInputTime = 0; inhibitAimCrouchTime = 0; forcedCameraYpos = 0.0f; //idealCameraDistance = CAMERA_DEFAULT_DISTANCE; //don't reset this. #ifdef SHOW_MOVING_CROSSHAIR reqDefaultCrossPos = true; cposx = 0; cposy = 0; coffx = 0.0f; #endif //hq2QuickRespawning = false; //turn it off if it was active //ivan end } /* ============== idPlayer::Spawn Prepare any resources used by the player. ============== */ void idPlayer::Spawn( void ) { //ivan note: this is only done the first time player is spawned in the map 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 ); } // 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 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" ); } } 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() ) { g_damageScale.SetFloat( 1.0f ); } } else { g_damageScale.SetFloat( 1.0f ); 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; } } } //Setup the weapon toggle lists //NEW //un noted change from original sdk 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 ); } #ifdef _DENTONMOD_PLAYER_CPP memset( projectileType, 0, sizeof(projectileType) ); #endif //ivan start //set num lives depending difficulty level the first time player spawns if( numLives <= 0 ){ //if this is not the first level we play, numLives we'll be > 0 at this point, so this is done only for the first map. if ( g_skill.GetInteger() == 0 ) { spawnArgs.GetInt( "numLives_easy", "0", numLives ); } else if ( g_skill.GetInteger() == 1 ) { spawnArgs.GetInt( "numLives_medium", "0", numLives ); } else { spawnArgs.GetInt( "numLives_hard", "0", numLives ); } } updXlock = true; //make sure this is true for player so AI know he can change X lock pos. isOnScreen = true; //never updated. let AIs know that player is on screen. //ivan end } /* ============== idPlayer::~idPlayer() Release any resources used by the player. ============== */ idPlayer::~idPlayer() { delete weapon.GetEntity(); weapon = NULL; } /* =========== 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 ); 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 ); } /* //un noted change from original sdk savefile->WriteInt( bobFoot ); savefile->WriteFloat( bobFrac ); savefile->WriteFloat( bobfracsin ); savefile->WriteInt( bobCycle ); */ savefile->WriteFloat( xyspeed ); /* //un noted change from original sdk savefile->WriteInt( stepUpTime ); savefile->WriteFloat( stepUpDelta ); */ savefile->WriteFloat( idealLegsYaw ); savefile->WriteFloat( legsYaw ); savefile->WriteBool( legsForward ); savefile->WriteFloat( oldViewYaw ); //savefile->WriteAngles( viewBobAngles ); //un noted change from original sdk //savefile->WriteVec3( viewBob ); savefile->WriteInt( landChange ); savefile->WriteInt( landTime ); savefile->WriteInt( currentWeapon ); savefile->WriteInt( idealWeapon ); savefile->WriteInt( previousWeapon ); savefile->WriteInt( quickWeapon ); //new //un noted change from original sdk 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 ); //Remeber the order of saving this info... cause last time I did a stupid mistake.... #ifdef _DENTONMOD_PLAYER_CPP weaponZoom_s flags = weaponZoom; // Save the weapon Zoom Info LittleBitField( &flags, sizeof( flags ) ); savefile->Write( &flags, sizeof( flags ) ); for( i = 0; i < MAX_WEAPONS; i++ ) { savefile->WriteByte( projectileType[ i ] ); } #endif //_DENTONMOD_PLAYER_CPP 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" ); } savefile->WriteInt(weaponToggles.Num()); //new, all lines from here 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]); } } //ivan start savefile->WriteInt( health_lost ); savefile->WriteInt( currentSlot ); savefile->WriteFloat( viewPos ); savefile->WriteVec3( oldCameraPos ); /* //moved to idActor savefile->WriteFloat( lockedXpos ); savefile->WriteBool( isXlocked ); */ savefile->WriteBool( forcedMovWasLocked ); savefile->WriteBool( blendModelYaw ); savefile->WriteBool( forcedMovIncreasingX ); savefile->WriteInt( forcedMovState ); savefile->WriteBool( forcedMovCanBeAborted ); savefile->WriteBool( forcedMovTotalForce ); savefile->WriteVec3( forcedMovDelta ); savefile->WriteVec3( forcedMovOldOrg ); savefile->WriteObject( forcedMovTarget ); savefile->WriteBool( skipCameraZblend ); savefile->WriteBool( enableCameraYblend ); savefile->WriteBool( enableCameraXblend ); savefile->WriteInt( inhibitInputTime ); savefile->WriteInt( inhibitAimCrouchTime ); savefile->WriteBool( forceCameraY ); savefile->WriteFloat( forcedCameraYpos ); savefile->WriteFloat( idealCameraDistance ); savefile->WriteFloat( idealCameraHeight ); savefile->WriteBool( animBasedMovement ); savefile->WriteInt( numLives ); savefile->WriteInt( score ); savefile->WriteVec3( safeRespawnPos ); savefile->WriteFloat( safeRespawnCameraDist ); savefile->WriteFloat( safeRespawnCameraHeight ); savefile->WriteInt( lastCheckPoint ); savefile->WriteInt( interactFlag ); savefile->WriteInt( interactShownWeaponNum ); //interactShownWeaponName not saved savefile->WriteBool( skipMouseUpd ); #ifdef AUTOUPD_RESPAWN_POS savefile->WriteInt( nextRespPosTime ); //not saved: idVec3 tempRespawnPos #endif /* //the following are not saved: bool save_walk_dir; bool keep_walk_dir; float old_viewAngles_yaw; bool fw_toggled; bool fw_inverted; bool hq2QuickRespawning; //bool skipMouseUpd; */ #ifdef SHOW_MOVING_CROSSHAIR savefile->WriteBool( reqDefaultCrossPos ); savefile->WriteInt( cposx ); savefile->WriteInt( cposy ); //the following are not saved: //coffx #endif friendsCommonEnemy.Save( savefile ); //smart AI //ivan end } /* =========== 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 ); 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 ); } /* //un noted change from original sdk savefile->ReadInt( bobFoot ); savefile->ReadFloat( bobFrac ); savefile->ReadFloat( bobfracsin ); savefile->ReadInt( bobCycle ); */ savefile->ReadFloat( xyspeed ); /* //un noted change from original sdk savefile->ReadInt( stepUpTime ); savefile->ReadFloat( stepUpDelta ); */ savefile->ReadFloat( idealLegsYaw ); savefile->ReadFloat( legsYaw ); savefile->ReadBool( legsForward ); savefile->ReadFloat( oldViewYaw ); //savefile->ReadAngles( viewBobAngles ); //un noted change from original sdk //savefile->ReadVec3( viewBob ); savefile->ReadInt( landChange ); savefile->ReadInt( landTime ); savefile->ReadInt( currentWeapon ); savefile->ReadInt( idealWeapon ); savefile->ReadInt( previousWeapon ); savefile->ReadInt( quickWeapon ); //new //un noted change from original sdk 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 ); #ifdef _DENTONMOD_PLAYER_CPP // Remember the order of saving this info... savefile->Read( &weaponZoom, sizeof( weaponZoom ) ); LittleBitField( &weaponZoom, sizeof( weaponZoom ) ); for( i = 0; i < MAX_WEAPONS; i++ ) { savefile->ReadByte( projectileType[ i ] ); } #endif //_DENTONMOD_PLAYER_CPP 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(); int weaponToggleCount; //new all lines from here //un noted change from original sdk 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); } //ivan start savefile->ReadInt( health_lost ); savefile->ReadInt( currentSlot ); savefile->ReadFloat( viewPos ); savefile->ReadVec3( oldCameraPos ); /* //moved to idActor savefile->ReadFloat( lockedXpos ); savefile->ReadBool( isXlocked ); */ savefile->ReadBool( forcedMovWasLocked ); savefile->ReadBool( blendModelYaw ); savefile->ReadBool( forcedMovIncreasingX ); savefile->ReadInt( forcedMovState ); savefile->ReadBool( forcedMovCanBeAborted ); savefile->ReadBool( forcedMovTotalForce ); savefile->ReadVec3( forcedMovDelta ); savefile->ReadVec3( forcedMovOldOrg ); savefile->ReadObject( reinterpret_cast( forcedMovTarget ) ); savefile->ReadBool( skipCameraZblend ); savefile->ReadBool( enableCameraYblend ); savefile->ReadBool( enableCameraXblend ); savefile->ReadInt( inhibitInputTime ); savefile->ReadInt( inhibitAimCrouchTime ); savefile->ReadBool( forceCameraY ); savefile->ReadFloat( forcedCameraYpos ); savefile->ReadFloat( idealCameraDistance ); savefile->ReadFloat( idealCameraHeight ); savefile->ReadBool( animBasedMovement ); savefile->ReadInt( numLives ); savefile->ReadInt( score ); savefile->ReadVec3( safeRespawnPos ); savefile->ReadFloat( safeRespawnCameraDist ); savefile->ReadFloat( safeRespawnCameraHeight ); savefile->ReadInt( lastCheckPoint ); savefile->ReadInt( interactFlag ); savefile->ReadInt( interactShownWeaponNum ); //interactShownWeaponName not saved //interactShownWeaponName = ""; savefile->ReadBool( skipMouseUpd ); #ifdef AUTOUPD_RESPAWN_POS savefile->ReadInt( nextRespPosTime ); tempRespawnPos = safeRespawnPos; //was not saved #endif //the following are not saved: save_walk_dir = false; keep_walk_dir = false; old_viewAngles_yaw = 0.0f; fw_toggled = false; fw_inverted = false; hq2QuickRespawning = false; //skipMouseUpd = false; #ifdef SHOW_MOVING_CROSSHAIR savefile->ReadBool( reqDefaultCrossPos ); savefile->ReadInt( cposx ); savefile->ReadInt( cposy ); coffx = 0.0f; #endif friendsCommonEnemy.Restore( savefile ); //smart AI //fix: upd distance and height Cvars on reload cvarSystem->SetCVarFloat( "pm_thirdPersonRange", idealCameraDistance ); pm_thirdPersonRange.ClearModified(); cvarSystem->SetCVarFloat( "pm_thirdPersonHeight", idealCameraHeight ); pm_thirdPersonHeight.ClearModified(); //ivan end // 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; // 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(); } } /* =========== 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 ); } //ivan start if( spot->spawnArgs.FindKey( "cameraDist" ) ){ idealCameraDistance = spot->spawnArgs.GetFloat( "cameraDist" ); } if( spot->spawnArgs.FindKey( "cameraHeight" ) ){ idealCameraHeight = spot->spawnArgs.GetFloat( "cameraHeight" ); } //ivan end // 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, bool quickRespawn ) { //ivan - quickRespawn added idVec3 spec_origin; assert( !gameLocal.isClient ); respawning = true; hq2QuickRespawning = quickRespawn; //ivan 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 ); //ivan start - make sure they are ok at map start safeRespawnPos = spawn_origin; #ifdef AUTOUPD_RESPAWN_POS tempRespawnPos = spawn_origin; #endif safeRespawnCameraDist = idealCameraDistance; safeRespawnCameraHeight = idealCameraHeight; //ivan end } 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; //ivan start //gameLocal.Printf("spawnAngles.yaw: %f \n", spawnAngles.yaw); if(spawnAngles.yaw > 0 && spawnAngles.yaw < 180){ //from 0 to 180 -> set 90 (left) viewPos = VIEWPOS_LEFT_MAX; }else{ //from -180 to 0 -> set -90 (right) viewPos = -VIEWPOS_LEFT_MAX; } //ivan end 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 { //ivan start if( hq2QuickRespawning ){ idEntityFx::StartFx( spawnArgs.GetString( "fx_spawn" ), &spawn_origin, NULL, this, false ); } //ivan end 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; //ivan start //start locked at the same X pos. fastXpos = spawn_origin.x; //update AI distances. Note: idealCameraDistance has been set by the initial Spawn point or by Hq2QuickRespawn() gameLocal.UpdateSeeDistances( idealCameraDistance ); //ivan end BecomeActive( TH_THINK ); // run a client frame to drop exactly to the floor, // initialize animations and other things Think(); hq2QuickRespawning = false; //ivan - turn it off in case it was active respawning = false; lastManOver = false; lastManPlayAgain = false; isTelefragged = false; #ifdef SHOW_MOVING_CROSSHAIR //un noted change from original sdk //reqDefaultCrossPos = true; #endif } /* =============== 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 ); //ivan start playerInfo.SetBool( "doubleJump", physicsObj.IsDoubleJumpEnabled() ); playerInfo.SetBool( "wallJump", physicsObj.IsWallJumpEnabled() ); playerInfo.SetInt( "numLives", numLives ); playerInfo.SetInt( "score", score ); //ivan end } /* =============== 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" ); } //ivan start physicsObj.SetDoubleJumpEnabled( spawnArgs.GetBool( "doubleJump", "0" ) ); physicsObj.SetWallJumpEnabled( spawnArgs.GetBool( "wallJump", "0" ) ); numLives = spawnArgs.GetInt( "numLives", "0" ); score = spawnArgs.GetInt( "score", "0" ); //ivan end } /* ================ 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.gameType == GAME_TDM ) { 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 { colorBarIndex = 0; } colorBar = colorBarTable[ colorBarIndex ]; /* //ivan - disable berserk skin if ( PowerUpActive( BERSERK ) ) { powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" ); } */ } /* ============== 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.gameType == GAME_TDM && !gameLocal.mpGame.IsInGame( entityNumber ) && g_balanceTDM.GetBool() ) { 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; int maxAmmo; //ivan assert( weapon.GetEntity() ); assert( _hud ); inclip = weapon.GetEntity()->AmmoInClip(); ammoamount = weapon.GetEntity()->AmmoAvailable(); maxAmmo = weapon.GetEntity()->GetMaxAmmo(); //ivan if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() ) { // show infinite ammo _hud->SetStateString( "player_ammo", "" ); _hud->SetStateString( "player_totalammo", "--" ); //ivan - "--" added _hud->SetStateString( "player_ammo_pct", "100" ); //ivan } else { // show remaining ammo _hud->SetStateString( "player_totalammo", va( "%i", ammoamount ) ); //new //_hud->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip ) ); _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() ) : "--" ); _hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount ) ); //new //_hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) ); //ivan start if ( maxAmmo <= 0 ) { _hud->SetStateString( "player_ammo_pct", "0" ); //ivan }else{ _hud->SetStateString( "player_ammo_pct", va( "%i", 100*ammoamount/maxAmmo ) ); } //ivan end } _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 ) ); //Let the HUD know the total amount of ammo regardless of the ammo required value //un noted change from original sdk _hud->SetStateString( "player_ammo_count", va("%i", weapon.GetEntity()->AmmoCount())); // new //un noted change from original sdk _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 ); //ivan start _hud->SetStateInt( "player_lives", numLives ); _hud->SetStateInt( "player_score", score ); //ivan end _hud->HandleNamedEvent( "updateArmorHealthAir" ); 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; } 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 ) { hud->HandleNamedEvent( "weaponChange" ); //ivan - upd short ammo name hud->SetStateString( "player_slotammotxt", spawnArgs.GetString( va( "weapon%d_slotammotxt", idealWeapon ), "Ammo:" ) ); } //ivan start - see also idWeapon::UpdateGUI bool slotChanged = SetCurrentSlot( inventory.GetSlotByWeap( idealWeapon ) ); for ( int i = 0; i < NUM_SLOTS; i++ ) { const char *slotnum = va( "weapon_in_slot%d", i ); hud->SetStateInt( slotnum, inventory.weaponSlot[ i ] ); } hud->SetStateInt( "currentSlot", currentSlot ); hud->SetStateInt( "currentWeapon", idealWeapon ); //show ideal as current if( slotChanged ){ if( currentSlot != -1 ){ hud->HandleNamedEvent( va( "selectSlot%d", currentSlot ) ); }else{ hud->HandleNamedEvent( "selectExtraSlot" ); } } hud->HandleNamedEvent( "updSlotIcons" ); //ivan end } /* =============== 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() ); //ivan - this is not used // 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 ( g_mouselook.GetBool() ){ //was: if ( !GuiActive() ) { //un noted change from original sdk if ( cursor && weapon.GetEntity()->ShowCrosshair() ) { cursor->Redraw( gameLocal.realClientTime ); } } } /* =============== idPlayer::EnterCinematic =============== */ void idPlayer::EnterCinematic( void ) { 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; } /* ivan - commented out 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() ) { #ifdef _DENTONMOD if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) && currentWeapon == idealWeapon ) { if ( hud ) { hud->HandleNamedEvent( "soulCubeNotReady" ); } quickWeapon = weapon_soulcube; SelectWeapon( previousWeapon, false ); } if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) { AI_ATTACK_HELD = true; weapon.GetEntity()->BeginAttack(); #else 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 ); } #endif //un noted change from original sdk } else { NextBestWeapon(); } } if ( hud ) { /* ivan 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(); } } //ivan start else if ( !idStr::Icmp( statname, "extraLives" )){ amount = atoi( value ); if ( amount > 0 ) { AddLifes( amount ); }else{ return false; } } //was: else { else if ( idStr::Icmp( statname, "takeme" )){ //if equals "takeme" this condition if false and true will be returned //ivan end return inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true ); } 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; } } //ivan start /* bool idPlayer::CanPickupWeapons( void ){ return ( gameLocal.time > inventory.nextWeaponPickup ); } */ void idPlayer::AddWeaponToSlots( idStr weaponName, bool select ){ int i; // 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 ){ gameLocal.Warning("Weapon not found!"); return; } AddWeaponToSlots( i, select ); } void idPlayer::AddWeaponToSlots( int weaponNum, bool select ){ int slot = -1; const char* weap; //gameLocal.Printf("Try to add weapon %d\n", weaponNum); if( weaponNum >= MAX_WEAPONS || weaponNum < 0 ){ gameLocal.Warning("Weapon out of range!"); return; } //weapon num valid? weap = spawnArgs.GetString( va( "def_weapon%d", weaponNum ) ); if ( !weap[ 0 ] ) { gameLocal.Warning("def_weapon%d empty!", weaponNum ); return; } //understand what to do if( !spawnArgs.GetBool( va( "weapon%d_cycle", weaponNum ) ) ){ //gameLocal.Printf("weapon %d is not in cycle\n", weaponNum); return; } //already in a slot? slot = inventory.GetSlotByWeap( weaponNum ); if( slot != -1 ){ //gameLocal.Printf("weapon %d is already assigned to slot: %d\n", weaponNum, slot); //do nothing - as asual //TODO: select it? if( select ){ SelectWeapon( inventory.weaponSlot[slot], false ); } return; } //free slot? slot = inventory.FindFreeSlot(); if( slot == -1 ){ //if no free slots, use the current one //gameLocal.Printf("there are no free slots, use the current one\n"); if(currentSlot == -1){ //the current weapon shouldn't be dropped //gameLocal.Printf("the current weapon shouldn't be dropped, drop the one in slot 0\n"); //make sure we drop a weapon in cycle DropNotSelectedWeapon( inventory.weaponSlot[0] ); }else{ //gameLocal.Printf("drop current weapon\n"); if( !DropWeapon( false, false ) ){ //parm2: if selectNext is false, DropWeapon will not select another weapon //weapon was not dropped, so we'll try to drop it later. PostEventMS( &EV_Player_DropWeapon, 100, inventory.weaponSlot[currentSlot] ); } } slot = (currentSlot != -1) ? currentSlot : 0; } inventory.AssignWeapToSlot( weaponNum, slot ); //gameLocal.Printf("weapon %d is has been assigned to slot: %d\n", weaponNum, slot); if(select){ SelectWeapon( weaponNum, false ); } } //returns true if slot changed bool idPlayer::SetCurrentSlot( int newslot ){ if( newslot != currentSlot ){ currentSlot = newslot; //gameLocal.Printf("SetCurrentSlot %d\n", currentSlot ); //GUI EVENT is raised in ::UpdateHudWeapon return true; }else{ return false; } } //get the weapon number associated to this item. -1 if not a weapon or invalid weapon. int idPlayer::GetWeaponNumByItem( idItem *item ){ const idKeyValue *arg; arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL ); if ( arg ) { //it's a weapon int weaponNum; idStr weaponName; weaponName = arg->GetValue(); //weapon name // find the number of the matching weapon name for( weaponNum = 0; weaponNum < MAX_WEAPONS; weaponNum++ ) { if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", weaponNum ) ) ) { return weaponNum; } } } //end if return -1; } bool idPlayer::WeaponItemCanGiveAmmo( int weaponNum ){ if( weaponNum == -1 ){ return false; } return ( inventory.GetSlotByWeap( weaponNum ) != -1 ); //ok only if it's in a slot } /* //bypass the interaction if we already have the weapon: give ammo bool idPlayer::WeaponItemCanGiveAmmo( idItem *item ){ const idKeyValue *arg; arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL ); if ( arg ) { //it's a weapon int weaponNum; idStr weaponName; weaponName = arg->GetValue(); //weapon name // find the number of the matching weapon name for( weaponNum = 0; weaponNum < MAX_WEAPONS; weaponNum++ ) { if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", weaponNum ) ) ) { return ( inventory.GetSlotByWeap( weaponNum ) != -1 ); //ok only if it's in a slot } } } //end if return false; } */ //ivan end /* =============== 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; } //ivan start arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL ); if ( arg ) { //it's a weapon if( gameLocal.time < inventory.nextWeaponPickup ){ return false; } } //ivan end 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 ); //ivan start - weapon taken if ( gave && arg ) { AddWeaponToSlots( arg->GetValue(), inventory.weaponPulse ); //was true. //select only if new weapon taken inventory.nextWeaponPickup = gameLocal.time + 500; } //ivan end if ( arg && hud ) { //ivan start - weapon taken AddWeaponToSlots( arg->GetValue(), inventory.weaponPulse ); //was true. //select only if new weapon taken inventory.nextWeaponPickup = gameLocal.time + 500; //ivan end // 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 ) { //ivan start - score on items AddScore( item->spawnArgs.GetInt( "score", "0" ) ); //ivan end if( numPickup == inventory.pickupItemNames.Num() ){ // inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ) ); inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ), this ); //New _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; } } 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 ( spawnArgs.GetString( "snd_berserk_third", "", &sound ) ) { StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL ); } /* if ( baseSkinName.Length() ) { powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" ); } //ivan: disable weapon change if ( !gameLocal.isClient ) { idealWeapon = 0; } */ break; } case INVISIBILITY: { 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: { stamina = 100.0f; break; } case MEGAHEALTH: { 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; } } 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: { StopSound( SND_CHANNEL_DEMONIC, false ); break; } case INVISIBILITY: { if ( weapon.GetEntity() ) { weapon.GetEntity()->UpdateSkin(); } break; } } } /* ============== idPlayer::UpdatePowerUps ============== */ void idPlayer::UpdatePowerUps( void ) { int i; if ( !gameLocal.isClient ) { for ( i = 0; i < MAX_POWERUPS; i++ ) { 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 health -= g_healthTakeAmt.GetInteger(); if ( health < g_healthTakeLimit.GetInteger() ) { health = g_healthTakeLimit.GetInteger(); } 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(); } /* =============== 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" ); } return true; } /* ============== 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" ); } //AddScore( OBJCOMPL_SCORE ); //un noted change from original sdk } /* =============== 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 ) { idDict *item = FindInventoryItem(name); if ( item ) { RemoveInventoryItem( item ); } } /* =============== idPlayer::RemoveInventoryItem =============== */ void idPlayer::RemoveInventoryItem( idDict *item ) { inventory.items.Remove( item ); 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 ) { //ivan - note: this returns the number of the weapon, not one of our new slots. 