mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-12-21 01:51:19 +00:00
10811 lines
280 KiB
C++
10811 lines
280 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/LangDict.h"
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#include "framework/async/NetworkSystem.h"
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#include "framework/DeclEntityDef.h"
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#include "renderer/RenderSystem.h"
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#include "gamesys/SysCvar.h"
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#include "script/Script_Thread.h"
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#include "ai/AI.h"
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#include "WorldSpawn.h"
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#include "Player.h"
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#include "Camera.h"
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#include "Fx.h"
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#include "Misc.h"
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#include "Moveable.h"
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#include "BrittleFracture.h"
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const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
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const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
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/*
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===============================================================================
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Player control of the Doom Marine.
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This object handles all player movement and world interaction.
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===============================================================================
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*/
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// distance between ladder rungs (actually is half that distance, but this sounds better)
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const int LADDER_RUNG_DISTANCE = 32;
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// amount of health per dose from the health station
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const int HEALTH_PER_DOSE = 10;
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// time before a weapon dropped to the floor disappears
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const int WEAPON_DROP_TIME = -1; //ivan - never remove weapons - was: 20 * 1000;
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// time before a next or prev weapon switch happens
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const int WEAPON_SWITCH_DELAY = 150;
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// how many units to raise spectator above default view height so it's in the head of someone
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const int SPECTATE_RAISE = 25;
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const int HEALTHPULSE_TIME = 333;
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// minimum speed to bob and play run/walk animations at
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const float MIN_BOB_SPEED = 5.0f;
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const idEventDef EV_Player_GetButtons( "getButtons", NULL, 'd' );
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const idEventDef EV_Player_GetMove( "getMove", NULL, 'v' );
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const idEventDef EV_Player_GetViewAngles( "getViewAngles", NULL, 'v' );
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const idEventDef EV_Player_StopFxFov( "stopFxFov" );
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const idEventDef EV_Player_EnableWeapon( "enableWeapon" );
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const idEventDef EV_Player_DisableWeapon( "disableWeapon" );
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const idEventDef EV_Player_GetCurrentWeapon( "getCurrentWeapon", NULL, 's' );
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const idEventDef EV_Player_GetPreviousWeapon( "getPreviousWeapon", NULL, 's' );
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const idEventDef EV_Player_SelectWeapon( "selectWeapon", "s" );
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const idEventDef EV_Player_GetWeaponEntity( "getWeaponEntity", NULL, 'e' );
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const idEventDef EV_Player_OpenPDA( "openPDA" );
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const idEventDef EV_Player_InPDA( "inPDA", NULL, 'd' );
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const idEventDef EV_Player_ExitTeleporter( "exitTeleporter" );
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const idEventDef EV_Player_StopAudioLog( "stopAudioLog" );
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const idEventDef EV_Player_HideTip( "hideTip" );
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const idEventDef EV_Player_LevelTrigger( "levelTrigger" );
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const idEventDef EV_SpectatorTouch( "spectatorTouch", "et" );
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const idEventDef EV_Player_GetIdealWeapon( "getIdealWeapon", NULL, 's' );
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const idEventDef EV_Player_WeaponAvailable( "weaponAvailable", "s", 'd');//
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const idEventDef EV_Player_GetImpulseKey( "getImpulseKey", NULL, 'd' ); // Added By Clone JC Denton
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//Ivan start
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const idEventDef EV_Player_AddProjectilesFired( "addProjectilesFired", "d" );
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const idEventDef EV_Player_AddProjectileHits( "addProjectileHits", "d" );
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const idEventDef EV_Player_GetArmor( "getArmor", NULL, 'f' );
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const idEventDef EV_Player_SetArmor( "setArmor", "f" );
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const idEventDef EV_Player_SetFullBodyAnimOn( "setFullBodyAnimOn", "ddd" );
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const idEventDef EV_Player_SetFullBodyAnimOff( "setFullBodyAnimOff" );
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const idEventDef EV_Player_SetGravityInAnimMove( "setGravityInAnimMove", "f" );
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const idEventDef EV_Player_ComboForceHighPain( "forceHighPain", "d" );
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const idEventDef EV_Player_ForceUpdateNpcStatus( "forceUpdateNpcStatus" );
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const idEventDef EV_Player_StartKick( "startKick", "sf" );
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const idEventDef EV_Player_StopKick( "stopKick" );
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const idEventDef EV_Player_DropWeapon( "<dropWeapon>", "d" );
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const idEventDef EV_Player_HudEvent( "hudEvent", "s" );
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const idEventDef EV_Player_SetHudParm( "setHudParm", "ss" );
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const idEventDef EV_Player_GetHudFloat( "getHudFloat", "s", 'f');
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//Ivan end
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CLASS_DECLARATION( idActor, idPlayer )
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EVENT( EV_Player_GetButtons, idPlayer::Event_GetButtons )
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EVENT( EV_Player_GetMove, idPlayer::Event_GetMove )
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EVENT( EV_Player_GetViewAngles, idPlayer::Event_GetViewAngles )
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EVENT( EV_Player_StopFxFov, idPlayer::Event_StopFxFov )
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EVENT( EV_Player_EnableWeapon, idPlayer::Event_EnableWeapon )
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EVENT( EV_Player_DisableWeapon, idPlayer::Event_DisableWeapon )
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EVENT( EV_Player_GetCurrentWeapon, idPlayer::Event_GetCurrentWeapon )
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EVENT( EV_Player_GetPreviousWeapon, idPlayer::Event_GetPreviousWeapon )
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EVENT( EV_Player_SelectWeapon, idPlayer::Event_SelectWeapon )
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EVENT( EV_Player_GetWeaponEntity, idPlayer::Event_GetWeaponEntity )
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EVENT( EV_Player_OpenPDA, idPlayer::Event_OpenPDA )
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EVENT( EV_Player_InPDA, idPlayer::Event_InPDA )
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EVENT( EV_Player_ExitTeleporter, idPlayer::Event_ExitTeleporter )
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EVENT( EV_Player_StopAudioLog, idPlayer::Event_StopAudioLog )
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EVENT( EV_Player_HideTip, idPlayer::Event_HideTip )
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EVENT( EV_Player_LevelTrigger, idPlayer::Event_LevelTrigger )
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EVENT( EV_Gibbed, idPlayer::Event_Gibbed )
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EVENT( EV_Player_WeaponAvailable, idPlayer::Event_WeaponAvailable )
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EVENT( EV_Player_GetImpulseKey, idPlayer::Event_GetImpulseKey ) // Added By Clone JCD
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EVENT( EV_Player_GetIdealWeapon, idPlayer::Event_GetIdealWeapon )
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//Ivan start
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EVENT( EV_Player_AddProjectilesFired, idPlayer::Event_AddProjectilesFired)
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EVENT( EV_Player_AddProjectileHits, idPlayer::Event_AddProjectileHits)
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EVENT( EV_Player_GetArmor, idPlayer::Event_GetArmor)
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EVENT( EV_Player_SetArmor, idPlayer::Event_SetArmor)
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EVENT( EV_Player_SetFullBodyAnimOn, idPlayer::Event_SetFullBodyAnimOn)
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EVENT( EV_Player_SetFullBodyAnimOff, idPlayer::Event_SetFullBodyAnimOff)
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EVENT( EV_Player_SetGravityInAnimMove, idPlayer::Event_SetGravityInAnimMove)
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EVENT( EV_Player_ComboForceHighPain, idPlayer::Event_ComboForceHighPain)
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EVENT( EV_Player_ForceUpdateNpcStatus, idPlayer::Event_ForceUpdateNpcStatus)
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EVENT( EV_Player_StartKick, idPlayer::Event_StartKick )
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EVENT( EV_Player_StopKick, idPlayer::Event_StopKick )
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EVENT( EV_SetSkin, idPlayer::Event_SetSkin ) //override idEntity::Event_SetSkin
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EVENT( EV_Weapon_StartParticle, idPlayer::Event_StartWeaponParticle ) //proxy for weapon
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EVENT( EV_Weapon_StopParticle, idPlayer::Event_StopWeaponParticle ) //proxy for weapon
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EVENT( EV_Weapon_StartAutoMelee, idPlayer::Event_StartAutoMelee ) //proxy for weapon
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EVENT( EV_Weapon_StopAutoMelee, idPlayer::Event_StopAutoMelee ) //proxy for weapon
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//EVENT( EV_Weapon_StartMeleeBeam, idPlayer::Event_StartMeleeBeam ) //proxy for weapon
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//EVENT( EV_Weapon_StopMeleeBeam, idPlayer::Event_StopMeleeBeam ) //proxy for weapon
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EVENT( EV_Player_DropWeapon, idPlayer::Event_DropWeapon)
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EVENT( EV_Player_HudEvent, idPlayer::Event_HudEvent)
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EVENT( EV_Player_SetHudParm, idPlayer::Event_SetHudParm)
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EVENT( EV_Player_GetHudFloat, idPlayer::Event_GetHudFloat)
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//Ivan end
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END_CLASS
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const int MAX_RESPAWN_TIME = 10000;
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const int RAGDOLL_DEATH_TIME = 3000;
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const int MAX_PDAS = 64;
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const int MAX_PDA_ITEMS = 128;
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const int STEPUP_TIME = 200;
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const int MAX_INVENTORY_ITEMS = 20;
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idVec3 idPlayer::colorBarTable[ 5 ] = {
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idVec3( 0.25f, 0.25f, 0.25f ),
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idVec3( 1.00f, 0.00f, 0.00f ),
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idVec3( 0.00f, 0.80f, 0.10f ),
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idVec3( 0.20f, 0.50f, 0.80f ),
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idVec3( 1.00f, 0.80f, 0.10f )
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};
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/*
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==============
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idInventory::Clear
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==============
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*/
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void idInventory::Clear( void ) {
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maxHealth = 0;
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weapons = 0;
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powerups = 0;
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armor = 0;
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maxarmor = 0;
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deplete_armor = 0;
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deplete_rate = 0.0f;
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deplete_ammount = 0;
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nextArmorDepleteTime = 0;
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memset( ammo, 0, sizeof( ammo ) );
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ClearPowerUps();
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// 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
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memset( clip, -1, sizeof( clip ) );
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memset( weapon_mode, 0, sizeof( weapon_mode ) ); //ivan
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items.DeleteContents( true );
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memset(pdasViewed, 0, 4 * sizeof( pdasViewed[0] ) );
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pdas.Clear();
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videos.Clear();
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emails.Clear();
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selVideo = 0;
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selEMail = 0;
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selPDA = 0;
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selAudio = 0;
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pdaOpened = false;
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turkeyScore = false;
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levelTriggers.Clear();
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nextItemPickup = 0;
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nextItemNum = 1;
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onePickupTime = 0;
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pickupItemNames.Clear();
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objectiveNames.Clear();
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ammoPredictTime = 0;
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lastGiveTime = 0;
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ammoPulse = false;
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weaponPulse = false;
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armorPulse = false;
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//ivan start
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nextWeaponPickup = 0;
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memset( weaponSlot, -1, sizeof( weaponSlot ) );
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//ivan end
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}
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/*
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==============
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idInventory::GivePowerUp
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==============
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*/
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void idInventory::GivePowerUp( idPlayer *player, int powerup, int msec ) {
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if ( !msec ) {
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// get the duration from the .def files
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const idDeclEntityDef *def = NULL;
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switch ( powerup ) {
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case BERSERK:
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def = gameLocal.FindEntityDef( "powerup_berserk", false );
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break;
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case INVISIBILITY:
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def = gameLocal.FindEntityDef( "powerup_invisibility", false );
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break;
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case MEGAHEALTH:
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def = gameLocal.FindEntityDef( "powerup_megahealth", false );
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break;
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case ADRENALINE:
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def = gameLocal.FindEntityDef( "powerup_adrenaline", false );
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break;
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}
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assert( def );
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msec = def->dict.GetInt( "time" ) * 1000;
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}
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powerups |= 1 << powerup;
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powerupEndTime[ powerup ] = gameLocal.time + msec;
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}
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/*
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==============
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idInventory::ClearPowerUps
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==============
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*/
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void idInventory::ClearPowerUps( void ) {
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int i;
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for ( i = 0; i < MAX_POWERUPS; i++ ) {
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powerupEndTime[ i ] = 0;
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}
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powerups = 0;
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}
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/*
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==============
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idInventory::GetPersistantData
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==============
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*/
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void idInventory::GetPersistantData( idDict &dict ) {
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int i;
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int num;
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idDict *item;
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idStr key;
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const idKeyValue *kv;
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const char *name;
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// armor
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dict.SetInt( "armor", armor );
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// don't bother with powerups, maxhealth, maxarmor, or the clip
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// ammo
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for( i = 0; i < AMMO_NUMTYPES; i++ ) {
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name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
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if ( name ) {
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dict.SetInt( name, ammo[ i ] );
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}
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}
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//Save the clip data
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for( i = 0; i < MAX_WEAPONS; i++ ) { //new
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dict.SetInt( va("clip%i", i), clip[ i ] );
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dict.SetInt( va("weapon_mode%i", i), weapon_mode[ i ] ); //ivan
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}
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// items
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num = 0;
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for( i = 0; i < items.Num(); i++ ) {
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item = items[ i ];
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// copy all keys with "inv_"
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kv = item->MatchPrefix( "inv_" );
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if ( kv ) {
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while( kv ) {
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sprintf( key, "item_%i %s", num, kv->GetKey().c_str() );
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dict.Set( key, kv->GetValue() );
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kv = item->MatchPrefix( "inv_", kv );
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}
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num++;
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}
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}
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dict.SetInt( "items", num );
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// pdas viewed
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for ( i = 0; i < 4; i++ ) {
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dict.SetInt( va("pdasViewed_%i", i), pdasViewed[i] );
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}
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dict.SetInt( "selPDA", selPDA );
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dict.SetInt( "selVideo", selVideo );
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dict.SetInt( "selEmail", selEMail );
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dict.SetInt( "selAudio", selAudio );
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dict.SetInt( "pdaOpened", pdaOpened );
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dict.SetInt( "turkeyScore", turkeyScore );
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// pdas
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for ( i = 0; i < pdas.Num(); i++ ) {
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sprintf( key, "pda_%i", i );
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dict.Set( key, pdas[ i ] );
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}
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dict.SetInt( "pdas", pdas.Num() );
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// video cds
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for ( i = 0; i < videos.Num(); i++ ) {
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sprintf( key, "video_%i", i );
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dict.Set( key, videos[ i ].c_str() );
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}
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dict.SetInt( "videos", videos.Num() );
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// emails
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for ( i = 0; i < emails.Num(); i++ ) {
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sprintf( key, "email_%i", i );
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dict.Set( key, emails[ i ].c_str() );
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}
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dict.SetInt( "emails", emails.Num() );
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// weapons
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dict.SetInt( "weapon_bits", weapons );
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dict.SetInt( "levelTriggers", levelTriggers.Num() );
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for ( i = 0; i < levelTriggers.Num(); i++ ) {
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sprintf( key, "levelTrigger_Level_%i", i );
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dict.Set( key, levelTriggers[i].levelName );
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sprintf( key, "levelTrigger_Trigger_%i", i );
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dict.Set( key, levelTriggers[i].triggerName );
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}
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//ivan start
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// save slots assignments
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for( i = 0; i < NUM_SLOTS; i++ ) {
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sprintf( key, "weapInSlot_%i", i );
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dict.SetInt( key, weaponSlot[ i ] );
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}
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//ivan end
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}
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/*
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==============
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idInventory::RestoreInventory
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==============
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*/
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void idInventory::RestoreInventory( idPlayer *owner, const idDict &dict ) {
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int i;
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int num;
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idDict *item;
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idStr key;
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idStr itemname;
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const idKeyValue *kv;
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const char *name;
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Clear();
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// health/armor
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maxHealth = dict.GetInt( "maxhealth", "100" );
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armor = dict.GetInt( "armor", "50" );
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maxarmor = dict.GetInt( "maxarmor", "100" );
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deplete_armor = dict.GetInt( "deplete_armor", "0" );
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deplete_rate = dict.GetFloat( "deplete_rate", "2.0" );
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deplete_ammount = dict.GetInt( "deplete_ammount", "1" );
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// the clip and powerups aren't restored
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// ammo
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for( i = 0; i < AMMO_NUMTYPES; i++ ) {
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name = idWeapon::GetAmmoNameForNum( ( ammo_t )i );
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if ( name ) {
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ammo[ i ] = dict.GetInt( name );
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}
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}
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//Restore the clip data
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for( i = 0; i < MAX_WEAPONS; i++ ) {//new
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clip[i] = dict.GetInt(va("clip%i", i), "-1");
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weapon_mode[i] = dict.GetInt(va("weapon_mode%i", i), "0"); //ivan
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}
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// items
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num = dict.GetInt( "items" );
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items.SetNum( num );
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for( i = 0; i < num; i++ ) {
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item = new idDict();
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items[ i ] = item;
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sprintf( itemname, "item_%i ", i );
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kv = dict.MatchPrefix( itemname );
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while( kv ) {
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key = kv->GetKey();
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key.Strip( itemname );
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item->Set( key, kv->GetValue() );
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kv = dict.MatchPrefix( itemname, kv );
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}
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}
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// pdas viewed
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for ( i = 0; i < 4; i++ ) {
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pdasViewed[i] = dict.GetInt(va("pdasViewed_%i", i));
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}
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selPDA = dict.GetInt( "selPDA" );
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selEMail = dict.GetInt( "selEmail" );
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selVideo = dict.GetInt( "selVideo" );
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selAudio = dict.GetInt( "selAudio" );
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pdaOpened = dict.GetBool( "pdaOpened" );
|
|
turkeyScore = dict.GetBool( "turkeyScore" );
|
|
|
|
// pdas
|
|
num = dict.GetInt( "pdas" );
|
|
pdas.SetNum( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "pda_%i", i );
|
|
pdas[i] = dict.GetString( itemname, "default" );
|
|
}
|
|
|
|
// videos
|
|
num = dict.GetInt( "videos" );
|
|
videos.SetNum( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "video_%i", i );
|
|
videos[i] = dict.GetString( itemname, "default" );
|
|
}
|
|
|
|
// emails
|
|
num = dict.GetInt( "emails" );
|
|
emails.SetNum( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "email_%i", i );
|
|
emails[i] = dict.GetString( itemname, "default" );
|
|
}
|
|
|
|
// weapons are stored as a number for persistant data, but as strings in the entityDef
|
|
weapons = dict.GetInt( "weapon_bits", "0" );
|
|
|
|
if ( g_skill.GetInteger() >= 3 ) {
|
|
Give( owner, dict, "weapon", dict.GetString( "weapon_nightmare" ), NULL, false );
|
|
} else {
|
|
Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false );
|
|
}
|
|
|
|
num = dict.GetInt( "levelTriggers" );
|
|
for ( i = 0; i < num; i++ ) {
|
|
sprintf( itemname, "levelTrigger_Level_%i", i );
|
|
idLevelTriggerInfo lti;
|
|
lti.levelName = dict.GetString( itemname );
|
|
sprintf( itemname, "levelTrigger_Trigger_%i", i );
|
|
lti.triggerName = dict.GetString( itemname );
|
|
levelTriggers.Append( lti );
|
|
}
|
|
|
|
//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 ] );
|
|
savefile->WriteInt( weapon_mode[ i ] ); //ivan
|
|
}
|
|
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 ] );
|
|
savefile->ReadInt( weapon_mode[ i ] ); //ivan
|
|
}
|
|
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 ) {
|
|
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 ) {
|
|
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 );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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
|
|
}
|
|
}
|
|
} 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.
