/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "idlib/LangDict.h" #include "framework/async/NetworkSystem.h" #include "framework/DeclEntityDef.h" #include "renderer/RenderSystem.h" #include "gamesys/SysCvar.h" #include "script/Script_Thread.h" #include "ai/AI.h" #include "WorldSpawn.h" #include "Player.h" #include "Camera.h" #include "Fx.h" #include "Misc.h" const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999] const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60] /* =============================================================================== Player control of the Doom Marine. This object handles all player movement and world interaction. =============================================================================== */ // distance between ladder rungs (actually is half that distance, but this sounds better) const int LADDER_RUNG_DISTANCE = 32; // amount of health per dose from the health station const int HEALTH_PER_DOSE = 10; // time before a weapon dropped to the floor disappears const int WEAPON_DROP_TIME = 20 * 1000; // time before a next or prev weapon switch happens const int WEAPON_SWITCH_DELAY = 150; // how many units to raise spectator above default view height so it's in the head of someone const int SPECTATE_RAISE = 25; const int HEALTHPULSE_TIME = 333; // minimum speed to bob and play run/walk animations at const float MIN_BOB_SPEED = 5.0f; const idEventDef EV_Player_GetButtons( "getButtons", NULL, 'd' ); const idEventDef EV_Player_GetMove( "getMove", NULL, 'v' ); const idEventDef EV_Player_GetViewAngles( "getViewAngles", NULL, 'v' ); const idEventDef EV_Player_StopFxFov( "stopFxFov" ); const idEventDef EV_Player_EnableWeapon( "enableWeapon" ); const idEventDef EV_Player_DisableWeapon( "disableWeapon" ); const idEventDef EV_Player_GetCurrentWeapon( "getCurrentWeapon", NULL, 's' ); const idEventDef EV_Player_GetPreviousWeapon( "getPreviousWeapon", NULL, 's' ); const idEventDef EV_Player_SelectWeapon( "selectWeapon", "s" ); const idEventDef EV_Player_GetWeaponEntity( "getWeaponEntity", NULL, 'e' ); const idEventDef EV_Player_OpenPDA( "openPDA" ); const idEventDef EV_Player_InPDA( "inPDA", NULL, 'd' ); const idEventDef EV_Player_ExitTeleporter( "exitTeleporter" ); const idEventDef EV_Player_StopAudioLog( "stopAudioLog" ); const idEventDef EV_Player_HideTip( "hideTip" ); const idEventDef EV_Player_LevelTrigger( "levelTrigger" ); const idEventDef EV_SpectatorTouch( "spectatorTouch", "et" ); #ifdef _D3XP const idEventDef EV_Player_GiveInventoryItem( "giveInventoryItem", "s" ); const idEventDef EV_Player_RemoveInventoryItem( "removeInventoryItem", "s" ); const idEventDef EV_Player_GetIdealWeapon( "getIdealWeapon", NULL, 's' ); const idEventDef EV_Player_SetPowerupTime( "setPowerupTime", "dd" ); const idEventDef EV_Player_IsPowerupActive( "isPowerupActive", "d", 'd' ); const idEventDef EV_Player_WeaponAvailable( "weaponAvailable", "s", 'd'); const idEventDef EV_Player_StartWarp( "startWarp" ); const idEventDef EV_Player_StopHelltime( "stopHelltime", "d" ); const idEventDef EV_Player_ToggleBloom( "toggleBloom", "d" ); const idEventDef EV_Player_SetBloomParms( "setBloomParms", "ff" ); #endif CLASS_DECLARATION( idActor, idPlayer ) EVENT( EV_Player_GetButtons, idPlayer::Event_GetButtons ) EVENT( EV_Player_GetMove, idPlayer::Event_GetMove ) EVENT( EV_Player_GetViewAngles, idPlayer::Event_GetViewAngles ) EVENT( EV_Player_StopFxFov, idPlayer::Event_StopFxFov ) EVENT( EV_Player_EnableWeapon, idPlayer::Event_EnableWeapon ) EVENT( EV_Player_DisableWeapon, idPlayer::Event_DisableWeapon ) EVENT( EV_Player_GetCurrentWeapon, idPlayer::Event_GetCurrentWeapon ) EVENT( EV_Player_GetPreviousWeapon, idPlayer::Event_GetPreviousWeapon ) EVENT( EV_Player_SelectWeapon, idPlayer::Event_SelectWeapon ) EVENT( EV_Player_GetWeaponEntity, idPlayer::Event_GetWeaponEntity ) EVENT( EV_Player_OpenPDA, idPlayer::Event_OpenPDA ) EVENT( EV_Player_InPDA, idPlayer::Event_InPDA ) EVENT( EV_Player_ExitTeleporter, idPlayer::Event_ExitTeleporter ) EVENT( EV_Player_StopAudioLog, idPlayer::Event_StopAudioLog ) EVENT( EV_Player_HideTip, idPlayer::Event_HideTip ) EVENT( EV_Player_LevelTrigger, idPlayer::Event_LevelTrigger ) EVENT( EV_Gibbed, idPlayer::Event_Gibbed ) #ifdef _D3XP EVENT( EV_Player_GiveInventoryItem, idPlayer::Event_GiveInventoryItem ) EVENT( EV_Player_RemoveInventoryItem, idPlayer::Event_RemoveInventoryItem ) EVENT( EV_Player_GetIdealWeapon, idPlayer::Event_GetIdealWeapon ) EVENT( EV_Player_WeaponAvailable, idPlayer::Event_WeaponAvailable ) EVENT( EV_Player_SetPowerupTime, idPlayer::Event_SetPowerupTime ) EVENT( EV_Player_IsPowerupActive, idPlayer::Event_IsPowerupActive ) EVENT( EV_Player_StartWarp, idPlayer::Event_StartWarp ) EVENT( EV_Player_StopHelltime, idPlayer::Event_StopHelltime ) EVENT( EV_Player_ToggleBloom, idPlayer::Event_ToggleBloom ) EVENT( EV_Player_SetBloomParms, idPlayer::Event_SetBloomParms ) #endif END_CLASS const int MAX_RESPAWN_TIME = 10000; const int RAGDOLL_DEATH_TIME = 3000; const int MAX_PDAS = 64; const int MAX_PDA_ITEMS = 128; const int STEPUP_TIME = 200; const int MAX_INVENTORY_ITEMS = 20; #ifdef _D3XP idVec3 idPlayer::colorBarTable[ 8 ] = { #else idVec3 idPlayer::colorBarTable[ 5 ] = { #endif idVec3( 0.25f, 0.25f, 0.25f ), idVec3( 1.00f, 0.00f, 0.00f ), idVec3( 0.00f, 0.80f, 0.10f ), idVec3( 0.20f, 0.50f, 0.80f ), idVec3( 1.00f, 0.80f, 0.10f ) #ifdef _D3XP ,idVec3( 0.425f, 0.484f, 0.445f ), idVec3( 0.39f, 0.199f, 0.3f ), idVec3( 0.484f, 0.312f, 0.074f) #endif }; /* ============== idInventory::Clear ============== */ void idInventory::Clear( void ) { maxHealth = 0; weapons = 0; powerups = 0; armor = 0; maxarmor = 0; deplete_armor = 0; deplete_rate = 0.0f; deplete_ammount = 0; nextArmorDepleteTime = 0; memset( ammo, 0, sizeof( ammo ) ); ClearPowerUps(); // set to -1 so that the gun knows to have a full clip the first time we get it and at the start of the level memset( clip, -1, sizeof( clip ) ); items.DeleteContents( true ); memset(pdasViewed, 0, 4 * sizeof( pdasViewed[0] ) ); pdas.Clear(); videos.Clear(); emails.Clear(); selVideo = 0; selEMail = 0; selPDA = 0; selAudio = 0; pdaOpened = false; turkeyScore = false; levelTriggers.Clear(); nextItemPickup = 0; nextItemNum = 1; onePickupTime = 0; pickupItemNames.Clear(); objectiveNames.Clear(); ammoPredictTime = 0; lastGiveTime = 0; ammoPulse = false; weaponPulse = false; armorPulse = false; } /* ============== idInventory::GivePowerUp ============== */ void idInventory::GivePowerUp( idPlayer *player, int powerup, int msec ) { if ( !msec ) { // get the duration from the .def files const idDeclEntityDef *def = NULL; switch ( powerup ) { case BERSERK: def = gameLocal.FindEntityDef( "powerup_berserk", false ); break; case INVISIBILITY: def = gameLocal.FindEntityDef( "powerup_invisibility", false ); break; case MEGAHEALTH: def = gameLocal.FindEntityDef( "powerup_megahealth", false ); break; case ADRENALINE: def = gameLocal.FindEntityDef( "powerup_adrenaline", false ); break; #ifdef _D3XP case INVULNERABILITY: def = gameLocal.FindEntityDef( "powerup_invulnerability", false ); break; /*case HASTE: def = gameLocal.FindEntityDef( "powerup_haste", false ); break;*/ #endif } assert( def ); msec = def->dict.GetInt( "time" ) * 1000; } powerups |= 1 << powerup; powerupEndTime[ powerup ] = gameLocal.time + msec; } /* ============== idInventory::ClearPowerUps ============== */ void idInventory::ClearPowerUps( void ) { int i; for ( i = 0; i < MAX_POWERUPS; i++ ) { powerupEndTime[ i ] = 0; } powerups = 0; } /* ============== idInventory::GetPersistantData ============== */ void idInventory::GetPersistantData( idDict &dict ) { int i; int num; idDict *item; idStr key; const idKeyValue *kv; const char *name; // armor dict.SetInt( "armor", armor ); // don't bother with powerups, maxhealth, maxarmor, or the clip // ammo for( i = 0; i < AMMO_NUMTYPES; i++ ) { name = idWeapon::GetAmmoNameForNum( ( ammo_t )i ); if ( name ) { dict.SetInt( name, ammo[ i ] ); } } #ifdef _D3XP //Save the clip data for( i = 0; i < MAX_WEAPONS; i++ ) { dict.SetInt( va("clip%i", i), clip[ i ] ); } #endif // items num = 0; for( i = 0; i < items.Num(); i++ ) { item = items[ i ]; // copy all keys with "inv_" kv = item->MatchPrefix( "inv_" ); if ( kv ) { while( kv ) { sprintf( key, "item_%i %s", num, kv->GetKey().c_str() ); dict.Set( key, kv->GetValue() ); kv = item->MatchPrefix( "inv_", kv ); } num++; } } dict.SetInt( "items", num ); // pdas viewed for ( i = 0; i < 4; i++ ) { dict.SetInt( va("pdasViewed_%i", i), pdasViewed[i] ); } dict.SetInt( "selPDA", selPDA ); dict.SetInt( "selVideo", selVideo ); dict.SetInt( "selEmail", selEMail ); dict.SetInt( "selAudio", selAudio ); dict.SetInt( "pdaOpened", pdaOpened ); dict.SetInt( "turkeyScore", turkeyScore ); // pdas for ( i = 0; i < pdas.Num(); i++ ) { sprintf( key, "pda_%i", i ); dict.Set( key, pdas[ i ] ); } dict.SetInt( "pdas", pdas.Num() ); // video cds for ( i = 0; i < videos.Num(); i++ ) { sprintf( key, "video_%i", i ); dict.Set( key, videos[ i ].c_str() ); } dict.SetInt( "videos", videos.Num() ); // emails for ( i = 0; i < emails.Num(); i++ ) { sprintf( key, "email_%i", i ); dict.Set( key, emails[ i ].c_str() ); } dict.SetInt( "emails", emails.Num() ); // weapons dict.SetInt( "weapon_bits", weapons ); dict.SetInt( "levelTriggers", levelTriggers.Num() ); for ( i = 0; i < levelTriggers.Num(); i++ ) { sprintf( key, "levelTrigger_Level_%i", i ); dict.Set( key, levelTriggers[i].levelName ); sprintf( key, "levelTrigger_Trigger_%i", i ); dict.Set( key, levelTriggers[i].triggerName ); } } /* ============== idInventory::RestoreInventory ============== */ void idInventory::RestoreInventory( idPlayer *owner, const idDict &dict ) { int i; int num; idDict *item; idStr key; idStr itemname; const idKeyValue *kv; const char *name; Clear(); // health/armor maxHealth = dict.GetInt( "maxhealth", "100" ); armor = dict.GetInt( "armor", "50" ); maxarmor = dict.GetInt( "maxarmor", "100" ); deplete_armor = dict.GetInt( "deplete_armor", "0" ); deplete_rate = dict.GetFloat( "deplete_rate", "2.0" ); deplete_ammount = dict.GetInt( "deplete_ammount", "1" ); // the clip and powerups aren't restored // ammo for( i = 0; i < AMMO_NUMTYPES; i++ ) { name = idWeapon::GetAmmoNameForNum( ( ammo_t )i ); if ( name ) { ammo[ i ] = dict.GetInt( name ); } } #ifdef _D3XP //Restore the clip data for( i = 0; i < MAX_WEAPONS; i++ ) { clip[i] = dict.GetInt(va("clip%i", i), "-1"); } #endif // items num = dict.GetInt( "items" ); items.SetNum( num ); for( i = 0; i < num; i++ ) { item = new idDict(); items[ i ] = item; sprintf( itemname, "item_%i ", i ); kv = dict.MatchPrefix( itemname ); while( kv ) { key = kv->GetKey(); key.Strip( itemname ); item->Set( key, kv->GetValue() ); kv = dict.MatchPrefix( itemname, kv ); } } // pdas viewed for ( i = 0; i < 4; i++ ) { pdasViewed[i] = dict.GetInt(va("pdasViewed_%i", i)); } selPDA = dict.GetInt( "selPDA" ); selEMail = dict.GetInt( "selEmail" ); selVideo = dict.GetInt( "selVideo" ); selAudio = dict.GetInt( "selAudio" ); pdaOpened = dict.GetBool( "pdaOpened" ); turkeyScore = dict.GetBool( "turkeyScore" ); // pdas num = dict.GetInt( "pdas" ); pdas.SetNum( num ); for ( i = 0; i < num; i++ ) { sprintf( itemname, "pda_%i", i ); pdas[i] = dict.GetString( itemname, "default" ); } // videos num = dict.GetInt( "videos" ); videos.SetNum( num ); for ( i = 0; i < num; i++ ) { sprintf( itemname, "video_%i", i ); videos[i] = dict.GetString( itemname, "default" ); } // emails num = dict.GetInt( "emails" ); emails.SetNum( num ); for ( i = 0; i < num; i++ ) { sprintf( itemname, "email_%i", i ); emails[i] = dict.GetString( itemname, "default" ); } // weapons are stored as a number for persistant data, but as strings in the entityDef weapons = dict.GetInt( "weapon_bits", "0" ); if ( g_skill.GetInteger() >= 3 ) { Give( owner, dict, "weapon", dict.GetString( "weapon_nightmare" ), NULL, false ); } else { Give( owner, dict, "weapon", dict.GetString( "weapon" ), NULL, false ); } num = dict.GetInt( "levelTriggers" ); for ( i = 0; i < num; i++ ) { sprintf( itemname, "levelTrigger_Level_%i", i ); idLevelTriggerInfo lti; lti.levelName = dict.GetString( itemname ); sprintf( itemname, "levelTrigger_Trigger_%i", i ); lti.triggerName = dict.GetString( itemname ); levelTriggers.Append( lti ); } } /* ============== idInventory::Save ============== */ void idInventory::Save( idSaveGame *savefile ) const { int i; savefile->WriteInt( maxHealth ); savefile->WriteInt( weapons ); savefile->WriteInt( powerups ); savefile->WriteInt( armor ); savefile->WriteInt( maxarmor ); savefile->WriteInt( ammoPredictTime ); savefile->WriteInt( deplete_armor ); savefile->WriteFloat( deplete_rate ); savefile->WriteInt( deplete_ammount ); savefile->WriteInt( nextArmorDepleteTime ); for( i = 0; i < AMMO_NUMTYPES; i++ ) { savefile->WriteInt( ammo[ i ] ); } for( i = 0; i < MAX_WEAPONS; i++ ) { savefile->WriteInt( clip[ i ] ); } for( i = 0; i < MAX_POWERUPS; i++ ) { savefile->WriteInt( powerupEndTime[ i ] ); } savefile->WriteInt( items.Num() ); for( i = 0; i < items.Num(); i++ ) { savefile->WriteDict( items[ i ] ); } savefile->WriteInt( pdasViewed[0] ); savefile->WriteInt( pdasViewed[1] ); savefile->WriteInt( pdasViewed[2] ); savefile->WriteInt( pdasViewed[3] ); savefile->WriteInt( selPDA ); savefile->WriteInt( selVideo ); savefile->WriteInt( selEMail ); savefile->WriteInt( selAudio ); savefile->WriteBool( pdaOpened ); savefile->WriteBool( turkeyScore ); savefile->WriteInt( pdas.Num() ); for( i = 0; i < pdas.Num(); i++ ) { savefile->WriteString( pdas[ i ] ); } savefile->WriteInt( pdaSecurity.Num() ); for( i=0; i < pdaSecurity.Num(); i++ ) { savefile->WriteString( pdaSecurity[ i ] ); } savefile->WriteInt( videos.Num() ); for( i = 0; i < videos.Num(); i++ ) { savefile->WriteString( videos[ i ] ); } savefile->WriteInt( emails.Num() ); for ( i = 0; i < emails.Num(); i++ ) { savefile->WriteString( emails[ i ] ); } savefile->WriteInt( nextItemPickup ); savefile->WriteInt( nextItemNum ); savefile->WriteInt( onePickupTime ); savefile->WriteInt( pickupItemNames.Num() ); for( i = 0; i < pickupItemNames.Num(); i++ ) { savefile->WriteString( pickupItemNames[i].icon ); savefile->WriteString( pickupItemNames[i].name ); } savefile->WriteInt( objectiveNames.Num() ); for( i = 0; i < objectiveNames.Num(); i++ ) { savefile->WriteString( objectiveNames[i].screenshot ); savefile->WriteString( objectiveNames[i].text ); savefile->WriteString( objectiveNames[i].title ); } savefile->WriteInt( levelTriggers.Num() ); for ( i = 0; i < levelTriggers.Num(); i++ ) { savefile->WriteString( levelTriggers[i].levelName ); savefile->WriteString( levelTriggers[i].triggerName ); } savefile->WriteBool( ammoPulse ); savefile->WriteBool( weaponPulse ); savefile->WriteBool( armorPulse ); savefile->WriteInt( lastGiveTime ); #ifdef _D3XP for(i = 0; i < AMMO_NUMTYPES; i++) { savefile->WriteInt(rechargeAmmo[i].ammo); savefile->WriteInt(rechargeAmmo[i].rechargeTime); savefile->WriteString(rechargeAmmo[i].ammoName); } #endif } /* ============== idInventory::Restore ============== */ void idInventory::Restore( idRestoreGame *savefile ) { int i, num; savefile->ReadInt( maxHealth ); savefile->ReadInt( weapons ); savefile->ReadInt( powerups ); savefile->ReadInt( armor ); savefile->ReadInt( maxarmor ); savefile->ReadInt( ammoPredictTime ); savefile->ReadInt( deplete_armor ); savefile->ReadFloat( deplete_rate ); savefile->ReadInt( deplete_ammount ); savefile->ReadInt( nextArmorDepleteTime ); for( i = 0; i < AMMO_NUMTYPES; i++ ) { savefile->ReadInt( ammo[ i ] ); } for( i = 0; i < MAX_WEAPONS; i++ ) { savefile->ReadInt( clip[ i ] ); } for( i = 0; i < MAX_POWERUPS; i++ ) { savefile->ReadInt( powerupEndTime[ i ] ); } savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { idDict *itemdict = new idDict; savefile->ReadDict( itemdict ); items.Append( itemdict ); } // pdas savefile->ReadInt( pdasViewed[0] ); savefile->ReadInt( pdasViewed[1] ); savefile->ReadInt( pdasViewed[2] ); savefile->ReadInt( pdasViewed[3] ); savefile->ReadInt( selPDA ); savefile->ReadInt( selVideo ); savefile->ReadInt( selEMail ); savefile->ReadInt( selAudio ); savefile->ReadBool( pdaOpened ); savefile->ReadBool( turkeyScore ); savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { idStr strPda; savefile->ReadString( strPda ); pdas.Append( strPda ); } // pda security clearances savefile->ReadInt( num ); for ( i = 0; i < num; i++ ) { idStr invName; savefile->ReadString( invName ); pdaSecurity.Append( invName ); } // videos savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { idStr strVideo; savefile->ReadString( strVideo ); videos.Append( strVideo ); } // email savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { idStr strEmail; savefile->ReadString( strEmail ); emails.Append( strEmail ); } savefile->ReadInt( nextItemPickup ); savefile->ReadInt( nextItemNum ); savefile->ReadInt( onePickupTime ); savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { idItemInfo info; savefile->ReadString( info.icon ); savefile->ReadString( info.name ); pickupItemNames.Append( info ); } savefile->ReadInt( num ); for( i = 0; i < num; i++ ) { idObjectiveInfo obj; savefile->ReadString( obj.screenshot ); savefile->ReadString( obj.text ); savefile->ReadString( obj.title ); objectiveNames.Append( obj ); } savefile->ReadInt( num ); for ( i = 0; i < num; i++ ) { idLevelTriggerInfo lti; savefile->ReadString( lti.levelName ); savefile->ReadString( lti.triggerName ); levelTriggers.Append( lti ); } savefile->ReadBool( ammoPulse ); savefile->ReadBool( weaponPulse ); savefile->ReadBool( armorPulse ); savefile->ReadInt( lastGiveTime ); #ifdef _D3XP for(i = 0; i < AMMO_NUMTYPES; i++) { savefile->ReadInt(rechargeAmmo[i].ammo); savefile->ReadInt(rechargeAmmo[i].rechargeTime); idStr name; savefile->ReadString(name); strcpy(rechargeAmmo[i].ammoName, name); } #endif } /* ============== idInventory::AmmoIndexForAmmoClass ============== */ ammo_t idInventory::AmmoIndexForAmmoClass( const char *ammo_classname ) const { return idWeapon::GetAmmoNumForName( ammo_classname ); } /* ============== idInventory::AmmoIndexForAmmoClass ============== */ int idInventory::MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const { return owner->spawnArgs.GetInt( va( "max_%s", ammo_classname ), "0" ); } /* ============== idInventory::AmmoPickupNameForIndex ============== */ const char *idInventory::AmmoPickupNameForIndex( ammo_t ammonum ) const { return idWeapon::GetAmmoPickupNameForNum( ammonum ); } /* ============== idInventory::WeaponIndexForAmmoClass mapping could be prepared in the constructor ============== */ int idInventory::WeaponIndexForAmmoClass( const idDict & spawnArgs, const char *ammo_classname ) const { int i; const char *weapon_classname; for( i = 0; i < MAX_WEAPONS; i++ ) { weapon_classname = spawnArgs.GetString( va( "def_weapon%d", i ) ); if ( !weapon_classname ) { continue; } const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false ); if ( !decl ) { continue; } if ( !idStr::Icmp( ammo_classname, decl->dict.GetString( "ammoType" ) ) ) { return i; } } return -1; } /* ============== idInventory::AmmoIndexForWeaponClass ============== */ ammo_t idInventory::AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired ) { const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false ); if ( !decl ) { gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname ); } if ( ammoRequired ) { *ammoRequired = decl->dict.GetInt( "ammoRequired" ); } ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) ); return ammo_i; } /* ============== idInventory::AddPickupName ============== */ void idInventory::AddPickupName( const char *name, const char *icon, idPlayer* owner ) { //_D3XP int num; num = pickupItemNames.Num(); if ( ( num == 0 ) || ( pickupItemNames[ num - 1 ].name.Icmp( name ) != 0 ) ) { idItemInfo &info = pickupItemNames.Alloc(); if ( idStr::Cmpn( name, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) { info.name = common->GetLanguageDict()->GetString( name ); } else { info.name = name; } info.icon = icon; #ifdef _D3XP if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteString( name, MAX_EVENT_PARAM_SIZE ); owner->ServerSendEvent( idPlayer::EVENT_PICKUPNAME, &msg, false, -1 ); } } #endif } /* ============== idInventory::Give ============== */ bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud ) { int i; const char *pos; const char *end; int len; idStr weaponString; int max; const idDeclEntityDef *weaponDecl; bool tookWeapon; int amount; idItemInfo info; const char *name; #ifdef _D3XP if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) { i = AmmoIndexForAmmoClass( statname ); max = MaxAmmoForAmmoClass( owner, statname ); if(max <= 0) { //No Max ammo[ i ] += atoi( value ); } else { //Already at or above the max so don't allow the give if(ammo[ i ] >= max) { ammo[ i ] = max; return false; } //We were below the max so accept the give but cap it at the max ammo[ i ] += atoi( value ); if(ammo[ i ] > max) { ammo[ i ] = max; } } } else #endif if ( !idStr::Icmpn( statname, "ammo_", 5 ) ) { i = AmmoIndexForAmmoClass( statname ); max = MaxAmmoForAmmoClass( owner, statname ); if ( ammo[ i ] >= max ) { return false; } amount = atoi( value ); if ( amount ) { ammo[ i ] += amount; if ( ( max > 0 ) && ( ammo[ i ] > max ) ) { ammo[ i ] = max; } ammoPulse = true; name = AmmoPickupNameForIndex( i ); if ( idStr::Length( name ) ) { AddPickupName( name, "", owner ); //_D3XP } } } else if ( !idStr::Icmp( statname, "armor" ) ) { if ( armor >= maxarmor ) { return false; // can't hold any more, so leave the item } amount = atoi( value ); if ( amount ) { armor += amount; if ( armor > maxarmor ) { armor = maxarmor; } nextArmorDepleteTime = 0; armorPulse = true; } } else if ( idStr::FindText( statname, "inclip_" ) == 0 ) { #ifdef _D3XP idStr temp = statname; i = atoi(temp.Mid(7, 2)); #else i = WeaponIndexForAmmoClass( spawnArgs, statname + 7 ); #endif if ( i != -1 ) { // set, don't add. not going over the clip size limit. #ifndef _D3XP clip[ i ] = atoi( value ); #endif } #ifdef _D3XP } else if ( !idStr::Icmp( statname, "invulnerability" ) ) { owner->GivePowerUp( INVULNERABILITY, SEC2MS( atof( value ) ) ); } else if ( !idStr::Icmp( statname, "helltime" ) ) { owner->GivePowerUp( HELLTIME, SEC2MS( atof( value ) ) ); } else if ( !idStr::Icmp( statname, "envirosuit" ) ) { owner->GivePowerUp( ENVIROSUIT, SEC2MS( atof( value ) ) ); owner->GivePowerUp( ENVIROTIME, SEC2MS( atof( value ) ) ); } else if ( !idStr::Icmp( statname, "berserk" ) ) { owner->GivePowerUp( BERSERK, SEC2MS( atof( value ) ) ); //} else if ( !idStr::Icmp( statname, "haste" ) ) { // owner->GivePowerUp( HASTE, SEC2MS( atof( value ) ) ); #else } else if ( !idStr::Icmp( statname, "berserk" ) ) { GivePowerUp( owner, BERSERK, SEC2MS( atof( value ) ) ); #endif } else if ( !idStr::Icmp( statname, "mega" ) ) { GivePowerUp( owner, MEGAHEALTH, SEC2MS( atof( value ) ) ); } else if ( !idStr::Icmp( statname, "weapon" ) ) { tookWeapon = false; for( pos = value; pos != NULL; pos = end ) { end = strchr( pos, ',' ); if ( end ) { len = end - pos; end++; } else { len = strlen( pos ); } idStr weaponName( pos, 0, len ); // find the number of the matching weapon name for( i = 0; i < MAX_WEAPONS; i++ ) { if ( weaponName == spawnArgs.GetString( va( "def_weapon%d", i ) ) ) { break; } } if ( i >= MAX_WEAPONS ) { #ifdef _D3XP gameLocal.Warning( "Unknown weapon '%s'", weaponName.c_str() ); continue; #else gameLocal.Error( "Unknown weapon '%s'", weaponName.c_str() ); #endif } // cache the media for this weapon weaponDecl = gameLocal.FindEntityDef( weaponName, false ); // don't pickup "no ammo" weapon types twice // not for D3 SP .. there is only one case in the game where you can get a no ammo // weapon when you might already have it, in that case it is more conistent to pick it up if ( gameLocal.isMultiplayer && weaponDecl && ( weapons & ( 1 << i ) ) && !weaponDecl->dict.GetInt( "ammoRequired" ) ) { continue; } if ( !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || ( weaponName == "weapon_fists" ) || ( weaponName == "weapon_soulcube" ) ) { if ( ( weapons & ( 1 << i ) ) == 0 || gameLocal.isMultiplayer ) { if ( owner->GetUserInfo()->GetBool( "ui_autoSwitch" ) && idealWeapon && i != owner->weapon_bloodstone_active1 && i != owner->weapon_bloodstone_active2 && i != owner->weapon_bloodstone_active3) { assert( !gameLocal.isClient ); *idealWeapon = i; } if ( owner->hud && updateHud && lastGiveTime + 1000 < gameLocal.time ) { owner->hud->SetStateInt( "newWeapon", i ); owner->hud->HandleNamedEvent( "newWeapon" ); lastGiveTime = gameLocal.time; } weaponPulse = true; weapons |= ( 1 << i ); tookWeapon = true; } } } return tookWeapon; } else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) { // ignore these as they're handled elsewhere return false; } else { // unknown item gameLocal.Warning( "Unknown stat '%s' added to player's inventory", statname ); return false; } return true; } /* =============== idInventoy::Drop =============== */ void idInventory::Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index ) { // remove the weapon bit // also remove the ammo associated with the weapon as we pushed it in the item assert( weapon_index != -1 || weapon_classname ); if ( weapon_index == -1 ) { for( weapon_index = 0; weapon_index < MAX_WEAPONS; weapon_index++ ) { if ( !idStr::Icmp( weapon_classname, spawnArgs.GetString( va( "def_weapon%d", weapon_index ) ) ) ) { break; } } if ( weapon_index >= MAX_WEAPONS ) { gameLocal.Error( "Unknown weapon '%s'", weapon_classname ); } } else if ( !weapon_classname ) { weapon_classname = spawnArgs.GetString( va( "def_weapon%d", weapon_index ) ); } weapons &= ( 0xffffffff ^ ( 1 << weapon_index ) ); ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, NULL ); if ( ammo_i ) { clip[ weapon_index ] = -1; ammo[ ammo_i ] = 0; } } /* =============== idInventory::HasAmmo =============== */ int idInventory::HasAmmo( ammo_t type, int amount ) { if ( ( type == 0 ) || !amount ) { // always allow weapons that don't use ammo to fire return -1; } // check if we have infinite ammo if ( ammo[ type ] < 0 ) { return -1; } // return how many shots we can fire return ammo[ type ] / amount; } /* =============== idInventory::HasAmmo =============== */ int idInventory::HasAmmo( const char *weapon_classname, bool includeClip, idPlayer* owner ) { //_D3XP int ammoRequired; ammo_t ammo_i = AmmoIndexForWeaponClass( weapon_classname, &ammoRequired ); #ifdef _D3XP int ammoCount = HasAmmo( ammo_i, ammoRequired ); if(includeClip && owner) { ammoCount += clip[owner->SlotForWeapon(weapon_classname)]; } return ammoCount; #else return HasAmmo( ammo_i, ammoRequired ); #endif } #ifdef _D3XP /* =============== idInventory::HasEmptyClipCannotRefill =============== */ bool idInventory::HasEmptyClipCannotRefill(const char *weapon_classname, idPlayer* owner) { int clipSize = clip[owner->SlotForWeapon(weapon_classname)]; if(clipSize) { return false; } const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname, false ); if ( !decl ) { gameLocal.Error( "Unknown weapon in decl '%s'", weapon_classname ); } int minclip = decl->dict.GetInt("minclipsize"); if(!minclip) { return false; } ammo_t ammo_i = AmmoIndexForAmmoClass( decl->dict.GetString( "ammoType" ) ); int ammoRequired = decl->dict.GetInt( "ammoRequired" ); int ammoCount = HasAmmo( ammo_i, ammoRequired ); if(ammoCount < minclip) { return true; } return false; } #endif /* =============== idInventory::UseAmmo =============== */ bool idInventory::UseAmmo( ammo_t type, int amount ) { if ( !HasAmmo( type, amount ) ) { return false; } // take an ammo away if not infinite if ( ammo[ type ] >= 0 ) { ammo[ type ] -= amount; ammoPredictTime = gameLocal.time; // mp client: we predict this. mark time so we're not confused by snapshots } return true; } /* =============== idInventory::UpdateArmor =============== */ void idInventory::UpdateArmor( void ) { if ( deplete_armor != 0.0f && deplete_armor < armor ) { if ( !nextArmorDepleteTime ) { nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000; } else if ( gameLocal.time > nextArmorDepleteTime ) { armor -= deplete_ammount; if ( armor < deplete_armor ) { armor = deplete_armor; } nextArmorDepleteTime = gameLocal.time + deplete_rate * 1000; } } } #ifdef _D3XP /* =============== idInventory::InitRechargeAmmo =============== * Loads any recharge ammo definitions from the ammo_types entity definitions. */ void idInventory::InitRechargeAmmo(idPlayer *owner) { memset (rechargeAmmo, 0, sizeof(rechargeAmmo)); const idKeyValue *kv = owner->spawnArgs.MatchPrefix( "ammorecharge_" ); while( kv ) { idStr key = kv->GetKey(); idStr ammoname = key.Right(key.Length()- strlen("ammorecharge_")); int ammoType = AmmoIndexForAmmoClass(ammoname); rechargeAmmo[ammoType].ammo = (atof(kv->GetValue().c_str())*1000); strcpy(rechargeAmmo[ammoType].ammoName, ammoname); kv = owner->spawnArgs.MatchPrefix( "ammorecharge_", kv ); } } /* =============== idInventory::RechargeAmmo =============== * Called once per frame to update any ammo amount for ammo types that recharge. */ void idInventory::RechargeAmmo(idPlayer *owner) { for(int i = 0; i < AMMO_NUMTYPES; i++) { if(rechargeAmmo[i].ammo > 0) { if(!rechargeAmmo[i].rechargeTime) { //Initialize the recharge timer. rechargeAmmo[i].rechargeTime = gameLocal.time; } int elapsed = gameLocal.time - rechargeAmmo[i].rechargeTime; if(elapsed >= rechargeAmmo[i].ammo) { int intervals = (gameLocal.time - rechargeAmmo[i].rechargeTime)/rechargeAmmo[i].ammo; ammo[i] += intervals; int max = MaxAmmoForAmmoClass(owner, rechargeAmmo[i].ammoName); if(max > 0) { if(ammo[i] > max) { ammo[i] = max; } } rechargeAmmo[i].rechargeTime += intervals*rechargeAmmo[i].ammo; } } } } /* =============== idInventory::CanGive =============== */ bool idInventory::CanGive( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon ) { if ( !idStr::Icmp( statname, "ammo_bloodstone" ) ) { int max = MaxAmmoForAmmoClass(owner, statname); int i = AmmoIndexForAmmoClass(statname); if(max <= 0) { //No Max return true; } else { //Already at or above the max so don't allow the give if(ammo[ i ] >= max) { ammo[ i ] = max; return false; } return true; } } else if ( !idStr::Icmp( statname, "item" ) || !idStr::Icmp( statname, "icon" ) || !idStr::Icmp( statname, "name" ) ) { // ignore these as they're handled elsewhere //These items should not be considered as succesful gives because it messes up the max ammo items return false; } return true; } #endif /* ============== idPlayer::idPlayer ============== */ idPlayer::idPlayer() { memset( &usercmd, 0, sizeof( usercmd ) ); noclip = false; godmode = false; spawnAnglesSet = false; spawnAngles = ang_zero; viewAngles = ang_zero; cmdAngles = ang_zero; oldButtons = 0; buttonMask = 