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::WeaponSpecialFunction Weapon special function- Added by Clone JC Denton =============== */ void idPlayer::WeaponSpecialFunction( bool keyTapped ) { if ( gameLocal.isClient ) { return; } if ( spectating || gameLocal.inCinematic || influenceActive ) { return; } if ( !hiddenWeapon && weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) { weapon.GetEntity()->BeginSpecialFunction( keyTapped ); } } /* =============== idPlayer::NextBestWeapon =============== */ void idPlayer::NextBestWeapon( void ) { const char *weap; //ivan start int w; //was: int w = MAX_WEAPONS; int s; bool foundInSlots; //ivan end #ifdef _DENTONMOD if ( gameLocal.isClient || !weaponEnabled || currentWeapon != idealWeapon ) { #else if ( gameLocal.isClient || !weaponEnabled ) { #endif return; } //ivan start - use slots to select next best weapon //look in slots first, then check other weapons. foundInSlots = false; s = NUM_SLOTS; while( s > 0 ) { s--; w = inventory.weaponSlot[s]; if( w == -1 ){ //slot is empty continue; } //check as usual: weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) { //new continue; } /* if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) { continue; } */ foundInSlots = true; break; } if( !foundInSlots ){ //not found w = MAX_WEAPONS; while ( w > 0 ) { //check every weapon (TODO: avoid checking the ones in slots too, as it has already been done) w--; //check as usual: weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) { //new continue; } /* if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) { continue; } */ break; } } /* was: while ( w > 0 ) { w--; weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) { //new //if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap ) ) ) { continue; } if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) { continue; } break; } */ //ivan end #ifdef _DENTONMOD if( w != idealWeapon ) { quickWeapon = idealWeapon; } #endif idealWeapon = w; weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY; UpdateHudWeapon(); //gameLocal.Printf("idPlayer::NextBestWeapon - idealWeapon: %d\n",idealWeapon); //un noted change from original sdk } /* =============== idPlayer::NextWeapon =============== */ void idPlayer::NextWeapon( void ) { const char *weap; int w; int s, i; //ivan 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; } //ivan start - use slots to select next weapon s = currentSlot; i = 0; while( 1 ) { s++; i++; //keep track of the number of iterations. if( i > NUM_SLOTS ){ //if we do more iterations than number of slots, than no weapon is selectable. return; } if ( s >= NUM_SLOTS ) { //loop slots s = 0; } w = inventory.weaponSlot[s]; if( w == -1 ){ //slot is empty continue; } weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); /* //the following should be already assured by slots if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) { continue; } */ if ( !weap[ 0 ] ) { continue; } if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) { //keep this check just to make sure... gameLocal.Warning("Found a non-available weapon in slot %d", s); continue; } //allow selecting empty weapons if ( spawnArgs.GetBool( va( "weapon%d_allowempty", w ) ) ) { break; } if ( inventory.HasAmmo( weap, true, this ) ) { //new //if ( inventory.HasAmmo( weap ) ) { break; } } /* was: 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; } //ivan start - allow selecting empty weapons if ( spawnArgs.GetBool( va( "weapon%d_allowempty", w ) ) ) { break; } //ivan end if ( inventory.HasAmmo( weap, true, this ) ) {//new // if ( inventory.HasAmmo( weap ) ) { break; } } */ //ivan end 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; int s, i; //ivan 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; } //ivan start - use slots to select prev weapon s = currentSlot; i = 0; while( 1 ) { s--; i++; //keep track of the number of iterations. if( i > NUM_SLOTS ){ //if we do more iterations than number of slots, than no weapon is selectable. return; } if ( s < 0 ) { //loop slots s = NUM_SLOTS - 1; } w = inventory.weaponSlot[s]; if( w == -1 ){ //slot is empty continue; } weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); /* //the following should be already assured by slots if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) { continue; } */ if ( !weap[ 0 ] ) { continue; } if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) { //keep this check just to make sure... gameLocal.Warning("Found a non-available weapon in slot %d", s); continue; } //allow selecting empty weapons if ( spawnArgs.GetBool( va( "weapon%d_allowempty", w ) ) ) { break; } if ( inventory.HasAmmo( weap, true, this ) ) { //new //if ( inventory.HasAmmo( weap ) ) { break; } } /* was: 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; } if ( inventory.HasAmmo( weap, true, this ) ) { //new //if ( inventory.HasAmmo( weap ) ) { break; } } */ //ivan end if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) { idealWeapon = w; weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY; UpdateHudWeapon(); } } /* =============== idPlayer::SelectWeapon =============== */ void idPlayer::SelectWeapon( int num, bool force, const bool toggleWeapons ) { //un noted change from original sdk 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; } WeaponToggle_t* weaponToggle; //un noted change from original sdk //Is the weapon a toggle weapon & player is trying to select it. if(weaponToggles.Get(va("weapontoggle%d", num), &weaponToggle) && toggleWeapons ) { 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]; } if ( force || ( inventory.weapons & ( 1 << num ) ) ) { if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) { //un noted change from original sdk return; } if ( ( previousWeapon >= 0 ) && ( idealWeapon == num ) && ( spawnArgs.GetBool( va( "weapon%d_toggle", num ) ) ) ) { weap = spawnArgs.GetString( va( "def_weapon%d", previousWeapon ) ); if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) { //un noted change from original sdk 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(); } } //ivan start void idPlayer::SetLock2D( bool on ){ if ( forcedMovState == FORCEDMOVE_STATE_DISABLED ){ isXlocked = on; }else{ //a forced movement is active --> upd the Waslocked var so it'll be correctly restored at the end forcedMovWasLocked = on; } } void idPlayer::SaveCheckPointPos( idEntity* checkEnt, bool useEntOrigin ){ if( checkEnt != NULL && lastCheckPoint != checkEnt->entityNumber ){ lastCheckPoint = checkEnt->entityNumber; safeRespawnPos = useEntOrigin ? checkEnt->GetPhysics()->GetOrigin() : GetPhysics()->GetOrigin(); //save current pos safeRespawnCameraDist = idealCameraDistance; safeRespawnCameraHeight = idealCameraHeight; if( hud ){ ShowInfo( "Checkpoint!" ); //hud->HandleNamedEvent( "checkPoint" ); } StartSound( "snd_checkPoint", SND_CHANNEL_ITEM, 0, false, NULL ); } } void idPlayer::AddLifes( int num ){ numLives += num; if( hud ){ ShowInfo( "Extra Life!" ); //hud->HandleNamedEvent( "extraLife" ); } StartSound( "snd_extraLife", SND_CHANNEL_ITEM, 0, false, NULL ); } void idPlayer::AddSecretFound( void ){ gameLocal.secrets_found_counter++; if ( hud ) { ShowInfo( "Secret Found!" ); //hud->HandleNamedEvent( "secretFound" ); } //AddScore( SECRET_SCORE ); } void idPlayer::AddScore( int num ){ int oldscore, deltaTresholds; if( num <= 0 ) return; oldscore = score; score += num; deltaTresholds = score/EXTRALIFE_SCORE_TRESHOLD - oldscore/EXTRALIFE_SCORE_TRESHOLD; if( deltaTresholds > 0){ AddLifes( deltaTresholds ); } //if( hud ){ hud->HandleNamedEvent( "scoreAdded" ); } } void idPlayer::DropNotSelectedWeapon( int weapNum ) { int ammoavailable; int ammoRequired; if(weapNum < 0 || weapNum > MAX_WEAPONS){ gameLocal.Warning("Weapon %d out of range", weapNum); return; } //check if it's the one selected if ( weapNum == currentWeapon ) { gameLocal.Warning("Cannot drop the weapon: weapNum == currentWeapon"); //ivan return; } //check if we have it if (( inventory.weapons & ( 1 << weapNum ) ) == 0 ) { gameLocal.Warning("Cannot drop the weapon: player doesn't have the weapon"); //ivan return; } //get info const char *weapName = spawnArgs.GetString( va( "def_weapon%d", weapNum ) ); ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( weapName, &ammoRequired ); ammoavailable = inventory.HasAmmo( ammo_i, ammoRequired ); //spawn idEntity *item = NULL; const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapName ); const char *classname = decl->dict.GetString( "def_dropItem" ); if ( !classname[0] ) { gameLocal.Warning("Cannot drop the weapon: def_dropItem is not a valid classname"); return; } item = idMoveableItem::DropItem( classname, firstPersonViewOrigin , firstPersonViewAxis, vec3_origin, 500, WEAPON_DROP_TIME ); if ( !item ) { gameLocal.Warning("Cannot drop the weapon: failed spawning the entity"); 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 ); } // remove from our local inventory completely inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 ); UpdateHudWeapon(); } //ivan end /* ================= idPlayer::DropWeapon ================= */ bool idPlayer::DropWeapon( bool died, bool selectNext ) { //ivan - bool selectNext added idVec3 forward, up; int inclip, ammoavailable; bool dropAmmoInItem = true; //ivan - drop all the ammo by default assert( !gameLocal.isClient ); if ( spectating || weaponGone || weapon.GetEntity() == NULL ) { return false; //un noted change from original sdk } if ( ( !died && !weapon.GetEntity()->IsReady() ) || weapon.GetEntity()->IsReloading() ) { return false; //un noted change from original sdk } // 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(); /* //ivan - commented out because we have grenadelauncher instead. // don't drop a grenade if we have none left if ( !idStr::Icmp( idWeapon::GetAmmoNameForNum( weapon.GetEntity()->GetAmmoType() ), "ammo_grenades" ) && ( ammoavailable - inclip <= 0 ) ) { return false; } */ //ammoavailable += inclip; //new //ivan - not necessary: AmmoAvailable() has been fixed //ivan note: the prev line broke the following if. --> now is fixed // 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 >= 0 ) && ( ammoavailable < inclip ) ) { //ivan - was: ( ammoavailable != -1 ) common->DPrintf( "idPlayer::DropWeapon: bad ammo setup\n" ); return false; //un noted change from original sdk } 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 false; //un noted change from original sdk } // set the appropriate ammo in the dropped object const idKeyValue * keyval = item->spawnArgs.MatchPrefix( "inv_ammo_" ); if ( keyval ) { //item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable ); //ivan - commented out idStr inclipKey = keyval->GetKey(); inclipKey.Insert( "inclip_", 4 ); inclipKey.Insert( va("%.2d", currentWeapon), 11); //new //un noted change from original sdk item->spawnArgs.SetInt( inclipKey, inclip ); } //ivan start (old code removed) // remove from our local inventory completely inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 , &dropAmmoInItem ); //dropAmmoInItem added if ( keyval ) item->spawnArgs.SetInt( keyval->GetKey(), dropAmmoInItem ? ammoavailable : 0 ); item->spawnArgs.SetInt( "score", 0 ); //make sure weapons cannot give score more than once weapon.GetEntity()->ResetAmmoClip(); if( selectNext ){ NextBestWeapon(); //this is better because does also check weapons out of slots if all slots are empty! } if ( !died ) { weapon.GetEntity()->WeaponStolen(); } weaponGone = true; //ivan end return 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(); //ammoavailable += inclip; //new //ivan - not necessary: AmmoAvailable() has been fixed if ( ( ammoavailable != -1 ) && ( ammoavailable - inclip < 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; inventory.clip[ newweap ] = inclip; } /* =============== 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() ) { #ifdef _DENTONMOD // If weapon with no ammo is soulcube, switch to previous weapon if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) && currentWeapon == idealWeapon ) { if ( hud ) { hud->HandleNamedEvent( "soulCubeNotReady" ); } quickWeapon = weapon_soulcube; SelectWeapon( previousWeapon, false ); } else { // weapons can switch automatically if they have no more ammo NextBestWeapon(); } #else // weapons can switch automatically if they have no more ammo NextBestWeapon(); #endif } 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(); } // check for Weapon special function, new //un noted change from original sdk if ( ( usercmd.buttons & BUTTON_5 ) && !weaponGone ) { // BUTTON_5 is being used for weapon special function WeaponSpecialFunction( !