sof-sdk/Source/Game/player/w_inven.cpp

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2000-06-15 00:00:00 +00:00
#include "q_shared.h"
#include "..\ghoul\ighoul.h"
#include "w_public.h"
#include "w_types.h"
#include "w_weapons.h"
#include "w_utils.h"
#include "w_network.h"
#include "player.h"
#include "../gamecpp/game.h"
extern player_com_import_t picom;
extern player_cl_import_t picl;
extern player_sv_import_t pisv;
extern int isClient;
int fireEvent;
int altfireEvent;
void inven_c::getServerState(void)
{
// Clip.
curWeapon()->setClip(owner->edict->client->ps.gunClip);
// Ammo pool.
weapon_c *weaponToFill=&weapons[curWeaponSlot];
int type = weaponToFill->getWeaponInfo()->getAmmoType(0);
ammo[type]=owner->edict->client->ps.gunAmmo;
}
void inven_c::setServerState(void)
{
// Clip.
owner->edict->client->ps.gunClip=curWeapon()->getClip();
// Ammo pool.
owner->edict->client->ps.gunAmmo=getCurAmmo();
}
inven_c::inven_c(void)
{
canHandleInput = 1;
setCurWeapon(0);
setReadiedWeapon(0);
setWInfo(1);
setDroppingWeapon(-1);
model = 0;
readyModel = 0;
memset(&gunEnd, 0, sizeof(Matrix4)); // Should really be gunEnd.Zero()
wAnim.setHandsInUse(2);
wAnim.setWeaponLifted(0);
wAnim.setTransition(1);
wAnim.setBloody(0);
wAnim.setHandSide(0);
wAnim.setDown(0);
wAnim.setFirstShot(1);
wAnim.setInZoom(0);
wAnim.setInZoomView(0);
wAnim.setInteresting(0);
wAnim.setRezoom(0);
wAnim.setKnifeStatus(0);
wAnim.setDisguise(0);
wAnim.setlastShootTime(0);
nextCommand = PWC_NOCOMMAND;
clientOverrideCmd=0;
newInstRxd=0;
rulesWeaponsUseAmmo=-1;
rulesDropWeapons=-1;
rulesNonDroppableWeaponTypes=(1<<SFW_HURTHAND)|(1<<SFW_THROWHAND)|(1<<SFW_EMPTYSLOT);
rulesWeaponsReload=-1;
rulesWeaponReloadAutomatic=-1;
rulesDropInvenOnDeath=0;
rulesSelectWithNoAmmo=0;
rulesReloadEmptiesWeapon=0;
strcpy(rulesBestWeaponMode,"safe");
rulesFreelySelectWeapon=-1;
selectedWeaponSlot = -1;
armor = 0;
weaponsOwned = 0;
wAnim.clearFireLoop();
nextSelectSlot = 0;
curWeaponID = 0;
readiedWeaponID = 0;
readiedWeaponType = 0;
pendingChange = 0;
clientPredicting =0;
wAnim.setAnimType(WANIM_NORMAL);
wAnim.setSeqName("unused viewmodel");
serverRICBuffer=NULL;
clientRICBuffer=NULL;
if(!isClient)
{
serverRICBuffer=new serverRICBuf;
serverRICBuffer->setOwner(this);
}
else
{
clientRICBuffer=new clientRICBuf;
clientRICBuffer->setOwner(this);
}
int i;
if(isClient)
{
// Client always has all the weapons available.