0; oldFlags = 0; lastHitTime = 0; lastSndHitTime = 0; lastSavingThrowTime = 0; weapon = NULL; hud = NULL; objectiveSystem = NULL; objectiveSystemOpen = false; #ifdef _D3XP mountedObject = NULL; enviroSuitLight = NULL; #endif heartRate = BASE_HEARTRATE; heartInfo.Init( 0, 0, 0, 0 ); lastHeartAdjust = 0; lastHeartBeat = 0; lastDmgTime = 0; deathClearContentsTime = 0; lastArmorPulse = -10000; stamina = 0.0f; healthPool = 0.0f; nextHealthPulse = 0; healthPulse = false; nextHealthTake = 0; healthTake = false; scoreBoardOpen = false; forceScoreBoard = false; forceRespawn = false; spectating = false; spectator = 0; colorBar = vec3_zero; colorBarIndex = 0; forcedReady = false; wantSpectate = false; #ifdef CTF carryingFlag = false; #endif lastHitToggle = false; minRespawnTime = 0; maxRespawnTime = 0; firstPersonViewOrigin = vec3_zero; firstPersonViewAxis = mat3_identity; hipJoint = INVALID_JOINT; chestJoint = INVALID_JOINT; headJoint = INVALID_JOINT; bobFoot = 0; bobFrac = 0.0f; bobfracsin = 0.0f; bobCycle = 0; xyspeed = 0.0f; stepUpTime = 0; stepUpDelta = 0.0f; idealLegsYaw = 0.0f; legsYaw = 0.0f; legsForward = true; oldViewYaw = 0.0f; viewBobAngles = ang_zero; viewBob = vec3_zero; landChange = 0; landTime = 0; currentWeapon = -1; idealWeapon = -1; previousWeapon = -1; weaponSwitchTime = 0; weaponEnabled = true; weapon_soulcube = -1; weapon_pda = -1; weapon_fists = -1; #ifdef _D3XP weapon_bloodstone = -1; weapon_bloodstone_active1 = -1; weapon_bloodstone_active2 = -1; weapon_bloodstone_active3 = -1; harvest_lock = false; hudPowerup = -1; lastHudPowerup = -1; hudPowerupDuration = 0; #endif showWeaponViewModel = true; skin = NULL; powerUpSkin = NULL; baseSkinName = ""; numProjectilesFired = 0; numProjectileHits = 0; airless = false; airTics = 0; lastAirDamage = 0; gibDeath = false; gibsLaunched = false; gibsDir = vec3_zero; zoomFov.Init( 0, 0, 0, 0 ); centerView.Init( 0, 0, 0, 0 ); fxFov = false; influenceFov = 0; influenceActive = 0; influenceRadius = 0.0f; influenceEntity = NULL; influenceMaterial = NULL; influenceSkin = NULL; privateCameraView = NULL; memset( loggedViewAngles, 0, sizeof( loggedViewAngles ) ); memset( loggedAccel, 0, sizeof( loggedAccel ) ); currentLoggedAccel = 0; focusTime = 0; focusGUIent = NULL; focusUI = NULL; focusCharacter = NULL; talkCursor = 0; focusVehicle = NULL; cursor = NULL; oldMouseX = 0; oldMouseY = 0; pdaAudio = ""; pdaVideo = ""; pdaVideoWave = ""; lastDamageDef = 0; lastDamageDir = vec3_zero; lastDamageLocation = 0; smoothedFrame = 0; smoothedOriginUpdated = false; smoothedOrigin = vec3_zero; smoothedAngles = ang_zero; fl.networkSync = true; latchedTeam = -1; doingDeathSkin = false; weaponGone = false; useInitialSpawns = false; tourneyRank = 0; lastSpectateTeleport = 0; tourneyLine = 0; hiddenWeapon = false; tipUp = false; objectiveUp = false; teleportEntity = NULL; teleportKiller = -1; respawning = false; ready = false; leader = false; lastSpectateChange = 0; lastTeleFX = -9999; weaponCatchup = false; lastSnapshotSequence = 0; MPAim = -1; lastMPAim = -1; lastMPAimTime = 0; MPAimFadeTime = 0; MPAimHighlight = false; spawnedTime = 0; lastManOver = false; lastManPlayAgain = false; lastManPresent = false; isTelefragged = false; isLagged = false; isChatting = false; selfSmooth = false; } /* ============== idPlayer::LinkScriptVariables set up conditions for animation ============== */ void idPlayer::LinkScriptVariables( void ) { AI_FORWARD.LinkTo( scriptObject, "AI_FORWARD" ); AI_BACKWARD.LinkTo( scriptObject, "AI_BACKWARD" ); AI_STRAFE_LEFT.LinkTo( scriptObject, "AI_STRAFE_LEFT" ); AI_STRAFE_RIGHT.LinkTo( scriptObject, "AI_STRAFE_RIGHT" ); AI_ATTACK_HELD.LinkTo( scriptObject, "AI_ATTACK_HELD" ); AI_WEAPON_FIRED.LinkTo( scriptObject, "AI_WEAPON_FIRED" ); AI_JUMP.LinkTo( scriptObject, "AI_JUMP" ); AI_DEAD.LinkTo( scriptObject, "AI_DEAD" ); AI_CROUCH.LinkTo( scriptObject, "AI_CROUCH" ); AI_ONGROUND.LinkTo( scriptObject, "AI_ONGROUND" ); AI_ONLADDER.LinkTo( scriptObject, "AI_ONLADDER" ); AI_HARDLANDING.LinkTo( scriptObject, "AI_HARDLANDING" ); AI_SOFTLANDING.LinkTo( scriptObject, "AI_SOFTLANDING" ); AI_RUN.LinkTo( scriptObject, "AI_RUN" ); AI_PAIN.LinkTo( scriptObject, "AI_PAIN" ); AI_RELOAD.LinkTo( scriptObject, "AI_RELOAD" ); AI_TELEPORT.LinkTo( scriptObject, "AI_TELEPORT" ); AI_TURN_LEFT.LinkTo( scriptObject, "AI_TURN_LEFT" ); AI_TURN_RIGHT.LinkTo( scriptObject, "AI_TURN_RIGHT" ); } /* ============== idPlayer::SetupWeaponEntity ============== */ void idPlayer::SetupWeaponEntity( void ) { int w; const char *weap; if ( weapon.GetEntity() ) { // get rid of old weapon weapon.GetEntity()->Clear(); currentWeapon = -1; } else if ( !gameLocal.isClient ) { weapon = static_cast( gameLocal.SpawnEntityType( idWeapon::Type, NULL ) ); weapon.GetEntity()->SetOwner( this ); currentWeapon = -1; } for( w = 0; w < MAX_WEAPONS; w++ ) { weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( weap && *weap ) { idWeapon::CacheWeapon( weap ); } } } /* ============== idPlayer::Init ============== */ void idPlayer::Init( void ) { const char *value; const idKeyValue *kv; noclip = false; godmode = false; oldButtons = 0; oldFlags = 0; currentWeapon = -1; idealWeapon = -1; previousWeapon = -1; weaponSwitchTime = 0; weaponEnabled = true; weapon_soulcube = SlotForWeapon( "weapon_soulcube" ); weapon_pda = SlotForWeapon( "weapon_pda" ); weapon_fists = SlotForWeapon( "weapon_fists" ); #ifdef _D3XP weapon_bloodstone = SlotForWeapon( "weapon_bloodstone_passive" ); weapon_bloodstone_active1 = SlotForWeapon( "weapon_bloodstone_active1" ); weapon_bloodstone_active2 = SlotForWeapon( "weapon_bloodstone_active2" ); weapon_bloodstone_active3 = SlotForWeapon( "weapon_bloodstone_active3" ); harvest_lock = false; #endif showWeaponViewModel = GetUserInfo()->GetBool( "ui_showGun" ); lastDmgTime = 0; lastArmorPulse = -10000; lastHeartAdjust = 0; lastHeartBeat = 0; heartInfo.Init( 0, 0, 0, 0 ); bobCycle = 0; bobFrac = 0.0f; landChange = 0; landTime = 0; zoomFov.Init( 0, 0, 0, 0 ); centerView.Init( 0, 0, 0, 0 ); fxFov = false; influenceFov = 0; influenceActive = 0; influenceRadius = 0.0f; influenceEntity = NULL; influenceMaterial = NULL; influenceSkin = NULL; #ifdef _D3XP mountedObject = NULL; if( enviroSuitLight.IsValid() ) { enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 ); } enviroSuitLight = NULL; healthRecharge = false; lastHealthRechargeTime = 0; rechargeSpeed = 500; new_g_damageScale = 1.f; bloomEnabled = false; bloomSpeed = 1.f; bloomIntensity = -0.01f; inventory.InitRechargeAmmo(this); hudPowerup = -1; lastHudPowerup = -1; hudPowerupDuration = 0; #endif currentLoggedAccel = 0; focusTime = 0; focusGUIent = NULL; focusUI = NULL; focusCharacter = NULL; talkCursor = 0; focusVehicle = NULL; // remove any damage effects playerView.ClearEffects(); // damage values fl.takedamage = true; ClearPain(); // restore persistent data RestorePersistantInfo(); bobCycle = 0; stamina = 0.0f; healthPool = 0.0f; nextHealthPulse = 0; healthPulse = false; nextHealthTake = 0; healthTake = false; SetupWeaponEntity(); currentWeapon = -1; previousWeapon = -1; heartRate = BASE_HEARTRATE; AdjustHeartRate( BASE_HEARTRATE, 0.0f, 0.0f, true ); idealLegsYaw = 0.0f; legsYaw = 0.0f; legsForward = true; oldViewYaw = 0.0f; // set the pm_ cvars if ( !gameLocal.isMultiplayer || gameLocal.isServer ) { kv = spawnArgs.MatchPrefix( "pm_", NULL ); while( kv ) { cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() ); kv = spawnArgs.MatchPrefix( "pm_", kv ); } } // disable stamina on hell levels if ( gameLocal.world && gameLocal.world->spawnArgs.GetBool( "no_stamina" ) ) { pm_stamina.SetFloat( 0.0f ); } // stamina always initialized to maximum stamina = pm_stamina.GetFloat(); // air always initialized to maximum too airTics = pm_airTics.GetFloat(); airless = false; gibDeath = false; gibsLaunched = false; gibsDir.Zero(); // set the gravity physicsObj.SetGravity( gameLocal.GetGravity() ); // start out standing SetEyeHeight( pm_normalviewheight.GetFloat() ); stepUpTime = 0; stepUpDelta = 0.0f; viewBobAngles.Zero(); viewBob.Zero(); value = spawnArgs.GetString( "model" ); if ( value && ( *value != 0 ) ) { SetModel( value ); } if ( cursor ) { cursor->SetStateInt( "talkcursor", 0 ); cursor->SetStateString( "combatcursor", "1" ); cursor->SetStateString( "itemcursor", "0" ); cursor->SetStateString( "guicursor", "0" ); #ifdef _D3XP cursor->SetStateString( "grabbercursor", "0" ); #endif } if ( ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) && skin ) { SetSkin( skin ); renderEntity.shaderParms[6] = 0.0f; } else if ( spawnArgs.GetString( "spawn_skin", NULL, &value ) ) { skin = declManager->FindSkin( value ); SetSkin( skin ); renderEntity.shaderParms[6] = 0.0f; } value = spawnArgs.GetString( "bone_hips", "" ); hipJoint = animator.GetJointHandle( value ); if ( hipJoint == INVALID_JOINT ) { gameLocal.Error( "Joint '%s' not found for 'bone_hips' on '%s'", value, name.c_str() ); } value = spawnArgs.GetString( "bone_chest", "" ); chestJoint = animator.GetJointHandle( value ); if ( chestJoint == INVALID_JOINT ) { gameLocal.Error( "Joint '%s' not found for 'bone_chest' on '%s'", value, name.c_str() ); } value = spawnArgs.GetString( "bone_head", "" ); headJoint = animator.GetJointHandle( value ); if ( headJoint == INVALID_JOINT ) { gameLocal.Error( "Joint '%s' not found for 'bone_head' on '%s'", value, name.c_str() ); } // initialize the script variables AI_FORWARD = false; AI_BACKWARD = false; AI_STRAFE_LEFT = false; AI_STRAFE_RIGHT = false; AI_ATTACK_HELD = false; AI_WEAPON_FIRED = false; AI_JUMP = false; AI_DEAD = false; AI_CROUCH = false; AI_ONGROUND = true; AI_ONLADDER = false; AI_HARDLANDING = false; AI_SOFTLANDING = false; AI_RUN = false; AI_PAIN = false; AI_RELOAD = false; AI_TELEPORT = false; AI_TURN_LEFT = false; AI_TURN_RIGHT = false; // reset the script object ConstructScriptObject(); // execute the script so the script object's constructor takes effect immediately scriptThread->Execute(); forceScoreBoard = false; forcedReady = false; privateCameraView = NULL; lastSpectateChange = 0; lastTeleFX = -9999; hiddenWeapon = false; tipUp = false; objectiveUp = false; teleportEntity = NULL; teleportKiller = -1; leader = false; SetPrivateCameraView( NULL ); lastSnapshotSequence = 0; MPAim = -1; lastMPAim = -1; lastMPAimTime = 0; MPAimFadeTime = 0; MPAimHighlight = false; if ( hud ) { hud->HandleNamedEvent( "aim_clear" ); } //isChatting = false; cvarSystem->SetCVarBool("ui_chat", false); } /* ============== idPlayer::Spawn Prepare any resources used by the player. ============== */ void idPlayer::Spawn( void ) { idStr temp; idBounds bounds; if ( entityNumber >= MAX_CLIENTS ) { gameLocal.Error( "entityNum > MAX_CLIENTS for player. Player may only be spawned with a client." ); } // allow thinking during cinematics cinematic = true; if ( gameLocal.isMultiplayer ) { // always start in spectating state waiting to be spawned in // do this before SetClipModel to get the right bounding box spectating = true; } // set our collision model physicsObj.SetSelf( this ); SetClipModel(); physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) ); physicsObj.SetContents( CONTENTS_BODY ); physicsObj.SetClipMask( MASK_PLAYERSOLID ); SetPhysics( &physicsObj ); InitAASLocation(); skin = renderEntity.customSkin; // only the local player needs guis if ( !gameLocal.isMultiplayer || entityNumber == gameLocal.localClientNum ) { // load HUD if ( gameLocal.isMultiplayer ) { hud = uiManager->FindGui( "guis/mphud.gui", true, false, true ); } else if ( spawnArgs.GetString( "hud", "", temp ) ) { hud = uiManager->FindGui( temp, true, false, true ); } if ( hud ) { hud->Activate( true, gameLocal.time ); #ifdef CTF if ( gameLocal.mpGame.IsGametypeFlagBased() ) { hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints(0) ); hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints(1) ); } #endif } // load cursor if ( spawnArgs.GetString( "cursor", "", temp ) ) { cursor = uiManager->FindGui( temp, true, gameLocal.isMultiplayer, gameLocal.isMultiplayer ); } if ( cursor ) { // DG: make it scale to 4:3 so crosshair looks properly round // yes, like so many scaling-related things this is a bit hacky // and note that this is special cased in StateChanged and you // can *not* generally set windowDef properties like this. cursor->SetStateBool("scaleto43", true); cursor->StateChanged(gameLocal.time); // DG end cursor->Activate( true, gameLocal.time ); } objectiveSystem = uiManager->FindGui( "guis/pda.gui", true, false, true ); objectiveSystemOpen = false; } SetLastHitTime( 0 ); // load the armor sound feedback declManager->FindSound( "player_sounds_hitArmor" ); // set up conditions for animation LinkScriptVariables(); animator.RemoveOriginOffset( true ); // initialize user info related settings // on server, we wait for the userinfo broadcast, as this controls when the player is initially spawned in game if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) { UserInfoChanged( false ); } // create combat collision hull for exact collision detection SetCombatModel(); // init the damage effects playerView.SetPlayerEntity( this ); // supress model in non-player views, but allow it in mirrors and remote views renderEntity.suppressSurfaceInViewID = entityNumber+1; // don't project shadow on self or weapon renderEntity.noSelfShadow = true; idAFAttachment *headEnt = head.GetEntity(); if ( headEnt ) { headEnt->GetRenderEntity()->suppressSurfaceInViewID = entityNumber+1; headEnt->GetRenderEntity()->noSelfShadow = true; } if ( gameLocal.isMultiplayer ) { Init(); Hide(); // properly hidden if starting as a spectator if ( !gameLocal.isClient ) { // set yourself ready to spawn. idMultiplayerGame will decide when/if appropriate and call SpawnFromSpawnSpot SetupWeaponEntity(); SpawnFromSpawnSpot(); forceRespawn = true; assert( spectating ); } } else { SetupWeaponEntity(); SpawnFromSpawnSpot(); } // trigger playtesting item gives, if we didn't get here from a previous level // the devmap key will be set on the first devmap, but cleared on any level // transitions if ( !gameLocal.isMultiplayer && gameLocal.serverInfo.FindKey( "devmap" ) ) { // fire a trigger with the name "devmap" idEntity *ent = gameLocal.FindEntity( "devmap" ); if ( ent ) { ent->ActivateTargets( this ); } } if ( hud ) { // We can spawn with a full soul cube, so we need to make sure the hud knows this #ifndef _D3XP if ( weapon_soulcube > 0 && ( inventory.weapons & ( 1 << weapon_soulcube ) ) ) { int max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" ); if ( inventory.ammo[ idWeapon::GetAmmoNumForName( "ammo_souls" ) ] >= max_souls ) { hud->HandleNamedEvent( "soulCubeReady" ); } } #endif #ifdef _D3XP //We can spawn with a full bloodstone, so make sure the hud knows if ( weapon_bloodstone > 0 && ( inventory.weapons & ( 1 << weapon_bloodstone ) ) ) { //int max_blood = inventory.MaxAmmoForAmmoClass( this, "ammo_bloodstone" ); //if ( inventory.ammo[ idWeapon::GetAmmoNumForName( "ammo_bloodstone" ) ] >= max_blood ) { hud->HandleNamedEvent( "bloodstoneReady" ); //} } #endif hud->HandleNamedEvent( "itemPickup" ); } if ( GetPDA() ) { // Add any emails from the inventory for ( int i = 0; i < inventory.emails.Num(); i++ ) { GetPDA()->AddEmail( inventory.emails[i] ); } GetPDA()->SetSecurity( common->GetLanguageDict()->GetString( "#str_00066" ) ); } if ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) { hiddenWeapon = true; if ( weapon.GetEntity() ) { weapon.GetEntity()->LowerWeapon(); } idealWeapon = 0; } else { hiddenWeapon = false; } if ( hud ) { UpdateHudWeapon(); hud->StateChanged( gameLocal.time ); } tipUp = false; objectiveUp = false; if ( inventory.levelTriggers.Num() ) { PostEventMS( &EV_Player_LevelTrigger, 0 ); } inventory.pdaOpened = false; inventory.selPDA = 0; if ( !gameLocal.isMultiplayer ) { if ( g_skill.GetInteger() < 2 ) { if ( health < 25 ) { health = 25; } if ( g_useDynamicProtection.GetBool() ) { #ifdef _D3XP new_g_damageScale = 1.0f; #else g_damageScale.SetFloat( 1.0f ); #endif } } else { #ifdef _D3XP new_g_damageScale = 1.0f; #else g_damageScale.SetFloat( 1.0f ); #endif g_armorProtection.SetFloat( ( g_skill.GetInteger() < 2 ) ? 0.4f : 0.2f ); if ( g_skill.GetInteger() == 3 ) { healthTake = true; nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000; } } } #ifdef _D3XP //Setup the weapon toggle lists const idKeyValue *kv; kv = spawnArgs.MatchPrefix( "weapontoggle", NULL ); while( kv ) { WeaponToggle_t newToggle; strcpy(newToggle.name, kv->GetKey().c_str()); idStr toggleData = kv->GetValue(); idLexer src; idToken token; src.LoadMemory(toggleData, toggleData.Length(), "toggleData"); while(1) { if(!src.ReadToken(&token)) { break; } int index = atoi(token.c_str()); newToggle.toggleList.Append(index); //Skip the , src.ReadToken(&token); } weaponToggles.Set(newToggle.name, newToggle); kv = spawnArgs.MatchPrefix( "weapontoggle", kv ); } #endif #ifdef _D3XP if(g_skill.GetInteger() >= 3) { if(!WeaponAvailable("weapon_bloodstone_passive")) { GiveInventoryItem("weapon_bloodstone_passive"); } if(!WeaponAvailable("weapon_bloodstone_active1")) { GiveInventoryItem("weapon_bloodstone_active1"); } if(!WeaponAvailable("weapon_bloodstone_active2")) { GiveInventoryItem("weapon_bloodstone_active2"); } if(!WeaponAvailable("weapon_bloodstone_active3")) { GiveInventoryItem("weapon_bloodstone_active3"); } } bloomEnabled = false; bloomSpeed = 1; bloomIntensity = -0.01f; #endif } /* ============== idPlayer::~idPlayer() Release any resources used by the player. ============== */ idPlayer::~idPlayer() { delete weapon.GetEntity(); weapon = NULL; #ifdef CTF if ( enviroSuitLight.IsValid() ) { enviroSuitLight.GetEntity()->ProcessEvent( &EV_Remove ); } // have to do this here, idMultiplayerGame::DisconnectClient() is too late if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() ) { ReturnFlag(); } #endif } /* =========== idPlayer::Save =========== */ void idPlayer::Save( idSaveGame *savefile ) const { int i; savefile->WriteUsercmd( usercmd ); playerView.Save( savefile ); savefile->WriteBool( noclip ); savefile->WriteBool( godmode ); // don't save spawnAnglesSet, since we'll have to reset them after loading the savegame savefile->WriteAngles( spawnAngles ); savefile->WriteAngles( viewAngles ); savefile->WriteAngles( cmdAngles ); savefile->WriteInt( buttonMask ); savefile->WriteInt( oldButtons ); savefile->WriteInt( oldFlags ); savefile->WriteInt( lastHitTime ); savefile->WriteInt( lastSndHitTime ); savefile->WriteInt( lastSavingThrowTime ); // idBoolFields don't need to be saved, just re-linked in Restore inventory.Save( savefile ); weapon.Save( savefile ); savefile->WriteUserInterface( hud, false ); savefile->WriteUserInterface( objectiveSystem, false ); savefile->WriteBool( objectiveSystemOpen ); savefile->WriteInt( weapon_soulcube ); savefile->WriteInt( weapon_pda ); savefile->WriteInt( weapon_fists ); #ifdef _D3XP savefile->WriteInt( weapon_bloodstone ); savefile->WriteInt( weapon_bloodstone_active1 ); savefile->WriteInt( weapon_bloodstone_active2 ); savefile->WriteInt( weapon_bloodstone_active3 ); savefile->WriteBool( harvest_lock ); savefile->WriteInt( hudPowerup ); savefile->WriteInt( lastHudPowerup ); savefile->WriteInt( hudPowerupDuration ); #endif savefile->WriteInt( heartRate ); savefile->WriteFloat( heartInfo.GetStartTime() ); savefile->WriteFloat( heartInfo.GetDuration() ); savefile->WriteFloat( heartInfo.GetStartValue() ); savefile->WriteFloat( heartInfo.GetEndValue() ); savefile->WriteInt( lastHeartAdjust ); savefile->WriteInt( lastHeartBeat ); savefile->WriteInt( lastDmgTime ); savefile->WriteInt( deathClearContentsTime ); savefile->WriteBool( doingDeathSkin ); savefile->WriteInt( lastArmorPulse ); savefile->WriteFloat( stamina ); savefile->WriteFloat( healthPool ); savefile->WriteInt( nextHealthPulse ); savefile->WriteBool( healthPulse ); savefile->WriteInt( nextHealthTake ); savefile->WriteBool( healthTake ); savefile->WriteBool( hiddenWeapon ); soulCubeProjectile.Save( savefile ); savefile->WriteInt( spectator ); savefile->WriteVec3( colorBar ); savefile->WriteInt( colorBarIndex ); savefile->WriteBool( scoreBoardOpen ); savefile->WriteBool( forceScoreBoard ); savefile->WriteBool( forceRespawn ); savefile->WriteBool( spectating ); savefile->WriteInt( lastSpectateTeleport ); savefile->WriteBool( lastHitToggle ); savefile->WriteBool( forcedReady ); savefile->WriteBool( wantSpectate ); savefile->WriteBool( weaponGone ); savefile->WriteBool( useInitialSpawns ); savefile->WriteInt( latchedTeam ); savefile->WriteInt( tourneyRank ); savefile->WriteInt( tourneyLine ); teleportEntity.Save( savefile ); savefile->WriteInt( teleportKiller ); savefile->WriteInt( minRespawnTime ); savefile->WriteInt( maxRespawnTime ); savefile->WriteVec3( firstPersonViewOrigin ); savefile->WriteMat3( firstPersonViewAxis ); // don't bother saving dragEntity since it's a dev tool savefile->WriteJoint( hipJoint ); savefile->WriteJoint( chestJoint ); savefile->WriteJoint( headJoint ); savefile->WriteStaticObject( physicsObj ); savefile->WriteInt( aasLocation.Num() ); for( i = 0; i < aasLocation.Num(); i++ ) { savefile->WriteInt( aasLocation[ i ].areaNum ); savefile->WriteVec3( aasLocation[ i ].pos ); } savefile->WriteInt( bobFoot ); savefile->WriteFloat( bobFrac ); savefile->WriteFloat( bobfracsin ); savefile->WriteInt( bobCycle ); savefile->WriteFloat( xyspeed ); savefile->WriteInt( stepUpTime ); savefile->WriteFloat( stepUpDelta ); savefile->WriteFloat( idealLegsYaw ); savefile->WriteFloat( legsYaw ); savefile->WriteBool( legsForward ); savefile->WriteFloat( oldViewYaw ); savefile->WriteAngles( viewBobAngles ); savefile->WriteVec3( viewBob ); savefile->WriteInt( landChange ); savefile->WriteInt( landTime ); savefile->WriteInt( currentWeapon ); savefile->WriteInt( idealWeapon ); savefile->WriteInt( previousWeapon ); savefile->WriteInt( weaponSwitchTime ); savefile->WriteBool( weaponEnabled ); savefile->WriteBool( showWeaponViewModel ); savefile->WriteSkin( skin ); savefile->WriteSkin( powerUpSkin ); savefile->WriteString( baseSkinName ); savefile->WriteInt( numProjectilesFired ); savefile->WriteInt( numProjectileHits ); savefile->WriteBool( airless ); savefile->WriteInt( airTics ); savefile->WriteInt( lastAirDamage ); savefile->WriteBool( gibDeath ); savefile->WriteBool( gibsLaunched ); savefile->WriteVec3( gibsDir ); savefile->WriteFloat( zoomFov.GetStartTime() ); savefile->WriteFloat( zoomFov.GetDuration() ); savefile->WriteFloat( zoomFov.GetStartValue() ); savefile->WriteFloat( zoomFov.GetEndValue() ); savefile->WriteFloat( centerView.GetStartTime() ); savefile->WriteFloat( centerView.GetDuration() ); savefile->WriteFloat( centerView.GetStartValue() ); savefile->WriteFloat( centerView.GetEndValue() ); savefile->WriteBool( fxFov ); savefile->WriteFloat( influenceFov ); savefile->WriteInt( influenceActive ); savefile->WriteFloat( influenceRadius ); savefile->WriteObject( influenceEntity ); savefile->WriteMaterial( influenceMaterial ); savefile->WriteSkin( influenceSkin ); savefile->WriteObject( privateCameraView ); for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) { savefile->WriteAngles( loggedViewAngles[ i ] ); } for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) { savefile->WriteInt( loggedAccel[ i ].time ); savefile->WriteVec3( loggedAccel[ i ].dir ); } savefile->WriteInt( currentLoggedAccel ); savefile->WriteObject( focusGUIent ); // can't save focusUI savefile->WriteObject( focusCharacter ); savefile->WriteInt( talkCursor ); savefile->WriteInt( focusTime ); savefile->WriteObject( focusVehicle ); savefile->WriteUserInterface( cursor, false ); savefile->WriteInt( oldMouseX ); savefile->WriteInt( oldMouseY ); savefile->WriteString( pdaAudio ); savefile->WriteString( pdaVideo ); savefile->WriteString( pdaVideoWave ); savefile->WriteBool( tipUp ); savefile->WriteBool( objectiveUp ); savefile->WriteInt( lastDamageDef ); savefile->WriteVec3( lastDamageDir ); savefile->WriteInt( lastDamageLocation ); savefile->WriteInt( smoothedFrame ); savefile->WriteBool( smoothedOriginUpdated ); savefile->WriteVec3( smoothedOrigin ); savefile->WriteAngles( smoothedAngles ); savefile->WriteBool( ready ); savefile->WriteBool( respawning ); savefile->WriteBool( leader ); savefile->WriteInt( lastSpectateChange ); savefile->WriteInt( lastTeleFX ); savefile->WriteFloat( pm_stamina.GetFloat() ); if ( hud ) { hud->SetStateString( "message", common->GetLanguageDict()->GetString( "#str_02916" ) ); hud->HandleNamedEvent( "Message" ); } #ifdef _D3XP savefile->WriteInt(weaponToggles.Num()); for(i = 0; i < weaponToggles.Num(); i++) { WeaponToggle_t* weaponToggle = weaponToggles.GetIndex(i); savefile->WriteString(weaponToggle->name); savefile->WriteInt(weaponToggle->toggleList.Num()); for(int j = 0; j < weaponToggle->toggleList.Num(); j++) { savefile->WriteInt(weaponToggle->toggleList[j]); } } savefile->WriteObject( mountedObject ); enviroSuitLight.Save( savefile ); savefile->WriteBool( healthRecharge ); savefile->WriteInt( lastHealthRechargeTime ); savefile->WriteInt( rechargeSpeed ); savefile->WriteFloat( new_g_damageScale ); savefile->WriteBool( bloomEnabled ); savefile->WriteFloat( bloomSpeed ); savefile->WriteFloat( bloomIntensity ); #endif } /* =========== idPlayer::Restore =========== */ void idPlayer::Restore( idRestoreGame *savefile ) { int i; int num; float set; savefile->ReadUsercmd( usercmd ); playerView.Restore( savefile ); savefile->ReadBool( noclip ); savefile->ReadBool( godmode ); savefile->ReadAngles( spawnAngles ); savefile->ReadAngles( viewAngles ); savefile->ReadAngles( cmdAngles ); memset( usercmd.angles, 0, sizeof( usercmd.angles ) ); SetViewAngles( viewAngles ); spawnAnglesSet = true; savefile->ReadInt( buttonMask ); savefile->ReadInt( oldButtons ); savefile->ReadInt( oldFlags ); usercmd.flags = 0; oldFlags = 0; savefile->ReadInt( lastHitTime ); savefile->ReadInt( lastSndHitTime ); savefile->ReadInt( lastSavingThrowTime ); // Re-link idBoolFields to the scriptObject, values will be restored in scriptObject's restore LinkScriptVariables(); inventory.Restore( savefile ); weapon.Restore( savefile ); for ( i = 0; i < inventory.emails.Num(); i++ ) { GetPDA()->AddEmail( inventory.emails[i] ); } savefile->ReadUserInterface( hud ); savefile->ReadUserInterface( objectiveSystem ); savefile->ReadBool( objectiveSystemOpen ); savefile->ReadInt( weapon_soulcube ); savefile->ReadInt( weapon_pda ); savefile->ReadInt( weapon_fists ); #ifdef _D3XP savefile->ReadInt( weapon_bloodstone ); savefile->ReadInt( weapon_bloodstone_active1 ); savefile->ReadInt( weapon_bloodstone_active2 ); savefile->ReadInt( weapon_bloodstone_active3 ); savefile->ReadBool( harvest_lock ); savefile->ReadInt( hudPowerup ); savefile->ReadInt( lastHudPowerup ); savefile->ReadInt( hudPowerupDuration ); #endif savefile->ReadInt( heartRate ); savefile->ReadFloat( set ); heartInfo.SetStartTime( set ); savefile->ReadFloat( set ); heartInfo.SetDuration( set ); savefile->ReadFloat( set ); heartInfo.SetStartValue( set ); savefile->ReadFloat( set ); heartInfo.SetEndValue( set ); savefile->ReadInt( lastHeartAdjust ); savefile->ReadInt( lastHeartBeat ); savefile->ReadInt( lastDmgTime ); savefile->ReadInt( deathClearContentsTime ); savefile->ReadBool( doingDeathSkin ); savefile->ReadInt( lastArmorPulse ); savefile->ReadFloat( stamina ); savefile->ReadFloat( healthPool ); savefile->ReadInt( nextHealthPulse ); savefile->ReadBool( healthPulse ); savefile->ReadInt( nextHealthTake ); savefile->ReadBool( healthTake ); savefile->ReadBool( hiddenWeapon ); soulCubeProjectile.Restore( savefile ); savefile->ReadInt( spectator ); savefile->ReadVec3( colorBar ); savefile->ReadInt( colorBarIndex ); savefile->ReadBool( scoreBoardOpen ); savefile->ReadBool( forceScoreBoard ); savefile->ReadBool( forceRespawn ); savefile->ReadBool( spectating ); savefile->ReadInt( lastSpectateTeleport ); savefile->ReadBool( lastHitToggle ); savefile->ReadBool( forcedReady ); savefile->ReadBool( wantSpectate ); savefile->ReadBool( weaponGone ); savefile->ReadBool( useInitialSpawns ); savefile->ReadInt( latchedTeam ); savefile->ReadInt( tourneyRank ); savefile->ReadInt( tourneyLine ); teleportEntity.Restore( savefile ); savefile->ReadInt( teleportKiller ); savefile->ReadInt( minRespawnTime ); savefile->ReadInt( maxRespawnTime ); savefile->ReadVec3( firstPersonViewOrigin ); savefile->ReadMat3( firstPersonViewAxis ); // don't bother saving dragEntity since it's a dev tool dragEntity.Clear(); savefile->ReadJoint( hipJoint ); savefile->ReadJoint( chestJoint ); savefile->ReadJoint( headJoint ); savefile->ReadStaticObject( physicsObj ); RestorePhysics( &physicsObj ); savefile->ReadInt( num ); aasLocation.SetGranularity( 1 ); aasLocation.SetNum( num ); for( i = 0; i < num; i++ ) { savefile->ReadInt( aasLocation[ i ].areaNum ); savefile->ReadVec3( aasLocation[ i ].pos ); } savefile->ReadInt( bobFoot ); savefile->ReadFloat( bobFrac ); savefile->ReadFloat( bobfracsin ); savefile->ReadInt( bobCycle ); savefile->ReadFloat( xyspeed ); savefile->ReadInt( stepUpTime ); savefile->ReadFloat( stepUpDelta ); savefile->ReadFloat( idealLegsYaw ); savefile->ReadFloat( legsYaw ); savefile->ReadBool( legsForward ); savefile->ReadFloat( oldViewYaw ); savefile->ReadAngles( viewBobAngles ); savefile->ReadVec3( viewBob ); savefile->ReadInt( landChange ); savefile->ReadInt( landTime ); savefile->ReadInt( currentWeapon ); savefile->ReadInt( idealWeapon ); savefile->ReadInt( previousWeapon ); savefile->ReadInt( weaponSwitchTime ); savefile->ReadBool( weaponEnabled ); savefile->ReadBool( showWeaponViewModel ); savefile->ReadSkin( skin ); savefile->ReadSkin( powerUpSkin ); savefile->ReadString( baseSkinName ); savefile->ReadInt( numProjectilesFired ); savefile->ReadInt( numProjectileHits ); savefile->ReadBool( airless ); savefile->ReadInt( airTics ); savefile->ReadInt( lastAirDamage ); savefile->ReadBool( gibDeath ); savefile->ReadBool( gibsLaunched ); savefile->ReadVec3( gibsDir ); savefile->ReadFloat( set ); zoomFov.SetStartTime( set ); savefile->ReadFloat( set ); zoomFov.SetDuration( set ); savefile->ReadFloat( set ); zoomFov.SetStartValue( set ); savefile->ReadFloat( set ); zoomFov.SetEndValue( set ); savefile->ReadFloat( set ); centerView.SetStartTime( set ); savefile->ReadFloat( set ); centerView.SetDuration( set ); savefile->ReadFloat( set ); centerView.SetStartValue( set ); savefile->ReadFloat( set ); centerView.SetEndValue( set ); savefile->ReadBool( fxFov ); savefile->ReadFloat( influenceFov ); savefile->ReadInt( influenceActive ); savefile->ReadFloat( influenceRadius ); savefile->ReadObject( reinterpret_cast( influenceEntity ) ); savefile->ReadMaterial( influenceMaterial ); savefile->ReadSkin( influenceSkin ); savefile->ReadObject( reinterpret_cast( privateCameraView ) ); for( i = 0; i < NUM_LOGGED_VIEW_ANGLES; i++ ) { savefile->ReadAngles( loggedViewAngles[ i ] ); } for( i = 0; i < NUM_LOGGED_ACCELS; i++ ) { savefile->ReadInt( loggedAccel[ i ].time ); savefile->ReadVec3( loggedAccel[ i ].dir ); } savefile->ReadInt( currentLoggedAccel ); savefile->ReadObject( reinterpret_cast( focusGUIent ) ); // can't save focusUI focusUI = NULL; savefile->ReadObject( reinterpret_cast( focusCharacter ) ); savefile->ReadInt( talkCursor ); savefile->ReadInt( focusTime ); savefile->ReadObject( reinterpret_cast( focusVehicle ) ); savefile->ReadUserInterface( cursor ); // DG: make it scale to 4:3 so crosshair looks properly round // yes, like so many scaling-related things this is a bit hacky // and note that this is special cased in StateChanged and you // can *not* generally set windowDef properties like this. cursor->SetStateBool("scaleto43", true); cursor->StateChanged(gameLocal.time); // DG end savefile->ReadInt( oldMouseX ); savefile->ReadInt( oldMouseY ); savefile->ReadString( pdaAudio ); savefile->ReadString( pdaVideo ); savefile->ReadString( pdaVideoWave ); savefile->ReadBool( tipUp ); savefile->ReadBool( objectiveUp ); savefile->ReadInt( lastDamageDef ); savefile->ReadVec3( lastDamageDir ); savefile->ReadInt( lastDamageLocation ); savefile->ReadInt( smoothedFrame ); savefile->ReadBool( smoothedOriginUpdated ); savefile->ReadVec3( smoothedOrigin ); savefile->ReadAngles( smoothedAngles ); savefile->ReadBool( ready ); savefile->ReadBool( respawning ); savefile->ReadBool( leader ); savefile->ReadInt( lastSpectateChange ); savefile->ReadInt( lastTeleFX ); // set the pm_ cvars const idKeyValue *kv; kv = spawnArgs.MatchPrefix( "pm_", NULL ); while( kv ) { cvarSystem->SetCVarString( kv->GetKey(), kv->GetValue() ); kv = spawnArgs.MatchPrefix( "pm_", kv ); } savefile->ReadFloat( set ); pm_stamina.SetFloat( set ); // create combat collision hull for exact collision detection SetCombatModel(); #ifdef _D3XP int weaponToggleCount; savefile->ReadInt(weaponToggleCount); for(i = 0; i < weaponToggleCount; i++) { WeaponToggle_t newToggle; memset(&newToggle, 0, sizeof(newToggle)); idStr name; savefile->ReadString(name); strcpy(newToggle.name, name.c_str()); int indexCount; savefile->ReadInt(indexCount); for(int j = 0; j < indexCount; j++) { int temp; savefile->ReadInt(temp); newToggle.toggleList.Append(temp); } weaponToggles.Set(newToggle.name, newToggle); } savefile->ReadObject(reinterpret_cast(mountedObject)); enviroSuitLight.Restore( savefile ); savefile->ReadBool( healthRecharge ); savefile->ReadInt( lastHealthRechargeTime ); savefile->ReadInt( rechargeSpeed ); savefile->ReadFloat( new_g_damageScale ); savefile->ReadBool( bloomEnabled ); savefile->ReadFloat( bloomSpeed ); savefile->ReadFloat( bloomIntensity ); #endif // DG: workaround for lingering messages that are shown forever after loading a savegame // (one way to get them is saving again, while the message from first save is still // shown, and then load) if ( hud ) { hud->SetStateString( "message", "" ); } } /* =============== idPlayer::PrepareForRestart ================ */ void idPlayer::PrepareForRestart( void ) { ClearPowerUps(); Spectate( true ); forceRespawn = true; #ifdef CTF // Confirm reset hud states DropFlag(); if ( hud ) { hud->SetStateInt( "red_flagstatus", 0 ); hud->SetStateInt( "blue_flagstatus", 0 ); } #endif // we will be restarting program, clear the client entities from program-related things first ShutdownThreads(); // the sound world is going to be cleared, don't keep references to emitters FreeSoundEmitter( false ); } /* =============== idPlayer::Restart ================ */ void idPlayer::Restart( void ) { idActor::Restart(); // client needs to setup the animation script object again if ( gameLocal.isClient ) { Init(); } else { // choose a random spot and prepare the point of view in case player is left spectating assert( spectating ); SpawnFromSpawnSpot(); } useInitialSpawns = true; UpdateSkinSetup( true ); } /* =============== idPlayer::ServerSpectate ================ */ void idPlayer::ServerSpectate( bool spectate ) { assert( !gameLocal.isClient ); if ( spectating != spectate ) { Spectate( spectate ); if ( spectate ) { SetSpectateOrigin(); } else { if ( gameLocal.gameType == GAME_DM ) { // make sure the scores are reset so you can't exploit by spectating and entering the game back // other game types don't matter, as you either can't join back, or it's team scores gameLocal.mpGame.ClearFrags( entityNumber ); } } } if ( !spectate ) { SpawnFromSpawnSpot(); } #ifdef CTF // drop the flag if player was carrying it if ( spectate && gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() && carryingFlag ) { DropFlag(); } #endif } /* =========== idPlayer::SelectInitialSpawnPoint Try to find a spawn point marked 'initial', otherwise use normal spawn selection. ============ */ void idPlayer::SelectInitialSpawnPoint( idVec3 &origin, idAngles &angles ) { idEntity *spot; idStr skin; spot = gameLocal.SelectInitialSpawnPoint( this ); // set the player skin from the spawn location if ( spot->spawnArgs.GetString( "skin", NULL, skin ) ) { spawnArgs.Set( "spawn_skin", skin ); } // activate the spawn locations targets spot->PostEventMS( &EV_ActivateTargets, 0, this ); origin = spot->GetPhysics()->GetOrigin(); origin[2] += 4.0f + CM_BOX_EPSILON; // move up to make sure the player is at least an epsilon above the floor angles = spot->GetPhysics()->GetAxis().ToAngles(); } /* =========== idPlayer::SpawnFromSpawnSpot Chooses a spawn location and spawns the player ============ */ void idPlayer::SpawnFromSpawnSpot( void ) { idVec3 spawn_origin; idAngles spawn_angles; SelectInitialSpawnPoint( spawn_origin, spawn_angles ); SpawnToPoint( spawn_origin, spawn_angles ); } /* =========== idPlayer::SpawnToPoint Called every time a client is placed fresh in the world: after the first ClientBegin, and after each respawn Initializes all non-persistant parts of playerState when called here with spectating set to true, just place yourself and init ============ */ void idPlayer::SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles ) { idVec3 spec_origin; assert( !gameLocal.isClient ); respawning = true; Init(); fl.noknockback = false; // stop any ragdolls being used StopRagdoll(); // set back the player physics SetPhysics( &physicsObj ); physicsObj.SetClipModelAxis(); physicsObj.EnableClip(); if ( !spectating ) { SetCombatContents( true ); } physicsObj.SetLinearVelocity( vec3_origin ); // setup our initial view if ( !spectating ) { SetOrigin( spawn_origin ); } else { spec_origin = spawn_origin; spec_origin[ 2 ] += pm_normalheight.GetFloat(); spec_origin[ 2 ] += SPECTATE_RAISE; SetOrigin( spec_origin ); } // if this is the first spawn of the map, we don't have a usercmd yet, // so the delta angles won't be correct. This will be fixed on the first think. viewAngles = ang_zero; SetDeltaViewAngles( ang_zero ); SetViewAngles( spawn_angles ); spawnAngles = spawn_angles; spawnAnglesSet = false; legsForward = true; legsYaw = 0.0f; idealLegsYaw = 0.0f; oldViewYaw = viewAngles.yaw; if ( spectating ) { Hide(); } else { Show(); } if ( gameLocal.isMultiplayer ) { if ( !spectating ) { // we may be called twice in a row in some situations. avoid a double fx and 'fly to the roof' if ( lastTeleFX < gameLocal.time - 1000 ) { idEntityFx::StartFx( spawnArgs.GetString( "fx_spawn" ), &spawn_origin, NULL, this, true ); lastTeleFX = gameLocal.time; } } AI_TELEPORT = true; } else { AI_TELEPORT = false; } // kill anything at the new position if ( !spectating ) { physicsObj.SetClipMask( MASK_PLAYERSOLID ); // the clip mask is usually maintained in Move(), but KillBox requires it gameLocal.KillBox( this ); } // don't allow full run speed for a bit physicsObj.SetKnockBack( 100 ); // set our respawn time and buttons so that if we're killed we don't respawn immediately minRespawnTime = gameLocal.time; maxRespawnTime = gameLocal.time; if ( !spectating ) { forceRespawn = false; } privateCameraView = NULL; BecomeActive( TH_THINK ); // run a client frame to drop exactly to the floor, // initialize animations and other things Think(); respawning = false; lastManOver = false; lastManPlayAgain = false; isTelefragged = false; } /* =============== idPlayer::SavePersistantInfo Saves any inventory and player stats when changing levels. =============== */ void idPlayer::SavePersistantInfo( void ) { idDict &playerInfo = gameLocal.persistentPlayerInfo[entityNumber]; playerInfo.Clear(); inventory.GetPersistantData( playerInfo ); playerInfo.SetInt( "health", health ); playerInfo.SetInt( "current_weapon", currentWeapon ); } /* =============== idPlayer::RestorePersistantInfo Restores any inventory and player stats when changing levels. =============== */ void idPlayer::RestorePersistantInfo( void ) { if ( gameLocal.isMultiplayer ) { gameLocal.persistentPlayerInfo[entityNumber].Clear(); } spawnArgs.Copy( gameLocal.persistentPlayerInfo[entityNumber] ); inventory.RestoreInventory( this, spawnArgs ); health = spawnArgs.GetInt( "health", "100" ); if ( !gameLocal.isClient ) { idealWeapon = spawnArgs.GetInt( "current_weapon", "1" ); } } /* ================ idPlayer::GetUserInfo ================ */ idDict *idPlayer::GetUserInfo( void ) { return &gameLocal.userInfo[ entityNumber ]; } /* ============== idPlayer::UpdateSkinSetup ============== */ void idPlayer::UpdateSkinSetup( bool restart ) { if ( restart ) { team = ( idStr::Icmp( GetUserInfo()->GetString( "ui_team" ), "Blue" ) == 0 ); } if ( gameLocal.mpGame.IsGametypeTeamBased() ) { /* CTF */ if ( team ) { baseSkinName = "skins/characters/player/marine_mp_blue"; } else { baseSkinName = "skins/characters/player/marine_mp_red"; } if ( !gameLocal.isClient && team != latchedTeam ) { gameLocal.mpGame.SwitchToTeam( entityNumber, latchedTeam, team ); } latchedTeam = team; } else { baseSkinName = GetUserInfo()->GetString( "ui_skin" ); } if ( !baseSkinName.Length() ) { baseSkinName = "skins/characters/player/marine_mp"; } skin = declManager->FindSkin( baseSkinName, false ); assert( skin ); // match the skin to a color band for scoreboard if ( baseSkinName.Find( "red" ) != -1 ) { colorBarIndex = 1; } else if ( baseSkinName.Find( "green" ) != -1 ) { colorBarIndex = 2; } else if ( baseSkinName.Find( "blue" ) != -1 ) { colorBarIndex = 3; } else if ( baseSkinName.Find( "yellow" ) != -1 ) { colorBarIndex = 4; } else if ( baseSkinName.Find( "grey" ) != -1 ) { colorBarIndex = 5; } else if ( baseSkinName.Find( "purple" ) != -1 ) { colorBarIndex = 6; } else if ( baseSkinName.Find( "orange" ) != -1 ) { colorBarIndex = 7; } else { colorBarIndex = 0; } colorBar = colorBarTable[ colorBarIndex ]; if ( PowerUpActive( BERSERK ) ) { powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" ); } #ifdef _D3XP else if ( PowerUpActive( INVULNERABILITY ) ) { powerUpSkin = declManager->FindSkin( baseSkinName + "_invuln" ); //} else if ( PowerUpActive( HASTE ) ) { // powerUpSkin = declManager->FindSkin( baseSkinName + "_haste" ); } #endif } /* ============== idPlayer::BalanceTDM ============== */ bool idPlayer::BalanceTDM( void ) { int i, balanceTeam, teamCount[2]; idEntity *ent; teamCount[ 0 ] = teamCount[ 1 ] = 0; for( i = 0; i < gameLocal.numClients; i++ ) { ent = gameLocal.entities[ i ]; if ( ent && ent->IsType( idPlayer::Type ) ) { teamCount[ static_cast< idPlayer * >( ent )->team ]++; } } balanceTeam = -1; if ( teamCount[ 0 ] < teamCount[ 1 ] ) { balanceTeam = 0; } else if ( teamCount[ 0 ] > teamCount[ 1 ] ) { balanceTeam = 1; } if ( balanceTeam != -1 && team != balanceTeam ) { common->DPrintf( "team balance: forcing player %d to %s team\n", entityNumber, balanceTeam ? "blue" : "red" ); team = balanceTeam; GetUserInfo()->Set( "ui_team", team ? "Blue" : "Red" ); return true; } return false; } /* ============== idPlayer::UserInfoChanged ============== */ bool idPlayer::UserInfoChanged( bool canModify ) { idDict *userInfo; bool modifiedInfo; bool spec; bool newready; userInfo = GetUserInfo(); showWeaponViewModel = userInfo->GetBool( "ui_showGun" ); if ( !gameLocal.isMultiplayer ) { return false; } modifiedInfo = false; spec = ( idStr::Icmp( userInfo->GetString( "ui_spectate" ), "Spectate" ) == 0 ); if ( gameLocal.serverInfo.GetBool( "si_spectators" ) ) { // never let spectators go back to game while sudden death is on if ( canModify && gameLocal.mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && wantSpectate == true ) { userInfo->Set( "ui_spectate", "Spectate" ); modifiedInfo |= true; } else { if ( spec != wantSpectate && !spec ) { // returning from spectate, set forceRespawn so we don't get stuck in spectate forever forceRespawn = true; } wantSpectate = spec; } } else { if ( canModify && spec ) { userInfo->Set( "ui_spectate", "Play" ); modifiedInfo |= true; } else if ( spectating ) { // allow player to leaving spectator mode if they were in it when si_spectators got turned off forceRespawn = true; } wantSpectate = false; } newready = ( idStr::Icmp( userInfo->GetString( "ui_ready" ), "Ready" ) == 0 ); if ( ready != newready && gameLocal.mpGame.GetGameState() == idMultiplayerGame::WARMUP && !wantSpectate ) { gameLocal.mpGame.AddChatLine( common->GetLanguageDict()->GetString( "#str_07180" ), userInfo->GetString( "ui_name" ), newready ? common->GetLanguageDict()->GetString( "#str_04300" ) : common->GetLanguageDict()->GetString( "#str_04301" ) ); } ready = newready; team = ( idStr::Icmp( userInfo->GetString( "ui_team" ), "Blue" ) == 0 ); // server maintains TDM balance if ( canModify && gameLocal.mpGame.IsGametypeTeamBased() && !gameLocal.mpGame.IsInGame( entityNumber ) && g_balanceTDM.GetBool() ) { /* CTF */ modifiedInfo |= BalanceTDM( ); } UpdateSkinSetup( false ); isChatting = userInfo->GetBool( "ui_chat", "0" ); if ( canModify && isChatting && AI_DEAD ) { // if dead, always force chat icon off. isChatting = false; userInfo->SetBool( "ui_chat", false ); modifiedInfo |= true; } return modifiedInfo; } /* =============== idPlayer::UpdateHudAmmo =============== */ void idPlayer::UpdateHudAmmo( idUserInterface *_hud ) { int inclip; int ammoamount; assert( weapon.GetEntity() ); assert( _hud ); inclip = weapon.GetEntity()->AmmoInClip(); ammoamount = weapon.GetEntity()->AmmoAvailable(); #ifdef _D3XP //Hack to stop the bloodstone ammo to display when it is being activated if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() || currentWeapon == weapon_bloodstone) { #else if ( ammoamount < 0 || !weapon.GetEntity()->IsReady() ) { #endif // show infinite ammo _hud->SetStateString( "player_ammo", "" ); _hud->SetStateString( "player_totalammo", "" ); } else { // show remaining ammo #ifdef _D3XP _hud->SetStateString( "player_totalammo", va( "%i", ammoamount ) ); #else _hud->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip ) ); #endif _hud->SetStateString( "player_ammo", weapon.GetEntity()->ClipSize() ? va( "%i", inclip ) : "--" ); // how much in the current clip _hud->SetStateString( "player_clips", weapon.GetEntity()->ClipSize() ? va( "%i", ammoamount / weapon.GetEntity()->ClipSize() ) : "--" ); #ifdef _D3XP _hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount ) ); #else _hud->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) ); #endif } _hud->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) ); _hud->SetStateBool( "player_clip_empty", ( weapon.GetEntity()->ClipSize() ? inclip == 0 : false ) ); _hud->SetStateBool( "player_clip_low", ( weapon.GetEntity()->ClipSize() ? inclip <= weapon.GetEntity()->LowAmmo() : false ) ); #ifdef _D3XP //Hack to stop the bloodstone ammo to display when it is being activated if(currentWeapon == weapon_bloodstone) { _hud->SetStateBool( "player_ammo_empty", false ); _hud->SetStateBool( "player_clip_empty", false ); _hud->SetStateBool( "player_clip_low", false ); } #endif #ifdef _D3XP //Let the HUD know the total amount of ammo regardless of the ammo required value _hud->SetStateString( "player_ammo_count", va("%i", weapon.GetEntity()->AmmoCount())); #endif #ifdef _D3XP //Make sure the hud always knows how many bloodstone charges there are int ammoRequired; ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired ); int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired ); _hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo)); _hud->HandleNamedEvent( "bloodstoneAmmoUpdate" ); #endif _hud->HandleNamedEvent( "updateAmmo" ); } /* =============== idPlayer::UpdateHudStats =============== */ void idPlayer::UpdateHudStats( idUserInterface *_hud ) { int staminapercentage; float max_stamina; assert( _hud ); max_stamina = pm_stamina.GetFloat(); if ( !max_stamina ) { // stamina disabled, so show full stamina bar staminapercentage = 100.0f; } else { staminapercentage = idMath::FtoiFast( 100.0f * stamina / max_stamina ); } _hud->SetStateInt( "player_health", health ); _hud->SetStateInt( "player_stamina", staminapercentage ); _hud->SetStateInt( "player_armor", inventory.armor ); _hud->SetStateInt( "player_hr", heartRate ); _hud->SetStateInt( "player_nostamina", ( max_stamina == 0 ) ? 1 : 0 ); _hud->HandleNamedEvent( "updateArmorHealthAir" ); #ifdef _D3XP _hud->HandleNamedEvent( "updatePowerup" ); #endif if ( healthPulse ) { _hud->HandleNamedEvent( "healthPulse" ); StartSound( "snd_healthpulse", SND_CHANNEL_ITEM, 0, false, NULL ); healthPulse = false; } if ( healthTake ) { _hud->HandleNamedEvent( "healthPulse" ); StartSound( "snd_healthtake", SND_CHANNEL_ITEM, 0, false, NULL ); healthTake = false; } if ( inventory.ammoPulse ) { _hud->HandleNamedEvent( "ammoPulse" ); inventory.ammoPulse = false; } if ( inventory.weaponPulse ) { // We need to update the weapon hud manually, but not // the armor/ammo/health because they are updated every // frame no matter what UpdateHudWeapon(); _hud->HandleNamedEvent( "weaponPulse" ); inventory.weaponPulse = false; } if ( inventory.armorPulse ) { _hud->HandleNamedEvent( "armorPulse" ); inventory.armorPulse = false; } #ifdef CTF if ( gameLocal.mpGame.IsGametypeFlagBased() && _hud ) { _hud->SetStateInt( "red_flagstatus", gameLocal.mpGame.GetFlagStatus( 0 ) ); _hud->SetStateInt( "blue_flagstatus", gameLocal.mpGame.GetFlagStatus( 1 ) ); _hud->SetStateInt( "red_team_score", gameLocal.mpGame.GetFlagPoints( 0 ) ); _hud->SetStateInt( "blue_team_score", gameLocal.mpGame.GetFlagPoints( 1 ) ); _hud->HandleNamedEvent( "RedFlagStatusChange" ); _hud->HandleNamedEvent( "BlueFlagStatusChange" ); } _hud->HandleNamedEvent( "selfTeam" ); #endif UpdateHudAmmo( _hud ); } /* =============== idPlayer::UpdateHudWeapon =============== */ void idPlayer::UpdateHudWeapon( bool flashWeapon ) { idUserInterface *hud = idPlayer::hud; // if updating the hud of a followed client if ( gameLocal.localClientNum >= 0 && gameLocal.entities[ gameLocal.localClientNum ] && gameLocal.entities[ gameLocal.localClientNum ]->IsType( idPlayer::Type ) ) { idPlayer *p = static_cast< idPlayer * >( gameLocal.entities[ gameLocal.localClientNum ] ); if ( p->spectating && p->spectator == entityNumber ) { assert( p->hud ); hud = p->hud; } } if ( !hud ) { return; } for ( int i = 0; i < MAX_WEAPONS; i++ ) { const char *weapnum = va( "def_weapon%d", i ); const char *hudWeap = va( "weapon%d", i ); int weapstate = 0; if ( inventory.weapons & ( 1 << i ) ) { const char *weap = spawnArgs.GetString( weapnum ); if ( weap && *weap ) { weapstate++; } if ( idealWeapon == i ) { weapstate++; } } hud->SetStateInt( hudWeap, weapstate ); } if ( flashWeapon ) { /*#ifdef _D3XP //Clear all hud weapon varaibles for the weapon change hud->SetStateString( "player_ammo", "" ); hud->SetStateString( "player_totalammo", "" ); hud->SetStateString( "player_clips", "" ); hud->SetStateString( "player_allammo", "" ); hud->SetStateBool( "player_ammo_empty", false ); hud->SetStateBool( "player_clip_empty", false ); hud->SetStateBool( "player_clip_low", false ); hud->SetStateString( "player_ammo_count", ""); #endif*/ hud->HandleNamedEvent( "weaponChange" ); } } /* =============== idPlayer::DrawHUD =============== */ void idPlayer::DrawHUD( idUserInterface *_hud ) { if ( !weapon.GetEntity() || influenceActive != INFLUENCE_NONE || privateCameraView || gameLocal.GetCamera() || !_hud || !g_showHud.GetBool() ) { return; } UpdateHudStats( _hud ); _hud->SetStateString( "weapicon", weapon.GetEntity()->Icon() ); // FIXME: this is temp to allow the sound meter to show up in the hud // it should be commented out before shipping but the code can remain // for mod developers to enable for the same functionality _hud->SetStateInt( "s_debug", cvarSystem->GetCVarInteger( "s_showLevelMeter" ) ); weapon.GetEntity()->UpdateGUI(); _hud->Redraw( gameLocal.realClientTime ); // weapon targeting crosshair if ( !GuiActive() ) { if ( cursor && weapon.GetEntity()->ShowCrosshair() ) { #ifdef _D3XP if ( weapon.GetEntity()->GetGrabberState() == 1 || weapon.GetEntity()->GetGrabberState() == 2 ) { cursor->SetStateString( "grabbercursor", "1" ); cursor->SetStateString( "combatcursor", "0" ); } else { cursor->SetStateString( "grabbercursor", "0" ); cursor->SetStateString( "combatcursor", "1" ); } #endif cursor->Redraw( gameLocal.realClientTime ); } } } /* =============== idPlayer::EnterCinematic =============== */ void idPlayer::EnterCinematic( void ) { #ifdef _D3XP if ( PowerUpActive( HELLTIME ) ) { StopHelltime(); } #endif Hide(); StopAudioLog(); StopSound( SND_CHANNEL_PDA, false ); if ( hud ) { hud->HandleNamedEvent( "radioChatterDown" ); } physicsObj.SetLinearVelocity( vec3_origin ); SetState( "EnterCinematic" ); UpdateScript(); if ( weaponEnabled && weapon.GetEntity() ) { weapon.GetEntity()->EnterCinematic(); } AI_FORWARD = false; AI_BACKWARD = false; AI_STRAFE_LEFT = false; AI_STRAFE_RIGHT = false; AI_RUN = false; AI_ATTACK_HELD = false; AI_WEAPON_FIRED = false; AI_JUMP = false; AI_CROUCH = false; AI_ONGROUND = true; AI_ONLADDER = false; AI_DEAD = ( health <= 0 ); AI_RUN = false; AI_PAIN = false; AI_HARDLANDING = false; AI_SOFTLANDING = false; AI_RELOAD = false; AI_TELEPORT = false; AI_TURN_LEFT = false; AI_TURN_RIGHT = false; } /* =============== idPlayer::ExitCinematic =============== */ void idPlayer::ExitCinematic( void ) { Show(); if ( weaponEnabled && weapon.GetEntity() ) { weapon.GetEntity()->ExitCinematic(); } SetState( "ExitCinematic" ); UpdateScript(); } /* ===================== idPlayer::UpdateConditions ===================== */ void idPlayer::UpdateConditions( void ) { idVec3 velocity; float forwardspeed; float sidespeed; // minus the push velocity to avoid playing the walking animation and sounds when riding a mover velocity = physicsObj.GetLinearVelocity() - physicsObj.GetPushedLinearVelocity(); if ( influenceActive ) { AI_FORWARD = false; AI_BACKWARD = false; AI_STRAFE_LEFT = false; AI_STRAFE_RIGHT = false; } else if ( gameLocal.time - lastDmgTime < 500 ) { forwardspeed = velocity * viewAxis[ 0 ]; sidespeed = velocity * viewAxis[ 1 ]; AI_FORWARD = AI_ONGROUND && ( forwardspeed > 20.01f ); AI_BACKWARD = AI_ONGROUND && ( forwardspeed < -20.01f ); AI_STRAFE_LEFT = AI_ONGROUND && ( sidespeed > 20.01f ); AI_STRAFE_RIGHT = AI_ONGROUND && ( sidespeed < -20.01f ); } else if ( xyspeed > MIN_BOB_SPEED ) { AI_FORWARD = AI_ONGROUND && ( usercmd.forwardmove > 0 ); AI_BACKWARD = AI_ONGROUND && ( usercmd.forwardmove < 0 ); AI_STRAFE_LEFT = AI_ONGROUND && ( usercmd.rightmove < 0 ); AI_STRAFE_RIGHT = AI_ONGROUND && ( usercmd.rightmove > 0 ); } else { AI_FORWARD = false; AI_BACKWARD = false; AI_STRAFE_LEFT = false; AI_STRAFE_RIGHT = false; } AI_RUN = ( usercmd.buttons & BUTTON_RUN ) && ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) ); AI_DEAD = ( health <= 0 ); } /* ================== WeaponFireFeedback Called when a weapon fires, generates head twitches, etc ================== */ void idPlayer::WeaponFireFeedback( const idDict *weaponDef ) { // force a blink blink_time = 0; // play the fire animation AI_WEAPON_FIRED = true; // update view feedback playerView.WeaponFireFeedback( weaponDef ); } /* =============== idPlayer::StopFiring =============== */ void idPlayer::StopFiring( void ) { AI_ATTACK_HELD = false; AI_WEAPON_FIRED = false; AI_RELOAD = false; if ( weapon.GetEntity() ) { weapon.GetEntity()->EndAttack(); } } /* =============== idPlayer::FireWeapon =============== */ void idPlayer::FireWeapon( void ) { idMat3 axis; idVec3 muzzle; if ( privateCameraView ) { return; } if ( g_editEntityMode.GetInteger() ) { GetViewPos( muzzle, axis ); if ( gameLocal.editEntities->SelectEntity( muzzle, axis[0], this ) ) { return; } } if ( !hiddenWeapon && weapon.GetEntity()->IsReady() ) { if ( weapon.GetEntity()->AmmoInClip() || weapon.GetEntity()->AmmoAvailable() ) { AI_ATTACK_HELD = true; weapon.GetEntity()->BeginAttack(); if ( ( weapon_soulcube >= 0 ) && ( currentWeapon == weapon_soulcube ) ) { if ( hud ) { hud->HandleNamedEvent( "soulCubeNotReady" ); } SelectWeapon( previousWeapon, false ); } #ifdef _D3XP if( (weapon_bloodstone >= 0) && (currentWeapon == weapon_bloodstone) && inventory.weapons & ( 1 << weapon_bloodstone_active1 ) && weapon.GetEntity()->GetStatus() == WP_READY) { // tell it to switch to the previous weapon. Only do this once to prevent // weapon toggling messing up the previous weapon if(idealWeapon == weapon_bloodstone) { if(previousWeapon == weapon_bloodstone || previousWeapon == -1) { NextBestWeapon(); } else { //Since this is a toggle weapon just select itself and it will toggle to the last weapon SelectWeapon( weapon_bloodstone, false ); } } } #endif } else { NextBestWeapon(); } } if ( hud ) { if ( tipUp ) { HideTip(); } // may want to track with with a bool as well // keep from looking up named events so often if ( objectiveUp ) { HideObjective(); } } } /* =============== idPlayer::CacheWeapons =============== */ void idPlayer::CacheWeapons( void ) { idStr weap; int w; // check if we have any weapons if ( !inventory.weapons ) { return; } for( w = 0; w < MAX_WEAPONS; w++ ) { if ( inventory.weapons & ( 1 << w ) ) { weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( weap != "" ) { idWeapon::CacheWeapon( weap ); } else { inventory.weapons &= ~( 1 << w ); } } } } /* =============== idPlayer::Give =============== */ bool idPlayer::Give( const char *statname, const char *value ) { int amount; if ( AI_DEAD ) { return false; } if ( !idStr::Icmp( statname, "health" ) ) { if ( health >= inventory.maxHealth ) { return false; } amount = atoi( value ); if ( amount ) { health += amount; if ( health > inventory.maxHealth ) { health = inventory.maxHealth; } if ( hud ) { hud->HandleNamedEvent( "healthPulse" ); } } } else if ( !idStr::Icmp( statname, "stamina" ) ) { if ( stamina >= 100 ) { return false; } stamina += atof( value ); if ( stamina > 100 ) { stamina = 100; } } else if ( !idStr::Icmp( statname, "heartRate" ) ) { heartRate += atoi( value ); if ( heartRate > MAX_HEARTRATE ) { heartRate = MAX_HEARTRATE; } } else if ( !idStr::Icmp( statname, "air" ) ) { if ( airTics >= pm_airTics.GetInteger() ) { return false; } airTics += atoi( value ) / 100.0 * pm_airTics.GetInteger(); if ( airTics > pm_airTics.GetInteger() ) { airTics = pm_airTics.GetInteger(); } #ifdef _D3XP } else if ( !idStr::Icmp( statname, "enviroTime" ) ) { if ( PowerUpActive( ENVIROTIME ) ) { inventory.powerupEndTime[ ENVIROTIME ] += (atof(value) * 1000); } else { GivePowerUp( ENVIROTIME, atoi(value)*1000 ); } } else { bool ret = inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true ); if(!idStr::Icmp( statname, "ammo_bloodstone" ) ) { //int i = inventory.AmmoIndexForAmmoClass( statname ); //int max = inventory.MaxAmmoForAmmoClass( this, statname ); //if(hud && inventory.ammo[ i ] >= max) { if(hud) { //Force an update of the bloodstone ammount int ammoRequired; ammo_t ammo_i = inventory.AmmoIndexForWeaponClass( "weapon_bloodstone_passive", &ammoRequired ); int bloodstoneAmmo = inventory.HasAmmo( ammo_i, ammoRequired ); hud->SetStateString("player_bloodstone_ammo", va("%i", bloodstoneAmmo)); hud->HandleNamedEvent("bloodstoneReady"); //Make sure we unlock the ability to harvest harvest_lock = false; } } return ret; #else return inventory.Give( this, spawnArgs, statname, value, &idealWeapon, true ); #endif } return true; } /* =============== idPlayer::GiveHealthPool adds health to the player health pool =============== */ void idPlayer::GiveHealthPool( float amt ) { if ( AI_DEAD ) { return; } if ( health > 0 ) { healthPool += amt; if ( healthPool > inventory.maxHealth - health ) { healthPool = inventory.maxHealth - health; } nextHealthPulse = gameLocal.time; } } /* =============== idPlayer::GiveItem Returns false if the item shouldn't be picked up =============== */ bool idPlayer::GiveItem( idItem *item ) { int i; const idKeyValue *arg; idDict attr; bool gave; int numPickup; if ( gameLocal.isMultiplayer && spectating ) { return false; } item->GetAttributes( attr ); gave = false; numPickup = inventory.pickupItemNames.Num(); for( i = 0; i < attr.GetNumKeyVals(); i++ ) { arg = attr.GetKeyVal( i ); if ( Give( arg->GetKey(), arg->GetValue() ) ) { gave = true; } } arg = item->spawnArgs.MatchPrefix( "inv_weapon", NULL ); if ( arg && hud ) { // We need to update the weapon hud manually, but not // the armor/ammo/health because they are updated every // frame no matter what UpdateHudWeapon( false ); hud->HandleNamedEvent( "weaponPulse" ); } // display the pickup feedback on the hud if ( gave && ( numPickup == inventory.pickupItemNames.Num() ) ) { inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ), this ); //_D3XP } return gave; } /* =============== idPlayer::PowerUpModifier =============== */ float idPlayer::PowerUpModifier( int type ) { float mod = 1.0f; if ( PowerUpActive( BERSERK ) ) { switch( type ) { case SPEED: { mod *= 1.7f; break; } case PROJECTILE_DAMAGE: { mod *= 2.0f; break; } case MELEE_DAMAGE: { mod *= 30.0f; break; } case MELEE_DISTANCE: { mod *= 2.0f; break; } } } if ( gameLocal.isMultiplayer && !gameLocal.isClient ) { if ( PowerUpActive( MEGAHEALTH ) ) { if ( healthPool <= 0 ) { GiveHealthPool( 100 ); } } else { healthPool = 0; } #ifdef _D3XP /*if( PowerUpActive( HASTE ) ) { switch( type ) { case SPEED: { mod = 1.7f; break; } } }*/ #endif } return mod; } /* =============== idPlayer::PowerUpActive =============== */ bool idPlayer::PowerUpActive( int powerup ) const { return ( inventory.powerups & ( 1 << powerup ) ) != 0; } /* =============== idPlayer::GivePowerUp =============== */ bool idPlayer::GivePowerUp( int powerup, int time ) { const char *sound; const char *skin; if ( powerup >= 0 && powerup < MAX_POWERUPS ) { if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( powerup ); msg.WriteBits( 1, 1 ); ServerSendEvent( EVENT_POWERUP, &msg, false, -1 ); } if ( powerup != MEGAHEALTH ) { inventory.GivePowerUp( this, powerup, time ); } const idDeclEntityDef *def = NULL; switch( powerup ) { case BERSERK: { if(gameLocal.isMultiplayer && !gameLocal.isClient) { inventory.AddPickupName("#str_00100627", "", this); } if(gameLocal.isMultiplayer) { if ( spawnArgs.GetString( "snd_berserk_third", "", &sound ) ) { StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL ); } } if ( baseSkinName.Length() ) { powerUpSkin = declManager->FindSkin( baseSkinName + "_berserk" ); } if ( !gameLocal.isClient ) { #ifdef _D3XP if( !gameLocal.isMultiplayer ) { // Trying it out without the health boost (1/3/05) // Give the player full health in single-player // health = 100; } else { // Switch to fists in multiplayer idealWeapon = 1; } #else idealWeapon = 0; #endif } break; } case INVISIBILITY: { if(gameLocal.isMultiplayer && !gameLocal.isClient) { inventory.AddPickupName("#str_00100628", "", this); } spawnArgs.GetString( "skin_invisibility", "", &skin ); powerUpSkin = declManager->FindSkin( skin ); // remove any decals from the model if ( modelDefHandle != -1 ) { gameRenderWorld->RemoveDecals( modelDefHandle ); } if ( weapon.GetEntity() ) { weapon.GetEntity()->UpdateSkin(); } /* if ( spawnArgs.GetString( "snd_invisibility", "", &sound ) ) { StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL ); } */ break; } case ADRENALINE: { #ifdef _D3XP inventory.AddPickupName("#str_00100799", "", this); #endif stamina = 100.0f; break; } case MEGAHEALTH: { if(gameLocal.isMultiplayer && !gameLocal.isClient) { inventory.AddPickupName("#str_00100629", "", this); } if ( spawnArgs.GetString( "snd_megahealth", "", &sound ) ) { StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_ANY, 0, false, NULL ); } def = gameLocal.FindEntityDef( "powerup_megahealth", false ); if ( def ) { health = def->dict.GetInt( "inv_health" ); } break; } #ifdef _D3XP case HELLTIME: { if ( spawnArgs.GetString( "snd_helltime_start", "", &sound ) ) { PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY ); } if ( spawnArgs.GetString( "snd_helltime_loop", "", &sound ) ) { PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_DEMONIC ); } break; } case ENVIROSUIT: { // Turn on the envirosuit sound if ( gameSoundWorld ) { gameSoundWorld->SetEnviroSuit( true ); } // Put the helmet and lights on the player idDict args; // Light const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false ); if ( lightDef ) { idEntity *temp; gameLocal.SpawnEntityDef( *lightDef, &temp, false ); idLight *eLight = static_cast(temp); eLight->GetPhysics()->SetOrigin( firstPersonViewOrigin ); eLight->UpdateVisuals(); eLight->Present(); enviroSuitLight = eLight; } break; } case ENVIROTIME: { hudPowerup = ENVIROTIME; // The HUD display bar is fixed at 60 seconds hudPowerupDuration = 60000; break; } case INVULNERABILITY: { if(gameLocal.isMultiplayer && !gameLocal.isClient) { inventory.AddPickupName("#str_00100630", "", this); } if(gameLocal.isMultiplayer) { /*if ( spawnArgs.GetString( "snd_invulnerable", "", &sound ) ) { StartSoundShader( declManager->FindSound( sound ), SND_CHANNEL_DEMONIC, 0, false, NULL ); }*/ if ( baseSkinName.Length() ) { powerUpSkin = declManager->FindSkin( baseSkinName + "_invuln" ); } } break; } /*case HASTE: { if(gameLocal.isMultiplayer && !gameLocal.isClient) { inventory.AddPickupName("#str_00100631", "", this); } if ( baseSkinName.Length() ) { powerUpSkin = declManager->FindSkin( baseSkinName + "_haste" ); } break; }*/ #endif } if ( hud ) { hud->HandleNamedEvent( "itemPickup" ); } return true; } else { gameLocal.Warning( "Player given power up %i\n which is out of range", powerup ); } return false; } /* ============== idPlayer::ClearPowerup ============== */ void idPlayer::ClearPowerup( int i ) { if ( gameLocal.isServer ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( i ); msg.WriteBits( 0, 1 ); ServerSendEvent( EVENT_POWERUP, &msg, false, -1 ); } powerUpSkin = NULL; inventory.powerups &= ~( 1 << i ); inventory.powerupEndTime[ i ] = 0; switch( i ) { case BERSERK: { if(gameLocal.isMultiplayer) { StopSound( SND_CHANNEL_DEMONIC, false ); } #ifdef _D3XP if(!gameLocal.isMultiplayer) { StopHealthRecharge(); } #endif break; } case INVISIBILITY: { if ( weapon.GetEntity() ) { weapon.GetEntity()->UpdateSkin(); } break; } #ifdef _D3XP case HELLTIME: { StopSound( SND_CHANNEL_DEMONIC, false ); break; } case ENVIROSUIT: { hudPowerup = -1; // Turn off the envirosuit sound if ( gameSoundWorld ) { gameSoundWorld->SetEnviroSuit( false ); } // Take off the helmet and lights if ( enviroSuitLight.IsValid() ) { enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 ); } enviroSuitLight = NULL; break; } case INVULNERABILITY: { if(gameLocal.isMultiplayer) { StopSound( SND_CHANNEL_DEMONIC, false ); } } /*case HASTE: { if(gameLocal.isMultiplayer) { StopSound( SND_CHANNEL_DEMONIC, false ); } }*/ #endif } } /* ============== idPlayer::UpdatePowerUps ============== */ void idPlayer::UpdatePowerUps( void ) { int i; if ( !gameLocal.isClient ) { for ( i = 0; i < MAX_POWERUPS; i++ ) { #ifdef _D3XP if ( ( inventory.powerups & ( 1 << i ) ) && inventory.powerupEndTime[i] > gameLocal.time ) { switch( i ) { case ENVIROSUIT: { if ( enviroSuitLight.IsValid() ) { idAngles lightAng = firstPersonViewAxis.ToAngles(); idVec3 lightOrg = firstPersonViewOrigin; const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false ); idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" ); idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" ); lightOrg += (enviroOffset.x * firstPersonViewAxis[0]); lightOrg += (enviroOffset.y * firstPersonViewAxis[1]); lightOrg += (enviroOffset.z * firstPersonViewAxis[2]); lightAng.pitch += enviroAngleOffset.x; lightAng.yaw += enviroAngleOffset.y; lightAng.roll += enviroAngleOffset.z; enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg ); enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() ); enviroSuitLight.GetEntity()->UpdateVisuals(); enviroSuitLight.GetEntity()->Present(); } break; } default: { break; } } } #endif if ( PowerUpActive( i ) && inventory.powerupEndTime[i] <= gameLocal.time ) { ClearPowerup( i ); } } } if ( health > 0 ) { if ( powerUpSkin ) { renderEntity.customSkin = powerUpSkin; } else { renderEntity.customSkin = skin; } } if ( healthPool && gameLocal.time > nextHealthPulse && !AI_DEAD && health > 0 ) { assert( !gameLocal.isClient ); // healthPool never be set on client int amt = ( healthPool > 5 ) ? 5 : healthPool; health += amt; if ( health > inventory.maxHealth ) { health = inventory.maxHealth; healthPool = 0; } else { healthPool -= amt; } nextHealthPulse = gameLocal.time + HEALTHPULSE_TIME; healthPulse = true; } if ( !gameLocal.inCinematic && influenceActive == 0 && g_skill.GetInteger() == 3 && gameLocal.time > nextHealthTake && !AI_DEAD && health > g_healthTakeLimit.GetInteger() ) { assert( !gameLocal.isClient ); // healthPool never be set on client #ifdef _D3XP if(!PowerUpActive(INVULNERABILITY)) { #endif health -= g_healthTakeAmt.GetInteger(); if ( health < g_healthTakeLimit.GetInteger() ) { health = g_healthTakeLimit.GetInteger(); } #ifdef _D3XP } #endif nextHealthTake = gameLocal.time + g_healthTakeTime.GetInteger() * 1000; healthTake = true; } } /* =============== idPlayer::ClearPowerUps =============== */ void idPlayer::ClearPowerUps( void ) { int i; for ( i = 0; i < MAX_POWERUPS; i++ ) { if ( PowerUpActive( i ) ) { ClearPowerup( i ); } } inventory.ClearPowerUps(); #ifdef _D3XP if ( gameLocal.isMultiplayer ) { if ( enviroSuitLight.IsValid() ) { enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 ); } } #endif } /* =============== idPlayer::GiveInventoryItem =============== */ bool idPlayer::GiveInventoryItem( idDict *item ) { if ( gameLocal.isMultiplayer && spectating ) { return false; } inventory.items.Append( new idDict( *item ) ); idItemInfo info; const char* itemName = item->GetString( "inv_name" ); if ( idStr::Cmpn( itemName, STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) { info.name = common->GetLanguageDict()->GetString( itemName ); } else { info.name = itemName; } info.icon = item->GetString( "inv_icon" ); inventory.pickupItemNames.Append( info ); if ( hud ) { hud->SetStateString( "itemicon", info.icon ); hud->HandleNamedEvent( "invPickup" ); } #ifdef _D3XP //Added to support powercells if(item->GetInt("inv_powercell") && focusUI) { //Reset the powercell count int powerCellCount = 0; for ( int j = 0; j < inventory.items.Num(); j++ ) { idDict *item = inventory.items[ j ]; if(item->GetInt("inv_powercell")) { powerCellCount++; } } focusUI->SetStateInt( "powercell_count", powerCellCount ); } #endif return true; } #ifdef _D3XP //BSM: Implementing this defined function for scripted give inventory items /* ============== idPlayer::GiveInventoryItem ============== */ bool idPlayer::GiveInventoryItem( const char *name ) { idDict args; args.Set( "classname", name ); args.Set( "owner", this->name.c_str() ); gameLocal.SpawnEntityDef( args); return true; } #endif /* ============== idPlayer::UpdateObjectiveInfo ============== */ void idPlayer::UpdateObjectiveInfo( void ) { if ( objectiveSystem == NULL ) { return; } objectiveSystem->SetStateString( "objective1", "" ); objectiveSystem->SetStateString( "objective2", "" ); objectiveSystem->SetStateString( "objective3", "" ); for ( int i = 0; i < inventory.objectiveNames.Num(); i++ ) { objectiveSystem->SetStateString( va( "objective%i", i+1 ), "1" ); objectiveSystem->SetStateString( va( "objectivetitle%i", i+1 ), inventory.objectiveNames[i].title.c_str() ); objectiveSystem->SetStateString( va( "objectivetext%i", i+1 ), inventory.objectiveNames[i].text.c_str() ); objectiveSystem->SetStateString( va( "objectiveshot%i", i+1 ), inventory.objectiveNames[i].screenshot.c_str() ); } objectiveSystem->StateChanged( gameLocal.time ); } /* =============== idPlayer::GiveObjective =============== */ void idPlayer::GiveObjective( const char *title, const char *text, const char *screenshot ) { idObjectiveInfo info; info.title = title; info.text = text; info.screenshot = screenshot; inventory.objectiveNames.Append( info ); ShowObjective( "newObjective" ); if ( hud ) { hud->HandleNamedEvent( "newObjective" ); } } /* =============== idPlayer::CompleteObjective =============== */ void idPlayer::CompleteObjective( const char *title ) { int c = inventory.objectiveNames.Num(); for ( int i = 0; i < c; i++ ) { if ( idStr::Icmp(inventory.objectiveNames[i].title, title) == 0 ) { inventory.objectiveNames.RemoveIndex( i ); break; } } ShowObjective( "newObjectiveComplete" ); if ( hud ) { hud->HandleNamedEvent( "newObjectiveComplete" ); } } /* =============== idPlayer::GiveVideo =============== */ void idPlayer::GiveVideo( const char *videoName, idDict *item ) { if ( videoName == NULL || *videoName == 0 ) { return; } inventory.videos.AddUnique( videoName ); if ( item ) { idItemInfo info; info.name = item->GetString( "inv_name" ); info.icon = item->GetString( "inv_icon" ); inventory.pickupItemNames.Append( info ); } if ( hud ) { hud->HandleNamedEvent( "videoPickup" ); } } /* =============== idPlayer::GiveSecurity =============== */ void idPlayer::GiveSecurity( const char *security ) { GetPDA()->SetSecurity( security ); if ( hud ) { hud->SetStateString( "pda_security", "1" ); hud->HandleNamedEvent( "securityPickup" ); } } /* =============== idPlayer::GiveEmail =============== */ void idPlayer::GiveEmail( const char *emailName ) { if ( emailName == NULL || *emailName == 0 ) { return; } inventory.emails.AddUnique( emailName ); GetPDA()->AddEmail( emailName ); if ( hud ) { hud->HandleNamedEvent( "emailPickup" ); } } /* =============== idPlayer::GivePDA =============== */ void idPlayer::GivePDA( const char *pdaName, idDict *item ) { if ( gameLocal.isMultiplayer && spectating ) { return; } if ( item ) { inventory.pdaSecurity.AddUnique( item->GetString( "inv_name" ) ); } if ( pdaName == NULL || *pdaName == 0 ) { pdaName = "personal"; } const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, pdaName ) ); inventory.pdas.AddUnique( pdaName ); // Copy any videos over for ( int i = 0; i < pda->GetNumVideos(); i++ ) { const idDeclVideo *video = pda->GetVideoByIndex( i ); if ( video ) { inventory.videos.AddUnique( video->GetName() ); } } // This is kind of a hack, but it works nicely // We don't want to display the 'you got a new pda' message during a map load if ( gameLocal.GetFrameNum() > 10 ) { if ( pda && hud ) { idStr pdaName = pda->GetPdaName(); pdaName.RemoveColors(); hud->SetStateString( "pda", "1" ); hud->SetStateString( "pda_text", pdaName ); const char *sec = pda->GetSecurity(); hud->SetStateString( "pda_security", ( sec && *sec ) ? "1" : "0" ); hud->HandleNamedEvent( "pdaPickup" ); } if ( inventory.pdas.Num() == 1 ) { GetPDA()->RemoveAddedEmailsAndVideos(); if ( !objectiveSystemOpen ) { TogglePDA(); } objectiveSystem->HandleNamedEvent( "showPDATip" ); //ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_firstPDA" ), true ); } if ( inventory.pdas.Num() > 1 && pda->GetNumVideos() > 0 && hud ) { hud->HandleNamedEvent( "videoPickup" ); } } } /* =============== idPlayer::FindInventoryItem =============== */ idDict *idPlayer::FindInventoryItem( const char *name ) { for ( int i = 0; i < inventory.items.Num(); i++ ) { const char *iname = inventory.items[i]->GetString( "inv_name" ); if ( iname && *iname ) { if ( idStr::Icmp( name, iname ) == 0 ) { return inventory.items[i]; } } } return NULL; } /* =============== idPlayer::RemoveInventoryItem =============== */ void idPlayer::RemoveInventoryItem( const char *name ) { //Hack for localization if(!idStr::Icmp(name, "Pwr Cell")) { name = common->GetLanguageDict()->GetString( "#str_00101056" ); } idDict *item = FindInventoryItem(name); if ( item ) { RemoveInventoryItem( item ); } } /* =============== idPlayer::RemoveInventoryItem =============== */ void idPlayer::RemoveInventoryItem( idDict *item ) { inventory.items.Remove( item ); #ifdef _D3XP //Added to support powercells if(item->GetInt("inv_powercell") && focusUI) { //Reset the powercell count int powerCellCount = 0; for ( int j = 0; j < inventory.items.Num(); j++ ) { idDict *item = inventory.items[ j ]; if(item->GetInt("inv_powercell")) { powerCellCount++; } } focusUI->SetStateInt( "powercell_count", powerCellCount ); } #endif delete item; } /* =============== idPlayer::GiveItem =============== */ void idPlayer::GiveItem( const char *itemname ) { idDict args; args.Set( "classname", itemname ); args.Set( "owner", name.c_str() ); gameLocal.SpawnEntityDef( args ); if ( hud ) { hud->HandleNamedEvent( "itemPickup" ); } } /* ================== idPlayer::SlotForWeapon ================== */ int idPlayer::SlotForWeapon( const char *weaponName ) { int i; for( i = 0; i < MAX_WEAPONS; i++ ) { const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) ); if ( !idStr::Cmp( weap, weaponName ) ) { return i; } } // not found return -1; } /* =============== idPlayer::Reload =============== */ void idPlayer::Reload( void ) { if ( gameLocal.isClient ) { return; } if ( spectating || gameLocal.inCinematic || influenceActive ) { return; } if ( weapon.GetEntity() && weapon.GetEntity()->IsLinked() ) { weapon.GetEntity()->Reload(); } } /* =============== idPlayer::NextBestWeapon =============== */ void idPlayer::NextBestWeapon( void ) { const char *weap; int w = MAX_WEAPONS; if ( gameLocal.isClient || !weaponEnabled ) { return; } while ( w > 0 ) { w--; weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); #ifdef _D3XP if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !inventory.HasAmmo( weap, true, this ) ) ) { #else if ( !weap[ 0 ] || ( ( inventory.weapons & ( 1 << w ) ) == 0 ) || ( !(inventory.HasAmmo( weap )) ) ) { #endif continue; } if ( !spawnArgs.GetBool( va( "weapon%d_best", w ) ) ) { continue; } #ifdef _D3XP //Some weapons will report having ammo but the clip is empty and //will not have enough to fill the clip (i.e. Double Barrel Shotgun with 1 round left) //We need to skip these weapons because they cannot be used if(inventory.HasEmptyClipCannotRefill(weap, this)) { continue; } #endif break; } idealWeapon = w; weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY; UpdateHudWeapon(); } /* =============== idPlayer::NextWeapon =============== */ void idPlayer::NextWeapon( void ) { const char *weap; int w; if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) { return; } if ( gameLocal.isClient ) { return; } // check if we have any weapons if ( !inventory.weapons ) { return; } w = idealWeapon; while( 1 ) { w++; if ( w >= MAX_WEAPONS ) { w = 0; } weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) { continue; } if ( !weap[ 0 ] ) { continue; } if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) { continue; } #ifdef _D3XP if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) { #else if ( inventory.HasAmmo( weap ) ) { #endif break; } } if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) { idealWeapon = w; weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY; UpdateHudWeapon(); } } /* =============== idPlayer::PrevWeapon =============== */ void idPlayer::PrevWeapon( void ) { const char *weap; int w; if ( !weaponEnabled || spectating || hiddenWeapon || gameLocal.inCinematic || gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || health < 0 ) { return; } if ( gameLocal.isClient ) { return; } // check if we have any weapons if ( !inventory.weapons ) { return; } w = idealWeapon; while( 1 ) { w--; if ( w < 0 ) { w = MAX_WEAPONS - 1; } weap = spawnArgs.GetString( va( "def_weapon%d", w ) ); if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) { continue; } if ( !weap[ 0 ] ) { continue; } if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) { continue; } #ifdef _D3XP if ( inventory.HasAmmo( weap, true, this ) || w == weapon_bloodstone ) { #else if ( inventory.HasAmmo( weap ) ) { #endif break; } } if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) { idealWeapon = w; weaponSwitchTime = gameLocal.time + WEAPON_SWITCH_DELAY; UpdateHudWeapon(); } } /* =============== idPlayer::SelectWeapon =============== */ void idPlayer::SelectWeapon( int num, bool force ) { const char *weap; if ( !weaponEnabled || spectating || gameLocal.inCinematic || health < 0 ) { return; } if ( ( num < 0 ) || ( num >= MAX_WEAPONS ) ) { return; } if ( gameLocal.isClient ) { return; } if ( ( num != weapon_pda ) && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) { num = weapon_fists; hiddenWeapon ^= 1; if ( hiddenWeapon && weapon.GetEntity() ) { weapon.GetEntity()->LowerWeapon(); } else { weapon.GetEntity()->RaiseWeapon(); } } weap = spawnArgs.GetString( va( "def_weapon%d", num ) ); if ( !weap[ 0 ] ) { gameLocal.Printf( "Invalid weapon\n" ); return; } #ifdef _D3XP //Is the weapon a toggle weapon WeaponToggle_t* weaponToggle; if(weaponToggles.Get(va("weapontoggle%d", num), &weaponToggle)) { int weaponToggleIndex = 0; //Find the current Weapon in the list int currentIndex = -1; for(int i = 0; i < weaponToggle->toggleList.Num(); i++) { if(weaponToggle->toggleList[i] == idealWeapon) { currentIndex = i; break; } } if(currentIndex == -1) { //Didn't find the current weapon so select the first item weaponToggleIndex = 0; } else { //Roll to the next available item in the list weaponToggleIndex = currentIndex; weaponToggleIndex++; if(weaponToggleIndex >= weaponToggle->toggleList.Num()) { weaponToggleIndex = 0; } } for(int i = 0; i < weaponToggle->toggleList.Num(); i++) { //Is it available if(inventory.weapons & ( 1 << weaponToggle->toggleList[weaponToggleIndex])) { break; } weaponToggleIndex++; if(weaponToggleIndex >= weaponToggle->toggleList.Num()) { weaponToggleIndex = 0; } } num = weaponToggle->toggleList[weaponToggleIndex]; } #endif if ( force || ( inventory.weapons & ( 1 << num ) ) ) { #ifdef _D3XP if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) { #else if ( !inventory.HasAmmo( weap ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", num ) ) ) { #endif return; } if ( ( previousWeapon >= 0 ) && ( idealWeapon == num ) && ( spawnArgs.GetBool( va( "weapon%d_toggle", num ) ) ) ) { weap = spawnArgs.GetString( va( "def_weapon%d", previousWeapon ) ); #ifdef _D3XP if ( !inventory.HasAmmo( weap, true, this ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) { #else if ( !inventory.HasAmmo( weap ) && !spawnArgs.GetBool( va( "weapon%d_allowempty", previousWeapon ) ) ) { #endif return; } idealWeapon = previousWeapon; } else if ( ( weapon_pda >= 0 ) && ( num == weapon_pda ) && ( inventory.pdas.Num() == 0 ) ) { ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true ); return; } else { idealWeapon = num; } UpdateHudWeapon(); } } /* ================= idPlayer::DropWeapon ================= */ void idPlayer::DropWeapon( bool died ) { idVec3 forward, up; int inclip, ammoavailable; assert( !gameLocal.isClient ); if ( spectating || weaponGone || weapon.GetEntity() == NULL ) { return; } if ( ( !died && !weapon.GetEntity()->IsReady() ) || weapon.GetEntity()->IsReloading() ) { return; } // ammoavailable is how many shots we can fire // inclip is which amount is in clip right now ammoavailable = weapon.GetEntity()->AmmoAvailable(); inclip = weapon.GetEntity()->AmmoInClip(); // don't drop a grenade if we have none left if ( !idStr::Icmp( idWeapon::GetAmmoNameForNum( weapon.GetEntity()->GetAmmoType() ), "ammo_grenades" ) && ( ammoavailable - inclip <= 0 ) ) { return; } #ifdef _D3XP ammoavailable += inclip; #endif // expect an ammo setup that makes sense before doing any dropping // ammoavailable is -1 for infinite ammo, and weapons like chainsaw // a bad ammo config usually indicates a bad weapon state, so we should not drop // used to be an assertion check, but it still happens in edge cases if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) { common->DPrintf( "idPlayer::DropWeapon: bad ammo setup\n" ); return; } idEntity *item = NULL; if ( died ) { // ain't gonna throw you no weapon if I'm dead item = weapon.GetEntity()->DropItem( vec3_origin, 0, WEAPON_DROP_TIME, died ); } else { viewAngles.ToVectors( &forward, NULL, &up ); item = weapon.GetEntity()->DropItem( 250.0f * forward + 150.0f * up, 500, WEAPON_DROP_TIME, died ); } if ( !item ) { return; } // set the appropriate ammo in the dropped object const idKeyValue * keyval = item->spawnArgs.MatchPrefix( "inv_ammo_" ); if ( keyval ) { item->spawnArgs.SetInt( keyval->GetKey(), ammoavailable ); idStr inclipKey = keyval->GetKey(); inclipKey.Insert( "inclip_", 4 ); #ifdef _D3XP inclipKey.Insert( va("%.2d", currentWeapon), 11); #endif item->spawnArgs.SetInt( inclipKey, inclip ); } if ( !died ) { // remove from our local inventory completely inventory.Drop( spawnArgs, item->spawnArgs.GetString( "inv_weapon" ), -1 ); weapon.GetEntity()->ResetAmmoClip(); NextWeapon(); weapon.GetEntity()->WeaponStolen(); weaponGone = true; } } /* ================= idPlayer::StealWeapon steal the target player's current weapon ================= */ void idPlayer::StealWeapon( idPlayer *player ) { assert( !gameLocal.isClient ); // make sure there's something to steal idWeapon *player_weapon = static_cast< idWeapon * >( player->weapon.GetEntity() ); if ( !player_weapon || !player_weapon->CanDrop() || weaponGone ) { return; } // steal - we need to effectively force the other player to abandon his weapon int newweap = player->currentWeapon; if ( newweap == -1 ) { return; } // might be just dropped - check inventory if ( ! ( player->inventory.weapons & ( 1 << newweap ) ) ) { return; } const char *weapon_classname = spawnArgs.GetString( va( "def_weapon%d", newweap ) ); assert( weapon_classname ); int ammoavailable = player->weapon.GetEntity()->AmmoAvailable(); int inclip = player->weapon.GetEntity()->AmmoInClip(); #ifdef _D3XP ammoavailable += inclip; #endif if ( ( ammoavailable != -1 ) && ( ammoavailable < 0 ) ) { // see DropWeapon common->DPrintf( "idPlayer::StealWeapon: bad ammo setup\n" ); // we still steal the weapon, so let's use the default ammo levels inclip = -1; const idDeclEntityDef *decl = gameLocal.FindEntityDef( weapon_classname ); assert( decl ); const idKeyValue *keypair = decl->dict.MatchPrefix( "inv_ammo_" ); assert( keypair ); ammoavailable = atoi( keypair->GetValue() ); } player->weapon.GetEntity()->WeaponStolen(); player->inventory.Drop( player->spawnArgs, NULL, newweap ); player->SelectWeapon( weapon_fists, false ); // in case the robbed player is firing rounds with a continuous fire weapon like the chaingun/plasma etc. // this will ensure the firing actually stops player->weaponGone = true; // give weapon, setup the ammo count Give( "weapon", weapon_classname ); ammo_t ammo_i = player->inventory.AmmoIndexForWeaponClass( weapon_classname, NULL ); idealWeapon = newweap; inventory.ammo[ ammo_i ] += ammoavailable; #ifndef _D3XP inventory.clip[ newweap ] = inclip; #endif } /* =============== idPlayer::ActiveGui =============== */ idUserInterface *idPlayer::ActiveGui( void ) { if ( objectiveSystemOpen ) { return objectiveSystem; } return focusUI; } /* =============== idPlayer::Weapon_Combat =============== */ void idPlayer::Weapon_Combat( void ) { if ( influenceActive || !weaponEnabled || gameLocal.inCinematic || privateCameraView ) { return; } weapon.GetEntity()->RaiseWeapon(); if ( weapon.GetEntity()->IsReloading() ) { if ( !AI_RELOAD ) { AI_RELOAD = true; SetState( "ReloadWeapon" ); UpdateScript(); } } else { AI_RELOAD = false; } if ( idealWeapon == weapon_soulcube && soulCubeProjectile.GetEntity() != NULL ) { idealWeapon = currentWeapon; } if ( idealWeapon != currentWeapon ) { if ( weaponCatchup ) { assert( gameLocal.isClient ); currentWeapon = idealWeapon; weaponGone = false; animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) ); weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] ); animPrefix.Strip( "weapon_" ); weapon.GetEntity()->NetCatchup(); const function_t *newstate = GetScriptFunction( "NetCatchup" ); if ( newstate ) { SetState( newstate ); UpdateScript(); } weaponCatchup = false; } else { if ( weapon.GetEntity()->IsReady() ) { weapon.GetEntity()->PutAway(); } if ( weapon.GetEntity()->IsHolstered() ) { assert( idealWeapon >= 0 ); assert( idealWeapon < MAX_WEAPONS ); if ( currentWeapon != weapon_pda && !spawnArgs.GetBool( va( "weapon%d_toggle", currentWeapon ) ) ) { previousWeapon = currentWeapon; } currentWeapon = idealWeapon; weaponGone = false; animPrefix = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) ); weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ currentWeapon ] ); animPrefix.Strip( "weapon_" ); weapon.GetEntity()->Raise(); } } } else { weaponGone = false; // if you drop and re-get weap, you may miss the = false above if ( weapon.GetEntity()->IsHolstered() ) { if ( !weapon.GetEntity()->AmmoAvailable() ) { // weapons can switch automatically if they have no more ammo NextBestWeapon(); } else { weapon.GetEntity()->Raise(); state = GetScriptFunction( "RaiseWeapon" ); if ( state ) { SetState( state ); } } } } // check for attack AI_WEAPON_FIRED = false; if ( !influenceActive ) { if ( ( usercmd.buttons & BUTTON_ATTACK ) && !weaponGone ) { FireWeapon(); } else if ( oldButtons & BUTTON_ATTACK ) { AI_ATTACK_HELD = false; weapon.GetEntity()->EndAttack(); } } // update our ammo clip in our inventory if ( ( currentWeapon >= 0 ) && ( currentWeapon < MAX_WEAPONS ) ) { inventory.clip[ currentWeapon ] = weapon.GetEntity()->AmmoInClip(); if ( hud && ( currentWeapon == idealWeapon ) ) { UpdateHudAmmo( hud ); } } } /* =============== idPlayer::Weapon_NPC =============== */ void idPlayer::Weapon_NPC( void ) { if ( idealWeapon != currentWeapon ) { Weapon_Combat(); } StopFiring(); weapon.GetEntity()->LowerWeapon(); if ( ( usercmd.buttons & BUTTON_ATTACK ) && !