(oldButtons & BUTTON_5) ); // The condition holds True when key is being tapped rather than held } else if ( oldButtons & BUTTON_5 ) { weapon.GetEntity()->EndSpecialFunction(); } } // 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; } } /* ivan 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 ); } } 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 ) { 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 ) { //smart AI start if(focusCharacter->spawnArgs.GetBool( "showStatus", "0" )){ //ff1.1 hud->SetStateString( "npc", "Status:" ); hud->SetStateString( "npc_action", focusCharacter->spawnArgs.GetString( "shownState", "Inactive" ) ); }else{ hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) ); hud->SetStateString( "npc_action", common->GetLanguageDict()->GetString( "#str_02036" ) ); } //smart AI end /* //ivan - commented out start hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) ); //ivan - commented out end */ hud->HandleNamedEvent( "showNPC" ); // HideTip(); // HideObjective(); } else { hud->SetStateString( "npc", "" ); 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 //ivan commented out - was: 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 //ivan commented out - was: 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 //ivan commented out - was: 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 =============== */ //ivan start void idPlayer::BobCycle( const idVec3 &pushVelocity ) { idVec3 vel, gravityDir, velocity; // // 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(); } //was: /* 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 ); } } */ //ivan end /* ================ 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; } //ivan start #ifdef SHOW_MOVING_CROSSHAIR //max pos the center of the crosshair can reach. Values should be <= 320 and 240. //remove 16 pixels so the crosshair is always fully inside the screen #define CROSS_MAX_H_POS 304 #define CROSS_MAX_Y_POS 224 //default pos: 0,0 is screen center. Y axis is upside down. #define CROSS_DEFAULT_X 200 #define CROSS_DEFAULT_Y 50 void idPlayer::UpdateCrosshairPos( void ) { if( !cursor ){ return; } if( skipMouseUpd ) { skipMouseUpd = false; return; } if( reqDefaultCrossPos ) { if( ( usercmd.mx != oldMouseX ) || ( usercmd.my != oldMouseY ) ){ //turn off only after the first change reqDefaultCrossPos = false; } cposx = (viewPos <= 0) ? CROSS_DEFAULT_X : -CROSS_DEFAULT_X; //<= 0 faces right. > 0 faces left cposy = CROSS_DEFAULT_Y; cursor->SetStateInt( "cposx", cposx ); cursor->SetStateInt( "cposy", cposy ); //gameLocal.Printf("reqDefaultCrossPos\n"); return; } if ( usercmd.mx != oldMouseX ) { cposx += (usercmd.mx - oldMouseX); //oldMouseX = usercmd.mx; if( cposx > CROSS_MAX_H_POS ){ cposx = CROSS_MAX_H_POS; } else if( cposx < -CROSS_MAX_H_POS ){ cposx = -CROSS_MAX_H_POS; } cursor->SetStateInt( "cposx", cposx ); //gameLocal.Printf("deltax: %d\n", (usercmd.mx - oldMouseX) ); } if ( usercmd.my != oldMouseY ) { cposy += (usercmd.my - oldMouseY); //oldMouseY = usercmd.my; if( cposy > CROSS_MAX_Y_POS ){ cposy = CROSS_MAX_Y_POS; } else if( cposy < -CROSS_MAX_Y_POS ){ cposy = -CROSS_MAX_Y_POS; } cursor->SetStateInt( "cposy", cposy ); //gameLocal.Printf("deltay: %d\n", (usercmd.my - oldMouseY) ); } //gameLocal.Printf("cposx: %d, cposy: %d\n", cposx, cposy ); //gameLocal.Printf("mx: %hd, my: %hd\n", usercmd.mx , usercmd.my); } void idPlayer::UpdateAimFromCrosshair( void ) { float offsetY, temp; //-- calculate the pitch -- if( !renderView ){ viewAngles.pitch = 0.0f; //flat return; } //-- X offset (float, idPlayer::coffx ) -- (horizontal) if( forceCameraY ){ //X offset is != 0 only when Y camera is fixed at a certain pos coffx = (0.93f * (renderView->vieworg.y - firstPersonViewOrigin.y)); }else{ coffx = 0.0f; } // -- Y offset (float, local var) -- (vertical) offsetY = (renderView->vieworg.z - firstPersonViewOrigin.z); if ( weapon.GetEntity() ) { offsetY += weapon.GetEntity()->GetMouseAimOffsetY(); //per-weapon offset } //fix for fov != 90 - just a bad approximation, but it's acceptable if( renderView->fov_x != 90.0f ){ offsetY *= 95.0f/renderView->fov_x; coffx *= 90.0f/renderView->fov_x; } //fix for distance != 350 /* if( idealCameraDistance != 350.0f ){ temp = 350.0f/idealCameraDistance; offsetY *= temp; coffx *= temp; }*/ temp = (firstPersonViewOrigin.x - renderView->vieworg.x); //renderView's X should be < than player's one because camera is on his left if( temp != 350.0f ){ temp = 350.0f/temp; offsetY *= temp; coffx *= temp; } //-- from pos to angle -- //X delta temp = idMath::Fabs( ((float)cposx) - coffx ); if( temp == 0.0f ){ temp = 0.01f; } //avoid dbz error if X delta = 0 // Y/X deltas ratio temp = ( ((float)cposy) - offsetY ) / temp; //from ratio to angle viewAngles.pitch = RAD2DEG( idMath::ATan16( temp ) ); // we don't need to clamp the pitch for an arctg //todo: comment this out - it's just for debug if( cursor ){ cursor->SetStateInt( "g_debugWeapon", g_debugWeapon.GetInteger() ); if ( g_debugWeapon.GetBool() ) { cursor->SetStateInt( "coffsety", (int) offsetY ); //debug only cursor->SetStateInt( "coffsetx", (int) coffx ); //debug only //gameLocal.Printf("coffsety: %d, coffsetx: %d\n", (int) offsetY, coffx ); //gameLocal.Printf("viewAngles.pitch: %f, da %f\n", viewAngles.pitch, temp); } } } #endif //ivan end /* ================ idPlayer::UpdateViewAngles ================ */ void idPlayer::UpdateViewAngles( void ) { //int i; //un noted change from original sdk idAngles delta; //ivan start idAngles modelang; float deltaModelYaw; //ivan end 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; } //ivan start #ifdef SHOW_MOVING_CROSSHAIR if( g_mouselook.GetBool() ){ //always allow the crosshair to move if g_mouselook 1 UpdateCrosshairPos(); oldMouseX = usercmd.mx; oldMouseY = usercmd.my; } #endif //--------------------- // CASE 1/2: forcedMov look //--------------------- if ( forcedMovState != FORCEDMOVE_STATE_DISABLED ){ //was: !isXlocked forcedMovDelta.Normalize(); viewAngles = forcedMovDelta.ToAngles(); } //CASE 1/2 end //--------------------- // CASE 2/2: X locked look //--------------------- else{ //--------------------- // CASE 2A: mouse-based aim //--------------------- if (g_mouselook.GetBool()){ //ivan end #ifdef SHOW_MOVING_CROSSHAIR // aim: mouse-based mode start /* UpdateCrosshairPos(); //always upd old mouse pos oldMouseX = usercmd.mx; oldMouseY = usercmd.my; */ UpdateAimFromCrosshair(); //aim: mouse-based mode end //upd direction (left or right) if( !keep_walk_dir || save_walk_dir ){ // do this only if we are updating the dir if( cposx >= coffx ){ //right viewPos = -VIEWPOS_LEFT_MAX; //viewAngles.yaw = -90; } else { //left viewPos = VIEWPOS_LEFT_MAX;//viewAngles.yaw = 90; } } //upd direction end #else // aim: mouse-based mode start // circularly clamp the angles with deltas for (int i = 0; i < 3; i++ ) { //un noted change from original sdk 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; } } 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(); } } //aim: mouse-based mode end //un noted change from original sdk //upd direction (left or right) if( !keep_walk_dir || save_walk_dir ){ // do this only if we are updating the dir if( usercmd.forwardmove > 0 ){ viewPos = -VIEWPOS_LEFT_MAX; }else if( usercmd.forwardmove < 0 ){ viewPos = VIEWPOS_LEFT_MAX; }else{ //gameLocal.Printf("viewAngles.pitch: %f\n", viewAngles.pitch); if( ( viewAngles.pitch < -PITCH_MOUSE_ALLOWED ) || ( viewAngles.pitch > PITCH_MOUSE_ALLOWED ) ){ i = usercmd.mx - oldMouseX; //X mouse delta if( i > 0){ if(viewPos >= -VIEWPOS_LEFT_MAX + VIEWPOS_MOUSE_STEP ){ viewPos -= VIEWPOS_MOUSE_STEP; } //gameLocal.Printf("to right - viewPos: %f\n",viewPos); } else if( i < 0){ if(viewPos <= VIEWPOS_LEFT_MAX - VIEWPOS_MOUSE_STEP ){ viewPos += VIEWPOS_MOUSE_STEP; } //gameLocal.Printf("to left - viewPos: %f\n",viewPos); } } } }//upd direction end #endif //--------------------- // CASE 2B: contra style aim //--------------------- }else{ //aim: contra style mode start if ( ( ( oldButtons ^ usercmd.buttons ) & BUTTON_6 ) || ( ( oldButtons ^ usercmd.buttons ) & BUTTON_7 ) || fw_toggled ){ //something has changed: start transition if ( usercmd.buttons & BUTTON_6 ){ //up if( usercmd.forwardmove ){ centerView.Init( gameLocal.time, LOOK_BLEND_TIME, viewAngles.pitch, -35.0f ); }else{ centerView.Init( gameLocal.time, LOOK_BLEND_TIME, viewAngles.pitch, -89.0f ); } } else if ( usercmd.buttons & BUTTON_7 ){ //down if( usercmd.forwardmove ){ centerView.Init( gameLocal.time, LOOK_BLEND_TIME, viewAngles.pitch, 35.0f ); }else{ centerView.Init( gameLocal.time, LOOK_BLEND_TIME, viewAngles.pitch, 89.0f ); } } else if( viewAngles.pitch != 0.0f ){ //none of them pressed centerView.Init( gameLocal.time, LOOK_BLEND_TIME, viewAngles.pitch, 0 ); } }else if ( !centerView.IsDone( gameLocal.time ) ) { //upd transition, if any viewAngles.pitch = centerView.GetCurrentValue(gameLocal.time); } //aim: contra style mode end //upd direction (left or right) if( !keep_walk_dir || save_walk_dir ){ // do this only if we are updating the dir if( usercmd.forwardmove > 0 ){ viewPos = -VIEWPOS_LEFT_MAX; }else if( usercmd.forwardmove < 0 ){ viewPos = VIEWPOS_LEFT_MAX; } }//upd direction end }//end contra //--------------------- // Common stuff for 2A and 2B //--------------------- /* //upd direction (left or right) if( !keep_walk_dir || save_walk_dir ){ // do this only if we are updating the dir if( usercmd.forwardmove > 0 ){ viewPos = -VIEWPOS_LEFT_MAX; }else if( usercmd.forwardmove < 0 ){ viewPos = VIEWPOS_LEFT_MAX; }else if (g_mouselook.GetBool()){ //gameLocal.Printf("viewAngles.pitch: %f\n", viewAngles.pitch); if( ( viewAngles.pitch < -PITCH_MOUSE_ALLOWED ) || ( viewAngles.pitch > PITCH_MOUSE_ALLOWED ) ){ i = usercmd.mx - oldMouseX; //X mouse delta if( i > 0){ if(viewPos >= -VIEWPOS_LEFT_MAX + VIEWPOS_MOUSE_STEP ){ viewPos -= VIEWPOS_MOUSE_STEP; } //gameLocal.Printf("to right - viewPos: %f\n",viewPos); } else if( i < 0){ if(viewPos <= VIEWPOS_LEFT_MAX - VIEWPOS_MOUSE_STEP ){ viewPos += VIEWPOS_MOUSE_STEP; } //gameLocal.Printf("to left - viewPos: %f\n",viewPos); } } } }//upd direction end */ //save the current yaw: it will be used until RUN button is released if(save_walk_dir){ save_walk_dir = false; if(viewPos <= 0){ //right old_viewAngles_yaw = -90; } else { //left old_viewAngles_yaw = 90; } } //use the saved one or the current one fw_inverted = false; if( keep_walk_dir ){ //RUN button is pressed viewAngles.yaw = old_viewAngles_yaw; //swap cmd if we are facing left if(usercmd.forwardmove){ if(old_viewAngles_yaw > 0){ usercmd.forwardmove = -usercmd.forwardmove; fw_inverted = true; //ivan - we need to know if we did this } } }else{ //RUN button not pressed if(viewPos <= 0){ //right viewAngles.yaw = -90; } else { //left viewAngles.yaw = 90; } //swap cmd if we are facing left if(usercmd.forwardmove){ if(viewPos > 0){ //left usercmd.forwardmove = -usercmd.forwardmove; fw_inverted = true; //ivan - we need to know if we did this } } } //always upd old mouse pos oldMouseX = usercmd.mx; oldMouseY = usercmd.my; } //CASE 2/2 end //common code from here UpdateDeltaViewAngles( viewAngles ); // orient the model towards the direction we're looking if( !animBasedMovement ){ //un noted change from original sdk //blend start - blend model yaw if needed if(blendModelYaw){ //blend modelang = renderEntity.axis.ToAngles(); //gameLocal.Printf( "modelang yaw: %f - viewAngles.yaw: %f\n", modelang.yaw, viewAngles.yaw ); deltaModelYaw = viewAngles.yaw - modelang.yaw; deltaModelYaw = idMath::AngleNormalize180(deltaModelYaw); //gameLocal.Printf( "deltaModelYaw blend %f (normalized)\n", deltaModelYaw ); if(deltaModelYaw > 1.0f || deltaModelYaw < -1.0f){ //blend again SetAngles( idAngles( 0, idMath::AngleNormalize180( modelang.yaw + deltaModelYaw*0.4f ), 0 ) ); //was 0.3 }else{ //stop blending SetAngles( idAngles( 0, viewAngles.yaw, 0 ) ); blendModelYaw = false; } }else{ //old SetAngles( idAngles( 0, viewAngles.yaw, 0 ) ); } }//...else don't update model angles! //blend end //ivan end // 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; } } //ivan start //UpdateAir is not used anymore /* ============== idPlayer::UpdateAir ============== */ /* void idPlayer::UpdateAir( void ) { if ( health <= 0 ) { return; } #ifdef _WATER_PHYSICS idPhysics_Player *phys = dynamic_cast(this->GetPhysics()); #endif // 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 _WATER_PHYSICS // check if the player is in water if( phys != NULL && phys->GetWaterLevel() >= WATERLEVEL_HEAD ) newAirless = true; #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() ); } } */ #ifdef _WATER_PHYSICS /* ============== idPlayer::UpdateWaterAir ============== */ void idPlayer::UpdateWaterAir( void ) { if ( health <= 0 ) { return; } bool isUnderWater; // check if the player is in water isUnderWater = ( physicsObj.GetWaterLevel() >= WATERLEVEL_HEAD ? true : false ); if ( isUnderWater ) { if ( !airless ) { //StartSound( "snd_water_enter", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL ); //note: the splash sound is already played by the func_liquid StartSound( "snd_water_swim", SND_CHANNEL_BODY2, 0, false, NULL ); if ( hud ) { hud->HandleNamedEvent( "noAir" ); //turn on } } 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 ) { if ( airTics < pm_airTics.GetInteger() * 0.9f ) { //do this only if are below 90% air StartSound( "snd_water_exit", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL ); } StopSound( SND_CHANNEL_BODY2, false ); } // regain faster if ( airTics < pm_airTics.GetInteger() ) { airTics += 10; if ( airTics >= pm_airTics.GetInteger() ) { //max reached airTics = pm_airTics.GetInteger(); //make sure it doesn't exceed the max if ( hud ) { hud->HandleNamedEvent( "Air" ); //turn off } } } } airless = isUnderWater; if ( hud ) { hud->SetStateInt( "player_air", 100 * airTics / pm_airTics.GetInteger() ); } } #endif //ivan end /* ============== 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 ) { int prevIdealWeap; //un noted change from original sdk 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 ); } //ivan start //no weapon changes while full body anim is playing if( force_torso_override ){ return; } //if( forcedMovState != FORCEDMOVE_STATE_DISABLED || blendModelYaw ){ return; } //no weapon changes while forced mov //ivan end if ( impulse == IMPULSE_21 || (impulse >= IMPULSE_23 && impulse <= IMPULSE_27) ) { int weap; if ( spawnArgs.GetInt ( va("impulse%d", impulse), "0", weap ) ) { prevIdealWeap = idealWeapon; SelectWeapon( weap, false); if( idealWeapon != prevIdealWeap ) { quickWeapon = prevIdealWeap; } } return; } if ( impulse >= IMPULSE_0 && impulse <= IMPULSE_12 ) { WeaponToggle_t* weaponToggle; //un noted change from original sdk // This loop works as a small bug fix for toggle weapons -By Clone JC Denton // It simply increments the impulse value if there are multiple weapons under one weapon slot. for (int i=0; itoggleList.Num() - 1; } prevIdealWeap = idealWeapon; SelectWeapon( impulse, false, true); if( idealWeapon != prevIdealWeap ) { quickWeapon = prevIdealWeap; } return; } switch( impulse ) { case IMPULSE_13: { //ivan start //was: Reload(); Interact(); //ivan end break; } case IMPULSE_14: { prevIdealWeap = idealWeapon; //un noted change from original sdk NextWeapon(); if( idealWeapon != prevIdealWeap ) { //un noted change from original sdk quickWeapon = prevIdealWeap; } break; } case IMPULSE_15: { prevIdealWeap = idealWeapon; //un noted change from original sdk PrevWeapon(); if( idealWeapon != prevIdealWeap ) { //un noted change from original sdk quickWeapon = prevIdealWeap; } break; } case IMPULSE_16: { //un noted change from original sdk //ivan start - drop the weapon only if it is in a slot. if( currentSlot >= 0 ){ DropWeapon( false ); } break; /* //This was Denton's code. We don't need it. //was: // New, for half-life style quick weapon if ( quickWeapon == -1 ) { return; } prevIdealWeap = idealWeapon; SelectWeapon( quickWeapon, false ); quickWeapon = prevIdealWeap; break; */ //ivan end } 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_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_30: { //un noted change from original sdk WeaponSpecialFunction (); break; }*/ case IMPULSE_40: { UseVehicle(); break; } } } bool idPlayer::HandleESC( void ) { if ( gameLocal.inCinematic ) { return SkipCinematic(); } if ( objectiveSystemOpen ) { TogglePDA(); return true; } skipMouseUpd = true; //ivan return false; } bool idPlayer::SkipCinematic( void ) { StartSound( "snd_skipcinematic", SND_CHANNEL_ANY, 0, false, NULL ); return gameLocal.SkipCinematic(); } //ivan start /* ============== idPlayer::Hq2QuickRespawn ============== */ void idPlayer::Hq2QuickRespawn( void ) { idealCameraDistance = safeRespawnCameraDist; idealCameraHeight = safeRespawnCameraHeight; SpawnToPoint( safeRespawnPos, ang_zero, true ); } //ivan end /* ============== 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() ) { //ivan start - respawn or end //gameLocal.Printf( "forceRespawn = true; \n"); if( numLives > 0 ){ numLives--; Hq2QuickRespawn(); }else{ // in single player, we let the session handle restarting the level or loading a game gameLocal.sessionCommand = "died"; } //ivan end } 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; //un noted change from original sdk } else if ( noclip ) { speed = pm_noclipspeed.GetFloat(); //bobFrac = 0.0f; //un noted change from original sdk } /* //ivan - commented out: run disabled 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; //un noted change from original sdk } 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; upBlend = forwardBlend = downBlend = 0.0f; // DG: just make sure they're initialized if ( health < 0 ) { return; } if(force_torso_override){ //ivan legsForward = false; AI_TURN_LEFT = false; //anim legs in script AI_TURN_RIGHT = false; //anim legs in script //test only if(legsYaw > 0.1f){ legsYaw = legsYaw * 0.9f; legsAxis = idAngles( 0.0f, legsYaw, 0.0f ).ToMat3(); animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis ); } }else{ //old 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; } }//ivan if(force_torso_override){ //ivan //no looking up/down downBlend = 0.0f; forwardBlend = 1.0f; upBlend = 0.0f; } animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend ); animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend ); animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend ); if(force_torso_override){ //ivan //otherwise we cannot get the real animation offset in idAnimBlend::BlendDelta downBlend = 1.0f; //needed!! forwardBlend = 0.0f; //1.0f; also works? upBlend = 0.0f; //1.0f; also works? } 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; idVec3 delta; //ivan // 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() ); physicsObj.SetMaxJumpHeight( pm_jumpheight.GetFloat() ); //un noted change from original sdk //ivan start physicsObj.SetFwInverted( fw_inverted ); //ivan end 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 ); } //ivan start else if ( animBasedMovement ){ physicsObj.SetContents( CONTENTS_BODY ); physicsObj.SetMovementType( PM_ANIM_CROUCH ); GetMoveDelta( viewAxis, viewAxis, delta ); //no changes to Axis since no turning is allowed physicsObj.SetDelta( delta ); } //ivan end 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(); //ivan start - lock the X position if( noclip ){ //fix for noclip if( usercmd.forwardmove == 0 ){ if( ( usercmd.buttons & BUTTON_7 ) != 0 ){ fastXpos -= 5; } //aim down if( ( usercmd.buttons & BUTTON_6 ) != 0 ){ fastXpos += 5; } //aim up } physicsObj.SetOrigin( idVec3( fastXpos, physicsObj.GetOrigin().y, physicsObj.GetOrigin().z ) ); }else if( isXlocked ){ physicsObj.SetOrigin( idVec3( fastXpos, physicsObj.GetOrigin().y, physicsObj.GetOrigin().z ) ); }else{ fastXpos = physicsObj.GetOrigin().x; //always upd so others can easily know our X pos } //ivan end // 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; for ( i = 0; i < 5 && i < c; i++ ) { 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 > 5 ) { inventory.nextItemNum = 1; inventory.nextItemPickup = inventory.onePickupTime + 2000; } else { inventory.nextItemPickup = gameLocal.time + 400; } } } } if ( gameLocal.realClientTime == lastMPAimTime ) { if ( MPAim != -1 && gameLocal.gameType == GAME_TDM && 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 ); } //ivan start /* ============== idPlayer::SetSlideMoveState ============== */ void idPlayer::SetSlideMoveState( void ) { //gameLocal.Printf("SetSlideMoveState\n"); const function_t *newstate = GetScriptFunction( "SlideMove" ); if ( newstate ) { SetState( newstate ); UpdateScript(); } } //ivan end /* ============== idPlayer::Think Called every tic for each player ============== */ void idPlayer::Think( void ) { renderEntity_t *headRenderEnt; UpdatePlayerIcons(); // latch button actions oldButtons = usercmd.buttons; // ivan start /* old code: // grab out usercmd usercmd_t oldCmd = usercmd; usercmd = gameLocal.usercmds[ entityNumber ]; buttonMask &= usercmd.buttons; usercmd.buttons &= ~buttonMask; if ( gameLocal.inCinematic && gameLocal.skipCinematic ) { return; } */ // grab out usercmd usercmd_t oldCmd = usercmd; usercmd = gameLocal.usercmds[ entityNumber ]; //cinematic if ( gameLocal.inCinematic && gameLocal.skipCinematic ) { return; } //upd forced movement if( forcedMovState != FORCEDMOVE_STATE_DISABLED ){ UpdForcedMov(); //upd dir and destination } //upd camera distance in case someone changed the Cvar if ( pm_thirdPersonRange.IsModified() ){ //this allows the user or scripts to update the distance thanks to the Cvar. //gameLocal.Printf("pm_thirdPersonRange.IsModified()\n"); UpdateCameraDistance( pm_thirdPersonRange.GetFloat() ); pm_thirdPersonRange.ClearModified(); //remove the modified flag } //upd camera height in case someone changed the Cvar if ( pm_thirdPersonHeight.IsModified() ){ //this allows the user or scripts to update the distance thanks to the Cvar. //gameLocal.Printf("pm_thirdPersonHeight.IsModified()\n"); UpdateCameraHeight( pm_thirdPersonHeight.GetFloat() ); pm_thirdPersonHeight.ClearModified(); //remove the modified flag } //force/allow/disable inputs if( inhibitInputTime > gameLocal.time ){ //used by teleport usercmd.forwardmove = 0; usercmd.upmove = 0; //disable jumping/crouching usercmd.buttons = 0; //disable all buttons (ex: fire) }else if( blendModelYaw ){ //don't give control until blending is done usercmd.forwardmove = 0; usercmd.upmove = 0; //disable jumping/crouching //usercmd.buttons = 0; //disable all buttons (ex: fire) }else if( forcedMovState != FORCEDMOVE_STATE_DISABLED ){ //forced movement usercmd.forwardmove = ( forcedMovState == FORCEDMOVE_STATE_WAITING || forcedMovState == FORCEDMOVE_STATE_BLOCKED )? 