|
|
}
|
|
|
|
} 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;
|
|
}
|
|
|
|
// 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 start
|
|
|
|
/*
|
|
//was:
|
|
weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) );
|
|
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL );
|
|
if ( ammo_i ) {
|
|
clip[ weapon_index ] = -1;
|
|
ammo[ ammo_i ] = 0;
|
|
weapon_mode[ weapon_index ] = 0; //ivan
|
|
}
|
|
*/
|
|
|
|
|
|
//remove ammo
|
|
ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL );
|
|
if ( ammo_i ) {
|
|
//ivan start
|
|
if( NumWeapForAmmoType( spawnArgs, ammo_i ) > 1 ){
|
|
//ammo[ ammo_i ] = 0; //don't remove ammo!
|
|
if( ammoRemoved ) *ammoRemoved = false;
|
|
}else{
|
|
ammo[ ammo_i ] = 0;
|
|
if( ammoRemoved ) *ammoRemoved = true;
|
|
}
|
|
|
|
clip[ weapon_index ] = -1; //remove clip
|
|
weapon_mode[ weapon_index ] = 0; //reset mode
|
|
//ivan end
|
|
}
|
|
|
|
//remove weapons
|
|
weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) ); //remove weapon
|
|
|
|
//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
|
|
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;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
//ivan start
|
|
animMoveNoGravity = false;
|
|
animMoveType = ANIMMOVE_NONE;
|
|
comboOn = false;
|
|
allowTurn = true;
|
|
blendModelYaw = false;
|
|
comboForceHighPain = 0;
|
|
lastSpread = 0;
|
|
//ivan end
|
|
|
|
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;
|
|
|
|
//ivan start
|
|
combolist = NULL;
|
|
combolistOpen = false;
|
|
//ivan end
|
|
|
|
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;
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
fixedAimViewAxis = mat3_identity;
|
|
endPos = vec3_zero;
|
|
#endif
|
|
|
|
hipJoint = INVALID_JOINT;
|
|
chestJoint = INVALID_JOINT;
|
|
headJoint = INVALID_JOINT;
|
|
|
|
bobFoot = 0;
|
|
bobFrac = 0.0f;
|
|
bobfracsin = 0.0f;
|
|
bobCycle = 0;
|
|
xyspeed = 0.0f;
|
|
stepUpTime = 0;
|
|
stepUpDelta = 0.0f;
|
|
idealLegsYaw = 0.0f;
|
|
legsYaw = 0.0f;
|
|
legsForward = true;
|
|
oldViewYaw = 0.0f;
|
|
viewBobAngles = ang_zero;
|
|
viewBob = vec3_zero;
|
|
landChange = 0;
|
|
landTime = 0;
|
|
|
|
currentWeapon = -1;
|
|
currentSlot = -1; //ivan - default is none
|
|
idealWeapon = -1;
|
|
previousWeapon = -1;
|
|
quickWeapon = -1; //new
|
|
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;
|
|
|
|
//ivan start - kick vars
|
|
kickDefName = "";
|
|
kickDef = NULL;
|
|
lastKickedEnt = NULL;
|
|
nextKickFx = 0;
|
|
nextKickSnd = 0;
|
|
kickEnabled = false;
|
|
kickDmgMultiplier = 0.0f;
|
|
kickDistance = 0.0f;
|
|
fromJointKick = INVALID_JOINT;
|
|
toJointKick = INVALID_JOINT;
|
|
kickBox.Zero();
|
|
//ivan end
|
|
|
|
#ifdef _DENTONMOD_PLAYER_CPP
|
|
memset( &weaponZoom, 0, sizeof( weaponZoom ) ); // New
|
|
memset( projectileType, 0, sizeof(projectileType) );
|
|
#endif //_DENTONMOD_PLAYER_CPP
|
|
|
|
//ivan start - from hq2
|
|
/*
|
|
oldCameraPos = vec3_zero;
|
|
lockedXpos = 0.0f;
|
|
isXlocked = true;
|
|
blendModelYaw = false;
|
|
forcedMovIncreasingX = false;
|
|
forcedMovAborted = false;
|
|
forcedMovCanBeAborted = false;
|
|
forcedMovTotalForce = false;
|
|
forcedMovDelta = vec3_zero;
|
|
forcedMovOldOrg = vec3_zero;
|
|
forcedMovTarget = NULL;
|
|
skipCameraZblend = true; //force instant update first frame
|
|
enableCameraYblend = false;
|
|
forceCameraY = false;
|
|
inhibitInputTime = 0;
|
|
inhibitAimCrouchTime = 0;
|
|
updXlock = true;
|
|
forcedCameraYpos = 0.0f;
|
|
|
|
isanimmove = false;
|
|
*/
|
|
//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_SEC_ATTACK_HELD.LinkTo( scriptObject, "AI_SEC_ATTACK_HELD" ); //ivan
|
|
AI_SEC_WEAPON_FIRED.LinkTo( scriptObject, "AI_SEC_WEAPON_FIRED" ); //ivan
|
|
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<idWeapon *>( 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
|
|
|
|
currentWeapon = -1;
|
|
idealWeapon = -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 );
|
|
|
|
bobCycle = 0;
|
|
bobFrac = 0.0f;
|
|
landChange = 0;
|
|
landTime = 0;
|
|
zoomFov.Init( 0, 0, 0, 0 );
|
|
centerView.Init( 0, 0, 0, 0 );
|
|
fxFov = false;
|
|
|
|
influenceFov = 0;
|
|
influenceActive = 0;
|
|
influenceRadius = 0.0f;
|
|
influenceEntity = NULL;
|
|
influenceMaterial = NULL;
|
|
influenceSkin = NULL;
|
|
|
|
currentLoggedAccel = 0;
|
|
|
|
focusTime = 0;
|
|
focusGUIent = NULL;
|
|
focusUI = NULL;
|
|
focusCharacter = NULL;
|
|
talkCursor = 0;
|
|
focusVehicle = NULL;
|
|
|
|
// remove any damage effects
|
|
playerView.ClearEffects();
|
|
|
|
// damage values
|
|
fl.takedamage = true;
|
|
ClearPain();
|
|
|
|
// restore persistent data
|
|
RestorePersistantInfo();
|
|
|
|
bobCycle = 0;
|
|
stamina = 0.0f;
|
|
healthPool = 0.0f;
|
|
nextHealthPulse = 0;
|
|
healthPulse = false;
|
|
nextHealthTake = 0;
|
|
healthTake = false;
|
|
|
|
SetupWeaponEntity();
|
|
currentWeapon = -1;
|
|
previousWeapon = -1;
|
|
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() );
|
|
|
|
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" );
|
|
|
|
cursor->SetStateString( "grabbercursor", "0" ); //ivan
|
|
}
|
|
|
|
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_SEC_ATTACK_HELD = false; //ivan
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
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 from hq2
|
|
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;
|
|
lockedXpos = 0.0f;
|
|
isXlocked = true;
|
|
blendModelYaw = false;
|
|
forcedMovIncreasingX = false;
|
|
forcedMovCanBeAborted = false;
|
|
forcedMovTotalForce = false;
|
|
forcedMovAborted = false;
|
|
forcedMovDelta = vec3_zero;
|
|
forcedMovOldOrg = vec3_zero;
|
|
forcedMovTarget = NULL;
|
|
skipCameraZblend = true; //force instant update first frame
|
|
enableCameraYblend = false;
|
|
forceCameraY = false;
|
|
inhibitInputTime = 0;
|
|
inhibitAimCrouchTime = 0;
|
|
forcedCameraYpos = 0.0f;
|
|
//ivan end
|
|
*/
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Spawn
|
|
|
|
Prepare any resources used by the player.