for(i=SFW_KNIFE;i<SFW_NUM_WEAPONS;i++)
addWeaponType(i,0);
}
else
{
for(i=0;i<MAXWEAPONS;i++)
weapons[i].setType(SFW_EMPTYSLOT);
}
for(i=0;i<MAXITEMS;i++)
items.clearSlot(i);
for(i=0;i<MAXAMMOS;i++)
ammo[i]=0;
}
inven_c::~inven_c(void)
{
if(serverRICBuffer)
delete serverRICBuffer;
if(clientRICBuffer)
delete clientRICBuffer;
}
void inven_c::getGunEnd(vec3_t worldSpot)
{
/*
#if 1
VectorAdd(owner->edict->s.origin, owner->edict->client->ps.viewoffset, worldSpot);
#else
Matrix4 etow,null2world;
Vect3 NullPos;
vec3_t pos;
gunEnd.GetRow(3, NullPos);
VectorAdd(owner->s.origin, owner->client->ps.viewoffset, pos);
EntToWorldMatrix(pos,owner->client->ps.viewangles,etow);
null2world.Concat(gunEnd,etow);
Vect3 curPos(0,0,0);
null2world.XFormPoint(NullPos,curPos);
worldSpot[0] = NullPos.x();
worldSpot[1] = NullPos.y();
worldSpot[2] = NullPos.z();
#endif
*/
}
void inven_c::initNewWeapon(void)
{
if(!isClient)
{
owner->edict->client->ps.gunType=curWeaponID;
owner->edict->client->ps.gunClip=curWeapon()->getClip();
owner->edict->client->ps.gunAmmo=getCurAmmo();
}
SetVWeapGhoul(owner, getViewModelName());
if(!wAnim.disguised())
idle();
if(rulesDoWeaponsUseAmmo())
{
if(!isClient)
curWeapon()->getWeaponInfo()->turnOffAmmoParts(*owner,curWeapon()->getClip(),true);
else
curWeapon()->getWeaponInfo()->turnOffAmmoParts(*owner,owner->edict->client->ps.gunClip,true);
}
}
int inven_c::addWeaponType(int weapon, int fullClip)
{
int i;
// See if there already is one in our inventory.
for(i = 0; i < MAXWEAPONS; i++)
{
if(weapons[i].getType() == weapon)
{
return 0;
}
}
// Ok, don't have one, so add it to the correct slot.
static int weaponBinds[]=
{
SFW_KNIFE,
SFW_PISTOL1,
SFW_PISTOL2,
SFW_SHOTGUN,
SFW_SNIPER,
SFW_MACHINEPISTOL,
SFW_ASSAULTRIFLE,
SFW_MACHINEGUN,
SFW_AUTOSHOTGUN,
SFW_ROCKET,
SFW_FLAMEGUN,
SFW_MICROWAVEPULSE,
SFW_HURTHAND,
SFW_THROWHAND,
SFW_NUM_WEAPONS
};
i=0;
while(weaponBinds[i]!=SFW_NUM_WEAPONS)
{
if(weaponBinds[i]==weapon)
{
if(!rulesDoWeaponsUseAmmo())
fullClip=0;
weapons[i].setType(weapon, fullClip);
addWeaponToOwnList(weapon);
return(1);
}
i++;
}
return(0);
}
int inven_c::getEncumbrance(void)
{
int encumbrance=0;
for(int i=0; i<MAXSELECTABLEWEAPONS; i++)
if(weapons[i].getType()!=SFW_EMPTYSLOT)
encumbrance+=weapons[i].getWeaponInfo()->getSlotsNeeded();
return(encumbrance);
}
int inven_c::getEncumbranceByType(int weapon)
{
return(weapInfo[weapon]->getSlotsNeeded());
}
int inven_c::addItem(int type, int amount, int maxAmount/*= -1*/)
{
bool bWasEmpty = items.getCurSlot()?(items.getCurSlot()->getSlotType()==SFE_EMPTYSLOT):true;
int nRet = items.addItemType(type, amount, maxAmount);
if(bWasEmpty && !!nRet)
items.setNextCommand(PEC_ITEMNEXT);
return nRet;
}
void inven_c::readyNextWeapon(void)
{
if(nextSelectSlot == -1)
return;
readiedWeaponID = weapons[nextSelectSlot].getType();
setReadiedWeapon(nextSelectSlot);
setReadiedWInfo(readiedWeapon()->getWeaponInfo()->getType());
readiedWeaponSlot = nextSelectSlot;
ReadyVWeapGhoulServer(owner, getReadyModelName());
// Needed to 'kick-start' the new inst to the client straight-away.