( oldButtons & BUTTON_ATTACK ) ) { buttonMask |= BUTTON_ATTACK; focusCharacter->TalkTo( this ); } } /* =============== idPlayer::LowerWeapon =============== */ void idPlayer::LowerWeapon( void ) { if ( weapon.GetEntity() && !weapon.GetEntity()->IsHidden() ) { weapon.GetEntity()->LowerWeapon(); } } /* =============== idPlayer::RaiseWeapon =============== */ void idPlayer::RaiseWeapon( void ) { if ( weapon.GetEntity() && weapon.GetEntity()->IsHidden() ) { weapon.GetEntity()->RaiseWeapon(); } } /* =============== idPlayer::WeaponLoweringCallback =============== */ void idPlayer::WeaponLoweringCallback( void ) { SetState( "LowerWeapon" ); UpdateScript(); } /* =============== idPlayer::WeaponRisingCallback =============== */ void idPlayer::WeaponRisingCallback( void ) { SetState( "RaiseWeapon" ); UpdateScript(); } /* =============== idPlayer::Weapon_GUI =============== */ void idPlayer::Weapon_GUI( void ) { if ( !objectiveSystemOpen ) { if ( idealWeapon != currentWeapon ) { Weapon_Combat(); } StopFiring(); weapon.GetEntity()->LowerWeapon(); } // disable click prediction for the GUIs. handy to check the state sync does the right thing if ( gameLocal.isClient && !net_clientPredictGUI.GetBool() ) { return; } if ( ( oldButtons ^ usercmd.buttons ) & BUTTON_ATTACK ) { sysEvent_t ev; const char *command = NULL; bool updateVisuals = false; idUserInterface *ui = ActiveGui(); if ( ui ) { ev = sys->GenerateMouseButtonEvent( 1, ( usercmd.buttons & BUTTON_ATTACK ) != 0 ); command = ui->HandleEvent( &ev, gameLocal.time, &updateVisuals ); if ( updateVisuals && focusGUIent && ui == focusUI ) { focusGUIent->UpdateVisuals(); } } if ( gameLocal.isClient ) { // we predict enough, but don't want to execute commands return; } if ( focusGUIent ) { HandleGuiCommands( focusGUIent, command ); } else { HandleGuiCommands( this, command ); } } } /* =============== idPlayer::UpdateWeapon =============== */ void idPlayer::UpdateWeapon( void ) { if ( health <= 0 ) { return; } assert( !spectating ); if ( gameLocal.isClient ) { // clients need to wait till the weapon and it's world model entity // are present and synchronized ( weapon.worldModel idEntityPtr to idAnimatedEntity ) if ( !weapon.GetEntity()->IsWorldModelReady() ) { return; } } // always make sure the weapon is correctly setup before accessing it if ( !weapon.GetEntity()->IsLinked() ) { if ( idealWeapon != -1 ) { animPrefix = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) ); weapon.GetEntity()->GetWeaponDef( animPrefix, inventory.clip[ idealWeapon ] ); assert( weapon.GetEntity()->IsLinked() ); } else { return; } } if ( hiddenWeapon && tipUp && usercmd.buttons & BUTTON_ATTACK ) { HideTip(); } if ( g_dragEntity.GetBool() ) { StopFiring(); weapon.GetEntity()->LowerWeapon(); dragEntity.Update( this ); } else if ( ActiveGui() ) { // gui handling overrides weapon use Weapon_GUI(); } else if ( focusCharacter && ( focusCharacter->health > 0 ) ) { Weapon_NPC(); } else { Weapon_Combat(); } if ( hiddenWeapon ) { weapon.GetEntity()->LowerWeapon(); } // update weapon state, particles, dlights, etc weapon.GetEntity()->PresentWeapon( showWeaponViewModel ); } /* =============== idPlayer::SpectateFreeFly =============== */ void idPlayer::SpectateFreeFly( bool force ) { idPlayer *player; idVec3 newOrig; idVec3 spawn_origin; idAngles spawn_angles; player = gameLocal.GetClientByNum( spectator ); if ( force || gameLocal.time > lastSpectateChange ) { spectator = entityNumber; if ( player && player != this && !player->spectating && !player->IsInTeleport() ) { newOrig = player->GetPhysics()->GetOrigin(); if ( player->physicsObj.IsCrouching() ) { newOrig[ 2 ] += pm_crouchviewheight.GetFloat(); } else { newOrig[ 2 ] += pm_normalviewheight.GetFloat(); } newOrig[ 2 ] += SPECTATE_RAISE; idBounds b = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f ); idVec3 start = player->GetPhysics()->GetOrigin(); start[2] += pm_spectatebbox.GetFloat() * 0.5f; trace_t t; // assuming spectate bbox is inside stand or crouch box gameLocal.clip.TraceBounds( t, start, newOrig, b, MASK_PLAYERSOLID, player ); newOrig.Lerp( start, newOrig, t.fraction ); SetOrigin( newOrig ); idAngles angle = player->viewAngles; angle[ 2 ] = 0; SetViewAngles( angle ); } else { SelectInitialSpawnPoint( spawn_origin, spawn_angles ); spawn_origin[ 2 ] += pm_normalviewheight.GetFloat(); spawn_origin[ 2 ] += SPECTATE_RAISE; SetOrigin( spawn_origin ); SetViewAngles( spawn_angles ); } lastSpectateChange = gameLocal.time + 500; } } /* =============== idPlayer::SpectateCycle =============== */ void idPlayer::SpectateCycle( void ) { idPlayer *player; if ( gameLocal.time > lastSpectateChange ) { int latchedSpectator = spectator; spectator = gameLocal.GetNextClientNum( spectator ); player = gameLocal.GetClientByNum( spectator ); assert( player ); // never call here when the current spectator is wrong // ignore other spectators while ( latchedSpectator != spectator && player->spectating ) { spectator = gameLocal.GetNextClientNum( spectator ); player = gameLocal.GetClientByNum( spectator ); } lastSpectateChange = gameLocal.time + 500; } } /* =============== idPlayer::UpdateSpectating =============== */ void idPlayer::UpdateSpectating( void ) { assert( spectating ); assert( !gameLocal.isClient ); assert( IsHidden() ); idPlayer *player; if ( !gameLocal.isMultiplayer ) { return; } player = gameLocal.GetClientByNum( spectator ); if ( !player || ( player->spectating && player != this ) ) { SpectateFreeFly( true ); } else if ( usercmd.upmove > 0 ) { SpectateFreeFly( false ); } else if ( usercmd.buttons & BUTTON_ATTACK ) { SpectateCycle(); } } /* =============== idPlayer::HandleSingleGuiCommand =============== */ bool idPlayer::HandleSingleGuiCommand( idEntity *entityGui, idLexer *src ) { idToken token; if ( !src->ReadToken( &token ) ) { return false; } if ( token == ";" ) { return false; } if ( token.Icmp( "addhealth" ) == 0 ) { if ( entityGui && health < 100 ) { int _health = entityGui->spawnArgs.GetInt( "gui_parm1" ); int amt = ( _health >= HEALTH_PER_DOSE ) ? HEALTH_PER_DOSE : _health; _health -= amt; entityGui->spawnArgs.SetInt( "gui_parm1", _health ); if ( entityGui->GetRenderEntity() && entityGui->GetRenderEntity()->gui[ 0 ] ) { entityGui->GetRenderEntity()->gui[ 0 ]->SetStateInt( "gui_parm1", _health ); } health += amt; if ( health > 100 ) { health = 100; } } return true; } if ( token.Icmp( "ready" ) == 0 ) { PerformImpulse( IMPULSE_17 ); return true; } if ( token.Icmp( "updatepda" ) == 0 ) { UpdatePDAInfo( true ); return true; } if ( token.Icmp( "updatepda2" ) == 0 ) { UpdatePDAInfo( false ); return true; } if ( token.Icmp( "stoppdavideo" ) == 0 ) { if ( objectiveSystem && objectiveSystemOpen && pdaVideoWave.Length() > 0 ) { StopSound( SND_CHANNEL_PDA, false ); } return true; } if ( token.Icmp( "close" ) == 0 ) { if ( objectiveSystem && objectiveSystemOpen ) { TogglePDA(); } } if ( token.Icmp( "playpdavideo" ) == 0 ) { if ( objectiveSystem && objectiveSystemOpen && pdaVideo.Length() > 0 ) { const idMaterial *mat = declManager->FindMaterial( pdaVideo ); if ( mat ) { int c = mat->GetNumStages(); for ( int i = 0; i < c; i++ ) { const shaderStage_t *stage = mat->GetStage(i); if ( stage && stage->texture.cinematic ) { stage->texture.cinematic->ResetTime( gameLocal.time ); } } if ( pdaVideoWave.Length() ) { const idSoundShader *shader = declManager->FindSound( pdaVideoWave ); StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, NULL ); } } } } if ( token.Icmp( "playpdaaudio" ) == 0 ) { if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) { const idSoundShader *shader = declManager->FindSound( pdaAudio ); int ms; StartSoundShader( shader, SND_CHANNEL_PDA, 0, false, &ms ); StartAudioLog(); CancelEvents( &EV_Player_StopAudioLog ); PostEventMS( &EV_Player_StopAudioLog, ms + 150 ); } return true; } if ( token.Icmp( "stoppdaaudio" ) == 0 ) { if ( objectiveSystem && objectiveSystemOpen && pdaAudio.Length() > 0 ) { // idSoundShader *shader = declManager->FindSound( pdaAudio ); StopAudioLog(); StopSound( SND_CHANNEL_PDA, false ); } return true; } src->UnreadToken( &token ); return false; } /* ============== idPlayer::Collide ============== */ bool idPlayer::Collide( const trace_t &collision, const idVec3 &velocity ) { idEntity *other; if ( gameLocal.isClient ) { return false; } other = gameLocal.entities[ collision.c.entityNum ]; if ( other ) { other->Signal( SIG_TOUCH ); if ( !spectating ) { if ( other->RespondsTo( EV_Touch ) ) { other->ProcessEvent( &EV_Touch, this, &collision ); } } else { if ( other->RespondsTo( EV_SpectatorTouch ) ) { other->ProcessEvent( &EV_SpectatorTouch, this, &collision ); } } } return false; } /* ================ idPlayer::UpdateLocation Searches nearby locations ================ */ void idPlayer::UpdateLocation( void ) { if ( hud ) { idLocationEntity *locationEntity = gameLocal.LocationForPoint( GetEyePosition() ); if ( locationEntity ) { hud->SetStateString( "location", locationEntity->GetLocation() ); } else { hud->SetStateString( "location", common->GetLanguageDict()->GetString( "#str_02911" ) ); } } } /* ================ idPlayer::ClearFocus Clears the focus cursor ================ */ void idPlayer::ClearFocus( void ) { focusCharacter = NULL; focusGUIent = NULL; focusUI = NULL; focusVehicle = NULL; talkCursor = 0; } /* ================ idPlayer::UpdateFocus Searches nearby entities for interactive guis, possibly making one of them the focus and sending it a mouse move event ================ */ void idPlayer::UpdateFocus( void ) { idClipModel *clipModelList[ MAX_GENTITIES ]; idClipModel *clip; int listedClipModels; idEntity *oldFocus; idEntity *ent; idUserInterface *oldUI; idAI *oldChar; int oldTalkCursor; int i, j; idVec3 start, end; bool allowFocus; const char *command; trace_t trace; guiPoint_t pt; const idKeyValue *kv; sysEvent_t ev; idUserInterface *ui; if ( gameLocal.inCinematic ) { return; } // only update the focus character when attack button isn't pressed so players // can still chainsaw NPC's if ( gameLocal.isMultiplayer || ( !focusCharacter && ( usercmd.buttons & BUTTON_ATTACK ) ) ) { allowFocus = false; } else { allowFocus = true; } oldFocus = focusGUIent; oldUI = focusUI; oldChar = focusCharacter; oldTalkCursor = talkCursor; if ( focusTime <= gameLocal.time ) { ClearFocus(); } // don't let spectators interact with GUIs if ( spectating ) { return; } start = GetEyePosition(); end = start + viewAngles.ToForward() * 80.0f; // player identification -> names to the hud if ( gameLocal.isMultiplayer && entityNumber == gameLocal.localClientNum ) { idVec3 end = start + viewAngles.ToForward() * 768.0f; gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_BOUNDINGBOX, this ); int iclient = -1; if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum < MAX_CLIENTS ) ) { iclient = trace.c.entityNum; } if ( MPAim != iclient ) { lastMPAim = MPAim; MPAim = iclient; lastMPAimTime = gameLocal.realClientTime; } } idBounds bounds( start ); bounds.AddPoint( end ); listedClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES ); // no pretense at sorting here, just assume that there will only be one active // gui within range along the trace for ( i = 0; i < listedClipModels; i++ ) { clip = clipModelList[ i ]; ent = clip->GetEntity(); if ( ent->IsHidden() ) { continue; } if ( allowFocus ) { if ( ent->IsType( idAFAttachment::Type ) ) { idEntity *body = static_cast( ent )->GetBody(); if ( body && body->IsType( idAI::Type ) && ( static_cast( body )->GetTalkState() >= TALK_OK ) ) { gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this ); if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) { ClearFocus(); focusCharacter = static_cast( body ); talkCursor = 1; focusTime = gameLocal.time + FOCUS_TIME; break; } } continue; } if ( ent->IsType( idAI::Type ) ) { if ( static_cast( ent )->GetTalkState() >= TALK_OK ) { gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this ); if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) { ClearFocus(); focusCharacter = static_cast( ent ); talkCursor = 1; focusTime = gameLocal.time + FOCUS_TIME; break; } } continue; } if ( ent->IsType( idAFEntity_Vehicle::Type ) ) { gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this ); if ( ( trace.fraction < 1.0f ) && ( trace.c.entityNum == ent->entityNumber ) ) { ClearFocus(); focusVehicle = static_cast( ent ); focusTime = gameLocal.time + FOCUS_TIME; break; } continue; } } if ( !ent->GetRenderEntity() || !ent->GetRenderEntity()->gui[ 0 ] || !ent->GetRenderEntity()->gui[ 0 ]->IsInteractive() ) { continue; } if ( ent->spawnArgs.GetBool( "inv_item" ) ) { // don't allow guis on pickup items focus continue; } pt = gameRenderWorld->GuiTrace( ent->GetModelDefHandle(), start, end ); if ( pt.x != -1 ) { // we have a hit renderEntity_t *focusGUIrenderEntity = ent->GetRenderEntity(); if ( !focusGUIrenderEntity ) { continue; } if ( pt.guiId == 1 ) { ui = focusGUIrenderEntity->gui[ 0 ]; } else if ( pt.guiId == 2 ) { ui = focusGUIrenderEntity->gui[ 1 ]; } else { ui = focusGUIrenderEntity->gui[ 2 ]; } if ( ui == NULL ) { continue; } ClearFocus(); focusGUIent = ent; focusUI = ui; if ( oldFocus != ent ) { // new activation // going to see if we have anything in inventory a gui might be interested in // need to enumerate inventory items focusUI->SetStateInt( "inv_count", inventory.items.Num() ); for ( j = 0; j < inventory.items.Num(); j++ ) { idDict *item = inventory.items[ j ]; const char *iname = item->GetString( "inv_name" ); const char *iicon = item->GetString( "inv_icon" ); const char *itext = item->GetString( "inv_text" ); focusUI->SetStateString( va( "inv_name_%i", j), iname ); focusUI->SetStateString( va( "inv_icon_%i", j), iicon ); focusUI->SetStateString( va( "inv_text_%i", j), itext ); kv = item->MatchPrefix("inv_id", NULL); if ( kv ) { focusUI->SetStateString( va( "inv_id_%i", j ), kv->GetValue() ); } focusUI->SetStateInt( iname, 1 ); } for( j = 0; j < inventory.pdaSecurity.Num(); j++ ) { const char *p = inventory.pdaSecurity[ j ]; if ( p && *p ) { focusUI->SetStateInt( p, 1 ); } } #ifdef _D3XP //BSM: Added for powercells int powerCellCount = 0; for ( j = 0; j < inventory.items.Num(); j++ ) { idDict *item = inventory.items[ j ]; if(item->GetInt("inv_powercell")) { powerCellCount++; } } focusUI->SetStateInt( "powercell_count", powerCellCount ); #endif int staminapercentage = ( int )( 100.0f * stamina / pm_stamina.GetFloat() ); focusUI->SetStateString( "player_health", va("%i", health ) ); focusUI->SetStateString( "player_stamina", va( "%i%%", staminapercentage ) ); focusUI->SetStateString( "player_armor", va( "%i%%", inventory.armor ) ); kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", NULL ); while ( kv ) { focusUI->SetStateString( kv->GetKey(), kv->GetValue() ); kv = focusGUIent->spawnArgs.MatchPrefix( "gui_parm", kv ); } } // clamp the mouse to the corner ev = sys->GenerateMouseMoveEvent( -2000, -2000 ); command = focusUI->HandleEvent( &ev, gameLocal.time ); HandleGuiCommands( focusGUIent, command ); // move to an absolute position ev = sys->GenerateMouseMoveEvent( pt.x * SCREEN_WIDTH, pt.y * SCREEN_HEIGHT ); command = focusUI->HandleEvent( &ev, gameLocal.time ); HandleGuiCommands( focusGUIent, command ); focusTime = gameLocal.time + FOCUS_GUI_TIME; break; } } if ( focusGUIent && focusUI ) { if ( !oldFocus || oldFocus != focusGUIent ) { // DG: tell the old UI it isn't focused anymore if ( oldFocus != NULL && oldUI != NULL ) { command = oldUI->Activate( false, gameLocal.time ); // TODO: HandleGuiCommands( oldFocus, command ); ? } // DG end command = focusUI->Activate( true, gameLocal.time ); HandleGuiCommands( focusGUIent, command ); StartSound( "snd_guienter", SND_CHANNEL_ANY, 0, false, NULL ); // HideTip(); // HideObjective(); } } else if ( oldFocus && oldUI ) { command = oldUI->Activate( false, gameLocal.time ); HandleGuiCommands( oldFocus, command ); StartSound( "snd_guiexit", SND_CHANNEL_ANY, 0, false, NULL ); } if ( cursor && ( oldTalkCursor != talkCursor ) ) { cursor->SetStateInt( "talkcursor", talkCursor ); } if ( oldChar != focusCharacter && hud ) { if ( focusCharacter ) { hud->SetStateString( "npc", focusCharacter->spawnArgs.GetString( "npc_name", "Joe" ) ); #ifdef _D3XP //Use to code to update the npc action string to fix bug 1159 hud->SetStateString( "npc_action", common->GetLanguageDict()->GetString( "#str_02036" )); #endif hud->HandleNamedEvent( "showNPC" ); // HideTip(); // HideObjective(); } else { hud->SetStateString( "npc", "" ); #ifdef _D3XP hud->SetStateString( "npc_action", "" ); #endif hud->HandleNamedEvent( "hideNPC" ); } } } /* ================= idPlayer::CrashLand Check for hard landings that generate sound events ================= */ void idPlayer::CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity ) { idVec3 origin, velocity; idVec3 gravityVector, gravityNormal; float delta; float hardDelta, fatalDelta; float dist; float vel, acc; float t; float a, b, c, den; waterLevel_t waterLevel; bool noDamage; AI_SOFTLANDING = false; AI_HARDLANDING = false; // if the player is not on the ground if ( !physicsObj.HasGroundContacts() ) { return; } gravityNormal = physicsObj.GetGravityNormal(); // if the player wasn't going down if ( ( oldVelocity * -gravityNormal ) >= 0.0f ) { return; } waterLevel = physicsObj.GetWaterLevel(); // never take falling damage if completely underwater if ( waterLevel == WATERLEVEL_HEAD ) { return; } // no falling damage if touching a nodamage surface noDamage = false; for ( int i = 0; i < physicsObj.GetNumContacts(); i++ ) { const contactInfo_t &contact = physicsObj.GetContact( i ); if ( contact.material->GetSurfaceFlags() & SURF_NODAMAGE ) { noDamage = true; StartSound( "snd_land_hard", SND_CHANNEL_ANY, 0, false, NULL ); break; } } origin = GetPhysics()->GetOrigin(); gravityVector = physicsObj.GetGravity(); // calculate the exact velocity on landing dist = ( origin - oldOrigin ) * -gravityNormal; vel = oldVelocity * -gravityNormal; acc = -gravityVector.Length(); a = acc / 2.0f; b = vel; c = -dist; den = b * b - 4.0f * a * c; if ( den < 0 ) { return; } t = ( -b - idMath::Sqrt( den ) ) / ( 2.0f * a ); delta = vel + t * acc; delta = delta * delta * 0.0001; // reduce falling damage if there is standing water if ( waterLevel == WATERLEVEL_WAIST ) { delta *= 0.25f; } if ( waterLevel == WATERLEVEL_FEET ) { delta *= 0.5f; } if ( delta < 1.0f ) { return; } // allow falling a bit further for multiplayer if ( gameLocal.isMultiplayer ) { fatalDelta = 75.0f; hardDelta = 50.0f; } else { fatalDelta = 65.0f; hardDelta = 45.0f; } if ( delta > fatalDelta ) { AI_HARDLANDING = true; landChange = -32; landTime = gameLocal.time; if ( !noDamage ) { pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_fatalfall", 1.0f, 0 ); } } else if ( delta > hardDelta ) { AI_HARDLANDING = true; landChange = -24; landTime = gameLocal.time; if ( !noDamage ) { pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_hardfall", 1.0f, 0 ); } } else if ( delta > 30 ) { AI_HARDLANDING = true; landChange = -16; landTime = gameLocal.time; if ( !noDamage ) { pain_debounce_time = gameLocal.time + pain_delay + 1; // ignore pain since we'll play our landing anim Damage( NULL, NULL, idVec3( 0, 0, -1 ), "damage_softfall", 1.0f, 0 ); } } else if ( delta > 7 ) { AI_SOFTLANDING = true; landChange = -8; landTime = gameLocal.time; } else if ( delta > 3 ) { // just walk on } } /* =============== idPlayer::BobCycle =============== */ void idPlayer::BobCycle( const idVec3 &pushVelocity ) { float bobmove; int old, deltaTime; idVec3 vel, gravityDir, velocity; idMat3 viewaxis; float bob; float delta; float speed; float f; // // calculate speed and cycle to be used for // all cyclic walking effects // velocity = physicsObj.GetLinearVelocity() - pushVelocity; gravityDir = physicsObj.GetGravityNormal(); vel = velocity - ( velocity * gravityDir ) * gravityDir; xyspeed = vel.LengthFast(); // do not evaluate the bob for other clients // when doing a spectate follow, don't do any weapon bobbing if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) { viewBobAngles.Zero(); viewBob.Zero(); return; } if ( !physicsObj.HasGroundContacts() || influenceActive == INFLUENCE_LEVEL2 || ( gameLocal.isMultiplayer && spectating ) ) { // airborne bobCycle = 0; bobFoot = 0; bobfracsin = 0; } else if ( ( !usercmd.forwardmove && !usercmd.rightmove ) || ( xyspeed <= MIN_BOB_SPEED ) ) { // start at beginning of cycle again bobCycle = 0; bobFoot = 0; bobfracsin = 0; } else { if ( physicsObj.IsCrouching() ) { bobmove = pm_crouchbob.GetFloat(); // ducked characters never play footsteps } else { // vary the bobbing based on the speed of the player bobmove = pm_walkbob.GetFloat() * ( 1.0f - bobFrac ) + pm_runbob.GetFloat() * bobFrac; } // check for footstep / splash sounds old = bobCycle; bobCycle = (int)( old + bobmove * gameLocal.msec ) & 255; bobFoot = ( bobCycle & 128 ) >> 7; bobfracsin = idMath::Fabs( sin( ( bobCycle & 127 ) / 127.0 * idMath::PI ) ); } // calculate angles for view bobbing viewBobAngles.Zero(); viewaxis = viewAngles.ToMat3() * physicsObj.GetGravityAxis(); // add angles based on velocity delta = velocity * viewaxis[0]; viewBobAngles.pitch += delta * pm_runpitch.GetFloat(); delta = velocity * viewaxis[1]; viewBobAngles.roll -= delta * pm_runroll.GetFloat(); // add angles based on bob // make sure the bob is visible even at low speeds speed = xyspeed > 200 ? xyspeed : 200; delta = bobfracsin * pm_bobpitch.GetFloat() * speed; if ( physicsObj.IsCrouching() ) { delta *= 3; // crouching } viewBobAngles.pitch += delta; delta = bobfracsin * pm_bobroll.GetFloat() * speed; if ( physicsObj.IsCrouching() ) { delta *= 3; // crouching accentuates roll } if ( bobFoot & 1 ) { delta = -delta; } viewBobAngles.roll += delta; // calculate position for view bobbing viewBob.Zero(); if ( physicsObj.HasSteppedUp() ) { // check for stepping up before a previous step is completed deltaTime = gameLocal.time - stepUpTime; if ( deltaTime < STEPUP_TIME ) { stepUpDelta = stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME + physicsObj.GetStepUp(); } else { stepUpDelta = physicsObj.GetStepUp(); } if ( stepUpDelta > 2.0f * pm_stepsize.GetFloat() ) { stepUpDelta = 2.0f * pm_stepsize.GetFloat(); } stepUpTime = gameLocal.time; } idVec3 gravity = physicsObj.GetGravityNormal(); // if the player stepped up recently deltaTime = gameLocal.time - stepUpTime; if ( deltaTime < STEPUP_TIME ) { viewBob += gravity * ( stepUpDelta * ( STEPUP_TIME - deltaTime ) / STEPUP_TIME ); } // add bob height after any movement smoothing bob = bobfracsin * xyspeed * pm_bobup.GetFloat(); if ( bob > 6 ) { bob = 6; } viewBob[2] += bob; // add fall height delta = gameLocal.time - landTime; if ( delta < LAND_DEFLECT_TIME ) { f = delta / LAND_DEFLECT_TIME; viewBob -= gravity * ( landChange * f ); } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { delta -= LAND_DEFLECT_TIME; f = 1.0 - ( delta / LAND_RETURN_TIME ); viewBob -= gravity * ( landChange * f ); } } /* ================ idPlayer::UpdateDeltaViewAngles ================ */ void idPlayer::UpdateDeltaViewAngles( const idAngles &angles ) { // set the delta angle idAngles delta; for( int i = 0; i < 3; i++ ) { delta[ i ] = angles[ i ] - SHORT2ANGLE( usercmd.angles[ i ] ); } SetDeltaViewAngles( delta ); } /* ================ idPlayer::SetViewAngles ================ */ void idPlayer::SetViewAngles( const idAngles &angles ) { UpdateDeltaViewAngles( angles ); viewAngles = angles; } /* ================ idPlayer::UpdateViewAngles ================ */ void idPlayer::UpdateViewAngles( void ) { int i; idAngles delta; if ( !noclip && ( gameLocal.inCinematic || privateCameraView || gameLocal.GetCamera() || influenceActive == INFLUENCE_LEVEL2 || objectiveSystemOpen ) ) { // no view changes at all, but we still want to update the deltas or else when // we get out of this mode, our view will snap to a kind of random angle UpdateDeltaViewAngles( viewAngles ); return; } // if dead if ( health <= 0 ) { if ( pm_thirdPersonDeath.GetBool() ) { viewAngles.roll = 0.0f; viewAngles.pitch = 30.0f; } else { viewAngles.roll = 40.0f; viewAngles.pitch = -15.0f; } return; } // circularly clamp the angles with deltas for ( i = 0; i < 3; i++ ) { cmdAngles[i] = SHORT2ANGLE( usercmd.angles[i] ); if ( influenceActive == INFLUENCE_LEVEL3 ) { viewAngles[i] += idMath::ClampFloat( -1.0f, 1.0f, idMath::AngleDelta( idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] ) , viewAngles[i] ) ); } else { viewAngles[i] = idMath::AngleNormalize180( SHORT2ANGLE( usercmd.angles[i]) + deltaViewAngles[i] ); } } if ( !centerView.IsDone( gameLocal.time ) ) { viewAngles.pitch = centerView.GetCurrentValue(gameLocal.time); } // clamp the pitch if ( noclip ) { if ( viewAngles.pitch > 89.0f ) { // don't let the player look down more than 89 degrees while noclipping viewAngles.pitch = 89.0f; } else if ( viewAngles.pitch < -89.0f ) { // don't let the player look up more than 89 degrees while noclipping viewAngles.pitch = -89.0f; } #ifdef _D3XP } else if ( mountedObject ) { int yaw_min, yaw_max, varc; mountedObject->GetAngleRestrictions( yaw_min, yaw_max, varc ); if ( yaw_min < yaw_max ) { viewAngles.yaw = idMath::ClampFloat( yaw_min, yaw_max, viewAngles.yaw ); } else { if ( viewAngles.yaw < 0 ) { viewAngles.yaw = idMath::ClampFloat( -180.f, yaw_max, viewAngles.yaw ); } else { viewAngles.yaw = idMath::ClampFloat( yaw_min, 180.f, viewAngles.yaw ); } } viewAngles.pitch = idMath::ClampFloat( -varc, varc, viewAngles.pitch ); #endif } else { if ( viewAngles.pitch > pm_maxviewpitch.GetFloat() ) { // don't let the player look down enough to see the shadow of his (non-existant) feet viewAngles.pitch = pm_maxviewpitch.GetFloat(); } else if ( viewAngles.pitch < pm_minviewpitch.GetFloat() ) { // don't let the player look up more than 89 degrees viewAngles.pitch = pm_minviewpitch.GetFloat(); } } UpdateDeltaViewAngles( viewAngles ); // orient the model towards the direction we're looking SetAngles( idAngles( 0, viewAngles.yaw, 0 ) ); // save in the log for analyzing weapon angle offsets loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ] = viewAngles; } /* ============== idPlayer::AdjustHeartRate Player heartrate works as follows DEF_HEARTRATE is resting heartrate Taking damage when health is above 75 adjusts heart rate by 1 beat per second Taking damage when health is below 75 adjusts heart rate by 5 beats per second Maximum heartrate from damage is MAX_HEARTRATE Firing a weapon adds 1 beat per second up to a maximum of COMBAT_HEARTRATE Being at less than 25% stamina adds 5 beats per second up to ZEROSTAMINA_HEARTRATE All heartrates are target rates.. the heart rate will start falling as soon as there have been no adjustments for 5 seconds Once it starts falling it always tries to get to DEF_HEARTRATE The exception to the above rule is upon death at which point the rate is set to DYING_HEARTRATE and starts falling immediately to zero Heart rate volumes go from zero ( -40 db for DEF_HEARTRATE to 5 db for MAX_HEARTRATE ) the volume is scaled linearly based on the actual rate Exception to the above rule is once the player is dead, the dying heart rate starts at either the current volume if it is audible or -10db and scales to 8db on the last few beats ============== */ void idPlayer::AdjustHeartRate( int target, float timeInSecs, float delay, bool force ) { if ( heartInfo.GetEndValue() == target ) { return; } if ( AI_DEAD && !force ) { return; } lastHeartAdjust = gameLocal.time; heartInfo.Init( gameLocal.time + delay * 1000, timeInSecs * 1000, heartRate, target ); } /* ============== idPlayer::GetBaseHeartRate ============== */ int idPlayer::GetBaseHeartRate( void ) { int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float)health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ ); int rate = idMath::FtoiFast( base + ( ZEROSTAMINA_HEARTRATE - base ) * ( 1.0f - stamina / pm_stamina.GetFloat() ) ); int diff = ( lastDmgTime ) ? gameLocal.time - lastDmgTime : 99999; rate += ( diff < 5000 ) ? ( diff < 2500 ) ? ( diff < 1000 ) ? 15 : 10 : 5 : 0; return rate; } /* ============== idPlayer::SetCurrentHeartRate ============== */ void idPlayer::SetCurrentHeartRate( void ) { int base = idMath::FtoiFast( ( BASE_HEARTRATE + LOWHEALTH_HEARTRATE_ADJ ) - ( (float) health / 100.0f ) * LOWHEALTH_HEARTRATE_ADJ ); if ( PowerUpActive( ADRENALINE )) { heartRate = 135; } else { heartRate = idMath::FtoiFast( heartInfo.GetCurrentValue( gameLocal.time ) ); int currentRate = GetBaseHeartRate(); if ( health >= 0 && gameLocal.time > lastHeartAdjust + 2500 ) { AdjustHeartRate( currentRate, 2.5f, 0.0f, false ); } } int bps = idMath::FtoiFast( 60.0f / heartRate * 1000.0f ); if ( gameLocal.time - lastHeartBeat > bps ) { int dmgVol = DMG_VOLUME; int deathVol = DEATH_VOLUME; int zeroVol = ZERO_VOLUME; float pct = 0.0; if ( heartRate > BASE_HEARTRATE && health > 0 ) { pct = (float)(heartRate - base) / (MAX_HEARTRATE - base); pct *= ((float)dmgVol - (float)zeroVol); } else if ( health <= 0 ) { pct = (float)(heartRate - DYING_HEARTRATE) / (BASE_HEARTRATE - DYING_HEARTRATE); if ( pct > 1.0f ) { pct = 1.0f; } else if (pct < 0.0f) { pct = 0.0f; } pct *= ((float)deathVol - (float)zeroVol); } pct += (float)zeroVol; if ( pct != zeroVol ) { StartSound( "snd_heartbeat", SND_CHANNEL_HEART, SSF_PRIVATE_SOUND, false, NULL ); // modify just this channel to a custom volume soundShaderParms_t parms; memset( &parms, 0, sizeof( parms ) ); parms.volume = pct; refSound.referenceSound->ModifySound( SND_CHANNEL_HEART, &parms ); } lastHeartBeat = gameLocal.time; } } /* ============== idPlayer::UpdateAir ============== */ void idPlayer::UpdateAir( void ) { if ( health <= 0 ) { return; } // see if the player is connected to the info_vacuum bool newAirless = false; if ( gameLocal.vacuumAreaNum != -1 ) { int num = GetNumPVSAreas(); if ( num > 0 ) { int areaNum; // if the player box spans multiple areas, get the area from the origin point instead, // otherwise a rotating player box may poke into an outside area if ( num == 1 ) { const int *pvsAreas = GetPVSAreas(); areaNum = pvsAreas[0]; } else { areaNum = gameRenderWorld->PointInArea( this->GetPhysics()->GetOrigin() ); } newAirless = gameRenderWorld->AreasAreConnected( gameLocal.vacuumAreaNum, areaNum, PS_BLOCK_AIR ); } } #ifdef _D3XP if ( PowerUpActive( ENVIROTIME ) ) { newAirless = false; } #endif if ( newAirless ) { if ( !airless ) { StartSound( "snd_decompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL ); StartSound( "snd_noAir", SND_CHANNEL_BODY2, 0, false, NULL ); if ( hud ) { hud->HandleNamedEvent( "noAir" ); } } airTics--; if ( airTics < 0 ) { airTics = 0; // check for damage const idDict *damageDef = gameLocal.FindEntityDefDict( "damage_noair", false ); int dmgTiming = 1000 * ((damageDef) ? damageDef->GetFloat( "delay", "3.0" ) : 3.0f ); if ( gameLocal.time > lastAirDamage + dmgTiming ) { Damage( NULL, NULL, vec3_origin, "damage_noair", 1.0f, 0 ); lastAirDamage = gameLocal.time; } } } else { if ( airless ) { StartSound( "snd_recompress", SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL ); StopSound( SND_CHANNEL_BODY2, false ); if ( hud ) { hud->HandleNamedEvent( "Air" ); } } airTics+=2; // regain twice as fast as lose if ( airTics > pm_airTics.GetInteger() ) { airTics = pm_airTics.GetInteger(); } } airless = newAirless; if ( hud ) { hud->SetStateInt( "player_air", 100 * airTics / pm_airTics.GetInteger() ); } } void idPlayer::UpdatePowerupHud() { if ( health <= 0 ) { return; } if(lastHudPowerup != hudPowerup) { if(hudPowerup == -1) { //The powerup hud should be turned off if ( hud ) { hud->HandleNamedEvent( "noPowerup" ); } } else { //Turn the pwoerup hud on if ( hud ) { hud->HandleNamedEvent( "Powerup" ); } } lastHudPowerup = hudPowerup; } if(hudPowerup != -1) { if(PowerUpActive(hudPowerup)) { int remaining = inventory.powerupEndTime[ hudPowerup ] - gameLocal.time; int filledbar = idMath::ClampInt( 0, hudPowerupDuration, remaining ); if ( hud ) { hud->SetStateInt( "player_powerup", 100 * filledbar / hudPowerupDuration ); hud->SetStateInt( "player_poweruptime", remaining / 1000 ); } } } } /* ============== idPlayer::AddGuiPDAData ============== */ int idPlayer::AddGuiPDAData( const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui ) { int c, i; idStr work; if ( dataType == DECL_EMAIL ) { c = src->GetNumEmails(); for ( i = 0; i < c; i++ ) { const idDeclEmail *email = src->GetEmailByIndex( i ); if ( email == NULL ) { work = va( "-\tEmail %d not found\t-", i ); } else { work = email->GetFrom(); work += "\t"; work += email->GetSubject(); work += "\t"; work += email->GetDate(); } gui->SetStateString( va( "%s_item_%i", listName, i ), work ); } return c; } else if ( dataType == DECL_AUDIO ) { c = src->GetNumAudios(); for ( i = 0; i < c; i++ ) { const idDeclAudio *audio = src->GetAudioByIndex( i ); if ( audio == NULL ) { work = va( "Audio Log %d not found", i ); } else { work = audio->GetAudioName(); } gui->SetStateString( va( "%s_item_%i", listName, i ), work ); } return c; } else if ( dataType == DECL_VIDEO ) { c = inventory.videos.Num(); for ( i = 0; i < c; i++ ) { const idDeclVideo *video = GetVideo( i ); if ( video == NULL ) { work = va( "Video CD %s not found", inventory.videos[i].c_str() ); } else { work = video->GetVideoName(); } gui->SetStateString( va( "%s_item_%i", listName, i ), work ); } return c; } return 0; } /* ============== idPlayer::GetPDA ============== */ const idDeclPDA *idPlayer::GetPDA( void ) const { if ( inventory.pdas.Num() ) { return static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[ 0 ] ) ); } else { return NULL; } } /* ============== idPlayer::GetVideo ============== */ const idDeclVideo *idPlayer::GetVideo( int index ) { if ( index >= 0 && index < inventory.videos.Num() ) { return static_cast< const idDeclVideo* >( declManager->FindType( DECL_VIDEO, inventory.videos[index], false ) ); } return NULL; } /* ============== idPlayer::UpdatePDAInfo ============== */ void idPlayer::UpdatePDAInfo( bool updatePDASel ) { int j, sel; if ( objectiveSystem == NULL ) { return; } assert( hud ); int currentPDA = objectiveSystem->State().GetInt( "listPDA_sel_0", "0" ); if ( currentPDA == -1 ) { currentPDA = 0; } if ( updatePDASel ) { objectiveSystem->SetStateInt( "listPDAVideo_sel_0", 0 ); objectiveSystem->SetStateInt( "listPDAEmail_sel_0", 0 ); objectiveSystem->SetStateInt( "listPDAAudio_sel_0", 0 ); } if ( currentPDA > 0 ) { currentPDA = inventory.pdas.Num() - currentPDA; } // Mark in the bit array that this pda has been read if ( currentPDA < 128 ) { inventory.pdasViewed[currentPDA >> 5] |= 1 << (currentPDA & 31); } pdaAudio = ""; pdaVideo = ""; pdaVideoWave = ""; idStr name, data, preview, info, wave; for ( j = 0; j < MAX_PDAS; j++ ) { objectiveSystem->SetStateString( va( "listPDA_item_%i", j ), "" ); } for ( j = 0; j < MAX_PDA_ITEMS; j++ ) { objectiveSystem->SetStateString( va( "listPDAVideo_item_%i", j ), "" ); objectiveSystem->SetStateString( va( "listPDAAudio_item_%i", j ), "" ); objectiveSystem->SetStateString( va( "listPDAEmail_item_%i", j ), "" ); objectiveSystem->SetStateString( va( "listPDASecurity_item_%i", j ), "" ); } for ( j = 0; j < inventory.pdas.Num(); j++ ) { const idDeclPDA *pda = static_cast< const idDeclPDA* >( declManager->FindType( DECL_PDA, inventory.pdas[j], false ) ); if ( pda == NULL ) { continue; } int index = inventory.pdas.Num() - j; if ( j == 0 ) { // Special case for the first PDA index = 0; } if ( j != currentPDA && j < 128 && inventory.pdasViewed[j >> 5] & (1 << (j & 31)) ) { // This pda has been read already, mark in gray objectiveSystem->SetStateString( va( "listPDA_item_%i", index), va(S_COLOR_GRAY "%s", pda->GetPdaName()) ); } else { // This pda has not been read yet objectiveSystem->SetStateString( va( "listPDA_item_%i", index), pda->GetPdaName() ); } const char *security = pda->GetSecurity(); if ( j == currentPDA || (currentPDA == 0 && security && *security ) ) { if ( *security == 0 ) { security = common->GetLanguageDict()->GetString( "#str_00066" ); } objectiveSystem->SetStateString( "PDASecurityClearance", security ); } if ( j == currentPDA ) { objectiveSystem->SetStateString( "pda_icon", pda->GetIcon() ); objectiveSystem->SetStateString( "pda_id", pda->GetID() ); objectiveSystem->SetStateString( "pda_title", pda->GetTitle() ); if ( j == 0 ) { // Selected, personal pda // Add videos if ( updatePDASel || !inventory.pdaOpened ) { objectiveSystem->HandleNamedEvent( "playerPDAActive" ); objectiveSystem->SetStateString( "pda_personal", "1" ); inventory.pdaOpened = true; } objectiveSystem->SetStateString( "pda_location", hud->State().GetString("location") ); objectiveSystem->SetStateString( "pda_name", cvarSystem->GetCVarString( "ui_name") ); AddGuiPDAData( DECL_VIDEO, "listPDAVideo", pda, objectiveSystem ); sel = objectiveSystem->State().GetInt( "listPDAVideo_sel_0", "0" ); const idDeclVideo *vid = NULL; if ( sel >= 0 && sel < inventory.videos.Num() ) { vid = static_cast< const idDeclVideo * >( declManager->FindType( DECL_VIDEO, inventory.videos[ sel ], false ) ); } if ( vid ) { pdaVideo = vid->GetRoq(); pdaVideoWave = vid->GetWave(); objectiveSystem->SetStateString( "PDAVideoTitle", vid->GetVideoName() ); objectiveSystem->SetStateString( "PDAVideoVid", vid->GetRoq() ); objectiveSystem->SetStateString( "PDAVideoIcon", vid->GetPreview() ); objectiveSystem->SetStateString( "PDAVideoInfo", vid->GetInfo() ); } else { //FIXME: need to precache these in the player def objectiveSystem->SetStateString( "PDAVideoVid", "sound/vo/video/welcome.tga" ); objectiveSystem->SetStateString( "PDAVideoIcon", "sound/vo/video/welcome.tga" ); objectiveSystem->SetStateString( "PDAVideoTitle", "" ); objectiveSystem->SetStateString( "PDAVideoInfo", "" ); } } else { // Selected, non-personal pda // Add audio logs if ( updatePDASel ) { objectiveSystem->HandleNamedEvent( "playerPDANotActive" ); objectiveSystem->SetStateString( "pda_personal", "0" ); inventory.pdaOpened = true; } objectiveSystem->SetStateString( "pda_location", pda->GetPost() ); objectiveSystem->SetStateString( "pda_name", pda->GetFullName() ); int audioCount = AddGuiPDAData( DECL_AUDIO, "listPDAAudio", pda, objectiveSystem ); objectiveSystem->SetStateInt( "audioLogCount", audioCount ); sel = objectiveSystem->State().GetInt( "listPDAAudio_sel_0", "0" ); const idDeclAudio *aud = NULL; if ( sel >= 0 ) { aud = pda->GetAudioByIndex( sel ); } if ( aud ) { pdaAudio = aud->GetWave(); objectiveSystem->SetStateString( "PDAAudioTitle", aud->GetAudioName() ); objectiveSystem->SetStateString( "PDAAudioIcon", aud->GetPreview() ); objectiveSystem->SetStateString( "PDAAudioInfo", aud->GetInfo() ); } else { objectiveSystem->SetStateString( "PDAAudioIcon", "sound/vo/video/welcome.tga" ); objectiveSystem->SetStateString( "PDAAutioTitle", "" ); objectiveSystem->SetStateString( "PDAAudioInfo", "" ); } } // add emails name = ""; data = ""; int numEmails = pda->GetNumEmails(); if ( numEmails > 0 ) { AddGuiPDAData( DECL_EMAIL, "listPDAEmail", pda, objectiveSystem ); sel = objectiveSystem->State().GetInt( "listPDAEmail_sel_0", "-1" ); if ( sel >= 0 && sel < numEmails ) { const idDeclEmail *email = pda->GetEmailByIndex( sel ); name = email->GetSubject(); data = email->GetBody(); } } objectiveSystem->SetStateString( "PDAEmailTitle", name ); objectiveSystem->SetStateString( "PDAEmailText", data ); } } if ( objectiveSystem->State().GetInt( "listPDA_sel_0", "-1" ) == -1 ) { objectiveSystem->SetStateInt( "listPDA_sel_0", 0 ); } objectiveSystem->StateChanged( gameLocal.time ); } /* ============== idPlayer::TogglePDA ============== */ void idPlayer::TogglePDA( void ) { if ( objectiveSystem == NULL ) { return; } if ( inventory.pdas.Num() == 0 ) { ShowTip( spawnArgs.GetString( "text_infoTitle" ), spawnArgs.GetString( "text_noPDA" ), true ); return; } assert( hud ); if ( !objectiveSystemOpen ) { int j, c = inventory.items.Num(); objectiveSystem->SetStateInt( "inv_count", c ); for ( j = 0; j < MAX_INVENTORY_ITEMS; j++ ) { objectiveSystem->SetStateString( va( "inv_name_%i", j ), "" ); objectiveSystem->SetStateString( va( "inv_icon_%i", j ), "" ); objectiveSystem->SetStateString( va( "inv_text_%i", j ), "" ); } for ( j = 0; j < c; j++ ) { idDict *item = inventory.items[j]; if ( !item->GetBool( "inv_pda" ) ) { const char *iname = item->GetString( "inv_name" ); const char *iicon = item->GetString( "inv_icon" ); const char *itext = item->GetString( "inv_text" ); objectiveSystem->SetStateString( va( "inv_name_%i", j ), iname ); objectiveSystem->SetStateString( va( "inv_icon_%i", j ), iicon ); objectiveSystem->SetStateString( va( "inv_text_%i", j ), itext ); const idKeyValue *kv = item->MatchPrefix( "inv_id", NULL ); if ( kv ) { objectiveSystem->SetStateString( va( "inv_id_%i", j ), kv->GetValue() ); } } } for ( j = 0; j < MAX_WEAPONS; j++ ) { const char *weapnum = va( "def_weapon%d", j ); const char *hudWeap = va( "weapon%d", j ); int weapstate = 0; if ( inventory.weapons & ( 1 << j ) ) { const char *weap = spawnArgs.GetString( weapnum ); if ( weap && *weap ) { weapstate++; } } objectiveSystem->SetStateInt( hudWeap, weapstate ); } objectiveSystem->SetStateInt( "listPDA_sel_0", inventory.selPDA ); objectiveSystem->SetStateInt( "listPDAVideo_sel_0", inventory.selVideo ); objectiveSystem->SetStateInt( "listPDAAudio_sel_0", inventory.selAudio ); objectiveSystem->SetStateInt( "listPDAEmail_sel_0", inventory.selEMail ); UpdatePDAInfo( false ); UpdateObjectiveInfo(); objectiveSystem->Activate( true, gameLocal.time ); hud->HandleNamedEvent( "pdaPickupHide" ); hud->HandleNamedEvent( "videoPickupHide" ); } else { inventory.selPDA = objectiveSystem->State().GetInt( "listPDA_sel_0" ); inventory.selVideo = objectiveSystem->State().GetInt( "listPDAVideo_sel_0" ); inventory.selAudio = objectiveSystem->State().GetInt( "listPDAAudio_sel_0" ); inventory.selEMail = objectiveSystem->State().GetInt( "listPDAEmail_sel_0" ); objectiveSystem->Activate( false, gameLocal.time ); } objectiveSystemOpen ^= 1; } /* ============== idPlayer::ToggleScoreboard ============== */ void idPlayer::ToggleScoreboard( void ) { scoreBoardOpen ^= 1; } /* ============== idPlayer::Spectate ============== */ void idPlayer::Spectate( bool spectate ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; // track invisible player bug // all hiding and showing should be performed through Spectate calls // except for the private camera view, which is used for teleports assert( ( teleportEntity.GetEntity() != NULL ) || ( IsHidden() == spectating ) ); if ( spectating == spectate ) { return; } spectating = spectate; if ( gameLocal.isServer ) { msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteBits( spectating, 1 ); ServerSendEvent( EVENT_SPECTATE, &msg, false, -1 ); } if ( spectating ) { // join the spectators ClearPowerUps(); spectator = this->entityNumber; Init(); StopRagdoll(); SetPhysics( &physicsObj ); physicsObj.DisableClip(); Hide(); Event_DisableWeapon(); if ( hud ) { hud->HandleNamedEvent( "aim_clear" ); MPAimFadeTime = 0; } } else { // put everything back together again currentWeapon = -1; // to make sure the def will be loaded if necessary Show(); Event_EnableWeapon(); } SetClipModel(); } /* ============== idPlayer::SetClipModel ============== */ void idPlayer::SetClipModel( void ) { idBounds bounds; if ( spectating ) { bounds = idBounds( vec3_origin ).Expand( pm_spectatebbox.GetFloat() * 0.5f ); } else { bounds[0].Set( -pm_bboxwidth.GetFloat() * 0.5f, -pm_bboxwidth.GetFloat() * 0.5f, 0 ); bounds[1].Set( pm_bboxwidth.GetFloat() * 0.5f, pm_bboxwidth.GetFloat() * 0.5f, pm_normalheight.GetFloat() ); } // the origin of the clip model needs to be set before calling SetClipModel // otherwise our physics object's current origin value gets reset to 0 idClipModel *newClip; if ( pm_usecylinder.GetBool() ) { newClip = new idClipModel( idTraceModel( bounds, 8 ) ); newClip->Translate( physicsObj.PlayerGetOrigin() ); physicsObj.SetClipModel( newClip, 1.0f ); } else { newClip = new idClipModel( idTraceModel( bounds ) ); newClip->Translate( physicsObj.PlayerGetOrigin() ); physicsObj.SetClipModel( newClip, 1.0f ); } } /* ============== idPlayer::UseVehicle ============== */ void idPlayer::UseVehicle( void ) { trace_t trace; idVec3 start, end; idEntity *ent; if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) { Show(); static_cast(GetBindMaster())->Use( this ); } else { start = GetEyePosition(); end = start + viewAngles.ToForward() * 80.0f; gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_RENDERMODEL, this ); if ( trace.fraction < 1.0f ) { ent = gameLocal.entities[ trace.c.entityNum ]; if ( ent && ent->IsType( idAFEntity_Vehicle::Type ) ) { Hide(); static_cast(ent)->Use( this ); } } } } /* ============== idPlayer::PerformImpulse ============== */ void idPlayer::PerformImpulse( int impulse ) { if ( gameLocal.isClient ) { idBitMsg msg; byte msgBuf[MAX_EVENT_PARAM_SIZE]; assert( entityNumber == gameLocal.localClientNum ); msg.Init( msgBuf, sizeof( msgBuf ) ); msg.BeginWriting(); msg.WriteBits( impulse, 6 ); ClientSendEvent( EVENT_IMPULSE, &msg ); } if ( impulse >= IMPULSE_0 && impulse <= IMPULSE_12 ) { SelectWeapon( impulse, false ); return; } switch( impulse ) { case IMPULSE_13: { Reload(); break; } case IMPULSE_14: { NextWeapon(); break; } case IMPULSE_15: { PrevWeapon(); break; } case IMPULSE_17: { if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) { gameLocal.mpGame.ToggleReady(); } break; } case IMPULSE_18: { centerView.Init(gameLocal.time, 200, viewAngles.pitch, 0); break; } case IMPULSE_19: { // when we're not in single player, IMPULSE_19 is used for showScores // otherwise it opens the pda if ( !gameLocal.isMultiplayer ) { if ( objectiveSystemOpen ) { TogglePDA(); } else if ( weapon_pda >= 0 ) { SelectWeapon( weapon_pda, true ); } } break; } case IMPULSE_20: { if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) { gameLocal.mpGame.ToggleTeam(); } break; } case IMPULSE_22: { if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) { gameLocal.mpGame.ToggleSpectate(); } break; } case IMPULSE_25: { if ( gameLocal.isServer && gameLocal.mpGame.IsGametypeFlagBased() && (gameLocal.serverInfo.GetInt( "si_midnight" ) == 2) ) { if ( enviroSuitLight.IsValid() ) { enviroSuitLight.GetEntity()->PostEventMS( &EV_Remove, 0 ); enviroSuitLight = NULL; } else { const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false ); if ( lightDef ) { idEntity *temp = static_cast(enviroSuitLight.GetEntity()); idAngles lightAng = firstPersonViewAxis.ToAngles(); idVec3 lightOrg = firstPersonViewOrigin; idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" ); idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" ); gameLocal.SpawnEntityDef( *lightDef, &temp, false ); enviroSuitLight = static_cast(temp); enviroSuitLight.GetEntity()->fl.networkSync = true; lightOrg += (enviroOffset.x * firstPersonViewAxis[0]); lightOrg += (enviroOffset.y * firstPersonViewAxis[1]); lightOrg += (enviroOffset.z * firstPersonViewAxis[2]); lightAng.pitch += enviroAngleOffset.x; lightAng.yaw += enviroAngleOffset.y; lightAng.roll += enviroAngleOffset.z; enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg ); enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() ); enviroSuitLight.GetEntity()->UpdateVisuals(); enviroSuitLight.GetEntity()->Present(); } } } break; } case IMPULSE_28: { if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) { gameLocal.mpGame.CastVote( gameLocal.localClientNum, true ); } break; } case IMPULSE_29: { if ( gameLocal.isClient || entityNumber == gameLocal.localClientNum ) { gameLocal.mpGame.CastVote( gameLocal.localClientNum, false ); } break; } case IMPULSE_40: { UseVehicle(); break; } #ifdef _D3XP //Hack so the chainsaw will work in MP case IMPULSE_27: { SelectWeapon(18, false); break; } #endif } } bool idPlayer::HandleESC( void ) { if ( gameLocal.inCinematic ) { return SkipCinematic(); } if ( objectiveSystemOpen ) { TogglePDA(); return true; } return false; } bool idPlayer::SkipCinematic( void ) { StartSound( "snd_skipcinematic", SND_CHANNEL_ANY, 0, false, NULL ); return gameLocal.SkipCinematic(); } /* ============== idPlayer::EvaluateControls ============== */ void idPlayer::EvaluateControls( void ) { // check for respawning if ( health <= 0 ) { if ( ( gameLocal.time > minRespawnTime ) && ( usercmd.buttons & BUTTON_ATTACK ) ) { forceRespawn = true; } else if ( gameLocal.time > maxRespawnTime ) { forceRespawn = true; } } // in MP, idMultiplayerGame decides spawns if ( forceRespawn && !gameLocal.isMultiplayer && !g_testDeath.GetBool() ) { // in single player, we let the session handle restarting the level or loading a game gameLocal.sessionCommand = "died"; } if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) { PerformImpulse( usercmd.impulse ); } scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard ); oldFlags = usercmd.flags; AdjustSpeed(); // update the viewangles UpdateViewAngles(); } /* ============== idPlayer::AdjustSpeed ============== */ void idPlayer::AdjustSpeed( void ) { float speed; float rate; if ( spectating ) { speed = pm_spectatespeed.GetFloat(); bobFrac = 0.0f; } else if ( noclip ) { speed = pm_noclipspeed.GetFloat(); bobFrac = 0.0f; } else if ( !physicsObj.OnLadder() && ( usercmd.buttons & BUTTON_RUN ) && ( usercmd.forwardmove || usercmd.rightmove ) && ( usercmd.upmove >= 0 ) ) { if ( !gameLocal.isMultiplayer && !physicsObj.IsCrouching() && !PowerUpActive( ADRENALINE ) ) { stamina -= MS2SEC( gameLocal.msec ); } if ( stamina < 0 ) { stamina = 0; } if ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) ) { bobFrac = 1.0f; } else if ( pm_staminathreshold.GetFloat() <= 0.0001f ) { bobFrac = 0.0f; } else { bobFrac = stamina / pm_staminathreshold.GetFloat(); } speed = pm_walkspeed.GetFloat() * ( 1.0f - bobFrac ) + pm_runspeed.GetFloat() * bobFrac; } else { rate = pm_staminarate.GetFloat(); // increase 25% faster when not moving if ( ( usercmd.forwardmove == 0 ) && ( usercmd.rightmove == 0 ) && ( !physicsObj.OnLadder() || ( usercmd.upmove == 0 ) ) ) { rate *= 1.25f; } stamina += rate * MS2SEC( gameLocal.msec ); if ( stamina > pm_stamina.GetFloat() ) { stamina = pm_stamina.GetFloat(); } speed = pm_walkspeed.GetFloat(); bobFrac = 0.0f; } speed *= PowerUpModifier(SPEED); if ( influenceActive == INFLUENCE_LEVEL3 ) { speed *= 0.33f; } physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() ); } /* ============== idPlayer::AdjustBodyAngles ============== */ void idPlayer::AdjustBodyAngles( void ) { idMat3 lookAxis; idMat3 legsAxis; bool blend; float diff; float frac; float upBlend; float forwardBlend; float downBlend; if ( health < 0 ) { return; } blend = true; if ( !physicsObj.HasGroundContacts() ) { idealLegsYaw = 0.0f; legsForward = true; } else if ( usercmd.forwardmove < 0 ) { idealLegsYaw = idMath::AngleNormalize180( idVec3( -usercmd.forwardmove, usercmd.rightmove, 0.0f ).ToYaw() ); legsForward = false; } else if ( usercmd.forwardmove > 0 ) { idealLegsYaw = idMath::AngleNormalize180( idVec3( usercmd.forwardmove, -usercmd.rightmove, 0.0f ).ToYaw() ); legsForward = true; } else if ( ( usercmd.rightmove != 0 ) && physicsObj.IsCrouching() ) { if ( !legsForward ) { idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), usercmd.rightmove, 0.0f ).ToYaw() ); } else { idealLegsYaw = idMath::AngleNormalize180( idVec3( idMath::Abs( usercmd.rightmove ), -usercmd.rightmove, 0.0f ).ToYaw() ); } } else if ( usercmd.rightmove != 0 ) { idealLegsYaw = 0.0f; legsForward = true; } else { legsForward = true; diff = idMath::Fabs( idealLegsYaw - legsYaw ); idealLegsYaw = idealLegsYaw - idMath::AngleNormalize180( viewAngles.yaw - oldViewYaw ); if ( diff < 0.1f ) { legsYaw = idealLegsYaw; blend = false; } } if ( !physicsObj.IsCrouching() ) { legsForward = true; } oldViewYaw = viewAngles.yaw; AI_TURN_LEFT = false; AI_TURN_RIGHT = false; if ( idealLegsYaw < -45.0f ) { idealLegsYaw = 0; AI_TURN_RIGHT = true; blend = true; } else if ( idealLegsYaw > 45.0f ) { idealLegsYaw = 0; AI_TURN_LEFT = true; blend = true; } if ( blend ) { legsYaw = legsYaw * 0.9f + idealLegsYaw * 0.1f; } legsAxis = idAngles( 0.0f, legsYaw, 0.0f ).ToMat3(); animator.SetJointAxis( hipJoint, JOINTMOD_WORLD, legsAxis ); // calculate the blending between down, straight, and up frac = viewAngles.pitch / 90.0f; if ( frac > 0.0f ) { downBlend = frac; forwardBlend = 1.0f - frac; upBlend = 0.0f; } else { downBlend = 0.0f; forwardBlend = 1.0f + frac; upBlend = -frac; } animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, downBlend ); animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, forwardBlend ); animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 2, upBlend ); animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, downBlend ); animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, forwardBlend ); animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 2, upBlend ); } /* ============== idPlayer::InitAASLocation ============== */ void idPlayer::InitAASLocation( void ) { int i; int num; idVec3 size; idBounds bounds; idAAS *aas; idVec3 origin; GetFloorPos( 64.0f, origin ); num = gameLocal.NumAAS(); aasLocation.SetGranularity( 1 ); aasLocation.SetNum( num ); for( i = 0; i < aasLocation.Num(); i++ ) { aasLocation[ i ].areaNum = 0; aasLocation[ i ].pos = origin; aas = gameLocal.GetAAS( i ); if ( aas && aas->GetSettings() ) { size = aas->GetSettings()->boundingBoxes[0][1]; bounds[0] = -size; size.z = 32.0f; bounds[1] = size; aasLocation[ i ].areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK ); } } } /* ============== idPlayer::SetAASLocation ============== */ void idPlayer::SetAASLocation( void ) { int i; int areaNum; idVec3 size; idBounds bounds; idAAS *aas; idVec3 origin; if ( !GetFloorPos( 64.0f, origin ) ) { return; } for( i = 0; i < aasLocation.Num(); i++ ) { aas = gameLocal.GetAAS( i ); if ( !aas ) { continue; } size = aas->GetSettings()->boundingBoxes[0][1]; bounds[0] = -size; size.z = 32.0f; bounds[1] = size; areaNum = aas->PointReachableAreaNum( origin, bounds, AREA_REACHABLE_WALK ); if ( areaNum ) { aasLocation[ i ].pos = origin; aasLocation[ i ].areaNum = areaNum; } } } /* ============== idPlayer::GetAASLocation ============== */ void idPlayer::GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const { int i; if ( aas != NULL ) { for( i = 0; i < aasLocation.Num(); i++ ) { if ( aas == gameLocal.GetAAS( i ) ) { areaNum = aasLocation[ i ].areaNum; pos = aasLocation[ i ].pos; return; } } } areaNum = 0; pos = physicsObj.GetOrigin(); } /* ============== idPlayer::Move ============== */ void idPlayer::Move( void ) { float newEyeOffset; idVec3 oldOrigin; idVec3 oldVelocity; idVec3 pushVelocity; // save old origin and velocity for crashlanding oldOrigin = physicsObj.GetOrigin(); oldVelocity = physicsObj.GetLinearVelocity(); pushVelocity = physicsObj.GetPushedLinearVelocity(); // set physics variables physicsObj.SetMaxStepHeight( pm_stepsize.GetFloat() ); physicsObj.SetMaxJumpHeight( pm_jumpheight.GetFloat() ); if ( noclip ) { physicsObj.SetContents( 0 ); physicsObj.SetMovementType( PM_NOCLIP ); } else if ( spectating ) { physicsObj.SetContents( 0 ); physicsObj.SetMovementType( PM_SPECTATOR ); } else if ( health <= 0 ) { physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP ); physicsObj.SetMovementType( PM_DEAD ); } else if ( gameLocal.inCinematic || gameLocal.GetCamera() || privateCameraView || ( influenceActive == INFLUENCE_LEVEL2 ) ) { physicsObj.SetContents( CONTENTS_BODY ); physicsObj.SetMovementType( PM_FREEZE ); #ifdef _D3XP } else if ( mountedObject ) { physicsObj.SetContents( 0 ); physicsObj.SetMovementType( PM_FREEZE ); #endif } else { physicsObj.SetContents( CONTENTS_BODY ); physicsObj.SetMovementType( PM_NORMAL ); } if ( spectating ) { physicsObj.SetClipMask( MASK_DEADSOLID ); } else if ( health <= 0 ) { physicsObj.SetClipMask( MASK_DEADSOLID ); } else { physicsObj.SetClipMask( MASK_PLAYERSOLID ); } physicsObj.SetDebugLevel( g_debugMove.GetBool() ); physicsObj.SetPlayerInput( usercmd, viewAngles ); // FIXME: physics gets disabled somehow BecomeActive( TH_PHYSICS ); RunPhysics(); // update our last valid AAS location for the AI SetAASLocation(); if ( spectating ) { newEyeOffset = 0.0f; } else if ( health <= 0 ) { newEyeOffset = pm_deadviewheight.GetFloat(); } else if ( physicsObj.IsCrouching() ) { newEyeOffset = pm_crouchviewheight.GetFloat(); } else if ( GetBindMaster() && GetBindMaster()->IsType( idAFEntity_Vehicle::Type ) ) { newEyeOffset = 0.0f; } else { newEyeOffset = pm_normalviewheight.GetFloat(); } if ( EyeHeight() != newEyeOffset ) { if ( spectating ) { SetEyeHeight( newEyeOffset ); } else { // smooth out duck height changes SetEyeHeight( EyeHeight() * pm_crouchrate.GetFloat() + newEyeOffset * ( 1.0f - pm_crouchrate.GetFloat() ) ); } } if ( noclip || gameLocal.inCinematic || ( influenceActive == INFLUENCE_LEVEL2 ) ) { AI_CROUCH = false; AI_ONGROUND = ( influenceActive == INFLUENCE_LEVEL2 ); AI_ONLADDER = false; AI_JUMP = false; } else { AI_CROUCH = physicsObj.IsCrouching(); AI_ONGROUND = physicsObj.HasGroundContacts(); AI_ONLADDER = physicsObj.OnLadder(); AI_JUMP = physicsObj.HasJumped(); // check if we're standing on top of a monster and give a push if we are idEntity *groundEnt = physicsObj.GetGroundEntity(); if ( groundEnt && groundEnt->IsType( idAI::Type ) ) { idVec3 vel = physicsObj.GetLinearVelocity(); if ( vel.ToVec2().LengthSqr() < 0.1f ) { vel.ToVec2() = physicsObj.GetOrigin().ToVec2() - groundEnt->GetPhysics()->GetAbsBounds().GetCenter().ToVec2(); vel.ToVec2().NormalizeFast(); vel.ToVec2() *= pm_walkspeed.GetFloat(); } else { // give em a push in the direction they're going vel *= 1.1f; } physicsObj.SetLinearVelocity( vel ); } } if ( AI_JUMP ) { // bounce the view weapon loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)]; currentLoggedAccel++; acc->time = gameLocal.time; acc->dir[2] = 200; acc->dir[0] = acc->dir[1] = 0; } if ( AI_ONLADDER ) { int old_rung = oldOrigin.z / LADDER_RUNG_DISTANCE; int new_rung = physicsObj.GetOrigin().z / LADDER_RUNG_DISTANCE; if ( old_rung != new_rung ) { StartSound( "snd_stepladder", SND_CHANNEL_ANY, 0, false, NULL ); } } BobCycle( pushVelocity ); CrashLand( oldOrigin, oldVelocity ); } /* ============== idPlayer::UpdateHud ============== */ void idPlayer::UpdateHud( void ) { idPlayer *aimed; if ( !hud ) { return; } if ( entityNumber != gameLocal.localClientNum ) { return; } int c = inventory.pickupItemNames.Num(); if ( c > 0 ) { if ( gameLocal.time > inventory.nextItemPickup ) { if ( inventory.nextItemPickup && gameLocal.time - inventory.nextItemPickup > 2000 ) { inventory.nextItemNum = 1; } int i, count = 5; #ifdef _D3XP if(gameLocal.isMultiplayer) { count = 3; } if (count < c) c = count; #endif for ( i = 0; i < c; i++ ) { //_D3XP hud->SetStateString( va( "itemtext%i", inventory.nextItemNum ), inventory.pickupItemNames[0].name ); hud->SetStateString( va( "itemicon%i", inventory.nextItemNum ), inventory.pickupItemNames[0].icon ); hud->HandleNamedEvent( va( "itemPickup%i", inventory.nextItemNum++ ) ); inventory.pickupItemNames.RemoveIndex( 0 ); if (inventory.nextItemNum == 1 ) { inventory.onePickupTime = gameLocal.time; } else if ( inventory.nextItemNum > count ) { //_D3XP inventory.nextItemNum = 1; inventory.nextItemPickup = inventory.onePickupTime + 2000; } else { inventory.nextItemPickup = gameLocal.time + 400; } } } } if ( gameLocal.realClientTime == lastMPAimTime ) { if ( MPAim != -1 && gameLocal.mpGame.IsGametypeTeamBased() /* CTF */ && gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type ) && static_cast< idPlayer * >( gameLocal.entities[ MPAim ] )->team == team ) { aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] ); hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) ); hud->SetStateFloat( "aim_color", aimed->colorBarIndex ); hud->HandleNamedEvent( "aim_flash" ); MPAimHighlight = true; MPAimFadeTime = 0; // no fade till loosing focus } else if ( MPAimHighlight ) { hud->HandleNamedEvent( "aim_fade" ); MPAimFadeTime = gameLocal.realClientTime; MPAimHighlight = false; } } if ( MPAimFadeTime ) { assert( !MPAimHighlight ); if ( gameLocal.realClientTime - MPAimFadeTime > 2000 ) { MPAimFadeTime = 0; } } hud->SetStateInt( "g_showProjectilePct", g_showProjectilePct.GetInteger() ); if ( numProjectilesFired ) { hud->SetStateString( "projectilepct", va( "Hit %% %.1f", ( (float) numProjectileHits / numProjectilesFired ) * 100 ) ); } else { hud->SetStateString( "projectilepct", "Hit % 0.0" ); } if ( isLagged && gameLocal.isMultiplayer && gameLocal.localClientNum == entityNumber ) { hud->SetStateString( "hudLag", "1" ); } else { hud->SetStateString( "hudLag", "0" ); } } /* ============== idPlayer::UpdateDeathSkin ============== */ void idPlayer::UpdateDeathSkin( bool state_hitch ) { if ( !( gameLocal.isMultiplayer || g_testDeath.GetBool() ) ) { return; } if ( health <= 0 ) { if ( !doingDeathSkin ) { deathClearContentsTime = spawnArgs.GetInt( "deathSkinTime" ); doingDeathSkin = true; renderEntity.noShadow = true; if ( state_hitch ) { renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f - 2.0f; } else { renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f; } UpdateVisuals(); } // wait a bit before switching off the content if ( deathClearContentsTime && gameLocal.time > deathClearContentsTime ) { SetCombatContents( false ); deathClearContentsTime = 0; } } else { renderEntity.noShadow = false; renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = 0.0f; UpdateVisuals(); doingDeathSkin = false; } } /* ============== idPlayer::StartFxOnBone ============== */ void idPlayer::StartFxOnBone( const char *fx, const char *bone ) { idVec3 offset; idMat3 axis; jointHandle_t jointHandle = GetAnimator()->GetJointHandle( bone ); if ( jointHandle == INVALID_JOINT ) { gameLocal.Printf( "Cannot find bone %s\n", bone ); return; } if ( GetAnimator()->GetJointTransform( jointHandle, gameLocal.time, offset, axis ) ) { offset = GetPhysics()->GetOrigin() + offset * GetPhysics()->GetAxis(); axis = axis * GetPhysics()->GetAxis(); } idEntityFx::StartFx( fx, &offset, &axis, this, true ); } /* ============== idPlayer::Think Called every tic for each player ============== */ void idPlayer::Think( void ) { renderEntity_t *headRenderEnt; UpdatePlayerIcons(); // latch button actions oldButtons = usercmd.buttons; // grab out usercmd usercmd_t oldCmd = usercmd; usercmd = gameLocal.usercmds[ entityNumber ]; buttonMask &= usercmd.buttons; usercmd.buttons &= ~buttonMask; if ( gameLocal.inCinematic && gameLocal.skipCinematic ) { return; } // clear the ik before we do anything else so the skeleton doesn't get updated twice walkIK.ClearJointMods(); // if this is the very first frame of the map, set the delta view angles // based on the usercmd angles if ( !spawnAnglesSet && ( gameLocal.GameState() != GAMESTATE_STARTUP ) ) { spawnAnglesSet = true; SetViewAngles( spawnAngles ); oldFlags = usercmd.flags; } #ifdef _D3XP if ( mountedObject ) { usercmd.forwardmove = 0; usercmd.rightmove = 0; usercmd.upmove = 0; } #endif if ( objectiveSystemOpen || gameLocal.inCinematic || influenceActive ) { if ( objectiveSystemOpen && AI_PAIN ) { TogglePDA(); } usercmd.forwardmove = 0; usercmd.rightmove = 0; usercmd.upmove = 0; } // log movement changes for weapon bobbing effects if ( usercmd.forwardmove != oldCmd.forwardmove ) { loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)]; currentLoggedAccel++; acc->time = gameLocal.time; acc->dir[0] = usercmd.forwardmove - oldCmd.forwardmove; acc->dir[1] = acc->dir[2] = 0; } if ( usercmd.rightmove != oldCmd.rightmove ) { loggedAccel_t *acc = &loggedAccel[currentLoggedAccel&(NUM_LOGGED_ACCELS-1)]; currentLoggedAccel++; acc->time = gameLocal.time; acc->dir[1] = usercmd.rightmove - oldCmd.rightmove; acc->dir[0] = acc->dir[2] = 0; } // freelook centering if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_MLOOK ) { centerView.Init( gameLocal.time, 200, viewAngles.pitch, 0 ); } // zooming if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_ZOOM ) { if ( ( usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ) { zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() ); } else { zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() ); } } // if we have an active gui, we will unrotate the view angles as // we turn the mouse movements into gui events idUserInterface *gui = ActiveGui(); if ( gui && gui != focusUI ) { RouteGuiMouse( gui ); } // set the push velocity on the weapon before running the physics if ( weapon.GetEntity() ) { weapon.GetEntity()->SetPushVelocity( physicsObj.GetPushedLinearVelocity() ); } EvaluateControls(); if ( !af.IsActive() ) { AdjustBodyAngles(); CopyJointsFromBodyToHead(); } Move(); if ( !g_stopTime.GetBool() ) { if ( !noclip && !spectating && ( health > 0 ) && !IsHidden() ) { TouchTriggers(); } // not done on clients for various reasons. don't do it on server and save the sound channel for other things if ( !gameLocal.isMultiplayer ) { SetCurrentHeartRate(); #ifdef _D3XP float scale = new_g_damageScale; #else float scale = g_damageScale.GetFloat(); #endif if ( g_useDynamicProtection.GetBool() && scale < 1.0f && gameLocal.time - lastDmgTime > 500 ) { if ( scale < 1.0f ) { scale += 0.05f; } if ( scale > 1.0f ) { scale = 1.0f; } #ifdef _D3XP new_g_damageScale = scale; #else g_damageScale.SetFloat( scale ); #endif } } // update GUIs, Items, and character interactions UpdateFocus(); UpdateLocation(); // update player script UpdateScript(); // service animations if ( !spectating && !af.IsActive() && !gameLocal.inCinematic ) { UpdateConditions(); UpdateAnimState(); CheckBlink(); } // clear out our pain flag so we can tell if we recieve any damage between now and the next time we think AI_PAIN = false; } // calculate the exact bobbed view position, which is used to // position the view weapon, among other things CalculateFirstPersonView(); // this may use firstPersonView, or a thirdPeroson / camera view CalculateRenderView(); inventory.UpdateArmor(); if ( spectating ) { UpdateSpectating(); } else if ( health > 0 ) { UpdateWeapon(); } UpdateAir(); #ifdef _D3XP UpdatePowerupHud(); #endif UpdateHud(); UpdatePowerUps(); UpdateDeathSkin( false ); if ( gameLocal.isMultiplayer ) { DrawPlayerIcons(); #ifdef _D3XP if ( enviroSuitLight.IsValid() ) { idAngles lightAng = firstPersonViewAxis.ToAngles(); idVec3 lightOrg = firstPersonViewOrigin; const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false ); idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" ); idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" ); lightOrg += (enviroOffset.x * firstPersonViewAxis[0]); lightOrg += (enviroOffset.y * firstPersonViewAxis[1]); lightOrg += (enviroOffset.z * firstPersonViewAxis[2]); lightAng.pitch += enviroAngleOffset.x; lightAng.yaw += enviroAngleOffset.y; lightAng.roll += enviroAngleOffset.z; enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg ); enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() ); enviroSuitLight.GetEntity()->UpdateVisuals(); enviroSuitLight.GetEntity()->Present(); } #endif } if ( head.GetEntity() ) { headRenderEnt = head.GetEntity()->GetRenderEntity(); } else { headRenderEnt = NULL; } if ( headRenderEnt ) { if ( influenceSkin ) { headRenderEnt->customSkin = influenceSkin; } else { headRenderEnt->customSkin = NULL; } } if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) { renderEntity.suppressShadowInViewID = 0; if ( headRenderEnt ) { headRenderEnt->suppressShadowInViewID = 0; } } else { renderEntity.suppressShadowInViewID = entityNumber+1; if ( headRenderEnt ) { headRenderEnt->suppressShadowInViewID = entityNumber+1; } } // never cast shadows from our first-person muzzle flashes renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber; if ( headRenderEnt ) { headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber; } if ( !g_stopTime.GetBool() ) { UpdateAnimation(); Present(); UpdateDamageEffects(); LinkCombat(); playerView.CalculateShake(); } if ( !