|
|
==============
|
|
*/
|
|
void idPlayer::Spawn( void ) {
|
|
idStr temp;
|
|
idBounds bounds;
|
|
|
|
if ( entityNumber >= MAX_CLIENTS ) {
|
|
gameLocal.Error( "entityNum > MAX_CLIENTS for player. Player may only be spawned with a client." );
|
|
}
|
|
|
|
// allow thinking during cinematics
|
|
cinematic = true;
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
// always start in spectating state waiting to be spawned in
|
|
// do this before SetClipModel to get the right bounding box
|
|
spectating = true;
|
|
}
|
|
|
|
// set our collision model
|
|
physicsObj.SetSelf( this );
|
|
SetClipModel();
|
|
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
|
SetPhysics( &physicsObj );
|
|
InitAASLocation();
|
|
|
|
skin = renderEntity.customSkin;
|
|
|
|
// only the local player needs guis
|
|
if ( !gameLocal.isMultiplayer || entityNumber == gameLocal.localClientNum ) {
|
|
|
|
// load HUD
|
|
if ( gameLocal.isMultiplayer ) {
|
|
hud = uiManager->FindGui( "guis/mphud.gui", true, false, true );
|
|
} else if ( spawnArgs.GetString( "hud", "", temp ) ) {
|
|
hud = uiManager->FindGui( temp, true, false, true );
|
|
}
|
|
|
|
if ( hud ) {
|
|
hud->Activate( true, gameLocal.time );
|
|
}
|
|
|
|
// 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;
|
|
|
|
//ivan start
|
|
// load combolist
|
|
if ( spawnArgs.GetString( "combolist", "", temp ) ) {
|
|
combolist = uiManager->FindGui( temp, true );
|
|
}
|
|
if ( combolist ) {
|
|
combolist->Activate( true, gameLocal.time );
|
|
}
|
|
combolistOpen = false;
|
|
//ivan end
|
|
}
|
|
|
|
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
|
|
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
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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 );
|
|
//ivan start
|
|
savefile->WriteBool( animMoveNoGravity );
|
|
savefile->WriteInt( animMoveType );
|
|
savefile->WriteBool( comboOn );
|
|
savefile->WriteBool( allowTurn );
|
|
savefile->WriteBool( blendModelYaw );
|
|
savefile->WriteInt( comboForceHighPain );
|
|
//not saved: lastSpread
|
|
//ivan end
|
|
|
|
// 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 );
|
|
|
|
//ivan start
|
|
savefile->WriteUserInterface( combolist, false );
|
|
savefile->WriteBool( combolistOpen );
|
|
//ivan end
|
|
|
|
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 );
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
/*
|
|
//Not saved:
|
|
idMat3 fixedAimViewAxis;
|
|
idVec3 endPos;
|
|
*/
|
|
#endif
|
|
|
|
// don't bother saving dragEntity since it's a dev tool
|
|
|
|
savefile->WriteJoint( hipJoint );
|
|
savefile->WriteJoint( chestJoint );
|
|
savefile->WriteJoint( headJoint );
|
|
|
|
savefile->WriteStaticObject( physicsObj );
|
|
|
|
savefile->WriteInt( aasLocation.Num() );
|
|
for( i = 0; i < aasLocation.Num(); i++ ) {
|
|
savefile->WriteInt( aasLocation[ i ].areaNum );
|
|
savefile->WriteVec3( aasLocation[ i ].pos );
|
|
}
|
|
|
|
savefile->WriteInt( bobFoot );
|
|
savefile->WriteFloat( bobFrac );
|
|
savefile->WriteFloat( bobfracsin );
|
|
savefile->WriteInt( bobCycle );
|
|
savefile->WriteFloat( xyspeed );
|
|
savefile->WriteInt( stepUpTime );
|
|
savefile->WriteFloat( stepUpDelta );
|
|
savefile->WriteFloat( idealLegsYaw );
|
|
savefile->WriteFloat( legsYaw );
|
|
savefile->WriteBool( legsForward );
|
|
savefile->WriteFloat( oldViewYaw );
|
|
savefile->WriteAngles( viewBobAngles );
|
|
savefile->WriteVec3( viewBob );
|
|
savefile->WriteInt( landChange );
|
|
savefile->WriteInt( landTime );
|
|
|
|
savefile->WriteInt( currentWeapon );
|
|
savefile->WriteInt( idealWeapon );
|
|
savefile->WriteInt( previousWeapon );
|
|
savefile->WriteInt( quickWeapon ); //new
|
|
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 - kick
|
|
savefile->WriteString( kickDefName );
|
|
//kickDef is not saved! -> it'll be reastored thanks to kickDefName
|
|
savefile->WriteObject( lastKickedEnt );
|
|
savefile->WriteInt( nextKickFx );
|
|
savefile->WriteInt( nextKickSnd );
|
|
savefile->WriteBool( kickEnabled );
|
|
savefile->WriteFloat( kickDmgMultiplier );
|
|
savefile->WriteFloat( kickDistance );
|
|
savefile->WriteBounds( kickBox );
|
|
savefile->WriteJoint( fromJointKick );
|
|
savefile->WriteJoint( toJointKick );
|
|
|
|
savefile->WriteInt( currentSlot );
|
|
//ivan end - kick
|
|
}
|
|
|
|
/*
|
|
===========
|
|
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 );
|
|
|
|
//ivan start
|
|
savefile->ReadBool( animMoveNoGravity );
|
|
savefile->ReadInt( animMoveType );
|
|
savefile->ReadBool( comboOn );
|
|
savefile->ReadBool( allowTurn );
|
|
savefile->ReadBool( blendModelYaw );
|
|
savefile->ReadInt( comboForceHighPain );
|
|
//not saved:
|
|
lastSpread = 0;
|
|
//ivan end
|
|
|
|
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 );
|
|
|
|
//ivan start
|
|
savefile->ReadUserInterface( combolist );
|
|
savefile->ReadBool( combolistOpen );
|
|
//ivan end
|
|
|
|
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 );
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
//Not saved:
|
|
fixedAimViewAxis = mat3_identity;
|
|
endPos = vec3_zero;
|
|
#endif
|
|
|
|
// don't bother saving dragEntity since it's a dev tool
|
|
dragEntity.Clear();
|
|
|
|
savefile->ReadJoint( hipJoint );
|
|
savefile->ReadJoint( chestJoint );
|
|
savefile->ReadJoint( headJoint );
|
|
|
|
savefile->ReadStaticObject( physicsObj );
|
|
RestorePhysics( &physicsObj );
|
|
|
|
savefile->ReadInt( num );
|
|
aasLocation.SetGranularity( 1 );
|
|
aasLocation.SetNum( num );
|
|
for( i = 0; i < num; i++ ) {
|
|
savefile->ReadInt( aasLocation[ i ].areaNum );
|
|
savefile->ReadVec3( aasLocation[ i ].pos );
|
|
}
|
|
|
|
savefile->ReadInt( bobFoot );
|
|
savefile->ReadFloat( bobFrac );
|
|
savefile->ReadFloat( bobfracsin );
|
|
savefile->ReadInt( bobCycle );
|
|
savefile->ReadFloat( xyspeed );
|
|
savefile->ReadInt( stepUpTime );
|
|
savefile->ReadFloat( stepUpDelta );
|
|
savefile->ReadFloat( idealLegsYaw );
|
|
savefile->ReadFloat( legsYaw );
|
|
savefile->ReadBool( legsForward );
|
|
savefile->ReadFloat( oldViewYaw );
|
|
savefile->ReadAngles( viewBobAngles );
|
|
savefile->ReadVec3( viewBob );
|
|
savefile->ReadInt( landChange );
|
|
savefile->ReadInt( landTime );
|
|
|
|
savefile->ReadInt( currentWeapon );
|
|
savefile->ReadInt( idealWeapon );
|
|
savefile->ReadInt( previousWeapon );
|
|
savefile->ReadInt( quickWeapon ); //new
|
|
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<idClass *&>( influenceEntity ) );
|
|
savefile->ReadMaterial( influenceMaterial );
|
|
savefile->ReadSkin( influenceSkin );
|
|
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( 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<idClass *&>( focusGUIent ) );
|
|
// can't save focusUI
|
|
focusUI = NULL;
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( focusCharacter ) );
|
|
savefile->ReadInt( talkCursor );
|
|
savefile->ReadInt( focusTime );
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( 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
|
|
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 - kick
|
|
savefile->ReadString( kickDefName );
|
|
kickDef = gameLocal.FindEntityDef( kickDefName, false );
|
|
savefile->ReadObject( reinterpret_cast<idClass *&>( lastKickedEnt ) ); //ivan
|
|
savefile->ReadInt( nextKickFx );
|
|
savefile->ReadInt( nextKickSnd );
|
|
savefile->ReadBool( kickEnabled );
|
|
savefile->ReadFloat( kickDmgMultiplier );
|
|
savefile->ReadFloat( kickDistance );
|
|
savefile->ReadBounds( kickBox );
|
|
savefile->ReadJoint( fromJointKick );
|
|
savefile->ReadJoint( toJointKick );
|
|
|
|
savefile->ReadInt( currentSlot );
|
|
//ivan end - kick
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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 );
|
|
}
|
|
|
|
// activate the spawn locations targets
|
|
spot->PostEventMS( &EV_ActivateTargets, 0, this );
|
|
|
|
origin = spot->GetPhysics()->GetOrigin();
|
|
origin[2] += 4.0f + CM_BOX_EPSILON; // move up to make sure the player is at least an epsilon above the floor
|
|
angles = spot->GetPhysics()->GetAxis().ToAngles();
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::SpawnFromSpawnSpot
|
|
|
|
Chooses a spawn location and spawns the player
|
|
============
|
|
*/
|
|
void idPlayer::SpawnFromSpawnSpot( void ) {
|
|
idVec3 spawn_origin;
|
|
idAngles spawn_angles;
|
|
|
|
SelectInitialSpawnPoint( spawn_origin, spawn_angles );
|
|
SpawnToPoint( spawn_origin, spawn_angles );
|
|
}
|
|
|
|
/*
|
|
===========
|
|
idPlayer::SpawnToPoint
|
|
|
|
Called every time a client is placed fresh in the world:
|
|
after the first ClientBegin, and after each respawn
|
|
Initializes all non-persistant parts of playerState
|
|
|
|
when called here with spectating set to true, just place yourself and init
|
|
============
|
|
*/
|
|
void idPlayer::SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles ) {
|
|
idVec3 spec_origin;
|
|
|
|
assert( !gameLocal.isClient );
|
|
|
|
respawning = true;
|
|
|
|
Init();
|
|
|
|
fl.noknockback = false;
|
|
|
|
// stop any ragdolls being used
|
|
StopRagdoll();
|
|
|
|
// set back the player physics
|
|
SetPhysics( &physicsObj );
|
|
|
|
physicsObj.SetClipModelAxis();
|
|
physicsObj.EnableClip();
|
|
|
|
if ( !spectating ) {
|
|
SetCombatContents( true );
|
|
}
|
|
|
|
physicsObj.SetLinearVelocity( vec3_origin );
|
|
|
|
// setup our initial view
|
|
if ( !spectating ) {
|
|
SetOrigin( spawn_origin );
|
|
} else {
|
|
spec_origin = spawn_origin;
|
|
spec_origin[ 2 ] += pm_normalheight.GetFloat();
|
|
spec_origin[ 2 ] += SPECTATE_RAISE;
|
|
SetOrigin( spec_origin );
|
|
}
|
|
|
|
// if this is the first spawn of the map, we don't have a usercmd yet,
|
|
// so the delta angles won't be correct. This will be fixed on the first think.
|
|
viewAngles = ang_zero;
|
|
SetDeltaViewAngles( ang_zero );
|
|
SetViewAngles( spawn_angles );
|
|
spawnAngles = spawn_angles;
|
|
spawnAnglesSet = false;
|
|
|
|
legsForward = true;
|
|
legsYaw = 0.0f;
|
|
idealLegsYaw = 0.0f;
|
|
oldViewYaw = viewAngles.yaw;
|
|
|
|
if ( spectating ) {
|
|
Hide();
|
|
} else {
|
|
Show();
|
|
}
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
if ( !spectating ) {
|
|
// we may be called twice in a row in some situations. avoid a double fx and 'fly to the roof'
|
|
if ( lastTeleFX < gameLocal.time - 1000 ) {
|
|
idEntityFx::StartFx( spawnArgs.GetString( "fx_spawn" ), &spawn_origin, NULL, this, true );
|
|
lastTeleFX = gameLocal.time;
|
|
}
|
|
}
|
|
AI_TELEPORT = true;
|
|
} else {
|
|
AI_TELEPORT = false;
|
|
}
|
|
|
|
// kill anything at the new position
|
|
if ( !spectating ) {
|
|
physicsObj.SetClipMask( MASK_PLAYERSOLID ); // the clip mask is usually maintained in Move(), but KillBox requires it
|
|
gameLocal.KillBox( this );
|
|
}
|
|
|
|
// don't allow full run speed for a bit
|
|
physicsObj.SetKnockBack( 100 );
|
|
|
|
// set our respawn time and buttons so that if we're killed we don't respawn immediately
|
|
minRespawnTime = gameLocal.time;
|
|
maxRespawnTime = gameLocal.time;
|
|
if ( !spectating ) {
|
|
forceRespawn = false;
|
|
}
|
|
|
|
privateCameraView = NULL;
|
|
|
|
BecomeActive( TH_THINK );
|
|
|
|
// run a client frame to drop exactly to the floor,
|
|
// initialize animations and other things
|
|
Think();
|
|
|
|
respawning = false;
|
|
lastManOver = false;
|
|
lastManPlayAgain = false;
|
|
isTelefragged = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SavePersistantInfo
|
|
|
|
Saves any inventory and player stats when changing levels.
|
|
===============
|
|
*/
|
|
void idPlayer::SavePersistantInfo( void ) {
|
|
idDict &playerInfo = gameLocal.persistentPlayerInfo[entityNumber];
|
|
|
|
playerInfo.Clear();
|
|
inventory.GetPersistantData( playerInfo );
|
|
playerInfo.SetInt( "health", health );
|
|
playerInfo.SetInt( "current_weapon", currentWeapon );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::RestorePersistantInfo
|
|
|
|
Restores any inventory and player stats when changing levels.
|
|
===============
|
|
*/
|
|
void idPlayer::RestorePersistantInfo( void ) {
|
|
if ( gameLocal.isMultiplayer ) {
|
|
gameLocal.persistentPlayerInfo[entityNumber].Clear();
|
|
}
|
|
|
|
spawnArgs.Copy( gameLocal.persistentPlayerInfo[entityNumber] );
|
|
|
|
inventory.RestoreInventory( this, spawnArgs );
|
|
health = spawnArgs.GetInt( "health", "100" );
|
|
if ( !gameLocal.isClient ) {
|
|
idealWeapon = spawnArgs.GetInt( "current_weapon", "1" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::GetUserInfo
|
|
================
|
|
*/
|
|
idDict *idPlayer::GetUserInfo( void ) {
|
|
return &gameLocal.userInfo[ entityNumber ];
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdateSkinSetup
|
|
==============
|
|
*/
|
|
void idPlayer::UpdateSkinSetup( bool restart ) {
|
|
if ( restart ) {
|
|
team = ( idStr::Icmp( GetUserInfo()->GetString( "ui_team" ), "Blue" ) == 0 );
|
|
}
|
|
if ( gameLocal.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 ];
|
|
if ( PowerUpActive( BERSERK ) ) {
|
|
powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" );
|
|
}
|
|
}
|
|
|
|
//Ivan start
|
|
/*
|
|
==============
|
|
idPlayer::Event_SetSkin
|
|
==============
|
|
*/
|
|
void idPlayer::Event_SetSkin( const char *skinname ) {
|
|
skin = declManager->FindSkin( skinname );
|
|
}
|
|
//Ivan end
|
|
|
|
/*
|
|
==============
|
|
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
|
|
_hud->SetStateString( "player_ammo_count", va("%i", weapon.GetEntity()->AmmoCount())); // new
|
|
|
|
_hud->HandleNamedEvent( "updateAmmo" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::UpdateHudStats
|
|
===============
|
|
*/
|
|
void idPlayer::UpdateHudStats( idUserInterface *_hud ) {
|
|
int staminapercentage;
|
|
float max_stamina;
|
|
|
|
assert( _hud );
|
|
|
|
max_stamina = pm_stamina.GetFloat();
|
|
if ( !max_stamina ) {
|
|
// stamina disabled, so show full stamina bar
|
|
staminapercentage = 100.0f;
|
|
} else {
|
|
staminapercentage = idMath::FtoiFast( 100.0f * stamina / max_stamina );
|
|
}
|
|
|
|
_hud->SetStateInt( "player_health", health );
|
|
_hud->SetStateInt( "player_stamina", staminapercentage );
|
|
_hud->SetStateInt( "player_armor", inventory.armor );
|
|
_hud->SetStateInt( "player_hr", heartRate );
|
|
_hud->SetStateInt( "player_nostamina", ( max_stamina == 0 ) ? 1 : 0 );
|
|
|
|
_hud->HandleNamedEvent( "updateArmorHealthAir" );
|
|
|
|
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;
|
|
}
|
|
|
|
if(weapon.GetEntity()->GetIsFiring() || weapon.GetEntity()->GetIsSecFiring() || force_torso_override || (usercmd.buttons & BUTTON_RUN) ){ //firing or combo
|
|
_hud->HandleNamedEvent( "weaponFiringOrCombo" );
|
|
}
|
|
|
|
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 );
|
|
}
|
|
|
|
//ivan start - upd weapon mode
|
|
if ( idealWeapon >= 0 ) {
|
|
//hud->SetStateInt( va( "mode_weapon%d", currentWeapon ), (inventory.weapon_mode[currentWeapon] ) );
|
|
hud->SetStateInt("current_weapon_mode", (inventory.weapon_mode[idealWeapon] ) );
|
|
}
|
|
|
|
/*
|
|
if( flashMode ){
|
|
hud->HandleNamedEvent( "modeChange" );
|
|
}
|
|
*/
|
|
//ivan end
|
|
|
|
if ( flashWeapon ) {
|
|
hud->HandleNamedEvent( "weaponChange" );
|
|
|
|
//ivan start - also cursor needs info about current weapon!