0 : 127; //forcedMovWaiting ? 0 : 127; //wait or move fw if( forcedMovTotalForce ){ usercmd.upmove = 0; //disable jumping/crouching usercmd.buttons = 0; //disable all buttons (ex: fire) } } //always remove right/left buttons usercmd.rightmove = 0; //buttonMask buttonMask &= usercmd.buttons; usercmd.buttons &= ~buttonMask; // new run button feature if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_RUN ) { if ( usercmd.buttons & BUTTON_RUN ) { save_walk_dir = true; keep_walk_dir = true; }else{ keep_walk_dir = false; } } //compare current fw with the old one. if( fw_inverted ){ fw_toggled = ( usercmd.forwardmove != -oldCmd.forwardmove ); }else{ fw_toggled = ( usercmd.forwardmove != oldCmd.forwardmove ); } //onground and ready --> do stuff if( AI_ONGROUND && !force_torso_override && ( forcedMovState == FORCEDMOVE_STATE_DISABLED ) ){ //note: we check "forcedMovState" instead of "isXlocked" so player can still be unlocked and do stuff #ifdef AUTOUPD_RESPAWN_POS //-- safe respawn pos -- if( ( nextRespPosTime < gameLocal.time ) && ( lastDmgTime < gameLocal.time - 2000 ) && ( health > 0 ) ){ nextRespPosTime = gameLocal.time + 1000; //1 sec //respawn pos is the last known safe position which is at least 200 units far from player. if( (GetPhysics()->GetOrigin() - tempRespawnPos ).LengthFast() > 200 ){ safeRespawnPos = tempRespawnPos; tempRespawnPos = GetPhysics()->GetOrigin(); //gameRenderWorld->DebugBounds( colorBlue, idBounds( vec3_origin ).Expand( 15.0f ) , safeRespawnPos, 5000 ); //gameLocal.Printf("safeRespawnPos upd: %s\n", safeRespawnPos.ToString() ); } } #endif // -- slide start -- if( ( oldCmd.upmove < 0 ) && ( usercmd.upmove > 0 ) && ( landTime + 200 < gameLocal.time ) ){ //AI_CROUCH SetSlideMoveState(); } // -- slide up/down end -- else{ //don't interact or crouch if slided // -- interact upd/down start -- if( ( usercmd.forwardmove == 0 ) && ( usercmd.upmove == 0 ) ){ if( ( usercmd.buttons & BUTTON_7 ) != 0 ){ //aim down if( InteractTouchingTriggers( INTERACT_DOWN ) ){ //try interact usercmd.upmove = 0; //dont' jump or crouch usercmd.buttons &= ~BUTTON_7; //remove aim down button - don't aim down inhibitAimCrouchTime = gameLocal.time + 100; } }else if( ( usercmd.buttons & BUTTON_6 ) != 0 ){ //aim up if( InteractTouchingTriggers( INTERACT_UP ) ){ //try interact usercmd.upmove = 0; //dont' jump or crouch usercmd.buttons &= ~BUTTON_6; //remove aim up button - don't aim up inhibitAimCrouchTime = gameLocal.time + 100; } } } // -- interact upd/down end -- // -- crouch with "aim down" start -- if( (( usercmd.buttons & BUTTON_7 ) != 0 ) //aim down && ( inhibitAimCrouchTime < gameLocal.time ) //crouch allowed && ( usercmd.upmove == 0 ) ) //not jumping { usercmd.upmove = -127; //force crouch usercmd.buttons &= ~BUTTON_7; //remove aim down button - don't aim down } // -- crouch with "aim down" end -- } //end else slide } //end if onground and ready //ivan end // 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; } 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 //ivan start //was: if ( usercmd.forwardmove != oldCmd.forwardmove ) { if(fw_toggled){ //ivan end 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() ); } } #ifdef _DENTONMOD_PLAYER_CPP // zooming, initiated by weapon script if ( ( weaponZoom.oldZoomStatus ^ weaponZoom.startZoom ) ) { if ( weaponZoom.startZoom && weapon.GetEntity() ) { weaponZoom.oldZoomStatus = true; zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() ); } else { weaponZoom.oldZoomStatus = false; zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() ); } } #endif //_DENTONMOD_PLAYER_CPP // 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(); float scale = g_damageScale.GetFloat(); 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; } g_damageScale.SetFloat( scale ); } } // 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 _WATER_PHYSICS UpdateWaterAir(); #endif UpdateHud(); //ivan start if( interactFlag ){ ShowPossibleInteract(); } //ivan end UpdatePowerUps(); UpdateDeathSkin( false ); if ( gameLocal.isMultiplayer ) { DrawPlayerIcons(); } 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 _PORTALSKY //un noted change from original sdk // determine if portal sky is in pvs gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( gameLocal.GetPlayerPVS(), GetPhysics()->GetOrigin() ); #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 ); //was: if ( !g_testDeath.GetBool() ) { //un noted change from original sdk if ( !g_testDeath.GetBool() && numLives == 0 ) { 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 //ivan start -drop the weapon only if it is in a slot //was: DropWeapon( true ); if( currentSlot >= 0 ){ DropWeapon( true ); } //ivan end 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 ) ) { 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; } } //ivan start - no damage during full body anim if ( force_torso_override ) { damage = 0; } //ivan end // 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.gameType == GAME_TDM && !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; float playerDamageScale; //ivan // 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 ) ) { if ( PowerUpActive( BERSERK ) ) { return; } // 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; } //ivan start if(damageDef->dict.GetBool( "ignore_friends" )){ if(team == attacker->spawnArgs.GetInt("team","0")){ return; } } playerDamageScale = damageDef->dict.GetFloat( "playerDamageScale","1"); //ivan end //ivan start - damaging fx CheckDamageFx( &damageDef->dict ); //ivan end CalcDamagePoints( inflictor, attacker, &damageDef->dict, damageScale*playerDamageScale , location, &damage, &armorSave ); //ivan: added *playerDamageScale // determine knockback damageDef->dict.GetInt( "knockback", "20", knockback ); 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 ) { float scale = g_damageScale.GetFloat(); if ( g_useDynamicProtection.GetBool() && g_skill.GetInteger() < 2 ) { if ( gameLocal.time > lastDmgTime + 500 && scale > 0.25f ) { scale -= 0.05f; g_damageScale.SetFloat( scale ); } } if ( scale > 0.0f ) { damage *= scale; } } if ( damage < 1 ) { damage = 1; } int oldHealth = health; health -= damage; //ivan start if ( oldHealth > 0 ) { //don't add damage if dead health_lost += ( health > 0 ) ? damage : oldHealth; //if we are dying only add the health we have } //ivan end 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(); } //ivan start - set the right position & upd camera StopForcedMov(); //fix - make sure fastXpos = origin.x; //upd fastXpos! playerView.Fade( idVec4(0, 0, 0, 0), 500 ); //fade in skipCameraZblend = true; //force instant update next frame enableCameraYblend = false; //make sure no Y blending inhibitInputTime = gameLocal.time + 500; //disable inputs for a while so player can't fire/turn immediately //ivan end SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) ); if ( !gameLocal.isMultiplayer && GetFloorPos( 16.0f, org ) ) { fastXpos = org.x; //ivan - upd fastXpos! SetOrigin( org ); } /* //ivan - save pos after teleport SaveCheckPointPos(); */ // clear the ik heights so model doesn't appear in the wrong place walkIK.EnableAll(); //ivan start /* was: GetPhysics()->SetLinearVelocity( vec3_origin ); SetViewAngles( angles ); */ if( destination ){ if( !destination->spawnArgs.GetBool("keepSpeed","0") ){ GetPhysics()->SetLinearVelocity( vec3_origin ); SetViewAngles( angles ); reqDefaultCrossPos = true; //reset crosshair pos to default } if( destination->spawnArgs.FindKey( "cameraDist" ) ){ UpdateCameraDistance( destination->spawnArgs.GetFloat("cameraDist"), false ); } if( destination->spawnArgs.FindKey( "cameraHeight" ) ){ UpdateCameraHeight( destination->spawnArgs.GetFloat("cameraHeight"), false ); } } //ivan //ivan start - face the right direction if( angles.yaw > 0 && angles.yaw < 180){ //from 0 to 180 -> set 90 (left) viewPos = VIEWPOS_LEFT_MAX; }else{ //from -180 to 0 -> set -90 (right) viewPos = -VIEWPOS_LEFT_MAX; } //ivan end 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 ); } } } /* ==================== 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; } #ifdef _DENTONMOD_PLAYER_CPP if ( zoomFov.IsDone( gameLocal.time ) ) { fov = ( honorZoom && ((usercmd.buttons & BUTTON_ZOOM) || weaponZoom.startZoom )) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD #else if ( zoomFov.IsDone( gameLocal.time ) ) { fov = ( honorZoom && (usercmd.buttons & BUTTON_ZOOM)) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD #endif// _DENTONMOD_PLAYER_CPP } 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 ============== */ /* //un noted change from original sdk 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; //ivan start float delta; float speed; //stop the screen from turning viewAngles.yaw = 90; //viewAngles.pitch = 0; //commented out because it is set in ::UpdateViewAngles //ivan end 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 ]; //moved below //un noted change from original sdk 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; //ivan start - interpolate Z position // --- Y pos --- (horiziontal) if( enableCameraYblend ){ //delta if( forceCameraY ){ delta = forcedCameraYpos - oldCameraPos.y; //(ideal camera position) - (where camera is) }else{ delta = view.y - oldCameraPos.y; //(ideal camera position) - (where camera is) } //interpolate toward the ideal position /* if( delta > 0 ){ speed = delta / CAMERA_MAX_Y_DELTA_POS; }else{ // < 0 speed = delta / CAMERA_MAX_Y_DELTA_NEG; } */ speed = delta / CAMERA_MAX_Y_DELTA; if( speed < 0.0f ){ speed = -speed; } //this may happen, it depends on the delta. //min speed if( speed < CAMERA_MIN_Y_SPEED ){ speed = CAMERA_MIN_Y_SPEED; } //new y pos view.y = oldCameraPos.y + ( delta * speed * CAMERA_SENSIBILITY ); //stop blending if near enough if( delta < 1.0f && delta > -1.0f ){ //gameLocal.Printf("stop Y blending\n"); enableCameraYblend = false; } }else if( forceCameraY ){ //forced pos, but no blend view.y = forcedCameraYpos; } // --- Z pos --- (vertical) delta = view.z - oldCameraPos.z; //(ideal camera position) - (where camera is) if( skipCameraZblend ){ //no blend this frame: instant update skipCameraZblend = false; }else if( delta != 0.0f ){ //&& (gameLocal.time > 500) /* if(delta > CAMERA_MAX_Z_DELTA_POS){ //don't let it run away UP view.z = view.z - CAMERA_MAX_Z_DELTA_POS; //gameLocal.Printf("don't run away up\n"); } else if(delta < CAMERA_MAX_Z_DELTA_NEG){ //don't let it run away DOWN view.z = view.z - CAMERA_MAX_Z_DELTA_NEG; gameLocal.Printf("don't run away down. delta: %f\n", delta); } else{ */ //interpolate toward the ideal position if( delta > 0 ){ speed = delta / CAMERA_MAX_Z_DELTA_POS; }else{ // < 0 speed = delta / CAMERA_MAX_Z_DELTA_NEG; //min negative speed if( speed < CAMERA_MIN_Z_SPEED_NEG ){ speed = CAMERA_MIN_Z_SPEED_NEG; } } //new z pos view.z = oldCameraPos.z + ( delta * speed * CAMERA_SENSIBILITY ); //} } // --- X pos --- (distance) if( enableCameraXblend ){ //delta delta = view.x - oldCameraPos.x; //(ideal camera position) - (where camera is) //interpolate toward the ideal position speed = delta / CAMERA_MAX_X_DELTA; if( speed < 0 ){ speed = -speed; } //this may happen, it depends on the delta. //min speed if( speed < CAMERA_MIN_X_SPEED ){ speed = CAMERA_MIN_X_SPEED; } //new