( thinkFlags & TH_THINK ) ) { gameLocal.Printf( "player %d not thinking?\n", entityNumber ); } if ( g_showEnemies.GetBool() ) { idActor *ent; int num = 0; for( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) { gameLocal.Printf( "enemy (%d)'%s'\n", ent->entityNumber, ent->name.c_str() ); gameRenderWorld->DebugBounds( colorRed, ent->GetPhysics()->GetBounds().Expand( 2 ), ent->GetPhysics()->GetOrigin() ); num++; } gameLocal.Printf( "%d: enemies\n", num ); } #ifdef _D3XP inventory.RechargeAmmo(this); if(healthRecharge) { int elapsed = gameLocal.time - lastHealthRechargeTime; if(elapsed >= rechargeSpeed) { int intervals = (gameLocal.time - lastHealthRechargeTime)/rechargeSpeed; Give("health", va("%d", intervals)); lastHealthRechargeTime += intervals*rechargeSpeed; } } // determine if portal sky is in pvs gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( gameLocal.GetPlayerPVS(), GetPhysics()->GetOrigin() ); #endif } #ifdef _D3XP /* ================= idPlayer::StartHealthRecharge ================= */ void idPlayer::StartHealthRecharge(int speed) { lastHealthRechargeTime = gameLocal.time; healthRecharge = true; rechargeSpeed = speed; } /* ================= idPlayer::StopHealthRecharge ================= */ void idPlayer::StopHealthRecharge() { healthRecharge = false; } /* ================= idPlayer::GetCurrentWeapon ================= */ idStr idPlayer::GetCurrentWeapon() { const char *weapon; if ( currentWeapon >= 0 ) { weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) ); return weapon; } else { return ""; } } /* ================= idPlayer::CanGive ================= */ bool idPlayer::CanGive( const char *statname, const char *value ) { if ( AI_DEAD ) { return false; } if ( !idStr::Icmp( statname, "health" ) ) { if ( health >= inventory.maxHealth ) { return false; } return true; } else if ( !idStr::Icmp( statname, "stamina" ) ) { if ( stamina >= 100 ) { return false; } return true; } else if ( !idStr::Icmp( statname, "heartRate" ) ) { return true; } else if ( !idStr::Icmp( statname, "air" ) ) { if ( airTics >= pm_airTics.GetInteger() ) { return false; } return true; } return inventory.CanGive( this, spawnArgs, statname, value, &idealWeapon ); } /* ================= idPlayer::StopHelltime provides a quick non-ramping way of stopping helltime ================= */ void idPlayer::StopHelltime( bool quick ) { if ( !PowerUpActive( HELLTIME ) ) { return; } // take away the powerups if ( PowerUpActive( INVULNERABILITY ) ) { ClearPowerup( INVULNERABILITY ); } if ( PowerUpActive( BERSERK ) ) { ClearPowerup( BERSERK ); } if ( PowerUpActive( HELLTIME ) ) { ClearPowerup( HELLTIME ); } // stop the looping sound StopSound( SND_CHANNEL_DEMONIC, false ); // reset the game vars if ( quick ) { gameLocal.QuickSlowmoReset(); } } /* ================= idPlayer::Event_ToggleBloom ================= */ void idPlayer::Event_ToggleBloom( int on ) { if ( on ) { bloomEnabled = true; } else { bloomEnabled = false; } } /* ================= idPlayer::Event_SetBloomParms ================= */ void idPlayer::Event_SetBloomParms( float speed, float intensity ) { bloomSpeed = speed; bloomIntensity = intensity; } /* ================= idPlayer::PlayHelltimeStopSound ================= */ void idPlayer::PlayHelltimeStopSound() { const char* sound; if ( spawnArgs.GetString( "snd_helltime_stop", "", &sound ) ) { PostEventMS( &EV_StartSoundShader, 0, sound, SND_CHANNEL_ANY ); } } #endif /* ================= idPlayer::RouteGuiMouse ================= */ void idPlayer::RouteGuiMouse( idUserInterface *gui ) { sysEvent_t ev; if ( usercmd.mx != oldMouseX || usercmd.my != oldMouseY ) { ev = sys->GenerateMouseMoveEvent( usercmd.mx - oldMouseX, usercmd.my - oldMouseY ); gui->HandleEvent( &ev, gameLocal.time ); oldMouseX = usercmd.mx; oldMouseY = usercmd.my; } } /* ================== idPlayer::LookAtKiller ================== */ void idPlayer::LookAtKiller( idEntity *inflictor, idEntity *attacker ) { idVec3 dir; if ( attacker && attacker != this ) { dir = attacker->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); } else if ( inflictor && inflictor != this ) { dir = inflictor->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin(); } else { dir = viewAxis[ 0 ]; } idAngles ang( 0, dir.ToYaw(), 0 ); SetViewAngles( ang ); } /* ============== idPlayer::Kill ============== */ void idPlayer::Kill( bool delayRespawn, bool nodamage ) { if ( spectating ) { SpectateFreeFly( false ); } else if ( health > 0 ) { godmode = false; if ( nodamage ) { ServerSpectate( true ); forceRespawn = true; } else { Damage( this, this, vec3_origin, "damage_suicide", 1.0f, INVALID_JOINT ); if ( delayRespawn ) { forceRespawn = false; int delay = spawnArgs.GetFloat( "respawn_delay" ); minRespawnTime = gameLocal.time + SEC2MS( delay ); maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME; } } } } /* ================== idPlayer::Killed ================== */ void idPlayer::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) { float delay; assert( !gameLocal.isClient ); // stop taking knockback once dead fl.noknockback = true; if ( health < -999 ) { health = -999; } if ( AI_DEAD ) { AI_PAIN = true; return; } heartInfo.Init( 0, 0, 0, BASE_HEARTRATE ); AdjustHeartRate( DEAD_HEARTRATE, 10.0f, 0.0f, true ); if ( !g_testDeath.GetBool() ) { playerView.Fade( colorBlack, 12000 ); } AI_DEAD = true; SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 ); SetWaitState( "" ); animator.ClearAllJoints(); if ( StartRagdoll() ) { pm_modelView.SetInteger( 0 ); minRespawnTime = gameLocal.time + RAGDOLL_DEATH_TIME; maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME; } else { // don't allow respawn until the death anim is done // g_forcerespawn may force spawning at some later time delay = spawnArgs.GetFloat( "respawn_delay" ); minRespawnTime = gameLocal.time + SEC2MS( delay ); maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME; } physicsObj.SetMovementType( PM_DEAD ); StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL ); StopSound( SND_CHANNEL_BODY2, false ); fl.takedamage = true; // can still be gibbed // get rid of weapon weapon.GetEntity()->OwnerDied(); // drop the weapon as an item DropWeapon( true ); #ifdef CTF // drop the flag if player was carrying it if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() && carryingFlag ) { DropFlag(); } #endif if ( !g_testDeath.GetBool() ) { LookAtKiller( inflictor, attacker ); } if ( gameLocal.isMultiplayer || g_testDeath.GetBool() ) { idPlayer *killer = NULL; // no gibbing in MP. Event_Gib will early out in MP if ( attacker->IsType( idPlayer::Type ) ) { killer = static_cast(attacker); if ( health < -20 || killer->PowerUpActive( BERSERK ) ) { gibDeath = true; gibsDir = dir; gibsLaunched = false; } } gameLocal.mpGame.PlayerDeath( this, killer, isTelefragged ); } else { physicsObj.SetContents( CONTENTS_CORPSE | CONTENTS_MONSTERCLIP ); } ClearPowerUps(); UpdateVisuals(); isChatting = false; } /* ===================== idPlayer::GetAIAimTargets Returns positions for the AI to aim at. ===================== */ void idPlayer::GetAIAimTargets( const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos ) { idVec3 offset; idMat3 axis; idVec3 origin; origin = lastSightPos - physicsObj.GetOrigin(); GetJointWorldTransform( chestJoint, gameLocal.time, offset, axis ); headPos = offset + origin; GetJointWorldTransform( headJoint, gameLocal.time, offset, axis ); chestPos = offset + origin; } /* ================ idPlayer::DamageFeedback callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller. ================ */ void idPlayer::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage ) { assert( !gameLocal.isClient ); damage *= PowerUpModifier( BERSERK ); if ( damage && ( victim != this ) && ( victim->IsType( idActor::Type ) || victim->IsType( idDamagable::Type ) ) ) { idPlayer *victimPlayer = NULL; /* No damage feedback sound for hitting friendlies in CTF */ if ( victim->IsType( idPlayer::Type ) ) { victimPlayer = static_cast(victim); } if ( gameLocal.mpGame.IsGametypeFlagBased() && victimPlayer && this->team == victimPlayer->team ) { /* Do nothing ... */ } else { SetLastHitTime( gameLocal.time ); } } } /* ================= idPlayer::CalcDamagePoints Calculates how many health and armor points will be inflicted, but doesn't actually do anything with them. This is used to tell when an attack would have killed the player, possibly allowing a "saving throw" ================= */ void idPlayer::CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef, const float damageScale, const int location, int *health, int *armor ) { int damage; int armorSave; damageDef->GetInt( "damage", "20", damage ); damage = GetDamageForLocation( damage, location ); idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast(attacker) : NULL; if ( !gameLocal.isMultiplayer ) { if ( inflictor != gameLocal.world ) { switch ( g_skill.GetInteger() ) { case 0: damage *= 0.80f; if ( damage < 1 ) { damage = 1; } break; case 2: damage *= 1.70f; break; case 3: damage *= 3.5f; break; default: break; } } } damage *= damageScale; // always give half damage if hurting self if ( attacker == this ) { if ( gameLocal.isMultiplayer ) { // only do this in mp so single player plasma and rocket splash is very dangerous in close quarters damage *= damageDef->GetFloat( "selfDamageScale", "0.5" ); } else { damage *= damageDef->GetFloat( "selfDamageScale", "1" ); } } // check for completely getting out of the damage if ( !damageDef->GetBool( "noGod" ) ) { // check for godmode if ( godmode ) { damage = 0; } #ifdef _D3XP //Invulnerability is just like god mode if( PowerUpActive( INVULNERABILITY ) ) { damage = 0; } #endif } // inform the attacker that they hit someone attacker->DamageFeedback( this, inflictor, damage ); // save some from armor if ( !damageDef->GetBool( "noArmor" ) ) { float armor_protection; armor_protection = ( gameLocal.isMultiplayer ) ? g_armorProtectionMP.GetFloat() : g_armorProtection.GetFloat(); armorSave = ceil( damage * armor_protection ); if ( armorSave >= inventory.armor ) { armorSave = inventory.armor; } if ( !damage ) { armorSave = 0; } else if ( armorSave >= damage ) { armorSave = damage - 1; damage = 1; } else { damage -= armorSave; } } else { armorSave = 0; } // check for team damage if ( gameLocal.mpGame.IsGametypeTeamBased() /* CTF */ && !gameLocal.serverInfo.GetBool( "si_teamDamage" ) && !damageDef->GetBool( "noTeam" ) && player && player != this // you get self damage no matter what && player->team == team ) { damage = 0; } *health = damage; *armor = armorSave; } /* ============ Damage this entity that is being damaged inflictor entity that is causing the damage attacker entity that caused the inflictor to damage targ example: this=monster, inflictor=rocket, attacker=player dir direction of the attack for knockback in global space damageDef an idDict with all the options for damage effects inflictor, attacker, dir, and point can be NULL for environmental effects ============ */ void idPlayer::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location ) { idVec3 kick; int damage; int armorSave; int knockback; idVec3 damage_from; idVec3 localDamageVector; float attackerPushScale; #ifdef _D3XP SetTimeState ts( timeGroup ); #endif // damage is only processed on server if ( gameLocal.isClient ) { return; } if ( !fl.takedamage || noclip || spectating || gameLocal.inCinematic ) { return; } if ( !inflictor ) { inflictor = gameLocal.world; } if ( !attacker ) { attacker = gameLocal.world; } if ( attacker->IsType( idAI::Type ) ) { #ifndef _D3XP if ( PowerUpActive( BERSERK ) ) { return; } #endif // don't take damage from monsters during influences if ( influenceActive != 0 ) { return; } } const idDeclEntityDef *damageDef = gameLocal.FindEntityDef( damageDefName, false ); if ( !damageDef ) { gameLocal.Warning( "Unknown damageDef '%s'", damageDefName ); return; } if ( damageDef->dict.GetBool( "ignore_player" ) ) { return; } CalcDamagePoints( inflictor, attacker, &damageDef->dict, damageScale, location, &damage, &armorSave ); // determine knockback damageDef->dict.GetInt( "knockback", "20", knockback ); /*#ifdef _D3XP idPlayer *player = attacker->IsType( idPlayer::Type ) ? static_cast(attacker) : NULL; if ( gameLocal.mpGame.IsGametypeTeamBased() && !gameLocal.serverInfo.GetBool( "si_teamDamage" ) && !damageDef->dict.GetBool( "noTeam" ) && player && player != this // you get self damage no matter what && player->team == team ) { knockback = 0; } #endif*/ if ( knockback != 0 && !fl.noknockback ) { if ( attacker == this ) { damageDef->dict.GetFloat( "attackerPushScale", "0", attackerPushScale ); } else { attackerPushScale = 1.0f; } kick = dir; kick.Normalize(); kick *= g_knockback.GetFloat() * knockback * attackerPushScale / 200.0f; physicsObj.SetLinearVelocity( physicsObj.GetLinearVelocity() + kick ); // set the timer so that the player can't cancel out the movement immediately physicsObj.SetKnockBack( idMath::ClampInt( 50, 200, knockback * 2 ) ); } // give feedback on the player view and audibly when armor is helping if ( armorSave ) { inventory.armor -= armorSave; if ( gameLocal.time > lastArmorPulse + 200 ) { StartSound( "snd_hitArmor", SND_CHANNEL_ITEM, 0, false, NULL ); } lastArmorPulse = gameLocal.time; } if ( damageDef->dict.GetBool( "burn" ) ) { StartSound( "snd_burn", SND_CHANNEL_BODY3, 0, false, NULL ); } else if ( damageDef->dict.GetBool( "no_air" ) ) { if ( !armorSave && health > 0 ) { StartSound( "snd_airGasp", SND_CHANNEL_ITEM, 0, false, NULL ); } } if ( g_debugDamage.GetInteger() ) { gameLocal.Printf( "client:%i health:%i damage:%i armor:%i\n", entityNumber, health, damage, armorSave ); } // move the world direction vector to local coordinates damage_from = dir; damage_from.Normalize(); viewAxis.ProjectVector( damage_from, localDamageVector ); // add to the damage inflicted on a player this frame // the total will be turned into screen blends and view angle kicks // at the end of the frame if ( health > 0 ) { playerView.DamageImpulse( localDamageVector, &damageDef->dict ); } // do the damage if ( damage > 0 ) { if ( !gameLocal.isMultiplayer ) { #ifdef _D3XP float scale = new_g_damageScale; #else float scale = g_damageScale.GetFloat(); #endif if ( g_useDynamicProtection.GetBool() && g_skill.GetInteger() < 2 ) { if ( gameLocal.time > lastDmgTime + 500 && scale > 0.25f ) { scale -= 0.05f; #ifdef _D3XP new_g_damageScale = scale; #else g_damageScale.SetFloat( scale ); #endif } } if ( scale > 0.0f ) { damage *= scale; } } if ( damage < 1 ) { damage = 1; } health -= damage; if ( health <= 0 ) { if ( health < -999 ) { health = -999; } isTelefragged = damageDef->dict.GetBool( "telefrag" ); lastDmgTime = gameLocal.time; Killed( inflictor, attacker, damage, dir, location ); } else { // force a blink blink_time = 0; // let the anim script know we took damage AI_PAIN = Pain( inflictor, attacker, damage, dir, location ); if ( !g_testDeath.GetBool() ) { lastDmgTime = gameLocal.time; } } } else { // don't accumulate impulses if ( af.IsLoaded() ) { // clear impacts af.Rest(); // physics is turned off by calling af.Rest() BecomeActive( TH_PHYSICS ); } } lastDamageDef = damageDef->Index(); lastDamageDir = damage_from; lastDamageLocation = location; } /* =========== idPlayer::Teleport ============ */ void idPlayer::Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination ) { idVec3 org; if ( weapon.GetEntity() ) { weapon.GetEntity()->LowerWeapon(); } SetOrigin( origin + idVec3( 0, 0, CM_CLIP_EPSILON ) ); if ( !gameLocal.isMultiplayer && GetFloorPos( 16.0f, org ) ) { SetOrigin( org ); } // clear the ik heights so model doesn't appear in the wrong place walkIK.EnableAll(); GetPhysics()->SetLinearVelocity( vec3_origin ); SetViewAngles( angles ); legsYaw = 0.0f; idealLegsYaw = 0.0f; oldViewYaw = viewAngles.yaw; if ( gameLocal.isMultiplayer ) { playerView.Flash( colorWhite, 140 ); } UpdateVisuals(); teleportEntity = destination; if ( !gameLocal.isClient && !noclip ) { if ( gameLocal.isMultiplayer ) { // kill anything at the new position or mark for kill depending on immediate or delayed teleport gameLocal.KillBox( this, destination != NULL ); } else { // kill anything at the new position gameLocal.KillBox( this, true ); } } #ifdef _D3XP if ( PowerUpActive( HELLTIME ) ) { StopHelltime(); } #endif } /* ==================== idPlayer::SetPrivateCameraView ==================== */ void idPlayer::SetPrivateCameraView( idCamera *camView ) { privateCameraView = camView; if ( camView ) { StopFiring(); Hide(); } else { if ( !spectating ) { Show(); } } } /* ==================== idPlayer::DefaultFov Returns the base FOV ==================== */ float idPlayer::DefaultFov( void ) const { float fov; fov = g_fov.GetFloat(); if ( gameLocal.isMultiplayer ) { if ( fov < 90.0f ) { return 90.0f; } else if ( fov > 110.0f ) { return 110.0f; } } return fov; } /* ==================== idPlayer::CalcFov Fixed fov at intermissions, otherwise account for fov variable and zooms. ==================== */ float idPlayer::CalcFov( bool honorZoom ) { float fov; if ( fxFov ) { return DefaultFov() + 10.0f + cos( ( gameLocal.time + 2000 ) * 0.01 ) * 10.0f; } if ( influenceFov ) { return influenceFov; } if ( zoomFov.IsDone( gameLocal.time ) ) { fov = ( honorZoom && usercmd.buttons & BUTTON_ZOOM ) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); } else { fov = zoomFov.GetCurrentValue( gameLocal.time ); } // bound normal viewsize if ( fov < 1 ) { fov = 1; } else if ( fov > 179 ) { fov = 179; } return fov; } /* ============== idPlayer::GunTurningOffset generate a rotational offset for the gun based on the view angle history in loggedViewAngles ============== */ idAngles idPlayer::GunTurningOffset( void ) { idAngles a; a.Zero(); if ( gameLocal.framenum < NUM_LOGGED_VIEW_ANGLES ) { return a; } idAngles current = loggedViewAngles[ gameLocal.framenum & (NUM_LOGGED_VIEW_ANGLES-1) ]; idAngles av, base; int weaponAngleOffsetAverages; float weaponAngleOffsetScale, weaponAngleOffsetMax; weapon.GetEntity()->GetWeaponAngleOffsets( &weaponAngleOffsetAverages, &weaponAngleOffsetScale, &weaponAngleOffsetMax ); av = current; // calcualte this so the wrap arounds work properly for ( int j = 1 ; j < weaponAngleOffsetAverages ; j++ ) { idAngles a2 = loggedViewAngles[ ( gameLocal.framenum - j ) & (NUM_LOGGED_VIEW_ANGLES-1) ]; idAngles delta = a2 - current; if ( delta[1] > 180 ) { delta[1] -= 360; } else if ( delta[1] < -180 ) { delta[1] += 360; } av += delta * ( 1.0f / weaponAngleOffsetAverages ); } a = ( av - current ) * weaponAngleOffsetScale; for ( int i = 0 ; i < 3 ; i++ ) { if ( a[i] < -weaponAngleOffsetMax ) { a[i] = -weaponAngleOffsetMax; } else if ( a[i] > weaponAngleOffsetMax ) { a[i] = weaponAngleOffsetMax; } } return a; } /* ============== idPlayer::GunAcceleratingOffset generate a positional offset for the gun based on the movement history in loggedAccelerations ============== */ idVec3 idPlayer::GunAcceleratingOffset( void ) { idVec3 ofs; float weaponOffsetTime, weaponOffsetScale; ofs.Zero(); weapon.GetEntity()->GetWeaponTimeOffsets( &weaponOffsetTime, &weaponOffsetScale ); int stop = currentLoggedAccel - NUM_LOGGED_ACCELS; if ( stop < 0 ) { stop = 0; } for ( int i = currentLoggedAccel-1 ; i > stop ; i-- ) { loggedAccel_t *acc = &loggedAccel[i&(NUM_LOGGED_ACCELS-1)]; float f; float t = gameLocal.time - acc->time; if ( t >= weaponOffsetTime ) { break; // remainder are too old to care about } f = t / weaponOffsetTime; f = ( cos( f * 2.0f * idMath::PI ) - 1.0f ) * 0.5f; ofs += f * weaponOffsetScale * acc->dir; } return ofs; } /* ============== idPlayer::CalculateViewWeaponPos Calculate the bobbing position of the view weapon ============== */ void idPlayer::CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis ) { float scale; float fracsin; idAngles angles; int delta; // CalculateRenderView must have been called first const idVec3 &viewOrigin = firstPersonViewOrigin; const idMat3 &viewAxis = firstPersonViewAxis; // these cvars are just for hand tweaking before moving a value to the weapon def idVec3 gunpos( g_gun_x.GetFloat(), g_gun_y.GetFloat(), g_gun_z.GetFloat() ); // as the player changes direction, the gun will take a small lag idVec3 gunOfs = GunAcceleratingOffset(); origin = viewOrigin + ( gunpos + gunOfs ) * viewAxis; // on odd legs, invert some angles if ( bobCycle & 128 ) { scale = -xyspeed; } else { scale = xyspeed; } // gun angles from bobbing angles.roll = scale * bobfracsin * 0.005f; angles.yaw = scale * bobfracsin * 0.01f; angles.pitch = xyspeed * bobfracsin * 0.005f; // gun angles from turning if ( gameLocal.isMultiplayer ) { idAngles offset = GunTurningOffset(); offset *= g_mpWeaponAngleScale.GetFloat(); angles += offset; } else { angles += GunTurningOffset(); } idVec3 gravity = physicsObj.GetGravityNormal(); // drop the weapon when landing after a jump / fall delta = gameLocal.time - landTime; if ( delta < LAND_DEFLECT_TIME ) { origin -= gravity * ( landChange*0.25f * delta / LAND_DEFLECT_TIME ); } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { origin -= gravity * ( landChange*0.25f * (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME ); } // speed sensitive idle drift scale = xyspeed + 40.0f; fracsin = scale * sin( MS2SEC( gameLocal.time ) ) * 0.01f; angles.roll += fracsin; angles.yaw += fracsin; angles.pitch += fracsin; axis = angles.ToMat3() * viewAxis; } /* =============== idPlayer::OffsetThirdPersonView =============== */ void idPlayer::OffsetThirdPersonView( float angle, float range, float height, bool clip ) { idVec3 view; idVec3 focusAngles; trace_t trace; idVec3 focusPoint; float focusDist; float forwardScale, sideScale; idVec3 origin; idAngles angles; idMat3 axis; idBounds bounds; angles = viewAngles; GetViewPos( origin, axis ); if ( angle ) { angles.pitch = 0.0f; } if ( angles.pitch > 45.0f ) { angles.pitch = 45.0f; // don't go too far overhead } focusPoint = origin + angles.ToForward() * THIRD_PERSON_FOCUS_DISTANCE; focusPoint.z += height; view = origin; view.z += 8 + height; angles.pitch *= 0.5f; renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis(); idMath::SinCos( DEG2RAD( angle ), sideScale, forwardScale ); view -= range * forwardScale * renderView->viewaxis[ 0 ]; view += range * sideScale * renderView->viewaxis[ 1 ]; if ( clip ) { // trace a ray from the origin to the viewpoint to make sure the view isn't // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything bounds = idBounds( idVec3( -4, -4, -4 ), idVec3( 4, 4, 4 ) ); gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this ); if ( trace.fraction != 1.0f ) { view = trace.endpos; view.z += ( 1.0f - trace.fraction ) * 32.0f; // try another trace to this position, because a tunnel may have the ceiling // close enough that this is poking out gameLocal.clip.TraceBounds( trace, origin, view, bounds, MASK_SOLID, this ); view = trace.endpos; } } // select pitch to look at focus point from vieword focusPoint -= view; focusDist = idMath::Sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] ); if ( focusDist < 1.0f ) { focusDist = 1.0f; // should never happen } angles.pitch = - RAD2DEG( atan2( focusPoint.z, focusDist ) ); angles.yaw -= angle; renderView->vieworg = view; renderView->viewaxis = angles.ToMat3() * physicsObj.GetGravityAxis(); renderView->viewID = 0; } /* =============== idPlayer::GetEyePosition =============== */ idVec3 idPlayer::GetEyePosition( void ) const { idVec3 org; // use the smoothed origin if spectating another player in multiplayer if ( gameLocal.isClient && entityNumber != gameLocal.localClientNum ) { org = smoothedOrigin; } else { org = GetPhysics()->GetOrigin(); } return org + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z ); } /* =============== idPlayer::GetViewPos =============== */ void idPlayer::GetViewPos( idVec3 &origin, idMat3 &axis ) const { idAngles angles; // if dead, fix the angle and don't add any kick if ( health <= 0 ) { angles.yaw = viewAngles.yaw; angles.roll = 40; angles.pitch = -15; axis = angles.ToMat3(); origin = GetEyePosition(); } else { origin = GetEyePosition() + viewBob; angles = viewAngles + viewBobAngles + playerView.AngleOffset(); axis = angles.ToMat3() * physicsObj.GetGravityAxis(); // adjust the origin based on the camera nodal distance (eye distance from neck) origin += physicsObj.GetGravityNormal() * g_viewNodalZ.GetFloat(); origin += axis[0] * g_viewNodalX.GetFloat() + axis[2] * g_viewNodalZ.GetFloat(); } } /* =============== idPlayer::CalculateFirstPersonView =============== */ void idPlayer::CalculateFirstPersonView( void ) { if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) && ( health <= 0 ) ) ) { // Displays the view from the point of view of the "camera" joint in the player model idMat3 axis; idVec3 origin; idAngles ang; ang = viewBobAngles + playerView.AngleOffset(); ang.yaw += viewAxis[ 0 ].ToYaw(); jointHandle_t joint = animator.GetJointHandle( "camera" ); animator.GetJointTransform( joint, gameLocal.time, origin, axis ); firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob; firstPersonViewAxis = axis * ang.ToMat3() * physicsObj.GetGravityAxis(); } else { // offset for local bobbing and kicks GetViewPos( firstPersonViewOrigin, firstPersonViewAxis ); #if 0 // shakefrom sound stuff only happens in first person firstPersonViewAxis = firstPersonViewAxis * playerView.ShakeAxis(); #endif } } /* ================== idPlayer::GetRenderView Returns the renderView that was calculated for this tic ================== */ renderView_t *idPlayer::GetRenderView( void ) { return renderView; } /* ================== idPlayer::CalculateRenderView create the renderView for the current tic ================== */ void idPlayer::CalculateRenderView( void ) { int i; float range; if ( !renderView ) { renderView = new renderView_t; } memset( renderView, 0, sizeof( *renderView ) ); // copy global shader parms for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) { renderView->shaderParms[ i ] = gameLocal.globalShaderParms[ i ]; } renderView->globalMaterial = gameLocal.GetGlobalMaterial(); #ifdef _D3XP renderView->time = gameLocal.slow.time; #endif // calculate size of 3D view renderView->x = 0; renderView->y = 0; renderView->width = SCREEN_WIDTH; renderView->height = SCREEN_HEIGHT; renderView->viewID = 0; // check if we should be drawing from a camera's POV if ( !noclip && (gameLocal.GetCamera() || privateCameraView) ) { // get origin, axis, and fov if ( privateCameraView ) { privateCameraView->GetViewParms( renderView ); } else { gameLocal.GetCamera()->GetViewParms( renderView ); } } else { if ( g_stopTime.GetBool() ) { renderView->vieworg = firstPersonViewOrigin; renderView->viewaxis = firstPersonViewAxis; if ( !pm_thirdPerson.GetBool() ) { // set the viewID to the clientNum + 1, so we can suppress the right player bodies and // allow the right player view weapons renderView->viewID = entityNumber + 1; } } else if ( pm_thirdPerson.GetBool() ) { OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), pm_thirdPersonRange.GetFloat(), pm_thirdPersonHeight.GetFloat(), pm_thirdPersonClip.GetBool() ); } else if ( pm_thirdPersonDeath.GetBool() ) { range = gameLocal.time < minRespawnTime ? ( gameLocal.time + RAGDOLL_DEATH_TIME - minRespawnTime ) * ( 120.0f / RAGDOLL_DEATH_TIME ) : 120.0f; OffsetThirdPersonView( 0.0f, 20.0f + range, 0.0f, false ); } else { renderView->vieworg = firstPersonViewOrigin; renderView->viewaxis = firstPersonViewAxis; // set the viewID to the clientNum + 1, so we can suppress the right player bodies and // allow the right player view weapons renderView->viewID = entityNumber + 1; } // field of view gameLocal.CalcFov( CalcFov( true ), renderView->fov_x, renderView->fov_y ); } if ( renderView->fov_y == 