|
|
if( cursor ){
|
|
cursor->SetStateInt( "currentWeapon", idealWeapon );
|
|
cursor->HandleNamedEvent( "weaponChange" );
|
|
}
|
|
//ivan end
|
|
}
|
|
|
|
//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() );
|
|
|
|
// FIXME: this is temp to allow the sound meter to show up in the hud
|
|
// it should be commented out before shipping but the code can remain
|
|
// for mod developers to enable for the same functionality
|
|
_hud->SetStateInt( "s_debug", cvarSystem->GetCVarInteger( "s_showLevelMeter" ) );
|
|
|
|
weapon.GetEntity()->UpdateGUI();
|
|
|
|
_hud->Redraw( gameLocal.realClientTime );
|
|
|
|
// weapon targeting crosshair
|
|
if ( !GuiActive() ) {
|
|
if ( cursor && weapon.GetEntity()->ShowCrosshair() ) {
|
|
//ivan start
|
|
if ( weapon.GetEntity()->GetGrabberState() == 1 || weapon.GetEntity()->GetGrabberState() == 2 ) {
|
|
cursor->SetStateString( "grabbercursor", "1" );
|
|
cursor->SetStateString( "combatcursor", "0" );
|
|
} else {
|
|
cursor->SetStateString( "grabbercursor", "0" );
|
|
cursor->SetStateString( "combatcursor", "1" );
|
|
}
|
|
|
|
//was: cursor->Redraw( gameLocal.realClientTime );
|
|
|
|
#ifdef USE_3D_TO_2D_CURSOR
|
|
updateCursorPosOnGui();
|
|
cursor->Redraw( gameLocal.realClientTime );
|
|
#endif
|
|
|
|
#ifdef USE_CURSOR_ENTITY
|
|
playerCursor.Draw(firstPersonViewOrigin,firstPersonViewAxis,"guis/cursorgui");
|
|
#endif
|
|
//ivan end
|
|
}
|
|
}
|
|
|
|
//ivan start
|
|
if ( combolistOpen && combolist ) {
|
|
combolist->Redraw( gameLocal.realClientTime );
|
|
}
|
|
//ivan end
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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_SEC_ATTACK_HELD = false; //ivan
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
AI_JUMP = false;
|
|
AI_CROUCH = false;
|
|
AI_ONGROUND = true;
|
|
AI_ONLADDER = false;
|
|
AI_DEAD = ( health <= 0 );
|
|
AI_RUN = false;
|
|
AI_PAIN = false;
|
|
AI_HARDLANDING = false;
|
|
AI_SOFTLANDING = false;
|
|
AI_RELOAD = false;
|
|
AI_TELEPORT = false;
|
|
AI_TURN_LEFT = false;
|
|
AI_TURN_RIGHT = false;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::ExitCinematic
|
|
===============
|
|
*/
|
|
void idPlayer::ExitCinematic( void ) {
|
|
Show();
|
|
|
|
if ( weaponEnabled && weapon.GetEntity() ) {
|
|
weapon.GetEntity()->ExitCinematic();
|
|
}
|
|
|
|
SetState( "ExitCinematic" );
|
|
UpdateScript();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::UpdateConditions
|
|
=====================
|
|
*/
|
|
void idPlayer::UpdateConditions( void ) {
|
|
idVec3 velocity;
|
|
float forwardspeed;
|
|
float sidespeed;
|
|
|
|
// minus the push velocity to avoid playing the walking animation and sounds when riding a mover
|
|
velocity = physicsObj.GetLinearVelocity() - physicsObj.GetPushedLinearVelocity();
|
|
|
|
if ( influenceActive ) {
|
|
AI_FORWARD = false;
|
|
AI_BACKWARD = false;
|
|
AI_STRAFE_LEFT = false;
|
|
AI_STRAFE_RIGHT = false;
|
|
} else if ( gameLocal.time - lastDmgTime < 500 ) {
|
|
forwardspeed = velocity * viewAxis[ 0 ];
|
|
sidespeed = velocity * viewAxis[ 1 ];
|
|
AI_FORWARD = AI_ONGROUND && ( forwardspeed > 20.01f );
|
|
AI_BACKWARD = AI_ONGROUND && ( forwardspeed < -20.01f );
|
|
AI_STRAFE_LEFT = AI_ONGROUND && ( sidespeed > 20.01f );
|
|
AI_STRAFE_RIGHT = AI_ONGROUND && ( sidespeed < -20.01f );
|
|
} else if ( xyspeed > MIN_BOB_SPEED ) {
|
|
AI_FORWARD = AI_ONGROUND && ( usercmd.forwardmove > 0 );
|
|
AI_BACKWARD = AI_ONGROUND && ( usercmd.forwardmove < 0 );
|
|
AI_STRAFE_LEFT = AI_ONGROUND && ( usercmd.rightmove < 0 );
|
|
AI_STRAFE_RIGHT = AI_ONGROUND && ( usercmd.rightmove > 0 );
|
|
} else {
|
|
AI_FORWARD = false;
|
|
AI_BACKWARD = false;
|
|
AI_STRAFE_LEFT = false;
|
|
AI_STRAFE_RIGHT = false;
|
|
}
|
|
|
|
AI_RUN = ( usercmd.buttons & BUTTON_RUN ) && ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) );
|
|
AI_DEAD = ( health <= 0 );
|
|
//ivan start
|
|
/*
|
|
if( weapon.GetEntity() ){
|
|
AI_RUN = !( weapon.GetEntity()->GetIsFiring() || weapon.GetEntity()->GetIsSecFiring());
|
|
}else{
|
|
AI_RUN = true;
|
|
}*/
|
|
|
|
|
|
//AI_RUN = ( weapon.GetEntity() ) ? (!weapon.GetEntity()->HasToWalk()) : true; /// commented out in 2018 Rev
|
|
//ivan end
|
|
|
|
|
|
}
|
|
|
|
/*
|
|
==================
|
|
WeaponFireFeedback
|
|
|
|
Called when a weapon fires, generates head twitches, etc
|
|
==================
|
|
*/
|
|
void idPlayer::WeaponFireFeedback( const idDict *weaponDef ) {
|
|
// force a blink
|
|
blink_time = 0;
|
|
|
|
//ivan start - play the correct fire animation
|
|
if(weapon.GetEntity()->GetIsFiring() ){ //pri
|
|
AI_WEAPON_FIRED = true;
|
|
}else if(weapon.GetEntity()->GetIsSecFiring() ){ //sec
|
|
AI_SEC_WEAPON_FIRED = true;
|
|
}
|
|
|
|
// play the fire animation
|
|
//was: AI_WEAPON_FIRED = true;
|
|
|
|
//ivan end
|
|
|
|
// update view feedback
|
|
playerView.WeaponFireFeedback( weaponDef );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::StopFiring
|
|
===============
|
|
*/
|
|
void idPlayer::StopFiring( void ) { //called when firing is disabled by GUIs, NPCs, g_dragEntity or cinematics
|
|
AI_ATTACK_HELD = false;
|
|
AI_WEAPON_FIRED = false;
|
|
AI_SEC_ATTACK_HELD = false; //ivan
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
AI_RELOAD = false;
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->EndAttack();
|
|
weapon.GetEntity()->EndSpecialFunction(); //ivan - force also the end of secondary fire.
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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
|
|
|
|
#ifdef _WEAPONAUTOSWITCH
|
|
else {
|
|
NextBestWeapon();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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, "takeme" )){
|
|
return true;
|
|
}
|
|
//ivan end
|
|
|
|
else {
|
|
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;
|
|
}
|
|
}
|
|
|
|
//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 ) {
|
|
// We need to update the weapon hud manually, but not
|
|
// the armor/ammo/health because they are updated every
|
|
// frame no matter what
|
|
UpdateHudWeapon( false );
|
|
hud->HandleNamedEvent( "weaponPulse" );
|
|
}
|
|
|
|
// display the pickup feedback on the hud
|
|
if ( gave && ( numPickup == inventory.pickupItemNames.Num() ) ) {
|
|
// inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ) );
|
|
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" );
|
|
}
|
|
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" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
}
|
|
|
|
/*
|
|
//commented out by ivan
|
|
if ( !hiddenWeapon && weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) {
|
|
weapon.GetEntity()->BeginSpecialFunction( keyTapped );
|
|
}
|
|
*/
|
|
|
|
//ivan start
|
|
if ( !hiddenWeapon && weapon.GetEntity() && weapon.GetEntity()->IsReady() ) {
|
|
//if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) { //allow secondary attacks even if there is no ammo
|
|
AI_SEC_ATTACK_HELD = true;
|
|
weapon.GetEntity()->BeginSpecialFunction( keyTapped ); //start secondary attack
|
|
//}
|
|
#ifdef _WEAPONAUTOSWITCH
|
|
else {
|
|
NextBestWeapon();
|
|
}
|
|
#endif
|
|
}
|
|
//ivan end
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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 ) {
|
|
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;
|
|
|
|
//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 ) ) ) {
|
|
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 ) ) ) {
|
|
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::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;
|
|
}
|
|
|
|
if ( ( !died && !weapon.GetEntity()->IsReady() ) || weapon.GetEntity()->IsReloading() ) {
|
|
return false;
|
|
}
|
|
// ammoavailable is how many shots we can fire
|
|
// inclip is which amount is in clip right now
|
|
ammoavailable = weapon.GetEntity()->AmmoAvailable();
|
|
inclip = weapon.GetEntity()->AmmoInClip();
|
|
|
|
// don't drop a grenade if we have none left
|
|
if ( !idStr::Icmp( idWeapon::GetAmmoNameForNum( weapon.GetEntity()->GetAmmoType() ), "ammo_grenades" ) && ( ammoavailable - inclip <= 0 ) ) {
|
|
return 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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
// 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
|
|
item->spawnArgs.SetInt( inclipKey, inclip );
|
|
}
|
|
|
|
//ivan start
|
|
//was: if ( !died ) {
|
|
if ( died ) {
|
|
//don't call WeaponStolen on weapon in this case bacause OwnerDied will be called instead (so it will be in scripts too).
|
|
if ( keyval ) item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable );
|
|
}else{
|
|
//ivan end
|
|
// remove from our local inventory completely
|
|
inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 , &dropAmmoInItem ); //ivan - dropAmmoInItem added
|
|
|
|
if ( keyval ) item->spawnArgs.SetInt( keyval->GetKey(), dropAmmoInItem ? ammoavailable : 0 ); //ivan
|
|
|
|
weapon.GetEntity()->ResetAmmoClip();
|
|
|
|
//ivan start
|
|
//was: NextWeapon();
|
|
if( selectNext ){
|
|
NextBestWeapon(); //this is better because does also check weapons out of slots if all slots are empty!
|
|
//NextWeapon();
|
|
}
|
|
//ivan end
|
|
|
|
weapon.GetEntity()->WeaponStolen();
|
|
weaponGone = true;
|
|
}
|
|
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;
|
|
AI_SEC_WEAPON_FIRED = false; //ivan
|
|
|
|
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
|
|
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();
|
|
AI_SEC_ATTACK_HELD = false; //ivan
|
|
}
|
|
}
|
|
|
|
// 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<idAFAttachment *>( ent )->GetBody();
|
|
if ( body && body->IsType( idAI::Type ) && ( static_cast<idAI *>( 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<idAI *>( body );
|
|
talkCursor = 1;
|
|
focusTime = gameLocal.time + FOCUS_TIME;
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( ent->IsType( idAI::Type ) ) {
|
|
if ( static_cast<idAI *>( 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<idAI *>( 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<idAFEntity_Vehicle *>( 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 ) {
|
|
//ivan 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" ) );
|
|
//Use to code to update the npc action string to fix bug 1159
|
|
hud->SetStateString( "npc_action", common->GetLanguageDict()->GetString( "#str_02036" ) );
|
|
}
|
|
//ivan end
|
|
//was:hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) );
|
|
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
|
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_fatalfall", 1.0f, 0 );
|
|
}
|
|
} else if ( delta > hardDelta ) {
|
|
AI_HARDLANDING = true;
|
|
landChange = -24;
|
|
landTime = gameLocal.time;
|
|
if ( !noDamage ) {
|
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_hardfall", 1.0f, 0 );
|
|
}
|
|
} else if ( delta > 30 ) {
|
|
AI_HARDLANDING = true;
|
|
landChange = -16;
|
|
landTime = gameLocal.time;
|
|
if ( !noDamage ) {
|
|
pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim
|
|
Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_softfall", 1.0f, 0 );
|
|
}
|
|
} else if ( delta > 7 ) {
|
|
AI_SOFTLANDING = true;
|
|
landChange = -8;
|
|
landTime = gameLocal.time;
|
|
} else if ( delta > 3 ) {
|
|
// just walk on
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::BobCycle
|
|
===============
|
|
*/
|
|
void idPlayer::BobCycle( const idVec3 &pushVelocity ) {
|
|
float bobmove;
|
|
int old, deltaTime;
|
|
idVec3 vel, gravityDir, velocity;
|
|
idMat3 viewaxis;
|
|
float bob;
|
|
float delta;
|
|
float speed;
|
|
float f;
|
|
|
|
//
|
|
// calculate speed and cycle to be used for
|
|
// all cyclic walking effects
|
|
//
|
|
velocity = physicsObj.GetLinearVelocity() - pushVelocity;
|
|
|
|
gravityDir = physicsObj.GetGravityNormal();
|
|
vel = velocity - ( velocity * gravityDir ) * gravityDir;
|
|
xyspeed = vel.LengthFast();
|
|
|
|
// do not evaluate the bob for other clients
|
|
// when doing a spectate follow, don't do any weapon bobbing
|
|
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
|
|
viewBobAngles.Zero();
|
|
viewBob.Zero();
|
|
return;
|
|
}
|
|
|
|
if ( !physicsObj.HasGroundContacts() || influenceActive == INFLUENCE_LEVEL2 || ( gameLocal.isMultiplayer && spectating ) ) {
|
|
// airborne
|
|
bobCycle = 0;
|
|
bobFoot = 0;
|
|
bobfracsin = 0;
|
|
} else if ( ( !usercmd.forwardmove && !usercmd.rightmove ) || ( xyspeed <= MIN_BOB_SPEED ) ) {
|
|
// start at beginning of cycle again
|
|
bobCycle = 0;
|
|
bobFoot = 0;
|
|
bobfracsin = 0;
|
|
} else {
|
|
if ( physicsObj.IsCrouching() ) {
|
|
bobmove = pm_crouchbob.GetFloat();
|
|
// ducked characters never play footsteps
|
|
} else {
|
|
// vary the bobbing based on the speed of the player
|
|
bobmove = pm_walkbob.GetFloat() * ( 1.0f - bobFrac ) + pm_runbob.GetFloat() * bobFrac;
|
|
}
|
|
|
|
// check for footstep / splash sounds
|
|
old = bobCycle;
|
|
bobCycle = (int)( old + bobmove * gameLocal.msec ) & 255;
|
|
bobFoot = ( bobCycle & 128 ) >> 7;
|
|
bobfracsin = idMath::Fabs( sin( ( bobCycle & 127 ) / 127.0 * idMath::PI ) );
|
|
}
|
|
|
|
// calculate angles for view bobbing
|
|
viewBobAngles.Zero();
|
|
|
|
viewaxis = viewAngles.ToMat3() * physicsObj.GetGravityAxis();
|
|
|
|
// add angles based on velocity
|
|
delta = velocity * viewaxis[0];
|
|
viewBobAngles.pitch += delta * pm_runpitch.GetFloat();
|
|
|
|
delta = velocity * viewaxis[1];
|
|
viewBobAngles.roll -= delta * pm_runroll.GetFloat();
|
|
|
|
// add angles based on bob
|
|
// make sure the bob is visible even at low speeds
|
|
speed = xyspeed > 200 ? xyspeed : 200;
|
|
|
|
delta = bobfracsin * pm_bobpitch.GetFloat() * speed;
|
|
if ( physicsObj.IsCrouching() ) {
|
|
delta *= 3; // crouching
|
|
}
|
|
viewBobAngles.pitch += delta;
|
|
delta = bobfracsin * pm_bobroll.GetFloat() * speed;
|
|
if ( physicsObj.IsCrouching() ) {
|
|
delta *= 3; // crouching accentuates roll
|
|
}
|
|
if ( bobFoot & 1 ) {
|
|
delta = -delta;
|
|
}
|
|
viewBobAngles.roll += delta;
|
|
|
|
// calculate position for view bobbing
|
|
viewBob.Zero();
|
|
|
|
if ( physicsObj.HasSteppedUp() ) {
|
|
|
|
// check for stepping up before a previous step is completed
|
|
deltaTime = gameLocal.time - stepUpTime;
|
|
if ( deltaTime < STEPUP_TIME ) {
|
|
stepUpDelta = stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME + physicsObj.GetStepUp();
|
|
} else {
|
|
stepUpDelta = physicsObj.GetStepUp();
|
|
}
|
|
if ( stepUpDelta > 2.0f * pm_stepsize.GetFloat() ) {
|
|
stepUpDelta = 2.0f * pm_stepsize.GetFloat();
|
|
}
|
|
stepUpTime = gameLocal.time;
|
|
}
|
|
|
|
idVec3 gravity = physicsObj.GetGravityNormal();
|
|
|
|
// if the player stepped up recently
|
|
deltaTime = gameLocal.time - stepUpTime;
|
|
if ( deltaTime < STEPUP_TIME ) {
|
|
viewBob += gravity * ( stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME );
|
|
}
|
|
|
|
// add bob height after any movement smoothing
|
|
bob = bobfracsin * xyspeed * pm_bobup.GetFloat();
|
|
if ( bob > 6 ) {
|
|
bob = 6;
|
|
}
|
|
viewBob[2] += bob;
|
|
|
|
// add fall height
|
|
delta = gameLocal.time - landTime;
|
|
if ( delta < LAND_DEFLECT_TIME ) {
|
|
f = delta / LAND_DEFLECT_TIME;
|
|
viewBob -= gravity * ( landChange * f );
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
delta -= LAND_DEFLECT_TIME;
|
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
|
viewBob -= gravity * ( landChange * f );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::UpdateDeltaViewAngles
|
|
================
|
|
*/
|
|
void idPlayer::UpdateDeltaViewAngles( const idAngles &angles ) {
|
|
// set the delta angle
|
|
idAngles delta;
|
|
for( int i = 0; i < 3; i++ ) {
|
|
delta[ i ] = angles[ i ] - SHORT2ANGLE( usercmd.angles[ i ] );
|
|
}
|
|
SetDeltaViewAngles( delta );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::SetViewAngles
|
|
================
|
|
*/
|
|
void idPlayer::SetViewAngles( const idAngles &angles ) {
|
|
UpdateDeltaViewAngles( angles );
|
|
viewAngles = angles;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idPlayer::UpdateViewAngles
|
|
================
|
|
*/
|
|
void idPlayer::UpdateViewAngles( void ) {
|
|
int i;
|
|
idAngles delta;
|
|
idAngles modelang; //ivan
|
|
float deltaModelYaw; //ivan
|
|
|
|
if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 || objectiveSystemOpen ) ) {
|
|
// no view changes at all, but we still want to update the deltas or else when
|
|
// we get out of this mode, our view will snap to a kind of random angle
|
|
UpdateDeltaViewAngles( viewAngles );
|
|
return;
|
|
}
|
|
|
|
// if dead
|
|
if ( health <= 0 ) {
|
|
if ( pm_thirdPersonDeath.GetBool() ) {
|
|
viewAngles.roll = 0.0f;
|
|
viewAngles.pitch = 30.0f;
|
|
} else {
|
|
viewAngles.roll = 40.0f;
|
|
viewAngles.pitch = -15.0f;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// circularly clamp the angles with deltas
|
|
for ( i = 0; i < 3; i++ ) {
|
|
cmdAngles[i] = SHORT2ANGLE( usercmd.angles[i] );
|
|
if ( influenceActive == INFLUENCE_LEVEL3 ) {
|
|
viewAngles[i] += idMath::ClampFloat( -1.0f, 1.0f, idMath::AngleDelta( idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] ) , viewAngles[i] ) );
|
|
} else {
|
|
viewAngles[i] = idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] );
|
|
}
|
|
}
|
|
if ( !centerView.IsDone( gameLocal.time ) ) {
|
|
viewAngles.pitch = centerView.GetCurrentValue(gameLocal.time);
|
|
}
|
|
|
|
// clamp the pitch
|
|
if ( noclip ) {
|
|
if ( viewAngles.pitch > 89.0f ) {
|
|
// don't let the player look down more than 89 degrees while noclipping
|
|
viewAngles.pitch = 89.0f;
|
|
} else if ( viewAngles.pitch < -89.0f ) {
|
|
// don't let the player look up more than 89 degrees while noclipping
|
|
viewAngles.pitch = -89.0f;
|
|
}
|
|
} else {
|
|
if ( viewAngles.pitch > pm_maxviewpitch.GetFloat() ) {
|
|
// don't let the player look down enough to see the shadow of his (non-existant) feet
|
|
viewAngles.pitch = pm_maxviewpitch.GetFloat();
|
|
} else if ( viewAngles.pitch < pm_minviewpitch.GetFloat() ) {
|
|
// don't let the player look up more than 89 degrees
|
|
viewAngles.pitch = pm_minviewpitch.GetFloat();
|
|
}
|
|
}
|
|
|
|
UpdateDeltaViewAngles( viewAngles );
|
|
|
|
// orient the model towards the direction we're looking
|
|
//ivan start - blend model yaw if needed
|
|
if(allowTurn){ //...else don't update model angles!