idleReadied();
// Needed by client.
owner->edict->client->ps.gunType=readiedWeaponID;
owner->edict->client->ps.gunClip=readiedWeapon()->getClip();
owner->edict->client->ps.gunAmmo=getReadiedAmmo();
}
void inven_c::SelectRediedWeapon(void)
{
SetReadiedVWeapGhoulServer(owner,"");
curWeaponID = readiedWeaponID;
setCurWeapon(readiedWeaponSlot);
setWInfo(readiedWeapon()->getWeaponInfo()->getType());
selectedWeaponSlot = readiedWeaponSlot;
readiedWeaponID=0;
}
void inven_c::selectNULLWeapon(void)
{
if(!isClient)
{
owner->edict->client->ps.gun=0;
owner->edict->client->ps.gunType=0;
owner->edict->client->ps.gunClip=0;
owner->edict->client->ps.gunAmmo=0;
}
setCurWeapon(0);
setReadiedWeapon(0);
setWInfo(1);
model = 0;
readyModel = 0;
selectedWeaponSlot = -1;
wAnim.clearFireLoop();
nextSelectSlot = 0;
curWeaponID = 0;
readiedWeaponID = 0;
readiedWeaponType = 0;
pendingChange = 0;
wAnim.setAnimType(WANIM_NORMAL);
wAnim.setSeqName("unused viewmodel");
}
void inven_c::SelectPendingWeapon(void)
{
if(nextSelectSlot == -1)return;
curWeaponID = weapons[nextSelectSlot].getType();
setCurWeapon(nextSelectSlot);
setWInfo(curWeapon()->getWeaponInfo()->getType());
selectedWeaponSlot = nextSelectSlot;
initNewWeapon();
}
int inven_c::selectWeapon(int weapon)
{
int i;
for(i = 0; i < MAXSELECTABLEWEAPONS; i++)
{
if(weapons[i].getType() == weapon)
{
curWeaponID = weapon;
setCurWeapon(i);
setWInfo(weapons[i].getWeaponInfo()->getType());
selectedWeaponSlot = i;
initNewWeapon();
return 1;
}
}
return 0;
}
void inven_c::selectWeaponSlot(int weaponNum)
{
curWeaponID = weapons[weaponNum].getType();
setCurWeapon(weaponNum);
setWInfo(curWeaponID);
selectedWeaponSlot = weaponNum;
initNewWeapon();
}
void inven_c::selectBestWeapon(void)
{
selectWeaponSlot(getBestSlot(!strcmp(rulesGetBestWeaponMode(),"safe")));
}
void inven_c::takeOutWeapon(int type)
{
for(int i=0; i<MAXSELECTABLEWEAPONS; i++)
{
if(weapons[i].getType()==type)
{
nextCommand=PWC_WEAPSELECTFIRST+i;
break;
}
}
}
void inven_c::takeOutWeaponSlot(int weaponNum)
{
nextCommand=PWC_WEAPSELECTFIRST+weaponNum;
}
void inven_c::takeOutBestWeapon(void)
{
nextCommand=PWC_WEAPSELECTFIRST+getBestSlot(!strcmp(rulesGetBestWeaponMode(),"safe"));
}
//AMMO_NONE = 0,
//AMMO_KNIFE,
//AMMO_44,
//AMMO_9MM,
//AMMO_SHELLS,
//AMMO_556,
//AMMO_ROCKET,
//AMMO_MWAVE,
//AMMO_FTHROWER,
//AMMO_SLUG,
int ammoMaxes[] =
{
0,
6,
90,
200,
50,
300,
20,
150,
60,
100,
};
int inven_c::addAmmoType(int type, int amount)
{
if(type==AMMO_FTHROWER)
{
// Flamegun is special 'cos it doesn't work on clip & ammo pool model.