0 ) { common->Error( "renderView->fov_y == 0" ); } if ( g_showviewpos.GetBool() ) { gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() ); } } /* ============= idPlayer::AddAIKill ============= */ void idPlayer::AddAIKill( void ) { #ifndef _D3XP int max_souls; int ammo_souls; if ( ( weapon_soulcube < 0 ) || ( inventory.weapons & ( 1 << weapon_soulcube ) ) == 0 ) { return; } assert( hud ); ammo_souls = idWeapon::GetAmmoNumForName( "ammo_souls" ); max_souls = inventory.MaxAmmoForAmmoClass( this, "ammo_souls" ); if ( inventory.ammo[ ammo_souls ] < max_souls ) { inventory.ammo[ ammo_souls ]++; if ( inventory.ammo[ ammo_souls ] >= max_souls ) { hud->HandleNamedEvent( "soulCubeReady" ); StartSound( "snd_soulcube_ready", SND_CHANNEL_ANY, 0, false, NULL ); } } #endif } /* ============= idPlayer::SetSoulCubeProjectile ============= */ void idPlayer::SetSoulCubeProjectile( idProjectile *projectile ) { soulCubeProjectile = projectile; } /* ============= idPlayer::AddProjectilesFired ============= */ void idPlayer::AddProjectilesFired( int count ) { numProjectilesFired += count; } /* ============= idPlayer::AddProjectileHites ============= */ void idPlayer::AddProjectileHits( int count ) { numProjectileHits += count; } /* ============= idPlayer::SetLastHitTime ============= */ void idPlayer::SetLastHitTime( int time ) { idPlayer *aimed = NULL; if ( time && lastHitTime != time ) { lastHitToggle ^= 1; } lastHitTime = time; if ( !time ) { // level start and inits return; } if ( gameLocal.isMultiplayer && ( time - lastSndHitTime ) > 10 ) { lastSndHitTime = time; StartSound( "snd_hit_feedback", SND_CHANNEL_ANY, SSF_PRIVATE_SOUND, false, NULL ); } if ( cursor ) { cursor->HandleNamedEvent( "hitTime" ); } if ( hud ) { if ( MPAim != -1 ) { if ( gameLocal.entities[ MPAim ] && gameLocal.entities[ MPAim ]->IsType( idPlayer::Type ) ) { aimed = static_cast< idPlayer * >( gameLocal.entities[ MPAim ] ); } assert( aimed ); // full highlight, no fade till loosing aim hud->SetStateString( "aim_text", gameLocal.userInfo[ MPAim ].GetString( "ui_name" ) ); if ( aimed ) { hud->SetStateFloat( "aim_color", aimed->colorBarIndex ); } hud->HandleNamedEvent( "aim_flash" ); MPAimHighlight = true; MPAimFadeTime = 0; } else if ( lastMPAim != -1 ) { if ( gameLocal.entities[ lastMPAim ] && gameLocal.entities[ lastMPAim ]->IsType( idPlayer::Type ) ) { aimed = static_cast< idPlayer * >( gameLocal.entities[ lastMPAim ] ); } assert( aimed ); // start fading right away hud->SetStateString( "aim_text", gameLocal.userInfo[ lastMPAim ].GetString( "ui_name" ) ); if ( aimed ) { hud->SetStateFloat( "aim_color", aimed->colorBarIndex ); } hud->HandleNamedEvent( "aim_flash" ); hud->HandleNamedEvent( "aim_fade" ); MPAimHighlight = false; MPAimFadeTime = gameLocal.realClientTime; } } } /* ============= idPlayer::SetInfluenceLevel ============= */ void idPlayer::SetInfluenceLevel( int level ) { if ( level != influenceActive ) { if ( level ) { for ( idEntity *ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) { if ( ent->IsType( idProjectile::Type ) ) { // remove all projectiles ent->PostEventMS( &EV_Remove, 0 ); } } if ( weaponEnabled && weapon.GetEntity() ) { weapon.GetEntity()->EnterCinematic(); } } else { physicsObj.SetLinearVelocity( vec3_origin ); if ( weaponEnabled && weapon.GetEntity() ) { weapon.GetEntity()->ExitCinematic(); } } influenceActive = level; } } /* ============= idPlayer::SetInfluenceView ============= */ void idPlayer::SetInfluenceView( const char *mtr, const char *skinname, float radius, idEntity *ent ) { influenceMaterial = NULL; influenceEntity = NULL; influenceSkin = NULL; if ( mtr && *mtr ) { influenceMaterial = declManager->FindMaterial( mtr ); } if ( skinname && *skinname ) { influenceSkin = declManager->FindSkin( skinname ); if ( head.GetEntity() ) { head.GetEntity()->GetRenderEntity()->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time ); } UpdateVisuals(); } influenceRadius = radius; if ( radius > 0.0f ) { influenceEntity = ent; } } /* ============= idPlayer::SetInfluenceFov ============= */ void idPlayer::SetInfluenceFov( float fov ) { influenceFov = fov; } /* ================ idPlayer::OnLadder ================ */ bool idPlayer::OnLadder( void ) const { return physicsObj.OnLadder(); } /* ================== idPlayer::Event_GetButtons ================== */ void idPlayer::Event_GetButtons( void ) { idThread::ReturnInt( usercmd.buttons ); } /* ================== idPlayer::Event_GetMove ================== */ void idPlayer::Event_GetMove( void ) { idVec3 move( usercmd.forwardmove, usercmd.rightmove, usercmd.upmove ); idThread::ReturnVector( move ); } /* ================ idPlayer::Event_GetViewAngles ================ */ void idPlayer::Event_GetViewAngles( void ) { idThread::ReturnVector( idVec3( viewAngles[0], viewAngles[1], viewAngles[2] ) ); } /* ================== idPlayer::Event_StopFxFov ================== */ void idPlayer::Event_StopFxFov( void ) { fxFov = false; } /* ================== idPlayer::StartFxFov ================== */ void idPlayer::StartFxFov( float duration ) { fxFov = true; PostEventSec( &EV_Player_StopFxFov, duration ); } /* ================== idPlayer::Event_EnableWeapon ================== */ void idPlayer::Event_EnableWeapon( void ) { hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" ); weaponEnabled = true; if ( weapon.GetEntity() ) { weapon.GetEntity()->ExitCinematic(); } } /* ================== idPlayer::Event_DisableWeapon ================== */ void idPlayer::Event_DisableWeapon( void ) { hiddenWeapon = gameLocal.world->spawnArgs.GetBool( "no_Weapons" ); weaponEnabled = false; if ( weapon.GetEntity() ) { weapon.GetEntity()->EnterCinematic(); } } #ifdef _D3XP /* ================== idPlayer::Event_GiveInventoryItem ================== */ void idPlayer::Event_GiveInventoryItem( const char* name ) { GiveInventoryItem(name); } /* ================== idPlayer::Event_RemoveInventoryItem ================== */ void idPlayer::Event_RemoveInventoryItem( const char* name ) { RemoveInventoryItem(name); } /* ================== idPlayer::Event_GetIdealWeapon ================== */ void idPlayer::Event_GetIdealWeapon( void ) { const char *weapon; if ( idealWeapon >= 0 ) { weapon = spawnArgs.GetString( va( "def_weapon%d", idealWeapon ) ); idThread::ReturnString( weapon ); } else { idThread::ReturnString( "" ); } } /* ================== idPlayer::Event_SetPowerupTime ================== */ void idPlayer::Event_SetPowerupTime( int powerup, int time ) { if ( time > 0 ) { GivePowerUp( powerup, time ); } else { ClearPowerup( powerup ); } } /* ================== idPlayer::Event_IsPowerupActive ================== */ void idPlayer::Event_IsPowerupActive( int powerup ) { idThread::ReturnInt(this->PowerUpActive(powerup) ? 1 : 0); } /* ================== idPlayer::Event_StartWarp ================== */ void idPlayer::Event_StartWarp() { playerView.AddWarp( idVec3( 0, 0, 0 ), SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 100, 1000 ); } /* ================== idPlayer::Event_StopHelltime ================== */ void idPlayer::Event_StopHelltime( int mode ) { if ( mode == 1 ) { StopHelltime( true ); } else { StopHelltime( false ); } } /* ================== idPlayer::Event_WeaponAvailable ================== */ void idPlayer::Event_WeaponAvailable( const char* name ) { idThread::ReturnInt( WeaponAvailable(name) ? 1 : 0 ); } bool idPlayer::WeaponAvailable( const char* name ) { for( int i = 0; i < MAX_WEAPONS; i++ ) { if ( inventory.weapons & ( 1 << i ) ) { const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) ); if ( !idStr::Cmp( weap, name ) ) { return true; } } } return false; } #endif /* ================== idPlayer::Event_GetCurrentWeapon ================== */ void idPlayer::Event_GetCurrentWeapon( void ) { const char *weapon; if ( currentWeapon >= 0 ) { weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) ); idThread::ReturnString( weapon ); } else { idThread::ReturnString( "" ); } } /* ================== idPlayer::Event_GetPreviousWeapon ================== */ void idPlayer::Event_GetPreviousWeapon( void ) { const char *weapon; if ( previousWeapon >= 0 ) { int pw = ( gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) ? 0 : previousWeapon; weapon = spawnArgs.GetString( va( "def_weapon%d", pw) ); idThread::ReturnString( weapon ); } else { idThread::ReturnString( spawnArgs.GetString( "def_weapon0" ) ); } } /* ================== idPlayer::Event_SelectWeapon ================== */ void idPlayer::Event_SelectWeapon( const char *weaponName ) { int i; int weaponNum; if ( gameLocal.isClient ) { gameLocal.Warning( "Cannot switch weapons from script in multiplayer" ); return; } if ( hiddenWeapon && gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) ) { idealWeapon = weapon_fists; weapon.GetEntity()->HideWeapon(); return; } weaponNum = -1; for( i = 0; i < MAX_WEAPONS; i++ ) { if ( inventory.weapons & ( 1 << i ) ) { const char *weap = spawnArgs.GetString( va( "def_weapon%d", i ) ); if ( !idStr::Cmp( weap, weaponName ) ) { weaponNum = i; break; } } } if ( weaponNum < 0 ) { gameLocal.Warning( "%s is not carrying weapon '%s'", name.c_str(), weaponName ); return; } hiddenWeapon = false; idealWeapon = weaponNum; UpdateHudWeapon(); } /* ================== idPlayer::Event_GetWeaponEntity ================== */ void idPlayer::Event_GetWeaponEntity( void ) { idThread::ReturnEntity( weapon.GetEntity() ); } /* ================== idPlayer::Event_OpenPDA ================== */ void idPlayer::Event_OpenPDA( void ) { if ( !gameLocal.isMultiplayer ) { TogglePDA(); } } /* ================== idPlayer::Event_InPDA ================== */ void idPlayer::Event_InPDA( void ) { idThread::ReturnInt( objectiveSystemOpen ); } /* ================== idPlayer::TeleportDeath ================== */ void idPlayer::TeleportDeath( int killer ) { teleportKiller = killer; } /* ================== idPlayer::Event_ExitTeleporter ================== */ void idPlayer::Event_ExitTeleporter( void ) { idEntity *exitEnt; float pushVel; // verify and setup exitEnt = teleportEntity.GetEntity(); if ( !exitEnt ) { common->DPrintf( "Event_ExitTeleporter player %d while not being teleported\n", entityNumber ); return; } pushVel = exitEnt->spawnArgs.GetFloat( "push", "300" ); if ( gameLocal.isServer ) { ServerSendEvent( EVENT_EXIT_TELEPORTER, NULL, false, -1 ); } SetPrivateCameraView( NULL ); // setup origin and push according to the exit target SetOrigin( exitEnt->GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) ); SetViewAngles( exitEnt->GetPhysics()->GetAxis().ToAngles() ); physicsObj.SetLinearVelocity( exitEnt->GetPhysics()->GetAxis()[ 0 ] * pushVel ); physicsObj.ClearPushedVelocity(); // teleport fx playerView.Flash( colorWhite, 120 ); // clear the ik heights so model doesn't appear in the wrong place walkIK.EnableAll(); UpdateVisuals(); StartSound( "snd_teleport_exit", SND_CHANNEL_ANY, 0, false, NULL ); if ( teleportKiller != -1 ) { // we got killed while being teleported Damage( gameLocal.entities[ teleportKiller ], gameLocal.entities[ teleportKiller ], vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT ); teleportKiller = -1; } else { // kill anything that would have waited at teleport exit gameLocal.KillBox( this ); } teleportEntity = NULL; } /* ================ idPlayer::ClientPredictionThink ================ */ void idPlayer::ClientPredictionThink( void ) { renderEntity_t *headRenderEnt; oldFlags = usercmd.flags; oldButtons = usercmd.buttons; usercmd = gameLocal.usercmds[ entityNumber ]; if ( entityNumber != gameLocal.localClientNum ) { // ignore attack button of other clients. that's no good for predictions usercmd.buttons &= ~BUTTON_ATTACK; } buttonMask &= usercmd.buttons; usercmd.buttons &= ~buttonMask; #ifdef _D3XP if ( mountedObject ) { usercmd.forwardmove = 0; usercmd.rightmove = 0; usercmd.upmove = 0; } #endif if ( objectiveSystemOpen ) { usercmd.forwardmove = 0; usercmd.rightmove = 0; usercmd.upmove = 0; } // clear the ik before we do anything else so the skeleton doesn't get updated twice walkIK.ClearJointMods(); if ( gameLocal.isNewFrame ) { if ( ( usercmd.flags & UCF_IMPULSE_SEQUENCE ) != ( oldFlags & UCF_IMPULSE_SEQUENCE ) ) { PerformImpulse( usercmd.impulse ); } } scoreBoardOpen = ( ( usercmd.buttons & BUTTON_SCORES ) != 0 || forceScoreBoard ); AdjustSpeed(); UpdateViewAngles(); // update the smoothed view angles if ( gameLocal.framenum >= smoothedFrame && entityNumber != gameLocal.localClientNum ) { idAngles anglesDiff = viewAngles - smoothedAngles; anglesDiff.Normalize180(); if ( idMath::Fabs( anglesDiff.yaw ) < 90.0f && idMath::Fabs( anglesDiff.pitch ) < 90.0f ) { // smoothen by pushing back to the previous angles viewAngles -= gameLocal.clientSmoothing * anglesDiff; viewAngles.Normalize180(); } smoothedAngles = viewAngles; } smoothedOriginUpdated = false; if ( !af.IsActive() ) { AdjustBodyAngles(); } if ( !isLagged ) { // don't allow client to move when lagged Move(); } // update GUIs, Items, and character interactions UpdateFocus(); // service animations if ( !spectating && !af.IsActive() ) { UpdateConditions(); UpdateAnimState(); CheckBlink(); } // clear out our pain flag so we can tell if we recieve any damage between now and the next time we think AI_PAIN = false; // calculate the exact bobbed view position, which is used to // position the view weapon, among other things CalculateFirstPersonView(); // this may use firstPersonView, or a thirdPerson / camera view CalculateRenderView(); if ( !gameLocal.inCinematic && weapon.GetEntity() && ( health > 0 ) && !( gameLocal.isMultiplayer && spectating ) ) { UpdateWeapon(); } UpdateHud(); if ( gameLocal.isNewFrame ) { UpdatePowerUps(); } UpdateDeathSkin( false ); if ( head.GetEntity() ) { headRenderEnt = head.GetEntity()->GetRenderEntity(); } else { headRenderEnt = NULL; } if ( headRenderEnt ) { if ( influenceSkin ) { headRenderEnt->customSkin = influenceSkin; } else { headRenderEnt->customSkin = NULL; } } if ( gameLocal.isMultiplayer || g_showPlayerShadow.GetBool() ) { renderEntity.suppressShadowInViewID = 0; if ( headRenderEnt ) { headRenderEnt->suppressShadowInViewID = 0; } } else { renderEntity.suppressShadowInViewID = entityNumber+1; if ( headRenderEnt ) { headRenderEnt->suppressShadowInViewID = entityNumber+1; } } // never cast shadows from our first-person muzzle flashes renderEntity.suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber; if ( headRenderEnt ) { headRenderEnt->suppressShadowInLightID = LIGHTID_VIEW_MUZZLE_FLASH + entityNumber; } if ( !gameLocal.inCinematic ) { UpdateAnimation(); } #ifdef _D3XP if ( enviroSuitLight.IsValid() ) { idAngles lightAng = firstPersonViewAxis.ToAngles(); idVec3 lightOrg = firstPersonViewOrigin; const idDict *lightDef = gameLocal.FindEntityDefDict( "envirosuit_light", false ); idVec3 enviroOffset = lightDef->GetVector( "enviro_offset" ); idVec3 enviroAngleOffset = lightDef->GetVector( "enviro_angle_offset" ); lightOrg += (enviroOffset.x * firstPersonViewAxis[0]); lightOrg += (enviroOffset.y * firstPersonViewAxis[1]); lightOrg += (enviroOffset.z * firstPersonViewAxis[2]); lightAng.pitch += enviroAngleOffset.x; lightAng.yaw += enviroAngleOffset.y; lightAng.roll += enviroAngleOffset.z; enviroSuitLight.GetEntity()->GetPhysics()->SetOrigin( lightOrg ); enviroSuitLight.GetEntity()->GetPhysics()->SetAxis( lightAng.ToMat3() ); enviroSuitLight.GetEntity()->UpdateVisuals(); enviroSuitLight.GetEntity()->Present(); } #endif if ( gameLocal.isMultiplayer ) { DrawPlayerIcons(); } Present(); UpdateDamageEffects(); LinkCombat(); if ( gameLocal.isNewFrame && entityNumber == gameLocal.localClientNum ) { playerView.CalculateShake(); } #ifdef _D3XP // determine if portal sky is in pvs pvsHandle_t clientPVS = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() ); gameLocal.portalSkyActive = gameLocal.pvs.CheckAreasForPortalSky( clientPVS, GetPhysics()->GetOrigin() ); gameLocal.pvs.FreeCurrentPVS( clientPVS ); #endif } /* ================ idPlayer::GetPhysicsToVisualTransform ================ */ bool idPlayer::GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis ) { if ( af.IsActive() ) { af.GetPhysicsToVisualTransform( origin, axis ); return true; } // smoothen the rendered origin and angles of other clients // smooth self origin if snapshots are telling us prediction is off if ( gameLocal.isClient && gameLocal.framenum >= smoothedFrame && ( entityNumber != gameLocal.localClientNum || selfSmooth ) ) { // render origin and axis idMat3 renderAxis = viewAxis * GetPhysics()->GetAxis(); idVec3 renderOrigin = GetPhysics()->GetOrigin() + modelOffset * renderAxis; // update the smoothed origin if ( !smoothedOriginUpdated ) { idVec2 originDiff = renderOrigin.ToVec2() - smoothedOrigin.ToVec2(); if ( originDiff.LengthSqr() < Square( 100.0f ) ) { // smoothen by pushing back to the previous position if ( selfSmooth ) { assert( entityNumber == gameLocal.localClientNum ); renderOrigin.ToVec2() -= net_clientSelfSmoothing.GetFloat() * originDiff; } else { renderOrigin.ToVec2() -= gameLocal.clientSmoothing * originDiff; } } smoothedOrigin = renderOrigin; smoothedFrame = gameLocal.framenum; smoothedOriginUpdated = true; } axis = idAngles( 0.0f, smoothedAngles.yaw, 0.0f ).ToMat3(); origin = ( smoothedOrigin - GetPhysics()->GetOrigin() ) * axis.Transpose(); } else { axis = viewAxis; origin = modelOffset; } return true; } /* ================ idPlayer::GetPhysicsToSoundTransform ================ */ bool idPlayer::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) { idCamera *camera; if ( privateCameraView ) { camera = privateCameraView; } else { camera = gameLocal.GetCamera(); } if ( camera ) { renderView_t view; memset( &view, 0, sizeof( view ) ); camera->GetViewParms( &view ); origin = view.vieworg; axis = view.viewaxis; return true; } else { return idActor::GetPhysicsToSoundTransform( origin, axis ); } } /* ================ idPlayer::WriteToSnapshot ================ */ void idPlayer::WriteToSnapshot( idBitMsgDelta &msg ) const { physicsObj.WriteToSnapshot( msg ); WriteBindToSnapshot( msg ); msg.WriteDeltaFloat( 0.0f, deltaViewAngles[0] ); msg.WriteDeltaFloat( 0.0f, deltaViewAngles[1] ); msg.WriteDeltaFloat( 0.0f, deltaViewAngles[2] ); msg.WriteShort( health ); msg.WriteBits( gameLocal.ServerRemapDecl( -1, DECL_ENTITYDEF, lastDamageDef ), gameLocal.entityDefBits ); msg.WriteDir( lastDamageDir, 9 ); msg.WriteShort( lastDamageLocation ); msg.WriteBits( idealWeapon, idMath::BitsForInteger( MAX_WEAPONS ) ); msg.WriteBits( inventory.weapons, MAX_WEAPONS ); msg.WriteBits( weapon.GetSpawnId(), 32 ); msg.WriteBits( spectator, idMath::BitsForInteger( MAX_CLIENTS ) ); msg.WriteBits( lastHitToggle, 1 ); msg.WriteBits( weaponGone, 1 ); msg.WriteBits( isLagged, 1 ); msg.WriteBits( isChatting, 1 ); #ifdef CTF /* Needed for the scoreboard */ msg.WriteBits( carryingFlag, 1 ); #endif #ifdef _D3XP msg.WriteBits( enviroSuitLight.GetSpawnId(), 32 ); #endif } /* ================ idPlayer::ReadFromSnapshot ================ */ void idPlayer::ReadFromSnapshot( const idBitMsgDelta &msg ) { int i, oldHealth, newIdealWeapon, weaponSpawnId; bool newHitToggle, stateHitch; if ( snapshotSequence - lastSnapshotSequence > 1 ) { stateHitch = true; } else { stateHitch = false; } lastSnapshotSequence = snapshotSequence; oldHealth = health; physicsObj.ReadFromSnapshot( msg ); ReadBindFromSnapshot( msg ); deltaViewAngles[0] = msg.ReadDeltaFloat( 0.0f ); deltaViewAngles[1] = msg.ReadDeltaFloat( 0.0f ); deltaViewAngles[2] = msg.ReadDeltaFloat( 0.0f ); health = msg.ReadShort(); lastDamageDef = gameLocal.ClientRemapDecl( DECL_ENTITYDEF, msg.ReadBits( gameLocal.entityDefBits ) ); lastDamageDir = msg.ReadDir( 9 ); lastDamageLocation = msg.ReadShort(); newIdealWeapon = msg.ReadBits( idMath::BitsForInteger( MAX_WEAPONS ) ); inventory.weapons = msg.ReadBits( MAX_WEAPONS ); weaponSpawnId = msg.ReadBits( 32 ); spectator = msg.ReadBits( idMath::BitsForInteger( MAX_CLIENTS ) ); newHitToggle = msg.ReadBits( 1 ) != 0; weaponGone = msg.ReadBits( 1 ) != 0; isLagged = msg.ReadBits( 1 ) != 0; isChatting = msg.ReadBits( 1 ) != 0; #ifdef CTF carryingFlag = msg.ReadBits( 1 ) != 0; #endif #ifdef _D3XP int enviroSpawnId; enviroSpawnId = msg.ReadBits( 32 ); enviroSuitLight.SetSpawnId( enviroSpawnId ); #endif // no msg reading below this if ( weapon.SetSpawnId( weaponSpawnId ) ) { if ( weapon.GetEntity() ) { // maintain ownership locally weapon.GetEntity()->SetOwner( this ); } currentWeapon = -1; } // if not a local client assume the client has all ammo types if ( entityNumber != gameLocal.localClientNum ) { for( i = 0; i < AMMO_NUMTYPES; i++ ) { inventory.ammo[ i ] = 999; } } if ( oldHealth > 0 && health <= 0 ) { if ( stateHitch ) { // so we just hide and don't show a death skin UpdateDeathSkin( true ); } // die AI_DEAD = true; ClearPowerUps(); SetAnimState( ANIMCHANNEL_LEGS, "Legs_Death", 4 ); SetAnimState( ANIMCHANNEL_TORSO, "Torso_Death", 4 ); SetWaitState( "" ); animator.ClearAllJoints(); if ( entityNumber == gameLocal.localClientNum ) { playerView.Fade( colorBlack, 12000 ); } StartRagdoll(); physicsObj.SetMovementType( PM_DEAD ); if ( !stateHitch ) { StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL ); } if ( weapon.GetEntity() ) { weapon.GetEntity()->OwnerDied(); } } else if ( oldHealth <= 0 && health > 0 ) { // respawn Init(); StopRagdoll(); SetPhysics( &physicsObj ); physicsObj.EnableClip(); SetCombatContents( true ); } else if ( health < oldHealth && health > 0 ) { if ( stateHitch ) { lastDmgTime = gameLocal.time; } else { // damage feedback const idDeclEntityDef *def = static_cast( declManager->DeclByIndex( DECL_ENTITYDEF, lastDamageDef, false ) ); if ( def ) { playerView.DamageImpulse( lastDamageDir * viewAxis.Transpose(), &def->dict ); AI_PAIN = Pain( NULL, NULL, oldHealth - health, lastDamageDir, lastDamageLocation ); lastDmgTime = gameLocal.time; } else { common->Warning( "NET: no damage def for damage feedback '%d'\n", lastDamageDef ); } } } else if ( health > oldHealth && PowerUpActive( MEGAHEALTH ) && !stateHitch ) { // just pulse, for any health raise healthPulse = true; } #ifdef _D3XP // If the player is alive, restore proper physics object if ( health > 0 && IsActiveAF() ) { StopRagdoll(); SetPhysics( &physicsObj ); physicsObj.EnableClip(); SetCombatContents( true ); } #endif if ( idealWeapon != newIdealWeapon ) { if ( stateHitch ) { weaponCatchup = true; } idealWeapon = newIdealWeapon; UpdateHudWeapon(); } if ( lastHitToggle != newHitToggle ) { SetLastHitTime( gameLocal.realClientTime ); } if ( msg.HasChanged() ) { UpdateVisuals(); } } /* ================ idPlayer::WritePlayerStateToSnapshot ================ */ void idPlayer::WritePlayerStateToSnapshot( idBitMsgDelta &msg ) const { int i; msg.WriteByte( bobCycle ); msg.WriteInt( stepUpTime ); msg.WriteFloat( stepUpDelta ); #ifdef _D3XP msg.WriteInt( inventory.weapons ); #else msg.WriteShort( inventory.weapons ); #endif msg.WriteByte( inventory.armor ); for( i = 0; i < AMMO_NUMTYPES; i++ ) { msg.WriteBits( inventory.ammo[i], ASYNC_PLAYER_INV_AMMO_BITS ); } for( i = 0; i < MAX_WEAPONS; i++ ) { msg.WriteBits( inventory.clip[i], ASYNC_PLAYER_INV_CLIP_BITS ); } } /* ================ idPlayer::ReadPlayerStateFromSnapshot ================ */ void idPlayer::ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg ) { int i, ammo; bobCycle = msg.ReadByte(); stepUpTime = msg.ReadInt(); stepUpDelta = msg.ReadFloat(); #ifdef _D3XP inventory.weapons = msg.ReadInt(); #else inventory.weapons = msg.ReadShort(); #endif inventory.armor = msg.ReadByte(); for( i = 0; i < AMMO_NUMTYPES; i++ ) { ammo = msg.ReadBits( ASYNC_PLAYER_INV_AMMO_BITS ); if ( gameLocal.time >= inventory.ammoPredictTime ) { inventory.ammo[ i ] = ammo; } } for( i = 0; i < MAX_WEAPONS; i++ ) { inventory.clip[i] = msg.ReadBits( ASYNC_PLAYER_INV_CLIP_BITS ); } } /* ================ idPlayer::ServerReceiveEvent ================ */ bool idPlayer::ServerReceiveEvent( int event, int time, const idBitMsg &msg ) { if ( idEntity::ServerReceiveEvent( event, time, msg ) ) { return true; } // client->server events switch( event ) { case EVENT_IMPULSE: { PerformImpulse( msg.ReadBits( 6 ) ); return true; } default: { return false; } } } /* ================ idPlayer::ClientReceiveEvent ================ */ bool idPlayer::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) { int powerup; bool start; switch ( event ) { case EVENT_EXIT_TELEPORTER: Event_ExitTeleporter(); return true; case EVENT_ABORT_TELEPORTER: SetPrivateCameraView( NULL ); return true; case EVENT_POWERUP: { powerup = msg.ReadShort(); start = msg.ReadBits( 1 ) != 0; if ( start ) { GivePowerUp( powerup, 0 ); } else { ClearPowerup( powerup ); } return true; } #ifdef _D3XP case EVENT_PICKUPNAME: { char buf[MAX_EVENT_PARAM_SIZE]; msg.ReadString(buf, MAX_EVENT_PARAM_SIZE); inventory.AddPickupName(buf, "", this); //_D3XP return true; } #endif case EVENT_SPECTATE: { bool spectate = ( msg.ReadBits( 1 ) != 0 ); Spectate( spectate ); return true; } case EVENT_ADD_DAMAGE_EFFECT: { if ( spectating ) { // if we're spectating, ignore // happens if the event and the spectate change are written on the server during the same frame (fraglimit) return true; } break; } default: break; } return idActor::ClientReceiveEvent( event, time, msg ); } /* ================ idPlayer::Hide ================ */ void idPlayer::Hide( void ) { idWeapon *weap; idActor::Hide(); weap = weapon.GetEntity(); if ( weap ) { weap->HideWorldModel(); } } /* ================ idPlayer::Show ================ */ void idPlayer::Show( void ) { idWeapon *weap; idActor::Show(); weap = weapon.GetEntity(); if ( weap ) { weap->ShowWorldModel(); } } /* =============== idPlayer::StartAudioLog =============== */ void idPlayer::StartAudioLog( void ) { if ( hud ) { hud->HandleNamedEvent( "audioLogUp" ); } } /* =============== idPlayer::StopAudioLog =============== */ void idPlayer::StopAudioLog( void ) { if ( hud ) { hud->HandleNamedEvent( "audioLogDown" ); } } /* =============== idPlayer::ShowTip =============== */ void idPlayer::ShowTip( const char *title, const char *tip, bool autoHide ) { if ( tipUp ) { return; } hud->SetStateString( "tip", tip ); hud->SetStateString( "tiptitle", title ); hud->HandleNamedEvent( "tipWindowUp" ); if ( autoHide ) { PostEventSec( &EV_Player_HideTip, 5.0f ); } tipUp = true; } /* =============== idPlayer::HideTip =============== */ void idPlayer::HideTip( void ) { hud->HandleNamedEvent( "tipWindowDown" ); tipUp = false; } /* =============== idPlayer::Event_HideTip =============== */ void idPlayer::Event_HideTip( void ) { HideTip(); } /* =============== idPlayer::ShowObjective =============== */ void idPlayer::ShowObjective( const char *obj ) { hud->HandleNamedEvent( obj ); objectiveUp = true; } /* =============== idPlayer::HideObjective =============== */ void idPlayer::HideObjective( void ) { hud->HandleNamedEvent( "closeObjective" ); objectiveUp = false; } /* =============== idPlayer::Event_StopAudioLog =============== */ void idPlayer::Event_StopAudioLog( void ) { StopAudioLog(); } /* =============== idPlayer::SetSpectateOrigin =============== */ void idPlayer::SetSpectateOrigin( void ) { idVec3 neworig; neworig = GetPhysics()->GetOrigin(); neworig[ 2 ] += EyeHeight(); neworig[ 2 ] += 25; SetOrigin( neworig ); } /* =============== idPlayer::RemoveWeapon =============== */ void idPlayer::RemoveWeapon( const char *weap ) { if ( weap && *weap ) { inventory.Drop( spawnArgs, spawnArgs.GetString( weap ), -1 ); } } /* =============== idPlayer::CanShowWeaponViewmodel =============== */ bool idPlayer::CanShowWeaponViewmodel( void ) const { return showWeaponViewModel; } /* =============== idPlayer::SetLevelTrigger =============== */ void idPlayer::SetLevelTrigger( const char *levelName, const char *triggerName ) { if ( levelName && *levelName && triggerName && *triggerName ) { idLevelTriggerInfo lti; lti.levelName = levelName; lti.triggerName = triggerName; inventory.levelTriggers.Append( lti ); } } /* =============== idPlayer::Event_LevelTrigger =============== */ void idPlayer::Event_LevelTrigger( void ) { idStr mapName = gameLocal.GetMapName(); mapName.StripPath(); mapName.StripFileExtension(); for ( int i = inventory.levelTriggers.Num() - 1; i >= 0; i-- ) { if ( idStr::Icmp( mapName, inventory.levelTriggers[i].levelName) == 0 ){ idEntity *ent = gameLocal.FindEntity( inventory.levelTriggers[i].triggerName ); if ( ent ) { ent->PostEventMS( &EV_Activate, 1, this ); } } } } /* =============== idPlayer::Event_Gibbed =============== */ void idPlayer::Event_Gibbed( void ) { // do nothing } /* =============== idPlayer::UpdatePlayerIcons =============== */ void idPlayer::UpdatePlayerIcons( void ) { int time = networkSystem->ServerGetClientTimeSinceLastPacket( entityNumber ); if ( time > cvarSystem->GetCVarInteger( "net_clientMaxPrediction" ) ) { isLagged = true; } else { isLagged = false; } // TODO: chatting, PDA, etc? } /* =============== idPlayer::DrawPlayerIcons =============== */ void idPlayer::DrawPlayerIcons( void ) { if ( !NeedsIcon() ) { playerIcon.FreeIcon(); return; } #ifdef CTF // Never draw icons for hidden players. if ( this->IsHidden() ) return; #endif playerIcon.Draw( this, headJoint ); } /* =============== idPlayer::HidePlayerIcons =============== */ void idPlayer::HidePlayerIcons( void ) { playerIcon.FreeIcon(); } /* =============== idPlayer::NeedsIcon ============== */ bool idPlayer::NeedsIcon( void ) { // local clients don't render their own icons... they're only info for other clients #ifdef CTF // always draw icons in CTF games return entityNumber != gameLocal.localClientNum && ( ( g_CTFArrows.GetBool() && gameLocal.mpGame.IsGametypeFlagBased() && !IsHidden() && !AI_DEAD ) || ( isLagged || isChatting ) ); #else return entityNumber != gameLocal.localClientNum && ( isLagged || isChatting ); #endif } #ifdef CTF /* =============== idPlayer::DropFlag() ============== */ void idPlayer::DropFlag( void ) { if ( !carryingFlag || !gameLocal.isMultiplayer || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */ return; idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - this->latchedTeam ); if ( entity ) { idItemTeam * item = static_cast(entity); if ( item->carried && !item->dropped ) { item->Drop( health <= 0 ); carryingFlag = false; } } } void idPlayer::ReturnFlag() { if ( !carryingFlag || !gameLocal.isMultiplayer || !gameLocal.mpGame.IsGametypeFlagBased() ) /* CTF */ return; idEntity * entity = gameLocal.mpGame.GetTeamFlag( 1 - this->latchedTeam ); if ( entity ) { idItemTeam * item = static_cast(entity); if ( item->carried && !item->dropped ) { item->Return(); carryingFlag = false; } } } void idPlayer::FreeModelDef( void ) { idAFEntity_Base::FreeModelDef(); if ( gameLocal.isMultiplayer && gameLocal.mpGame.IsGametypeFlagBased() ) playerIcon.FreeIcon(); } #endif