|
|
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;
|
|
if(deltaModelYaw > 1.0f || deltaModelYaw < -1.0f){ //blend again
|
|
deltaModelYaw = idMath::AngleNormalize180(deltaModelYaw);
|
|
//gameLocal.Printf( "deltaModelYaw blend %f\n", deltaModelYaw );
|
|
SetAngles( idAngles( 0, idMath::AngleNormalize180( modelang.yaw + deltaModelYaw*0.05f ), 0 ) );
|
|
}else{ //stop blending
|
|
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
|
|
blendModelYaw = false;
|
|
}
|
|
}else{ //old
|
|
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
|
|
}
|
|
}
|
|
//ivan end
|
|
|
|
/* commented by ivan
|
|
// orient the model towards the direction we're looking
|
|
SetAngles( idAngles( 0, viewAngles.yaw, 0 ) );
|
|
*/
|
|
|
|
// save in the log for analyzing weapon angle offsets
|
|
loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ] = viewAngles;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::AdjustHeartRate
|
|
|
|
Player heartrate works as follows
|
|
|
|
DEF_HEARTRATE is resting heartrate
|
|
|
|
Taking damage when health is above 75 adjusts heart rate by 1 beat per second
|
|
Taking damage when health is below 75 adjusts heart rate by 5 beats per second
|
|
Maximum heartrate from damage is MAX_HEARTRATE
|
|
|
|
Firing a weapon adds 1 beat per second up to a maximum of COMBAT_HEARTRATE
|
|
|
|
Being at less than 25% stamina adds 5 beats per second up to ZEROSTAMINA_HEARTRATE
|
|
|
|
All heartrates are target rates.. the heart rate will start falling as soon as there have been no adjustments for 5 seconds
|
|
Once it starts falling it always tries to get to DEF_HEARTRATE
|
|
|
|
The exception to the above rule is upon death at which point the rate is set to DYING_HEARTRATE and starts falling
|
|
immediately to zero
|
|
|
|
Heart rate volumes go from zero ( -40 db for DEF_HEARTRATE to 5 db for MAX_HEARTRATE ) the volume is
|
|
scaled linearly based on the actual rate
|
|
|
|
Exception to the above rule is once the player is dead, the dying heart rate starts at either the current volume if
|
|
it is audible or -10db and scales to 8db on the last few beats
|
|
==============
|
|
*/
|
|
void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool force ) {
|
|
|
|
if ( heartInfo.GetEndValue() == target ) {
|
|
return;
|
|
}
|
|
|
|
if ( AI_DEAD && !force ) {
|
|
return;
|
|
}
|
|
|
|
lastHeartAdjust = gameLocal.time;
|
|
|
|
heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::GetBaseHeartRate
|
|
==============
|
|
*/
|
|
int idPlayer::GetBaseHeartRate( void ) {
|
|
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float)health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
|
|
int rate = idMath::FtoiFast( base + ( ZEROSTAMINA_HEARTRATE - base ) * ( 1.0f - stamina / pm_stamina.GetFloat() ) );
|
|
int diff = ( lastDmgTime ) ? gameLocal.time - lastDmgTime : 99999;
|
|
rate += ( diff < 5000 ) ? ( diff < 2500 ) ? ( diff < 1000 ) ? 15 : 10 : 5 : 0;
|
|
return rate;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::SetCurrentHeartRate
|
|
==============
|
|
*/
|
|
void idPlayer::SetCurrentHeartRate( void ) {
|
|
|
|
int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float) health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ );
|
|
|
|
if ( PowerUpActive( ADRENALINE )) {
|
|
heartRate = 135;
|
|
} else {
|
|
heartRate = idMath::FtoiFast( heartInfo.GetCurrentValue( gameLocal.time ) );
|
|
int currentRate = GetBaseHeartRate();
|
|
if ( health >= 0 && gameLocal.time > lastHeartAdjust + 2500 ) {
|
|
AdjustHeartRate( currentRate, 2.5f, 0.0f, false );
|
|
}
|
|
}
|
|
|
|
int bps = idMath::FtoiFast( 60.0f / heartRate * 1000.0f );
|
|
if ( gameLocal.time - lastHeartBeat > bps ) {
|
|
int dmgVol = DMG_VOLUME;
|
|
int deathVol = DEATH_VOLUME;
|
|
int zeroVol = ZERO_VOLUME;
|
|
float pct = 0.0;
|
|
if ( heartRate > BASE_HEARTRATE && health > 0 ) {
|
|
pct = (float)(heartRate - base) / (MAX_HEARTRATE - base);
|
|
pct *= ((float)dmgVol - (float)zeroVol);
|
|
} else if ( health <= 0 ) {
|
|
pct = (float)(heartRate - DYING_HEARTRATE) / (BASE_HEARTRATE - DYING_HEARTRATE);
|
|
if ( pct > 1.0f ) {
|
|
pct = 1.0f;
|
|
} else if (pct < 0.0f) {
|
|
pct = 0.0f;
|
|
}
|
|
pct *= ((float)deathVol - (float)zeroVol);
|
|
}
|
|
|
|
pct += (float)zeroVol;
|
|
|
|
if ( pct != zeroVol ) {
|
|
StartSound( "snd_heartbeat", SND_CHANNEL_HEART, SSF_PRIVATE_SOUND, false, NULL );
|
|
// modify just this channel to a custom volume
|
|
soundShaderParms_t parms;
|
|
memset( &parms, 0, sizeof( parms ) );
|
|
parms.volume = pct;
|
|
refSound.referenceSound->ModifySound( SND_CHANNEL_HEART, &parms );
|
|
}
|
|
|
|
lastHeartBeat = gameLocal.time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::UpdateAir
|
|
==============
|
|
*/
|
|
void idPlayer::UpdateAir( void ) {
|
|
if ( health <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
// see if the player is connected to the info_vacuum
|
|
bool newAirless = false;
|
|
|
|
if ( gameLocal.vacuumAreaNum != -1 ) {
|
|
int num = GetNumPVSAreas();
|
|
if ( num > 0 ) {
|
|
int areaNum;
|
|
|
|
// if the player box spans multiple areas, get the area from the origin point instead,
|
|
// otherwise a rotating player box may poke into an outside area
|
|
if ( num == 1 ) {
|
|
const int *pvsAreas = GetPVSAreas();
|
|
areaNum = pvsAreas[0];
|
|
} else {
|
|
areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() );
|
|
}
|
|
newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR );
|
|
}
|
|
}
|
|
|
|
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() );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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<idAFEntity_Vehicle*>(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<idAFEntity_Vehicle*>(ent)->Use( this );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::PerformImpulse
|
|
==============
|
|
*/
|
|
void idPlayer::PerformImpulse( int impulse ) {
|
|
int prevIdealWeap;
|
|
|
|
if ( gameLocal.isClient ) {
|
|
idBitMsg msg;
|
|
byte msgBuf[MAX_EVENT_PARAM_SIZE];
|
|
|
|
assert( entityNumber == gameLocal.localClientNum );
|
|
msg.Init( msgBuf, sizeof( msgBuf ) );
|
|
msg.BeginWriting();
|
|
msg.WriteBits( impulse, 6 );
|
|
ClientSendEvent( EVENT_IMPULSE, &msg );
|
|
}
|
|
|
|
if ( force_torso_override ){ return; } //ivan - no weapon changes while combo anim is playg
|
|
|
|
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;
|
|
|
|
// 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; i<impulse; i++) {
|
|
if (weaponToggles.Get(va("weapontoggle%d", i), &weaponToggle))
|
|
impulse += weaponToggle->toggleList.Num() - 1;
|
|
}
|
|
|
|
prevIdealWeap = idealWeapon;
|
|
SelectWeapon( impulse, false, true);
|
|
if( idealWeapon != prevIdealWeap ) {
|
|
quickWeapon = prevIdealWeap;
|
|
}
|
|
return;
|
|
}
|
|
switch( impulse ) {
|
|
case IMPULSE_13: {
|
|
Reload(); //ivan - reload is also used by weapon scripts to change mode!