// Just has a clip.
int curClip=weapons[10].getClip();
if(curClip >= ammoMaxes[type])
{
// NO PICK UP!!!
return 0;
}
if(curClip+amount>ammoMaxes[type])
amount=ammoMaxes[type] - curClip;
weapons[10].setClip(curClip+amount);
return 1;
}
if(ammo[type] >= ammoMaxes[type])
{
// NO PICK UP!!!
return 0;
}
if(ammo[type] + amount > ammoMaxes[type])
amount = ammoMaxes[type] - ammo[type];
ammo[type] += amount;
return 1;
}
int ammoMinPickup[] =
{
0, //AMMO_NONE = 0,
1, //AMMO_KNIFE,
4, //AMMO_44,
5, //AMMO_9MM,
2, //AMMO_SHELLS,
15, //AMMO_556,
1, //AMMO_ROCKET,
5, //AMMO_MWAVE,
5, //AMMO_FTHROWER,
5, //AMMO_SLUG,
8, //special 9mm machine pistol ammo AMMO_MACHPIS9MM
};
int ammoMaxPickup[] =
{
0, //AMMO_NONE = 0,
1, //AMMO_KNIFE,
9, //AMMO_44,
8, //AMMO_9MM,
4, //AMMO_SHELLS,
20, //AMMO_556,
3, //AMMO_ROCKET,
10, //AMMO_MWAVE,
10, //AMMO_FTHROWER,
10, //AMMO_SLUG,
15, //special 9mm machine pistol ammo AMMO_MACHPIS9MM
};
int inven_c::addAmmoByGunType(int type, int amount)
{
// Default to one, I guess.
int ammoType = weapInfo[type]->getAmmoType(0);
int addedAmount;
if(amount)
{
addedAmount = amount;
}
else if(type == SFW_MACHINEPISTOL)
{
ammoType = AMMO_MACHPIS9MM; // special amount for machine pistol 9mm
addedAmount = ClientServerRand(ammoMinPickup[ammoType],ammoMaxPickup[ammoType]);
return addAmmoType(AMMO_9MM, addedAmount);
}
else
{
addedAmount = ClientServerRand(ammoMinPickup[ammoType],ammoMaxPickup[ammoType]);
}
return addAmmoType(ammoType, addedAmount);
}
int inven_c::stripAmmoFromGun(int type, int amount)
{
// For single player
// Default to one, I guess.
int ammoType = weapInfo[type]->getAmmoType(0);
return addAmmoType(ammoType, amount);
}
void inven_c::clearInv(bool ctf_remove)
{
int i;
for(i=0; i<MAXWEAPONS; i++)
weapons[i].setType(SFW_EMPTYSLOT);
for(i=0; i<MAXAMMOS; i++)
ammo[i]=0;
for(i=0; i<MAXITEMS; i++)
{
itemSlot_c *curSlot = items.getSlot(i);
if (ctf_remove || (curSlot->getSlotType() != SFE_CTFFLAG))
{
items.clearSlot(i);
}
}
armor=0;
nextCommand=PWC_NOCOMMAND;
}
void inven_c::removeSpecificItem(int type)
{
int i;
for(i=0; i<MAXITEMS; i++)
{
itemSlot_c *curSlot = items.getSlot(i);
if (curSlot->getSlotType() == type)
{
items.clearSlot(i);
}
}
}
void inven_c::handlePlayerDeath(void)
{
if(isClient)
return;
deactivateInventory();
if(curWeaponID!=SFW_EMPTYSLOT)
{
// This will stop weapons that are looping their firing sequences.
idle();
// Shut down current.
curInfo()->shutdownWeapon(*owner);
}
// Drop current weapon(s)? PWC_DROP can only be set if:
// a) rulesCanDropWeapons() returns non-zero or
// b) removeCurrentWeapon() has been called.
if(rulesCanDropWeapons()||(nextCommand==PWC_DROP))
{
if(curWeaponID!=SFW_EMPTYSLOT)
{
// Ensure we drop any weapon we are in the process of dropping or losing.
if((nextCommand==PWC_DROP)||(nextCommand==PWC_LOSE))
setDroppingWeapon(curWeaponSlot);
// Ensure we drop current weapon if we haven't already started dropping it.