y pos view.x = oldCameraPos.x + ( delta * speed * CAMERA_SENSIBILITY ); //stop blending if near enough if( delta < 1.0f && delta > -1.0f ){ gameLocal.Printf("stop X blending\n"); enableCameraXblend = false; } } // --- remember old pos --- oldCameraPos = view; //ivan end 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; } //ivan start //old code restored: else { org = GetPhysics()->GetOrigin(); } //Rev code commented out - replaced by new code in ::OffsetThirdPersonView /* ////START REVILITY STOP THE CAMERA FROM MOVING VERTICALLY <- no need of "6th venom" here ;) else { org = GetPhysics()->GetOrigin(); // if camera can go up/down, update thirdperson camera height if ( pm_thirdPersonUp.GetBool() ) { pm_thirdPersonCamHeight.SetFloat( org.z ); } // if camera can go left right, update thirdperson camera position if ( pm_thirdPersonGo.GetBool() ) { pm_thirdPersonCamWay.SetFloat( org.y ); } // force the Z position to thirdperson camera height org.z = pm_thirdPersonCamHeight.GetFloat(); // force the Y position to thirdperson camera position org.y = pm_thirdPersonCamWay.GetFloat(); } ////END REVILITY STOP THE CAMERA FROM MOVING VERTICALLY */ //ivan end 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 { ////REVILITY BOB FIX We don't want any bobbing in the game ////origin = GetEyePosition() + viewBob; origin = GetEyePosition(); ////REVILITY BOB FIX We don't want any bobbing in the game ////angles = viewAngles + viewBobAngles + playerView.AngleOffset(); angles = viewAngles; //ivan: no kick offset // + playerView.AngleOffset(); axis = angles.ToMat3() * physicsObj.GetGravityAxis(); // Stop the gun from moving left and right if( isXlocked ){ axis[0].x = 0.0f; } /* //ivan - commented out: useless and dangerous // 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 = playerView.AngleOffset(); //+ viewBobAngles //un noted change from original sdk 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; //un noted change from original sdk 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(); renderView->time = gameLocal.time; // 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; /* //ivan - commented out 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 { //ivan start OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), idealCameraDistance, idealCameraHeight, false ); //never clip /* //was: 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; //un noted change from original sdk } */ } // 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 ) { 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 ); } } } /* ============= 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(); } } /* ================== 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" ) ) { #ifdef _DENTONMOD idealWeapon = quickWeapon = weapon_fists; #else idealWeapon = weapon_fists; #endif 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; #ifdef _DENTONMOD if( idealWeapon != weaponNum ) { quickWeapon = idealWeapon; } idealWeapon = weaponNum; #endif 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; 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(); } if ( gameLocal.isMultiplayer ) { DrawPlayerIcons(); } Present(); UpdateDamageEffects(); LinkCombat(); if ( gameLocal.isNewFrame && entityNumber == gameLocal.localClientNum ) { playerView.CalculateShake(); } #ifdef _PORTALSKY //un noted change from original sdk // 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 ); } /* ================ 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; // 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; } // If the player is alive, restore proper physics object if ( health > 0 && IsActiveAF() ) { StopRagdoll(); SetPhysics( &physicsObj ); physicsObj.EnableClip(); SetCombatContents( true ); } 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; /* //un noted change from original sdk msg.WriteByte( bobCycle ); msg.WriteInt( stepUpTime ); msg.WriteFloat( stepUpDelta ); */ msg.WriteInt( inventory.weapons );//new // msg.WriteShort( inventory.weapons ); 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; /* //un noted change from original sdk bobCycle = msg.ReadByte(); stepUpTime = msg.ReadInt(); stepUpDelta = msg.ReadFloat(); */ inventory.weapons = msg.ReadInt();//new // inventory.weapons = msg.ReadShort(); 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; } case EVENT_PICKUPNAME: { //New, Not so sure what it does //un noted change from original sdk char buf[MAX_EVENT_PARAM_SIZE]; msg.ReadString(buf, MAX_EVENT_PARAM_SIZE); inventory.AddPickupName(buf, "", this); //New from_D3XP return true; } 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 ) { CancelEvents( &EV_Player_HideTip ); //ivan - make sure there are no other events that could hide this too soon. PostEventSec( &EV_Player_HideTip, 10.0f ); //ivan - was 5.0f } tipUp = true; } /* =============== idPlayer::HideTip =============== */ void idPlayer::HideTip( void ) { hud->HandleNamedEvent( "tipWindowDown" ); tipUp = false; } /* =============== idPlayer::Event_HideTip =============== */ void idPlayer::Event_HideTip( void ) { HideTip(); } //ivan start /* =============== idPlayer::ShowInfo =============== */ void idPlayer::ShowInfo( const char *text, float time ) { hud->SetStateString( "info", text ); hud->HandleNamedEvent( "infoWindowUp" ); CancelEvents( &EV_Player_HideInfo ); //make sure there are no other events that could hide this too soon. PostEventSec( &EV_Player_HideInfo, time ); } /* =============== idPlayer::HideInfo =============== */ void idPlayer::HideInfo( void ) { hud->HandleNamedEvent( "infoWindowDown" ); } /* =============== idPlayer::Event_HideInfo =============== */ void idPlayer::Event_HideInfo( void ) { HideInfo(); } /* =============== idPlayer::Event_GetWaterLevel =============== */ void idPlayer::Event_GetWaterLevel( void ) { idThread::ReturnInt( (int) physicsObj.GetWaterLevel() ); } //ivan end /* =============== 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 ) { } /* ================== 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::UpdatePlayerIcons =============== */ void idPlayer::UpdatePlayerIcons( void ) { int time = networkSystem->ServerGetClientTimeSinceLastPacket( entityNumber ); if ( time > cvarSystem->GetCVarInteger( "net_clientMaxPrediction" ) ) { isLagged = true; } else { isLagged = false; } } /* =============== idPlayer::DrawPlayerIcons =============== */ void idPlayer::DrawPlayerIcons( void ) { if ( !NeedsIcon() ) { playerIcon.FreeIcon(); return; } 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 return entityNumber != gameLocal.localClientNum && ( isLagged || isChatting ); } /* ================== idPlayer::Event_WeaponAvailable ================== */ void idPlayer::Event_WeaponAvailable( const char* name ) { idThread::ReturnInt( WeaponAvailable(name) ? 1 : 0 ); } /* ================== idPlayer::Event_GetImpulseKey ================== */ void idPlayer::Event_GetImpulseKey( void ) { idThread::ReturnInt( usercmd.impulse ); } 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; } /* ================= idPlayer::GetCurrentWeapon //New ================= idStr idPlayer::GetCurrentWeapon() { const char *weapon; if ( currentWeapon >= 0 ) { weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) ); return weapon; } else { return ""; } } */ //ivan start /* =============== idPlayer::Event_HudEvent ============== */ void idPlayer::Event_HudEvent( const char* name ) { if ( hud ) { hud->HandleNamedEvent( name ); } } /* =============== idPlayer::Event_SetHudParm ============== */ void idPlayer::Event_SetHudParm( const char *key, const char *val ) { if ( hud ) { hud->SetStateString( key, val ); } } /* =============== idPlayer::Event_GetHudFloat ============== */ void idPlayer::Event_GetHudFloat( const char *key ) { if ( hud ) { idThread::ReturnFloat(hud->GetStateFloat(key)); }else{ idThread::ReturnFloat(0.0f); } } /* =============== idPlayer::Event_ShowStats ============== */ void idPlayer::Event_ShowStats( void ) { int secs; idStr time_secs; idStr time_mins; idStr time_hrs; idStr time_on_hud; idStr killed_ratio; idStr secrets_ratio; int temp_int; if ( hud ) { //1 -- time -- secs = MS2SEC( gameLocal.time ); //secs temp_int = secs % 60; (temp_int < 10) ? sprintf( time_secs, "0%d", temp_int ) : sprintf( time_secs, "%d", temp_int ); //mins temp_int = (secs/60) % 60; (temp_int < 10) ? sprintf( time_mins, "0%d", temp_int ) : sprintf( time_mins, "%d", temp_int ); //hours temp_int = (secs/3600) % 24; (temp_int < 10) ? sprintf( time_hrs, "0%d", temp_int ) : sprintf( time_hrs, "%d", temp_int ); //put together sprintf( time_on_hud, "%s:%s:%s", time_hrs.c_str(), time_mins.c_str(), time_secs.c_str() ); hud->SetStateString( "time_on_hud", time_on_hud.c_str() ); //gameLocal.Printf("time_on_hud: %s \n", time_on_hud.c_str() ); //2 -- killed ratio -- sprintf( killed_ratio, "%d / %d", gameLocal.enemies_killed_counter, gameLocal.enemies_spawned_counter ); hud->SetStateString( "killed_ratio", killed_ratio.c_str() ); //gameLocal.Printf("killed_ratio: %s \n", killed_ratio.c_str() ); //3 -- secrets ratio -- sprintf( secrets_ratio, "%d / %d", gameLocal.secrets_found_counter, gameLocal.secrets_spawned_counter ); hud->SetStateString( "secrets_ratio", secrets_ratio.c_str() ); //gameLocal.Printf("secrets_ratio: %s \n", secrets_ratio.c_str() ); //4 -- health lost -- hud->SetStateInt( "health_lost", health_lost ); //gameLocal.Printf("health_lost: %d \n", health_lost ); //-- show -- hud->HandleNamedEvent( "showStats" ); } } /* =============== idPlayer::Event_DropWeapon ============== */ void idPlayer::Event_DropWeapon( int weapNum ) { //gameLocal.Printf("Event_DropWeapon\n"); if(weapNum < 0 || weapNum > MAX_WEAPONS){ gameLocal.Warning("Weapon %d out of range", weapNum); return; } if ( ( inventory.weapons & ( 1 << weapNum ) ) == 0 ) { gameLocal.Warning("We don't have weapon %d", weapNum); return; } if( weapNum == currentWeapon ){ //gameLocal.Printf("drop current weapon\n"); if( !DropWeapon( false, true ) ){ //parm2: if it is true, DropWeapon will select another weapon //weapon was not dropped, so we'll try to drop it later. PostEventMS( &EV_Player_DropWeapon, 100, weapNum ); } }else{ DropNotSelectedWeapon( weapNum ); } } /* ============== idPlayer::SetYCameraForced ============== */ void idPlayer::SetYCameraForced( float ypos ){ if( !forceCameraY || ( forcedCameraYpos != ypos ) ){ //do this only if camera is free || new position forceCameraY = true; forcedCameraYpos = ypos; enableCameraYblend = true; //blend forced pos } } /* ============== idPlayer::SetYCameraForced ============== */ void idPlayer::SetYCameraFree( void ){ if( forceCameraY ){ //set it free only if it's currently not free forceCameraY = false; enableCameraYblend = true; //blend to free pos } } /* ============== idPlayer::UpdateCameraDistance ============== */ void idPlayer::UpdateCameraDistance( float distance, bool blend ){ //gameLocal.Printf("UpdateCameraDistance: distance %f\n", distance ); if( distance > 0.0f && idealCameraDistance != distance ){ idealCameraDistance = distance; enableCameraXblend = blend; //blend to new distance gameLocal.UpdateSeeDistances( distance ); } //else{ gameLocal.Printf("UpdateCameraDistance: upd ignored\n" ); } } /* ============== idPlayer::UpdateCameraHeight ============== */ void idPlayer::UpdateCameraHeight( float height, bool blend ){ //gameLocal.Printf("UpdateCameraHeight: height %f\n", height ); if( idealCameraHeight != height ){ idealCameraHeight = height; skipCameraZblend = !blend; //skip blending if blend is false } //else{ gameLocal.Printf("UpdateCameraHeight: upd ignored\n" ); } } //idealCameraHeight /* ============== idPlayer::Event_FreeCamera ============== */ void