|
|
break;
|
|
}
|
|
case IMPULSE_14: {
|
|
prevIdealWeap = idealWeapon;
|
|
NextWeapon();
|
|
if( idealWeapon != prevIdealWeap ) {
|
|
quickWeapon = prevIdealWeap;
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_15: {
|
|
prevIdealWeap = idealWeapon;
|
|
PrevWeapon();
|
|
if( idealWeapon != prevIdealWeap ) {
|
|
quickWeapon = prevIdealWeap;
|
|
}
|
|
break;
|
|
}
|
|
case IMPULSE_16: { // New, for half-life style quick weapon
|
|
//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: {
|
|
WeaponSpecialFunction (); //never call this from here
|
|
break;
|
|
}*/
|
|
case IMPULSE_40: {
|
|
//ivan start
|
|
//was: UseVehicle();
|
|
Interact();
|
|
//ivan end
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool idPlayer::HandleESC( void ) {
|
|
if ( gameLocal.inCinematic ) {
|
|
return SkipCinematic();
|
|
}
|
|
|
|
if ( objectiveSystemOpen ) {
|
|
TogglePDA();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool idPlayer::SkipCinematic( void ) {
|
|
StartSound( "snd_skipcinematic", SND_CHANNEL_ANY, 0, false, NULL );
|
|
return gameLocal.SkipCinematic();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::EvaluateControls
|
|
==============
|
|
*/
|
|
void idPlayer::EvaluateControls( void ) {
|
|
// check for respawning
|
|
if ( health <= 0 ) {
|
|
if ( ( gameLocal.time > minRespawnTime ) && ( usercmd.buttons & BUTTON_ATTACK ) ) {
|
|
forceRespawn = true;
|
|
} else if ( gameLocal.time > maxRespawnTime ) {
|
|
forceRespawn = true;
|
|
}
|
|
}
|
|
|
|
// in MP, idMultiplayerGame decides spawns
|
|
if ( forceRespawn && !gameLocal.isMultiplayer && !g_testDeath.GetBool() ) {
|
|
// in single player, we let the session handle restarting the level or loading a game
|
|
gameLocal.sessionCommand = "died";
|
|
}
|
|
|
|
if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) {
|
|
PerformImpulse( usercmd.impulse );
|
|
}
|
|
|
|
scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard );
|
|
|
|
//ivan start
|
|
combolistOpen = ( ( usercmd.buttons & BUTTON_6 ) != 0);
|
|
//ivan end
|
|
|
|
oldFlags = usercmd.flags;
|
|
|
|
AdjustSpeed();
|
|
|
|
// update the viewangles
|
|
UpdateViewAngles();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::AdjustSpeed
|
|
==============
|
|
*/
|
|
void idPlayer::AdjustSpeed( void ) {
|
|
float speed;
|
|
float rate;
|
|
|
|
if ( spectating ) {
|
|
speed = pm_spectatespeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
} else if ( noclip ) {
|
|
speed = pm_noclipspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
} else if ( !physicsObj.OnLadder() && ( usercmd.buttons & BUTTON_RUN ) && ( usercmd.forwardmove || usercmd.rightmove ) && ( usercmd.upmove >= 0 ) ) {
|
|
if ( !gameLocal.isMultiplayer && !physicsObj.IsCrouching() && !PowerUpActive( ADRENALINE ) ) {
|
|
stamina -= MS2SEC( gameLocal.msec );
|
|
}
|
|
if ( stamina < 0 ) {
|
|
stamina = 0;
|
|
}
|
|
if ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) ) {
|
|
bobFrac = 1.0f;
|
|
} else if ( pm_staminathreshold.GetFloat() <= 0.0001f ) {
|
|
bobFrac = 0.0f;
|
|
} else {
|
|
bobFrac = stamina / pm_staminathreshold.GetFloat();
|
|
}
|
|
speed = pm_walkspeed.GetFloat() * ( 1.0f - bobFrac ) + pm_runspeed.GetFloat() * bobFrac;
|
|
} else {
|
|
rate = pm_staminarate.GetFloat();
|
|
|
|
// increase 25% faster when not moving
|
|
if ( ( usercmd.forwardmove == 0 ) && ( usercmd.rightmove == 0 ) && ( !physicsObj.OnLadder() || ( usercmd.upmove == 0 ) ) ) {
|
|
rate *= 1.25f;
|
|
}
|
|
|
|
stamina += rate * MS2SEC( gameLocal.msec );
|
|
if ( stamina > pm_stamina.GetFloat() ) {
|
|
stamina = pm_stamina.GetFloat();
|
|
}
|
|
speed = pm_walkspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
}
|
|
|
|
speed *= PowerUpModifier(SPEED);
|
|
|
|
if ( influenceActive == INFLUENCE_LEVEL3 ) {
|
|
speed *= 0.33f;
|
|
}
|
|
|
|
physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
|
|
}
|
|
/*
|
|
//Commented out in 2018 by Rev
|
|
void idPlayer::AdjustSpeed( void ) {
|
|
float speed;
|
|
//float rate;
|
|
|
|
if ( spectating ) {
|
|
speed = pm_spectatespeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
} else if ( noclip ) {
|
|
speed = pm_noclipspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
}
|
|
//ivan start
|
|
else {
|
|
speed = pm_walkspeed.GetFloat();
|
|
bobFrac = 0.0f;
|
|
|
|
//weapon based walk speed
|
|
//if( weapon.GetEntity() ){
|
|
//speed *= weapon.GetEntity()->GetWalkSpeedMult();
|
|
//}
|
|
}
|
|
//ivan end
|
|
|
|
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: 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;
|
|
}
|
|
}
|
|
|
|
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() );
|
|
|
|
//ivan start
|
|
if ( animMoveNoGravity ){
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
physicsObj.SetMovementType( PM_FREEZE );
|
|
}else if ( animMoveType ){
|
|
physicsObj.SetContents( CONTENTS_BODY );
|
|
if( animMoveType == ANIMMOVE_ALWAYS){
|
|
physicsObj.SetMovementType( PM_ANIM_ALWAYS );
|
|
GetMoveDelta( viewAxis, viewAxis, delta ); //to: check what happens to viewAxis
|
|
physicsObj.SetDelta( delta );
|
|
}else if( animMoveType == ANIMMOVE_GROUND){
|
|
physicsObj.SetMovementType( PM_ANIM_GROUND );
|
|
GetMoveDelta( viewAxis, viewAxis, delta ); //to: check what happens to viewAxis
|
|
physicsObj.SetDelta( delta );
|
|
}else if( animMoveType == ANIMMOVE_PHYSICS){
|
|
physicsObj.SetMovementType( PM_PHYSICS_ONLY );
|
|
}else { //that is, ANIMMOVE_FREEZE
|
|
physicsObj.SetMovementType( PM_FREEZE );
|
|
}
|
|
} else
|
|
//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 );
|
|
} 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();
|
|
|
|
//animator.RemoveOriginOffset( true );
|
|
|
|
// 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 );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Think
|
|
|
|
Called every tic for each player
|
|
==============
|
|
*/
|
|
void idPlayer::Think( void ) {
|
|
renderEntity_t *headRenderEnt;
|
|
|
|
UpdatePlayerIcons();
|
|
|
|
// latch button actions
|
|
oldButtons = usercmd.buttons;
|
|
|
|
// grab out usercmd
|
|
usercmd_t oldCmd = usercmd;
|
|
usercmd = gameLocal.usercmds[ entityNumber ];
|
|
buttonMask &= usercmd.buttons;
|
|
usercmd.buttons &= ~buttonMask;
|
|
|
|
if ( gameLocal.inCinematic && gameLocal.skipCinematic ) {
|
|
return;
|
|
}
|
|
|
|
// clear the ik before we do anything else so the skeleton doesn't get updated twice
|
|
walkIK.ClearJointMods();
|
|
|
|
// if this is the very first frame of the map, set the delta view angles
|
|
// based on the usercmd angles
|
|
if ( !spawnAnglesSet && ( gameLocal.GameState() != GAMESTATE_STARTUP ) ) {
|
|
spawnAnglesSet = true;
|
|
SetViewAngles( spawnAngles );
|
|
oldFlags = usercmd.flags;
|
|
}
|
|
|
|
if ( objectiveSystemOpen || gameLocal.inCinematic || influenceActive ) {
|
|
if ( objectiveSystemOpen && AI_PAIN ) {
|
|
TogglePDA();
|
|
}
|
|
usercmd.forwardmove = 0;
|
|
usercmd.rightmove = 0;
|
|
usercmd.upmove = 0;
|
|
}
|
|
|
|
// log movement changes for weapon bobbing effects
|
|
if ( usercmd.forwardmove != oldCmd.forwardmove ) {
|
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
|
currentLoggedAccel++;
|
|
acc->time = gameLocal.time;
|
|
acc->dir[0] = usercmd.forwardmove - oldCmd.forwardmove;
|
|
acc->dir[1] = acc->dir[2] = 0;
|
|
}
|
|
|
|
if ( usercmd.rightmove != oldCmd.rightmove ) {
|
|
loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)];
|
|
currentLoggedAccel++;
|
|
acc->time = gameLocal.time;
|
|
acc->dir[1] = usercmd.rightmove - oldCmd.rightmove;
|
|
acc->dir[0] = acc->dir[2] = 0;
|
|
}
|
|
|
|
// freelook centering
|
|
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_MLOOK ) {
|
|
centerView.Init( gameLocal.time, 200, viewAngles.pitch, 0 );
|
|
}
|
|
|
|
// zooming
|
|
if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_RUN ) { //Updated Rev 2018 for walk aiming. We want the zoom to trigger when pressing the Run key... which is now walking
|
|
if ( ( usercmd.buttons & BUTTON_RUN ) && weapon.GetEntity() ) { //Updated Rev 2018 for walk aiming
|
|
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();
|
|
|
|
//ivan start
|
|
#ifdef USE_AIM_DIR_FIX
|
|
//this uses first and third Person view + RenderView to fix the aim dir
|
|
CalculateFixedAim();
|
|
#endif
|
|
//ivan end
|
|
|
|
inventory.UpdateArmor();
|
|
|
|
if ( spectating ) {
|
|
UpdateSpectating();
|
|
} else if ( health > 0 ) {
|
|
UpdateWeapon();
|
|
}
|
|
|
|
UpdateAir();
|
|
|
|
UpdateHud();
|
|
|
|
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
|
|
// determine if portal sky is in pvs
|
|
gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( gameLocal.GetPlayerPVS(), GetPhysics()->GetOrigin() );
|
|
#endif
|
|
|
|
//ivan start
|
|
//kick
|
|
if ( kickEnabled && !noclip && !spectating && ( health > 0 ) && !IsHidden() ) {
|
|
EvaluateKick();
|
|
}
|
|
//ivan end
|
|
|
|
}
|
|
|
|
#ifdef USE_3D_TO_2D_CURSOR
|
|
|
|
//uncomment this to enable blending for cursor position
|
|
//#define BLEND_3D_TO_2D_CURSOR_POS
|
|
|
|
/*
|
|
=================
|
|
idPlayer::updateCursorPosOnGui
|
|
|
|
NOTE: called once each game tick
|
|
=================
|
|
*/
|
|
void idPlayer::updateCursorPosOnGui( void ) { //assumes 'cursor' is valid
|
|
int cposx, cposy, newSpread;
|
|
idAngles deltaLookAng;
|
|
idVec3 dir, localDir;
|
|
|
|
#ifdef BLEND_3D_TO_2D_CURSOR_POS
|
|
static int old_cposx = 320;
|
|
static int old_cposy = 240;
|
|
#endif
|
|
|
|
//determine the point at which the weapon is aiming
|
|
#ifdef USE_AIM_DIR_FIX
|
|
//endPos was already calculated by CalculateFixedAim()
|
|
#else
|
|
idVec3 endPos; //in this case endPos is a local valiable!
|
|
trace_t tr;
|
|
|
|
//calulate endpos
|
|
endPos = firstPersonViewOrigin + firstPersonViewAxis[0] * 120000.0f ;
|
|
gameLocal.clip.TracePoint(tr, firstPersonViewOrigin, endPos, MASK_SHOT_RENDERMODEL, this );
|
|
endPos = tr.endpos;
|
|
#endif
|
|
|
|
//camera info
|
|
const idMat3 &cameraAxis = renderView->viewaxis;
|
|
const idVec3 &cameraOrigin = renderView->vieworg;
|
|
|
|
// project camera-to-pos vector to camera plane, then get the angles
|
|
dir = endPos - cameraOrigin;
|
|
cameraAxis.ProjectVector( dir, localDir );
|
|
deltaLookAng = localDir.ToAngles().Normalize180();
|
|
|
|
//convert to gui coodinates
|
|
//NOTE: why 1.6f and 1.8f instead of 2.0f ? Who knows... but it works :)
|
|
float multX = 1.6f + ( 90.0f - renderView->fov_x )/128.0f; //1.6f a 90, 1.95f a 45, 1.15f a 135. That's the fix for the fov :)
|
|
cposx = (int) (320 - 320 * ( multX * deltaLookAng[1] / renderView->fov_x )); //xfov usually 90 | 90/1.6 = 56.25
|
|
cposy = (int) (240 + 240 * ( 1.8f * deltaLookAng[0] / renderView->fov_y )); //yfov usually 73,739792? | .../1.8 = 41
|
|
|
|
|
|
//todo: comment this out - it's just for debug
|
|
cursor->SetStateInt( "g_debugWeapon", g_debugWeapon.GetInteger() );
|
|
if ( g_debugWeapon.GetBool() ) {
|
|
//gameLocal.Printf("renderView->fov_x: %f, renderView->fov_y: %f\n", renderView->fov_x, renderView->fov_y );
|
|
cursor->SetStateString( "deltax", va( "%f", deltaLookAng[1] ) );
|
|
cursor->SetStateString( "deltay", va( "%f", deltaLookAng[0] ) );
|
|
cursor->SetStateString( "first_angles", firstPersonViewAxis.ToAngles().Normalize180().ToString() );
|
|
cursor->SetStateString( "camera_angles", cameraAxis.ToAngles().Normalize180().ToString() );
|
|
cursor->SetStateString( "project_angles", deltaLookAng.ToString() );
|
|
#ifdef USE_AIM_DIR_FIX
|
|
cursor->SetStateString( "aim_angles", fixedAimViewAxis.ToAngles().Normalize180().ToString() );
|
|
#endif
|
|
//red line: real aim
|
|
gameRenderWorld->DebugLine( colorRed, firstPersonViewOrigin, endPos, gameLocal.msec );
|
|
}
|
|
|
|
//upd crosshair position on gui
|
|
|
|
#ifdef BLEND_3D_TO_2D_CURSOR_POS
|
|
//blend x pos
|
|
if( cposx > old_cposx + 10){
|
|
gameLocal.Printf("blend x pos - delta: %d\n", (old_cposx-cposx) );
|
|
old_cposx += 8;
|
|
}else if( cposx < old_cposx - 10){
|
|
gameLocal.Printf("blend x pos - delta: %d\n", (old_cposx-cposx) );
|
|
old_cposx -= 8;
|
|
}else{
|
|
old_cposx = cposx;
|
|
}
|
|
|
|
//blend y pos
|
|
if( cposy > old_cposy + 10){
|
|
gameLocal.Printf("blend y pos - delta: %d\n", (old_cposy-cposy) );
|
|
old_cposy += 8;
|
|
}else if( cposy < old_cposy - 10){
|
|
gameLocal.Printf("blend y pos - delta: %d\n", (old_cposy-cposy) );
|
|
old_cposy -= 4;
|
|
}else{
|
|
old_cposy = cposy;
|
|
}
|
|
|
|
//set x y values on the gui
|
|
cursor->SetStateInt( "cposx", old_cposx );
|
|
cursor->SetStateInt( "cposy", old_cposy );
|
|
#else
|
|
cursor->SetStateInt( "cposx", cposx );
|
|
cursor->SetStateInt( "cposy", cposy );
|
|
#endif
|
|
|
|
//set spread on the gui
|
|
if ( weapon.GetEntity() ) {
|
|
|
|
//blend spread
|
|
newSpread = (int) weapon.GetEntity()->GetDynamicSpread();
|
|
if( newSpread > lastSpread + 1){
|
|
lastSpread += 2;
|
|
}else if( newSpread < lastSpread - 1){
|
|
lastSpread -= 2;
|
|
}else{
|
|
lastSpread = newSpread;
|
|
}
|
|
|
|
cursor->SetStateInt( "spread", lastSpread );
|
|
}else{
|
|
cursor->SetStateInt( "spread", 0 );
|
|
}
|
|
|
|
cursor->StateChanged( gameLocal.time );
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=================
|
|
idPlayer::RouteGuiMouse
|
|
=================
|
|
*/
|
|
void idPlayer::RouteGuiMouse( idUserInterface *gui ) {
|
|
sysEvent_t ev;
|
|
|
|
if ( usercmd.mx != oldMouseX || usercmd.my != oldMouseY ) {
|
|
ev = sys->GenerateMouseMoveEvent( usercmd.mx - oldMouseX, usercmd.my - oldMouseY );
|
|
gui->HandleEvent( &ev, gameLocal.time );
|
|
oldMouseX = usercmd.mx;
|
|
oldMouseY = usercmd.my;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::LookAtKiller
|
|
==================
|
|
*/
|
|
void idPlayer::LookAtKiller( idEntity *inflictor, idEntity *attacker ) {
|
|
idVec3 dir;
|
|
|
|
if ( attacker && attacker != this ) {
|
|
dir = attacker->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
} else if ( inflictor && inflictor != this ) {
|
|
dir = inflictor->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
|
|
} else {
|
|
dir = viewAxis[ 0 ];
|
|
}
|
|
|
|
idAngles ang( 0, dir.ToYaw(), 0 );
|
|
SetViewAngles( ang );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
idPlayer::Kill
|
|
==============
|
|
*/
|
|
void idPlayer::Kill( bool delayRespawn, bool nodamage ) {
|
|
if ( spectating ) {
|
|
SpectateFreeFly( false );
|
|
} else if ( health > 0 ) {
|
|
godmode = false;
|
|
if ( nodamage ) {
|
|
ServerSpectate( true );
|
|
forceRespawn = true;
|
|
} else {
|
|
Damage( this, this, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT );
|
|
if ( delayRespawn ) {
|
|
forceRespawn = false;
|
|
int delay = spawnArgs.GetFloat( "respawn_delay" );
|
|
minRespawnTime = gameLocal.time + SEC2MS( delay );
|
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Killed
|
|
==================
|
|
*/
|
|
void idPlayer::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
|
float delay;
|
|
|
|
assert( !gameLocal.isClient );
|
|
|
|
// stop taking knockback once dead
|
|
fl.noknockback = true;
|
|
if ( health < -999 ) {
|
|
health = -999;
|
|
}
|
|
|
|
if ( AI_DEAD ) {
|
|
AI_PAIN = true;
|
|
return;
|
|
}
|
|
|
|
heartInfo.Init( 0, 0, 0, BASE_HEARTRATE );
|
|
AdjustHeartRate( DEAD_HEARTRATE, 10.0f, 0.0f, true );
|
|
|
|
if ( !g_testDeath.GetBool() ) {
|
|
playerView.Fade( colorBlack, 12000 );
|
|
}
|
|
|
|
AI_DEAD = true;
|
|
SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 );
|
|
SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 );
|
|
SetWaitState( "" );
|
|
|
|
//ivan start
|
|
state = GetScriptFunction( "state_Killed" );
|
|
if ( state ) {
|
|
SetState( state );
|
|
}
|
|
//ivan end
|
|
|
|
animator.ClearAllJoints();
|
|
|
|
if ( StartRagdoll() ) {
|
|
pm_modelView.SetInteger( 0 );
|
|
minRespawnTime = gameLocal.time + RAGDOLL_DEATH_TIME;
|
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
|
} else {
|
|
// don't allow respawn until the death anim is done
|
|
// g_forcerespawn may force spawning at some later time
|
|
delay = spawnArgs.GetFloat( "respawn_delay" );
|
|
minRespawnTime = gameLocal.time + SEC2MS( delay );
|
|
maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
|
|
}
|
|
|
|
physicsObj.SetMovementType( PM_DEAD );
|
|
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
|
|
StopSound( SND_CHANNEL_BODY2, false );
|
|
|
|
fl.takedamage = true; // can still be gibbed
|
|
|
|
// get rid of weapon
|
|
weapon.GetEntity()->OwnerDied();
|
|
|
|
// drop the weapon as an item
|
|
DropWeapon( true );
|
|
|
|
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<idPlayer*>(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<idPlayer*>(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;
|
|
}
|
|
}
|
|
|
|
/*
|
|
////REVILITY START. THIS REDUCES DAMAGE WHILE STAMINA IS RUNNING
|
|
if ( (usercmd.buttons & BUTTON_RUN) && stamina > 0 ) {
|
|
damage = 0;
|
|
//damage *= damageDef->GetFloat( "selfDamageScale", "0.5" );
|
|
//the above line is useful for reducing a specific % of damage.