if(!droppingWeapon())
setDroppingWeapon(curWeaponSlot);
// Actually drop it.
if(!(rulesGetNonDroppableWeaponTypes()&(1<<droppingWeapon()->getType())))
pisv.WeaponDrop(this->owner->edict,droppingWeapon()->getType(), droppingWeapon()->getClip());
removeWeaponFromOwnList(droppingWeapon()->getType());
droppingWeapon()->setType(SFW_EMPTYSLOT);
setDroppingWeapon(-1);
}
// In realistic DM, we need to drop any special weapons in our inventory.
if(rulesCanDropInvenOnDeath())
{
dropAllWeapons();
}
}
}
void inven_c::dropAllWeapons(void)
{
if(isClient)
return;
for(int i = 0; i < MAXSELECTABLEWEAPONS; i++)
{
if(weapons[i].getType()!=SFW_EMPTYSLOT)
{
if(!(rulesGetNonDroppableWeaponTypes()&(1<<weapons[i].getType())))
pisv.WeaponDrop(this->owner->edict,weapons[i].getType(), weapons[i].getClip());
removeWeaponFromOwnList(weapons[i].getType());
weapons[i].setType(SFW_EMPTYSLOT);
}
}
}
int inven_c::removeCurrentWeapon(void)
{
if(isClient)
return(0);
nextCommand = PWC_DROP;
return(1);
}
int inven_c::countWeapons(void)
{
int i;
int val = 0;
for(i = 0; i < MAXSELECTABLEWEAPONS; i++)
{
if(weapons[i].getType() != SFW_EMPTYSLOT)val++;
}
return(val);
}
void inven_c::deactivateCurrentWeapon(void)
{
curInfo()->shutdownWeapon(*owner);
}
void inven_c::deactivateInventory(void)
{
items.deactivate(*owner);
}
int inven_c::refillCurClip(int curSlot, int ignoreSingle, int noFillForSingle)
{
weapon_c *weaponToFill = &weapons[curSlot];
int type = weaponToFill->getWeaponInfo()->getAmmoType(0);
if(type == AMMO_NONE)return 0;
if(ammo[type] == 0)return 0;
if(weaponToFill->getWeaponInfo()->isSingleReload() && (!ignoreSingle) && rulesDoWeaponsReload())
{
if(weaponToFill->getClip() >= weaponToFill->getWeaponInfo()->getClipSize())
{
// Already full.
return 0;
}
if(noFillForSingle)
{
// Strangeness with shotgun.
return 1;
}
if(ammo[type])
{
ammo[type] --;
weaponToFill->setClip(weaponToFill->getClip() + 1);
}
}
else
{
if(rulesDoReloadEmptiesWeapon())
{
// Clip simulator for realistic stuff.
if(ammo[type] > weaponToFill->getWeaponInfo()->getClipSize())
{
ammo[type] -= weaponToFill->getWeaponInfo()->getClipSize();
weaponToFill->setClip(weaponToFill->getWeaponInfo()->getClipSize());
}
else
{
weaponToFill->setClip(ammo[type]);
ammo[type] = 0;
}
}
else if(ammo[type] > weaponToFill->getWeaponInfo()->getClipSize() - weaponToFill->getClip())
{
ammo[type] -= weaponToFill->getWeaponInfo()->getClipSize() - weaponToFill->getClip();
weaponToFill->setClip(weaponToFill->getWeaponInfo()->getClipSize());
}
else
{
weaponToFill->setClip(weaponToFill->getClip() + ammo[type]);
ammo[type] = 0;
}
}
return 1;
}
int inven_c::adjustDamageByArmor(int initDamage, float penetrate, float absorb)
{
if(!armor)
{
return initDamage;
}
// Take absorbtion into account.
initDamage -= (initDamage * absorb);
if(penetrate)
{
int extraDmg = initDamage * 2;
if(armor > extraDmg)
{
armor -= extraDmg;
extraDmg = 0;
}
else
{
extraDmg -= armor;
armor = 0;
}
// So it just does well against armor, that's all.