idPlayer::Event_FreeCamera( void ){ SetYCameraFree(); /* forceCameraY = false; forcedCameraYpos = 0.0f; enableCameraYblend = true; //blend to free pos */ } /* ============== idPlayer::Event_ForceCameraY ============== */ void idPlayer::Event_ForceCameraY( float ypos ){ SetYCameraForced( ypos ); /* forceCameraY = true; forcedCameraYpos = ypos; enableCameraYblend = true; //blend to forced pos */ } /* ============== idPlayer::Event_DoubleJumpEnabled ============== */ void idPlayer::Event_DoubleJumpEnabled( int on ){ physicsObj.SetDoubleJumpEnabled( (on != 0) ); } /* ============== idPlayer::Event_WallJumpEnabled ============== */ void idPlayer::Event_WallJumpEnabled( int on ){ physicsObj.SetWallJumpEnabled( (on != 0) ); } /* ============== idPlayer::Event_SetSkin ============== */ void idPlayer::Event_SetSkin( const char *skinname ) { skin = declManager->FindSkin( skinname ); } /* ============== idPlayer::StartForcedMov ============== */ bool idPlayer::StartForcedMov( idEntity *destinationEntity, int inhibitInputDelay, bool canAbort, bool totalForce, bool forceStart ){ inhibitAimCrouchTime = gameLocal.time + 100; //gameLocal.Printf("StartForcedMov\n"); //do nothing if already enabled or invalid target if( forcedMovState != FORCEDMOVE_STATE_DISABLED || !destinationEntity ){ return false; } if( !forceStart ){ if( totalForce ){ if( !AI_ONGROUND ) return false; //if totalForce, we must be touching the ground }else{ if( usercmd.forwardmove != 0 ) return false; //don't do it if also walking fw/bw if( usercmd.upmove > 0 ) return false; //don't change pos if jumping } } //set target stuff forcedMovTarget = destinationEntity; forcedMovOldOrg = GetPhysics()->GetOrigin(); forcedMovDelta = forcedMovTarget->GetPhysics()->GetOrigin() - forcedMovOldOrg; forcedMovDelta.z = 0; //ignore height //upd flags and vars forcedMovWasLocked = isXlocked; //remember the old value //ignoredByAI = true; //AI cannot attack us during a forced movement (NOTE: melee attacks are still allowed) isXlocked = false; //unlock to move blendModelYaw = true; //blend toward the destination Entity forcedMovCanBeAborted = canAbort; forcedMovTotalForce = totalForce; //controls disabled, exact destination pos checks forcedMovIncreasingX = ( forcedMovDelta.x > 0 ); //are we moving toward the camera or the opposite? if( inhibitInputDelay > 0 ){ //useful after a teleport inhibitInputTime = gameLocal.time + inhibitInputDelay; } //set state forcedMovState = FORCEDMOVE_STATE_GOINGFW; return true; } /* ============== idPlayer::BlockForcedMov Called by triggers that can block the movement ============== */ void idPlayer::BlockForcedMov( void ){ //do nothing if disabled if( forcedMovState == FORCEDMOVE_STATE_DISABLED ){ return; } //don't block if aborting. This prevents the trigger from blocking us forever. if( forcedMovState != FORCEDMOVE_STATE_ABORTING ){ forcedMovState = FORCEDMOVE_STATE_BLOCKED; } if( !forcedMovCanBeAborted ){ gameLocal.Warning( "BlockForcedMov but cannot be aborted! trapped!" ); //forcedMovCanBeAborted = true; //fix } } /* ============== idPlayer::UpdForcedMov ============== */ void idPlayer::UpdForcedMov( void ){ //this in the only function that can ALWAYS see REAL inputs because it's called at the beginning of ::Think //noclip fix if ( noclip ) { StopForcedMov(); return; } inhibitAimCrouchTime = gameLocal.time + 100; //gameLocal.Printf("UpdForcedMov\n"); //abort or resume? if( forcedMovCanBeAborted && !blendModelYaw ){ //cannot abort/resume while blending if( ( usercmd.buttons & BUTTON_7 ) != 0 ){ //button down //if we are going up --> abort, else resume. if( forcedMovState == FORCEDMOVE_STATE_BLOCKED ){ if( forcedMovIncreasingX ){ forcedMovState = FORCEDMOVE_STATE_ABORTING; } //only allow abort }else{ forcedMovState = forcedMovIncreasingX ? FORCEDMOVE_STATE_ABORTING : FORCEDMOVE_STATE_GOINGFW; } }else if(( usercmd.buttons & BUTTON_6 ) != 0 ){ //button up //if we are going up --> resume, else abort. if( forcedMovState == FORCEDMOVE_STATE_BLOCKED ){ if( !forcedMovIncreasingX ){ forcedMovState = FORCEDMOVE_STATE_ABORTING; } //only allow abort }else{ forcedMovState = forcedMovIncreasingX ? FORCEDMOVE_STATE_GOINGFW : FORCEDMOVE_STATE_ABORTING; } } } //always upd delta, even if waiting state (in fact, player could still be moving) if( forcedMovState == FORCEDMOVE_STATE_ABORTING ){ forcedMovDelta = forcedMovOldOrg - GetPhysics()->GetOrigin(); //delta from initial pos and current one }else if( forcedMovTarget ){ forcedMovDelta = forcedMovTarget->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); //delta from target and player }else{ gameLocal.Error("Forced movement but no forcedMovTarget!"); } forcedMovDelta.z = 0; //ignore height - otherwise player would look to target origin //do nothing if waiting if( forcedMovState == FORCEDMOVE_STATE_WAITING || forcedMovState == FORCEDMOVE_STATE_BLOCKED ){ return; } // Y dist (only if TotalForce) if( forcedMovTotalForce && ( forcedMovDelta.y > 5.0f || forcedMovDelta.y < -5.0f ) ){ //check also Y axis return; //too far } // X dist if( forcedMovDelta.x < 5.0f && forcedMovDelta.x > -5.0f ){ //near enough on X axis... be a bit tolerant. //target destinaton reached if( forcedMovState == FORCEDMOVE_STATE_GOINGFW ){ //stop walking if destination target is reached but it doesn't allow lock if ( !forcedMovTarget->spawnArgs.GetBool("allowLock","1") ){ //allow by default if( !AI_ONGROUND ){ physicsObj.SetLinearVelocity( vec3_origin ); } forcedMovState = FORCEDMOVE_STATE_WAITING; //forcedMovWaiting = true; return; } //trigger target - NOTE: this could reactivate forcedMov mode next tic if( !forcedMovTarget->spawnArgs.GetBool( "noTrigWhenReached", "0" ) ){ //triggered by default if ( forcedMovTarget->RespondsTo( EV_Activate ) ) { //forcedMovTarget->ProcessEvent( &EV_Activate, this ); //this is like a function call forcedMovTarget->PostEventMS( &EV_Activate, 0, this ); //next tic } } } //end fw //movement completed (aborted or not, we don't care now) StopForcedMov(); //set the direction suggested by the player, if any if( usercmd.forwardmove > 0 ){ viewPos = -VIEWPOS_LEFT_MAX; }else if( usercmd.forwardmove < 0 ){ viewPos = VIEWPOS_LEFT_MAX; } } //end near enough } /* ============== idPlayer::StopForcedMov ============== */ void idPlayer::StopForcedMov( void ){ //gameLocal.Printf("StopForcedMov\n"); if( forcedMovState == FORCEDMOVE_STATE_DISABLED ) return; //already disabled //new X pos - we'll be pushed in place if isXlocked is true if ( noclip ) { fastXpos = GetPhysics()->GetOrigin().x; //where we are now }else if( forcedMovState == FORCEDMOVE_STATE_ABORTING ){ fastXpos = forcedMovOldOrg.x; //old origin }else{ fastXpos = forcedMovTarget->GetPhysics()->GetOrigin().x; //target origin } //clear target & infos forcedMovTarget = NULL; forcedMovDelta = vec3_origin; forcedMovOldOrg = vec3_origin; //set flags isXlocked = forcedMovWasLocked; //restore old value //ignoredByAI = false; //AI can attack us again blendModelYaw = true; //blend toward usual left or right position forcedMovCanBeAborted = false; forcedMovTotalForce = false; //set state forcedMovState = FORCEDMOVE_STATE_DISABLED; } /* ============== idPlayer::Interact ============== */ void idPlayer::Interact( void ){ if( !InteractTouchingTriggers( INTERACT_IMPULSE ) ){ //try to interact StartSound( "snd_noInteraction", SND_CHANNEL_ITEM, 0, false, NULL ); } } /* ============== idPlayer::AddPossibleInteract ============== */ void idPlayer::AddPossibleInteract( int flags ){ interactFlag |= flags; //add the flag } /* ============== idPlayer::AddWeaponInteract ============== */ void idPlayer::AddWeaponInteract( int flags, int weaponNum ){ //, const char * weaponName interactFlag |= flags; //add the flag if( interactShownWeaponNum == -1 ){ //set only the first one interactShownWeaponNum = weaponNum; //interactShownWeaponName = weaponName; } } /* ============== idPlayer::ShowPossibleInteract ============== */ void idPlayer::ShowPossibleInteract( void ){ if( hud ){ if( interactFlag & INTERACT_IMPULSE ){ hud->HandleNamedEvent( "interactImpulse" ); } if( interactFlag & INTERACT_UP ){ hud->HandleNamedEvent( "interactUp" ); } if( interactFlag & INTERACT_DOWN ){ hud->HandleNamedEvent( "interactDown" ); } if( interactShownWeaponNum != -1 ){ hud->SetStateInt( "weapon_interactNum", interactShownWeaponNum ); //hud->SetStateString( "weapon_interactName", interactShownWeaponName ); hud->HandleNamedEvent( "interactWeapon" ); } } interactFlag = 0; //clear the flags so we don't find this again next tic interactShownWeaponNum = -1; } //smart AI start /* =============== idPlayer::Event_ForceUpdateNpcStatus ============== */ void idPlayer::Event_ForceUpdateNpcStatus( void ) { //ff1.1 if ( focusCharacter && hud ) { if(focusCharacter->spawnArgs.GetBool( "showStatus", "0" )){ hud->SetStateString( "npc", "Status:" ); hud->SetStateString( "npc_action", focusCharacter->spawnArgs.GetString( "shownState", "Inactive" ) ); } } } /* =============== idPlayer::Event_SetCommonEnemy ============== */ void idPlayer::Event_SetCommonEnemy( idEntity *enemy ) { if ( enemy && enemy->IsType( idActor::Type ) ) { friendsCommonEnemy = static_cast( enemy ); }else{ friendsCommonEnemy = NULL; } } /* =============== idPlayer::Event_GetCommonEnemy ============== */ void idPlayer::Event_GetCommonEnemy( void ) { idActor *ent = friendsCommonEnemy.GetEntity(); if ( ent && ent->health <= 0 ) { friendsCommonEnemy = NULL; ent = NULL; //gameLocal.Printf("CommonEnemy Health <= 0!\n"); } /* else if ( !ent ){ //test only gameLocal.Printf("CommonEnemy not valid!\n"); } */ idThread::ReturnEntity( ent ); } //smart AI end //ivan start - anim move /* =============== idPlayer::Event_SetFullBodyAnimOn ============== */ void idPlayer::Event_SetFullBodyAnimOn( int anim_movement ) { blendModelYaw = false; force_torso_override = true; animBasedMovement = ( anim_movement != 0 ); } /* =============== idPlayer::Event_SetFullBodyAnimOff ============== */ void idPlayer::Event_SetFullBodyAnimOff( void ) { blendModelYaw = false; //directly go to the dir force_torso_override = false; animBasedMovement = false; } /* ===================== idAI::GetMoveDelta ===================== */ void idPlayer::GetMoveDelta( const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta ) { idVec3 oldModelOrigin; idVec3 modelOrigin; animator.GetDelta( gameLocal.time - gameLocal.msec, gameLocal.time, delta ); //gameLocal.Printf( "delta %f %f %f\n", delta[0],delta[1],delta[2] ); delta = axis * delta; if ( modelOffset != vec3_zero ) { oldModelOrigin = modelOffset * oldaxis; modelOrigin = modelOffset * axis; delta += oldModelOrigin - modelOrigin; } delta *= physicsObj.GetGravityAxis(); } //ivan end - anim move //ivan start - cheat fix /* ============== idPlayer::SpawnAllWeapons ============== */ void idPlayer::SpawnAllWeapons( void ) { int i; int offsetYmult = 0; int offsetZmult = 0; 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; } //spawn it if ( SpawnInsteadOfGiving( weapon_classname, offsetYmult, offsetZmult ) ){ if( offsetZmult == 0){ offsetZmult = 1; }else{ offsetZmult = 0; offsetYmult = -offsetYmult; if( offsetYmult >= 0 ){ offsetYmult++; } } } } } /* =================== idPlayer::SpawnInsteadOfGiving =================== */ bool idPlayer::SpawnInsteadOfGiving( const char *classname, int offsetYmult, int offsetZmult ) { float yaw; idVec3 org; idDict dict; yaw = viewAngles.yaw; dict.Set( "classname", classname ); dict.Set( "angle", va( "%f", yaw + 180 ) ); org = GetPhysics()->GetOrigin() + idAngles( 0, yaw, 0 ).ToForward() * 60 * offsetYmult + idVec3( 0, 0, 5 + 120 * offsetZmult ); dict.Set( "origin", org.ToString() ); dict.Set( "spin", "1" ); return gameLocal.SpawnEntityDef( dict ); } //ivan end - cheat fix //ivan end