|
|
}
|
|
////REVILITY 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;
|
|
}
|
|
//Ivan start - ignore damage from friends
|
|
if ( attacker->spawnArgs.GetInt( "team" ) == 0 ) {
|
|
return;
|
|
}
|
|
//Ivan end
|
|
|
|
|
|
// 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");
|
|
hud->HandleNamedEvent( "healthPulse" ); //pulse also when hit!
|
|
//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;
|
|
}
|
|
|
|
health -= damage;
|
|
|
|
if ( health <= 0 ) {
|
|
|
|
if ( health < -999 ) {
|
|
health = -999;
|
|
}
|
|
|
|
isTelefragged = damageDef->dict.GetBool( "telefrag" );
|
|
|
|
lastDmgTime = gameLocal.time;
|
|
Killed( inflictor, attacker, damage, dir, location );
|
|
|
|
} else {
|
|
// force a blink
|
|
blink_time = 0;
|
|
|
|
// let the anim script know we took damage
|
|
AI_PAIN = Pain( inflictor, attacker, damage, dir, location, false, false );
|
|
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();
|
|
}
|
|
|
|
playerView.Fade( idVec4(0, 0, 0, 0), 500 ); //ivan - auto fadein
|
|
|
|
SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
|
if ( !gameLocal.isMultiplayer && GetFloorPos( 16.0f, org ) ) {
|
|
SetOrigin( org );
|
|
}
|
|
|
|
// clear the ik heights so model doesn't appear in the wrong place
|
|
walkIK.EnableAll();
|
|
|
|
SetViewAngles( angles );
|
|
|
|
legsYaw = 0.0f;
|
|
idealLegsYaw = 0.0f;
|
|
oldViewYaw = viewAngles.yaw;
|
|
|
|
if ( gameLocal.isMultiplayer ) {
|
|
playerView.Flash( colorWhite, 140 );
|
|
}
|
|
|
|
UpdateVisuals();
|
|
|
|
teleportEntity = destination;
|
|
|
|
if ( !gameLocal.isClient && !noclip ) {
|
|
if ( gameLocal.isMultiplayer ) {
|
|
// kill anything at the new position or mark for kill depending on immediate or delayed teleport
|
|
gameLocal.KillBox( this, destination != NULL );
|
|
} else {
|
|
// kill anything at the new position
|
|
gameLocal.KillBox( this, true );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
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_RUN) || weaponZoom.startZoom )) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018 for walk aiming
|
|
#else
|
|
if ( zoomFov.IsDone( gameLocal.time ) ) {
|
|
fov = ( honorZoom && (usercmd.buttons & BUTTON_RUN)) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018 for walk aiming
|
|
#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
|
|
==============
|
|
*/
|
|
void idPlayer::CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis ) {
|
|
float scale;
|
|
float fracsin;
|
|
idAngles angles;
|
|
int delta;
|
|
|
|
// CalculateRenderView must have been called first
|
|
const idVec3 &viewOrigin = firstPersonViewOrigin;
|
|
const idMat3 &viewAxis = firstPersonViewAxis;
|
|
|
|
// these cvars are just for hand tweaking before moving a value to the weapon def
|
|
idVec3 gunpos( g_gun_x.GetFloat(), g_gun_y.GetFloat(), g_gun_z.GetFloat() );
|
|
|
|
// as the player changes direction, the gun will take a small lag
|
|
idVec3 gunOfs = GunAcceleratingOffset();
|
|
origin = viewOrigin + ( gunpos + gunOfs ) * viewAxis;
|
|
|
|
// on odd legs, invert some angles
|
|
if ( bobCycle & 128 ) {
|
|
scale = -xyspeed;
|
|
} else {
|
|
scale = xyspeed;
|
|
}
|
|
|
|
// gun angles from bobbing
|
|
angles.roll = scale * bobfracsin * 0.005f;
|
|
angles.yaw = scale * bobfracsin * 0.01f;
|
|
angles.pitch = xyspeed * bobfracsin * 0.005f;
|
|
|
|
// gun angles from turning
|
|
if ( gameLocal.isMultiplayer ) {
|
|
idAngles offset = GunTurningOffset();
|
|
offset *= g_mpWeaponAngleScale.GetFloat();
|
|
angles += offset;
|
|
} else {
|
|
angles += GunTurningOffset();
|
|
}
|
|
|
|
idVec3 gravity = physicsObj.GetGravityNormal();
|
|
|
|
// drop the weapon when landing after a jump / fall
|
|
delta = gameLocal.time - landTime;
|
|
if ( delta < LAND_DEFLECT_TIME ) {
|
|
origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME );
|
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
|
origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME );
|
|
}
|
|
|
|
// speed sensitive idle drift
|
|
scale = xyspeed + 40.0f;
|
|
fracsin = scale * sin( MS2SEC( gameLocal.time ) ) * 0.01f;
|
|
angles.roll += fracsin;
|
|
angles.yaw += fracsin;
|
|
angles.pitch += fracsin;
|
|
|
|
axis = angles.ToMat3() * viewAxis;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::OffsetThirdPersonView
|
|
===============
|
|
*/
|
|
void idPlayer::OffsetThirdPersonView( float angle, float range, float height, bool clip ) {
|
|
idVec3 view;
|
|
idVec3 focusAngles;
|
|
trace_t trace;
|
|
idVec3 focusPoint;
|
|
float focusDist;
|
|
float forwardScale, sideScale;
|
|
idVec3 origin;
|
|
idAngles angles;
|
|
idMat3 axis;
|
|
idBounds bounds;
|
|
|
|
angles = viewAngles;
|
|
GetViewPos( origin, axis );
|
|
|
|
if ( angle ) {
|
|
angles.pitch = 0.0f;
|
|
}
|
|
|
|
if ( angles.pitch > 45.0f ) {
|
|
angles.pitch = 45.0f; // don't go too far overhead
|
|
}
|
|
|
|
/*
|
|
//ivan test
|
|
if ( angles.pitch < -45.0f ) {
|
|
angles.pitch = -45.0f; // don't go too low
|
|
}
|
|
*/
|
|
|
|
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 ];
|
|
//// REVILITY START ALLOWS THE THIRDPERSON CAMERA TO BE OFFSET LEFT TO RIGHT
|
|
//view += range * sideScale * renderView->viewaxis[ 1 ];
|
|
view += range * (pm_thirdPersonSideScale.GetFloat()) * renderView->viewaxis[ 1 ];
|
|
////REVILITY END
|
|
|
|
if ( clip ) {
|
|
// trace a ray from the origin to the viewpoint to make sure the view isn't
|
|
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
|
|
bounds = idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) );
|
|
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
|
|
if ( trace.fraction != 1.0f ) {
|
|
view = trace.endpos;
|
|
view.z += ( 1.0f - trace.fraction ) * 32.0f;
|
|
|
|
// try another trace to this position, because a tunnel may have the ceiling
|
|
// close enough that this is poking out
|
|
gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this );
|
|
view = trace.endpos;
|
|
}
|
|
}
|
|
|
|
// select pitch to look at focus point from vieword
|
|
focusPoint -= view;
|
|
focusDist = idMath::Sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
|
|
if ( focusDist < 1.0f ) {
|
|
focusDist = 1.0f; // should never happen
|
|
}
|
|
|
|
angles.pitch = - RAD2DEG( atan2( focusPoint.z, focusDist ) );
|
|
angles.yaw -= angle;
|
|
|
|
renderView->vieworg = view;
|
|
renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
|
renderView->viewID = 0;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GetEyePosition
|
|
===============
|
|
*/
|
|
idVec3 idPlayer::GetEyePosition( void ) const {
|
|
idVec3 org;
|
|
|
|
// use the smoothed origin if spectating another player in multiplayer
|
|
if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) {
|
|
org = smoothedOrigin;
|
|
} else {
|
|
org = GetPhysics()->GetOrigin();
|
|
}
|
|
return org + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::GetViewPos
|
|
===============
|
|
*/
|
|
void idPlayer::GetViewPos( idVec3 &origin, idMat3 &axis ) const {
|
|
idAngles angles;
|
|
|
|
// if dead, fix the angle and don't add any kick
|
|
if ( health <= 0 ) {
|
|
angles.yaw = viewAngles.yaw;
|
|
angles.roll = 40;
|
|
angles.pitch = -15;
|
|
axis = angles.ToMat3();
|
|
origin = GetEyePosition();
|
|
} else {
|
|
origin = GetEyePosition() + viewBob;
|
|
angles = viewAngles + viewBobAngles + playerView.AngleOffset();
|
|
|
|
axis = angles.ToMat3() * physicsObj.GetGravityAxis();
|
|
|
|
// adjust the origin based on the camera nodal distance (eye distance from neck)
|
|
origin += physicsObj.GetGravityNormal() * g_viewNodalZ.GetFloat();
|
|
origin += axis[0] * g_viewNodalX.GetFloat() + axis[2] * g_viewNodalZ.GetFloat();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::CalculateFirstPersonView
|
|
===============
|
|
*/
|
|
void idPlayer::CalculateFirstPersonView( void ) {
|
|
if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) && ( health <= 0 ) ) ) {
|
|
// Displays the view from the point of view of the "camera" joint in the player model
|
|
|
|
idMat3 axis;
|
|
idVec3 origin;
|
|
idAngles ang;
|
|
|
|
ang = viewBobAngles + playerView.AngleOffset();
|
|
ang.yaw += viewAxis[ 0 ].ToYaw();
|
|
|
|
jointHandle_t joint = animator.GetJointHandle( "camera" );
|
|
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
|
|
firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob;
|
|
firstPersonViewAxis = axis * ang.ToMat3() * physicsObj.GetGravityAxis();
|
|
} else {
|
|
// offset for local bobbing and kicks
|
|
GetViewPos( firstPersonViewOrigin, firstPersonViewAxis );
|
|
#if 0
|
|
// shakefrom sound stuff only happens in first person
|
|
firstPersonViewAxis = firstPersonViewAxis * playerView.ShakeAxis();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::GetRenderView
|
|
|
|
Returns the renderView that was calculated for this tic
|
|
==================
|
|
*/
|
|
renderView_t *idPlayer::GetRenderView( void ) {
|
|
return renderView;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::CalculateRenderView
|
|
|
|
create the renderView for the current tic
|
|
==================
|
|
*/
|
|
void idPlayer::CalculateRenderView( void ) {
|
|
int i;
|
|
float range;
|
|
|
|
if ( !renderView ) {
|
|
renderView = new renderView_t;
|
|
}
|
|
memset( renderView, 0, sizeof( *renderView ) );
|
|
|
|
// copy global shader parms
|
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
|
renderView->shaderParms[ i ] = gameLocal.globalShaderParms[ i ];
|
|
}
|
|
renderView->globalMaterial = gameLocal.GetGlobalMaterial();
|
|
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;
|
|
|
|
if ( !pm_thirdPerson.GetBool() ) {
|
|
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
|
|
// allow the right player view weapons
|
|
renderView->viewID = entityNumber + 1;
|
|
}
|
|
} else if ( pm_thirdPerson.GetBool() ) {
|
|
OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), pm_thirdPersonRange.GetFloat(), pm_thirdPersonHeight.GetFloat(), pm_thirdPersonClip.GetBool() );
|
|
} else if ( pm_thirdPersonDeath.GetBool() ) {
|
|
range = gameLocal.time < minRespawnTime ? ( gameLocal.time + RAGDOLL_DEATH_TIME - minRespawnTime ) * ( 120.0f / RAGDOLL_DEATH_TIME ) : 120.0f;
|
|
OffsetThirdPersonView( 0.0f, 20.0f + range, 0.0f, false );
|
|
} else {
|
|
renderView->vieworg = firstPersonViewOrigin;
|
|
renderView->viewaxis = firstPersonViewAxis;
|
|
|
|
// set the viewID to the clientNum + 1, so we can suppress the right player bodies and
|
|
// allow the right player view weapons
|
|
renderView->viewID = entityNumber + 1;
|
|
}
|
|
|
|
// field of view
|
|
gameLocal.CalcFov( CalcFov( true ), renderView->fov_x, renderView->fov_y );
|
|
}
|
|
|
|
if ( renderView->fov_y == 0 ) {
|
|
common->Error( "renderView->fov_y == 0" );
|
|
}
|
|
|
|
if ( g_showviewpos.GetBool() ) {
|
|
gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() );
|
|
}
|
|
}
|
|
|
|
#ifdef USE_AIM_DIR_FIX
|
|
/*
|
|
==================
|
|
idPlayer::CalculateRenderView
|
|
|
|
Meant to be called after CalculateRenderView() --> renderView must be valid
|
|
==================
|
|
*/
|
|
void idPlayer::CalculateFixedAim( void ) {
|
|
trace_t tr;
|
|
|
|
//determine the point at which the weapon is aiming //TODO: use camera direction somehow?
|
|
endPos = firstPersonViewOrigin + firstPersonViewAxis[0] * 120000.0f ;
|
|
gameLocal.clip.TracePoint(tr, firstPersonViewOrigin, endPos, MASK_SHOT_RENDERMODEL, this );
|
|
endPos = tr.endpos;
|
|
|
|
if ( pm_thirdPerson.GetBool() ) {
|
|
idVec3 cameraEndPos;
|
|
idVec3 fixedDir;
|
|
trace_t cameraTr;
|
|
|
|
//camera pos
|
|
const idVec3 &cameraOrigin = renderView->vieworg;
|
|
|
|
//trace from camera to endpos: there's something between us?