return extraDmg * .5;
}
else
{
if(armor > initDamage)
{
armor -= initDamage;
initDamage = 0;
}
else
{
initDamage -= armor;
armor = 0;
}
return initDamage;
}
return 0;
}
void inven_c::becomeDisguised(void)
{
if(!isClient)
serverRICBuffer->AddRIC(RIC_HIDEWEAPONFORDISGUISE,"");
if(wAnim.disguised())
{
// 'Tis a toggle.
wAnim.setDisguise(0);
}
else
{
wAnim.setDisguise(1);
putAway();
// In case we pull it right back out.
nextSelectSlot = selectedWeaponSlot;
}
}
//------------------------------------------------------------------------------------------------------------------------
// ANIM FUNCS
//------------------------------------------------------------------------------------------------------------------------
int inven_c::fire(void)
{
char *fireSeq;
if((fireSeq = curInfo()->getFireSeq(*owner)) == NULL)
return 0;
if((!curWeapon()->handleAmmo(*owner, 0)))
{
if((!isClient)&&isClientPredicting())
pisv.clearFireEvent(owner->edict);
if(isClient)
fireEvent=1;
return 1;
}
// If ammo is okay, initiate the firing seq.
setInputStatus(0);
wAnim.setAnimType(WANIM_FIRE);
if(!isClient)
{
if(isClientPredicting())
{
if((curWeaponID==SFW_ASSAULTRIFLE)||(curWeaponID==SFW_MACHINEPISTOL))
RunVWeapAnim(owner, fireSeq, getCurWeapon()->getWeaponInfo()->getLoopType());
else
RunVWeapAnim(owner, fireSeq, getCurWeapon()->getWeaponInfo()->getLoopType(),pisv.getFireEvent(owner->edict));
pisv.clearFireEvent(owner->edict);
}
else
{
RunVWeapAnim(owner, fireSeq, getCurWeapon()->getWeaponInfo()->getLoopType());
}
}
else
{
RunVWeapAnim(owner, fireSeq, getCurWeapon()->getWeaponInfo()->getLoopType());
fireEvent=1;
}
return 1;
}
int inven_c::altFire(void)
{
if(!curInfo()->hasAltFire())
{
// Well, not everything can do this.
return 0;
}
char *altFireSeq;
if((altFireSeq = curInfo()->getAltFireSeq(*owner)) == NULL)
return 0;
if(!curWeapon()->handleAmmo(*owner, 1))
{
if((!isClient)&&isClientPredicting())
pisv.clearAltfireEvent(owner->edict);
if(isClient)
altfireEvent=1;
return 1;
}
// If ammo is okay, initiate the altfiring seq.
setInputStatus(0);
wAnim.setAnimType(WANIM_ALTFIRE);
if(!isClient)
{
if(isClientPredicting())
{
if(curWeaponID==SFW_ROCKET)
RunVWeapAnim(owner, altFireSeq, IGhoulInst::Hold);
else
RunVWeapAnim(owner, altFireSeq, IGhoulInst::Hold,pisv.getAltfireEvent(owner->edict));
pisv.clearAltfireEvent(owner->edict);
}
else
{
RunVWeapAnim(owner, altFireSeq, IGhoulInst::Hold);
}
}
else
{
RunVWeapAnim(owner, altFireSeq, IGhoulInst::Hold);
altfireEvent=1;
}
return 1;
}
int inven_c::clientReload(void)
{
fireEvent=0;
altfireEvent=0;
char *reloadSeq;
if((reloadSeq = curInfo()->getReloadSeq(*owner)) == NULL)
return 0;
// Reloading recenters the weapon.
wAnim.clearFireLoop();
if(curInfo()->testReloadAtInit(*owner))
{
if(!refillCurClip(curWeaponSlot))
{
dryfire();
if(!curWeapon()->getClip())
{
// Totally out of ammo, so do nothing and wait for server to
// change our weapon.