|
|
gameLocal.clip.TracePoint(cameraTr, cameraOrigin, endPos, MASK_SHOT_RENDERMODEL, this );
|
|
cameraEndPos = cameraTr.endpos;
|
|
|
|
fixedDir = ( cameraEndPos - firstPersonViewOrigin );
|
|
float endPosToPlayerDist = ( endPos - firstPersonViewOrigin ).LengthFast();
|
|
float cameraEndPosToPlayerDist = fixedDir.LengthFast();
|
|
|
|
if( cameraEndPosToPlayerDist < endPosToPlayerDist-1 ){
|
|
//gameLocal.Printf("qualcosa avanti: %f, %f\n", endPosToPlayerDist, cameraEndPosToPlayerDist );
|
|
fixedDir.Normalize();
|
|
fixedAimViewAxis = fixedDir.ToMat3();
|
|
}else{
|
|
//gameLocal.Printf("m: %f, %f\n", endPosToPlayerDist, cameraEndPosToPlayerDist );
|
|
fixedAimViewAxis = firstPersonViewAxis;
|
|
}
|
|
}else{ //no problem in first person view
|
|
fixedAimViewAxis = firstPersonViewAxis;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=============
|
|
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;
|
|
}
|
|
|
|
|
|
//Ivan start
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_SetArmor
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_SetArmor( float newArmor ) {
|
|
inventory.armor = newArmor;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_GetArmor
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_GetArmor( void ) {
|
|
idThread::ReturnFloat( inventory.armor );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_AddProjectileHits
|
|
==================
|
|
*/
|
|
void idPlayer::Event_AddProjectilesFired( int num ) {
|
|
if ( num > 0 ) {
|
|
AddProjectilesFired( num );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
idPlayer::Event_AddProjectileHits
|
|
==================
|
|
*/
|
|
void idPlayer::Event_AddProjectileHits( int num ) {
|
|
if ( num > 0 ) {
|
|
AddProjectileHits( num );
|
|
}
|
|
}
|
|
|
|
|
|
//Ivan end
|
|
|
|
/*
|
|
=============
|
|
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
|
|
// 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<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_ENTITYDEF, lastDamageDef, false ) );
|
|
if ( def ) {
|
|
playerView.DamageImpulse( lastDamageDir * viewAxis.Transpose(), &def->dict );
|
|
AI_PAIN = Pain( NULL, NULL, oldHealth - health, lastDamageDir, lastDamageLocation, false, false );
|
|
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;
|
|
|
|
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;
|
|
|
|
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
|
|
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();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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::IsComboActive
|
|
==============
|
|
*/
|
|
bool idPlayer::IsComboActive( void ) {
|
|
return comboOn;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_ComboForceHighPain
|
|
==============
|
|
*/
|
|
void idPlayer::Event_ComboForceHighPain( int mode ) { //-1 disable, 0 allowed, 1 forced
|
|
comboForceHighPain = mode;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_SetGravityInAnimMove
|
|
==============
|
|
*/
|
|
|
|
void idPlayer::Event_SetGravityInAnimMove( float mult ) {
|
|
//physicsObj.SetGravityInAnimMove( 1 ); //mult
|
|
|
|
//never accept negative values. They means frozen movement.
|
|
if( mult < 0.0f ){
|
|
mult = 1.0f;
|
|
animMoveNoGravity = true;
|
|
}else{
|
|
animMoveNoGravity = false;
|
|
|
|
//FIX!
|
|
//we cannot really set 0 or everything will be fucked up. Sets a value little enough.
|
|
if( mult == 0.0f ){
|
|
mult = 1e-4f;
|
|
}
|
|
}
|
|
|
|
physicsObj.SetGravity( mult * gameLocal.GetGravity() );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_SetFullBodyAnimOn
|
|
==============
|
|
*/
|
|
void idPlayer::Event_SetFullBodyAnimOn( int anim_movement, int allow_turn, int iscombo ) {
|
|
blendModelYaw = false;
|
|
force_torso_override = true;
|
|
|
|
if ( anim_movement >= 0 && anim_movement < ANIMMOVE_NUMTYPES ) {
|
|
animMoveType = anim_movement;
|
|
}else{
|
|
gameLocal.Error("Unknown animMoveType!");
|
|
}
|
|
|
|
allowTurn = ( allow_turn != 0 );
|
|
comboOn = ( iscombo != 0 );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_SetFullBodyAnimOff
|
|
==============
|
|
*/
|
|
void idPlayer::Event_SetFullBodyAnimOff( void ) {
|
|
blendModelYaw = true;
|
|
force_torso_override = false;
|
|
|
|
animMoveNoGravity = false;
|
|
animMoveType = ANIMMOVE_NONE;
|
|
allowTurn = true;
|
|
comboOn = false;
|
|
|
|
//reset gravity
|
|
animMoveNoGravity = false;
|
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
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
|
|
|
|
//ivan 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::GetCurrentWeaponMode
|
|
==============
|
|
*/
|
|
int idPlayer::GetCurrentWeaponMode( void ) { //called from the current weapon
|
|
if ( currentWeapon < 0 ) { return 0; }
|
|
return inventory.weapon_mode[currentWeapon];
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::SetCurrentWeaponMode
|
|
==============
|
|
*/
|
|
void idPlayer::SetCurrentWeaponMode( int value ) { //called from the current weapon
|
|
if ( currentWeapon < 0 ) { return; }
|
|
inventory.weapon_mode[currentWeapon] = value;
|
|
UpdateHudWeapon();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_StartWeaponParticle
|
|
==============
|
|
*/
|
|
void idPlayer::Event_StartWeaponParticle( const char* prtName ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StartWeaponParticle( prtName );
|
|
|
|
//weapon.GetEntity()->ProcessEvent( &EV_Weapon_StartWeaponParticle, "ruinblade_prt1" );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idPlayer::Event_StopWeaponParticle
|
|
==============
|
|
*/
|
|
void idPlayer::Event_StopWeaponParticle( const char* prtName) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StopWeaponParticle( prtName );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StartAutoMelee
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StartAutoMelee( float dmgMult, int trailNum ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StartAutoMelee( dmgMult, trailNum );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StopAutoMelee
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StopAutoMelee( void ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StopAutoMelee();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StartMeleeBeam
|
|
=====================
|
|
|
|
void idPlayer::Event_StartMeleeBeam( int num ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StartMeleeBeam( num );
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StopMeleeBeam
|
|
=====================
|
|
|
|
void idPlayer::Event_StopMeleeBeam( void ) {
|
|
if ( weapon.GetEntity() ) {
|
|
weapon.GetEntity()->StopMeleeBeam();
|
|
}
|
|
}
|
|
*/
|
|
|
|
//ivan end
|
|
|
|
//ivan test
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StartKick
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StartKick( const char *meleeDefName, float dmgMult ) {
|
|
kickDmgMultiplier = dmgMult;
|
|
|
|
//get the def
|
|
kickDef = gameLocal.FindEntityDef( meleeDefName, false );
|
|
if ( !kickDef ) {
|
|
gameLocal.Error( "No kickDef" );
|
|
}
|
|
|
|
//setup vars
|
|
kickDefName = idStr( kickDef->GetName() ); //TODO: new???
|
|
|
|
fromJointKick = GetAnimator()->GetJointHandle( kickDef->dict.GetString("from_joint") ); //"Rloleg"
|
|
toJointKick = GetAnimator()->GetJointHandle( kickDef->dict.GetString("to_joint") ); //"Rankle_r"
|
|
|
|
kickBox.Zero();
|
|
kickBox.ExpandSelf( kickDef->dict.GetFloat( "kick_tracerWidth", "1" ) );
|
|
|
|
kickDistance = kickDef->dict.GetFloat( "kick_distance" );
|
|
|
|
lastKickedEnt = NULL; //reset it so that can be hit again
|
|
kickEnabled = true;
|
|
|
|
nextKickFx = gameLocal.time + 100; //delay snd+prt for LOW priority entities after the beginning of the attack
|
|
nextKickSnd = gameLocal.time + 100; //don't play snd on world too early - this could not be used
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::Event_StopKick
|
|
=====================
|
|
*/
|
|
void idPlayer::Event_StopKick( void ) {
|
|
kickDmgMultiplier = 1.0f;
|
|
lastKickedEnt = NULL; //don't remember it in the future
|
|
kickEnabled = false;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idPlayer::EvaluateKick
|
|
=====================
|
|
*/
|
|
bool idPlayer::EvaluateKick( void ) {
|
|
idEntity *ent;
|
|
trace_t tr;
|
|
|
|
//temp vars
|
|
idVec3 start;
|
|
idVec3 end;
|
|
idVec3 dir;
|
|
idMat3 useless;
|
|
bool damaged;
|
|
//end temp
|
|
|
|
if ( !kickDef ) {
|
|
gameLocal.Error( "No kickDef" );
|
|
}
|
|
|
|
if ( gameLocal.isClient ) {
|
|
return false;
|
|
}
|
|
|
|
//init vars
|
|
damaged = false;
|
|
GetJointWorldTransform( fromJointKick, gameLocal.time, start, useless );
|
|
GetJointWorldTransform( toJointKick, gameLocal.time, end, useless );
|
|
dir = end - start; //get dir
|
|
dir.Normalize(); //normalize
|
|
end = start + dir * kickDistance * PowerUpModifier( MELEE_DISTANCE );
|
|
|
|
gameLocal.clip.TraceBounds( tr, start, end, kickBox, MASK_SHOT_RENDERMODEL, this ); //ignore player
|
|
|
|
if ( tr.fraction < 1.0f ) {
|
|
ent = gameLocal.entities[ tr.c.entityNum ]; //fix the headshot bug with melee attacks
|
|
if(( ent ) && !(ent->IsType( idAFAttachment::Type))){ //only if it's not an idAFAttachment
|
|
ent = gameLocal.GetTraceEntity( tr );
|
|
}
|
|
} else {
|
|
ent = NULL;
|
|
}
|
|
|
|
if ( g_debugWeapon.GetBool() ) {
|
|
gameRenderWorld->DebugLine( colorYellow, start, end, 100 );
|
|
gameRenderWorld->DebugBounds( colorBlue, kickBox, start, 100 );
|
|
gameRenderWorld->DebugBounds( colorBlue, kickBox, end, 100 );
|
|
|
|
if ( ent ) {
|
|
gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds(), ent->GetPhysics()->GetOrigin(), 100 );
|
|
}
|
|
}
|
|
|
|
if ( ent ) { //something hit
|
|
|
|
//is it the last one?
|
|
if(ent == lastKickedEnt){ //ignore the last entity hit
|
|
//gameLocal.Printf( "idPlayer::EvaluateKick - entity ignored\n" );
|
|
return true; //we hit the same thing again... do nothing now.
|
|
}
|
|
//gameLocal.Printf( "idPlayer::EvaluateKick - ent = %s \n",ent->GetName());
|
|
|
|
if ( ent->fl.takedamage ) {
|
|
idVec3 kickDir, globalKickDir;
|
|
kickDef->dict.GetVector( "kickDir", "0 0 0", kickDir );
|
|
globalKickDir = renderEntity.axis * kickDir; //TODO: check if this is always the dir we want...
|
|
|
|
//Ivan fix - transform clipmodel to joint handle to correctly get the damage zone in idActor::Damage
|
|
//was: ent->Damage( owner, owner, globalKickDir, kickDefName, owner->PowerUpModifier( MELEE_DAMAGE ), tr.c.id );
|
|
ent->Damage( this, this, globalKickDir, kickDefName, (kickDmgMultiplier * PowerUpModifier( MELEE_DAMAGE )) , CLIPMODEL_ID_TO_JOINT_HANDLE( tr.c.id ) );
|
|
lastKickedEnt = ent; //remember this to avoid hitting it consecutively
|
|
damaged = true; //hit and damaged!
|
|
}
|
|
|
|
//push it
|
|
float push = kickDef->dict.GetFloat( "push" );
|
|
//idVec3 impulse = -push * PowerUpModifier( SPEED ) * tr.c.normal;
|
|
idVec3 impulse = push * PowerUpModifier( SPEED ) * dir;
|
|
|
|
//extra push for AFs
|
|
if( (ent->health <= 0) && (ent->IsType(idAFEntity_Base::Type)) ){
|
|
idAFEntity_Base *p = static_cast< idAFEntity_Base * >( ent );
|
|
|
|
if ( p->IsActiveAF() ){
|
|
//gameLocal.Printf( "p->IsActiveAF()\n" );
|
|
impulse *= kickDef->dict.GetInt( "pushAFMult", "1" );
|
|
}
|
|
}
|
|
|
|
ent->ApplyImpulse( this, tr.c.id, tr.c.point, impulse );
|
|
|
|
//case 1/3: (HIGH priority entities) AND (can bleed) -> ALWAYS play the snd and the prt on them, unless 'bleed' key is set to '0'.
|
|
if ( (ent->IsType(idBrittleFracture::Type) || ent->IsType(idAnimatedEntity::Type) || ent->IsType(idMoveable::Type) || ent->IsType(idMoveableItem::Type)) && ent->spawnArgs.GetBool( "bleed", "1" ) ) {
|
|
nextKickFx = gameLocal.time + 500; ///delay snd+prt for LOW priority entities after an hit on HIGH priority entity
|
|
//hitSound = kickDef->dict.GetString( PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
|
|
ent->AddDamageEffect( tr, impulse, kickDef->dict.GetString( "classname" ) ); //play the sound from the entity hit!
|
|
//addDamageEffect already plays its own sound
|
|
}
|
|
//case 2/3: (LOW priority entities) AND (can bleed) -> play the snd and the prt less frequently - (example: sword on LOW priority entities)
|
|
else if ( ent->spawnArgs.GetBool( "bleed", "1" )){ // Again, this is not done if 'bleed' key is set to '0'.
|
|
if (( gameLocal.time > nextKickFx ) ){ //this is usually the worldspawn... don't play too much snd and prt on it!
|
|
nextKickFx = gameLocal.time + 300; //delay snd+prt for LOW priority entities after an hit on LOW priority entity
|
|
//hitSound = kickDef->dict.GetString( PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
|
|
ent->AddDamageEffect( tr, impulse, kickDef->dict.GetString( "classname" ), this ); //play the sound from the player itself!
|
|
//AddDamageEffect already plays its own sound from the player
|
|
}
|
|
}
|
|
//case 3/3: (LOW or HIGH priority entities) AND (cannot bleed) -> do nothing... only sound?
|
|
else {
|
|
int type = tr.c.material->GetSurfaceType();
|
|
if ( type == SURFTYPE_NONE ) {
|
|
type = GetDefaultSurfaceType();
|
|
}
|
|
const char *materialType = gameLocal.sufaceTypeNames[ type ];
|
|
|
|
// start impact sound based on material type
|
|
const char *hitSound = kickDef->dict.GetString( va( "snd_%s", materialType ) );
|
|
if ( *hitSound == '\0' ) {
|
|
hitSound = kickDef->dict.GetString( "snd_metal" );
|
|
}
|
|
|
|
if ( gameLocal.time > nextKickFx ) { //don't play it too frequently
|
|
nextKickFx = gameLocal.time + 200;
|
|
|
|
//play sound if (we damaged something ) or (hit something even not damaged, as world, and we are beyond the min time)
|
|
if( (damaged) || ( gameLocal.time > nextKickSnd )) {
|
|
if ( *hitSound != '\0' ) {
|
|
const idSoundShader *snd = declManager->FindSound( hitSound );
|
|
StartSoundShader( snd, SND_CHANNEL_BODY2, 0, true, NULL );
|
|
nextKickSnd = gameLocal.time + 1000;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} //end something hit
|
|
|
|
return damaged;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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_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::Interact
|
|
==============
|
|
*/
|
|
void idPlayer::Interact( void ){
|
|
if( !InteractTouchingTriggers( INTERACT_IMPULSE ) ){ //try to interact
|
|
StartSound( "snd_noInteraction", SND_CHANNEL_ITEM, 0, false, NULL );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
idPlayer::ShowPossibleInteract
|
|
==============
|
|
*/
|
|
void idPlayer::ShowPossibleInteract( int flags ){
|
|
if( !hud ) return;
|
|
|
|
if( flags & INTERACT_IMPULSE ){
|
|
hud->HandleNamedEvent( "interactImpulse" );
|
|
}
|
|
/*
|
|
if( flags & INTERACT_UP ){
|
|
hud->HandleNamedEvent( "interactUp" );
|
|
}
|
|
if( flags & INTERACT_DOWN ){
|
|
hud->HandleNamedEvent( "interactDown" );
|
|
}
|
|
*/
|
|
}
|
|
|
|
//ivan test end
|