;
}
return 0;
}
}
if(rulesDoWeaponsReload())
{
if(!isClient)
pisv.ShowReload(owner->edict);
setInputStatus(0);
wAnim.setAnimType(WANIM_RELOAD);
RunVWeapAnim(owner, reloadSeq, IGhoulInst::Hold);
}
else
idle();
return 1;
}
int inven_c::reload(void)
{
if(isClient)
{
// Client always told to do this via clientReload().
return 0;
}
pisv.clearFireEvent(owner->edict);
pisv.clearAltfireEvent(owner->edict);
char *reloadSeq;
if((curWeapon()->getClip() == curInfo()->getClipSize()) && (!rulesDoReloadEmptiesWeapon()))
{
// Already full....
return 0;
}
if((reloadSeq = curInfo()->getReloadSeq(*owner)) == NULL)
return 0;
// Reloading recenters the weapon.
wAnim.clearFireLoop();
if(curInfo()->testReloadAtInit(*owner))
{
if(!refillCurClip(curWeaponSlot))
{
dryfire();
if(!curWeapon()->getClip())
{
// Totally out of ammo, so change weapons (if possible).
addCommand("weaponbestsafe",true);
if(getWeaponNum(nextCommand)!=-1)
return 0;
}
// Tell client to reload.
owner->edict->client->ps.gunReload++;
return 0;
}
}
if(rulesDoWeaponsReload())
{
if(!isClient)
pisv.ShowReload(owner->edict);
setInputStatus(0);
wAnim.setAnimType(WANIM_RELOAD);
RunVWeapAnim(owner, reloadSeq, IGhoulInst::Hold);
}
else
idle();
// Tell client to reload.
owner->edict->client->ps.gunReload++;
return 1;
}
int inven_c::putAway(void)
{
curInfo()->shutdownWeapon(*owner);
char *putAwaySeq;
if((putAwaySeq = curInfo()->getPutAwaySeq(*owner)) == NULL)
{
SelectPendingWeapon();
takeOut();
return 0;
}
if((!isClient)&&isClientPredicting())
readyNextWeapon();
setInputStatus(0);
wAnim.setAnimType(WANIM_PUTAWAY);
RunVWeapAnim(owner, putAwaySeq, IGhoulInst::Hold);
return 1;
}
int inven_c::takeOut(void)
{
// Ensure no weapon fires on taking new weapon out.
if(!isClient)
{
pisv.clearFireEvent(getOwner()->edict);
pisv.clearAltfireEvent(getOwner()->edict);
}
else
{
fireEvent=0;
altfireEvent=0;
}
if(isClient)
newInstRxd=0;
char *takeOutSeq;
if((takeOutSeq = curInfo()->getTakeOutSeq(*owner)) == NULL)
{
idle();
return 0;
}
setInputStatus(0);
wAnim.setAnimType(WANIM_NORMAL);
RunVWeapAnim(owner, takeOutSeq, IGhoulInst::Hold);
return 1;
}
int inven_c::idle(void)
{
char *idleSeq;
if((idleSeq = curInfo()->getIdleSeq(*owner)) == NULL)
return 0;
setInputStatus(1);
wAnim.setAnimType(WANIM_NORMAL);
RunVWeapAnim(owner, idleSeq, IGhoulInst::Hold);
return 1;
}
void inven_c::idleReadied(void)
{
char *idleSeq;
if((idleSeq = weapInfo[readiedWeaponType]->getIdleSeq(*owner)) == NULL)
return;
setInputStatus(1);
wAnim.setAnimType(WANIM_NORMAL);
RunReadiedVWeapAnim(owner, idleSeq, IGhoulInst::Hold);
}
int inven_c::dryfire(void)
{
char *dryfireSeq;
if((dryfireSeq = curInfo()->getDryfireSeq(*owner)) == NULL)
{
idle();
return 1;
}
setInputStatus(0);
wAnim.setAnimType(WANIM_NORMAL);
RunVWeapAnim(owner, dryfireSeq, IGhoulInst::Hold);
return 1;
}
int inven_c::loseWeapon(void)
{
curInfo()->shutdownWeapon(*owner);
// Drop what we're holding.
setDroppingWeapon(curWeaponSlot);
if(!isClient)
pisv.WeaponDrop(this->owner->edict,droppingWeapon()->getType(), droppingWeapon()->getClip());
if(!isClient)
{
removeWeaponFromOwnList(droppingWeapon()->getType());
droppingWeapon()->setType(SFW_EMPTYSLOT);
}
setDroppingWeapon(-1);
// Select 'hand-pain' weapon.
SelectPendingWeapon();
// Make sure client is ready for next weapon when it comes down the wire.
if(isClient)
newInstRxd=0;
// Play the takeout sequence for this weapon. On the server ONLY, this ends
// with the issue of a PWC_NEXTWEAP.
char *takeOutSeq = curInfo()->getTakeOutSeq(*owner);
setInputStatus(0);
wAnim.setAnimType(WANIM_LOSE);
RunVWeapAnim(owner, takeOutSeq, IGhoulInst::Hold);
// So we know we are now empty handed.
curWeaponID=0;
return 1;
}
static int weaponPrioritySafe[]=
{
SFW_MICROWAVEPULSE,
SFW_MACHINEGUN,
SFW_ASSAULTRIFLE,
SFW_MACHINEPISTOL,
SFW_SHOTGUN,
SFW_PISTOL2,
SFW_PISTOL1,
SFW_SNIPER,
SFW_KNIFE,
SFW_ROCKET,
SFW_AUTOSHOTGUN,
SFW_FLAMEGUN,
SFW_EMPTYSLOT
};
static int weaponPriorityUnsafe[]=
{
SFW_MICROWAVEPULSE,
SFW_ROCKET,
SFW_AUTOSHOTGUN,
SFW_FLAMEGUN,
SFW_MACHINEGUN,
SFW_ASSAULTRIFLE,
SFW_MACHINEPISTOL,
SFW_SHOTGUN,
SFW_PISTOL2,
SFW_PISTOL1,
SFW_SNIPER,
SFW_KNIFE,
SFW_EMPTYSLOT
};
static int weaponUnsafeList[]=
{
SFW_ROCKET,
SFW_AUTOSHOTGUN,
SFW_FLAMEGUN,
SFW_EMPTYSLOT
};
int inven_c::getBestSlot(int safe)
{
int curTest = 0;
int returnWeap = -1;
int *weaponPriority;
qboolean unsafe=false;
// Okay, here's the scoop. If the "safe" param is >= 2, then we've got a
// pickup situation. In that case, the pickups act like a "safe best"
// weapon pick, except if there is an unsafe weapon up, don't override it.
if (safe >= 2)
{
// Check if the current weapon is unsafe first.
while((weaponUnsafeList[curTest] != SFW_EMPTYSLOT) && (!unsafe))
{
if (getCurWeaponType() == weaponUnsafeList[curTest])
{
unsafe=true;
}
curTest++;
}
if (unsafe)
{
// Return the current weapon...
return getCurSlot();
}
else
{
// Otherwise act like a safe weapon.
curTest = 0;
while((weaponPrioritySafe[curTest] != SFW_EMPTYSLOT) && (returnWeap == -1))
{
for(int i = 0; (i < MAXSELECTABLEWEAPONS) && (returnWeap == -1); i++)
{
if(weapons[i].canSelect(*owner))
{
if(weapons[i].getType() == weaponPrioritySafe[curTest])
{
returnWeap = i;
}
}
}
curTest++;
}
}
}
else
{
weaponPriority=(safe)?weaponPrioritySafe:weaponPriorityUnsafe;
while((weaponPriority[curTest] != SFW_EMPTYSLOT) && (returnWeap == -1))
{
for(int i = 0; (i < MAXSELECTABLEWEAPONS) && (returnWeap == -1); i++)
{
if(weapons[i].canSelect(*owner))
{
if(weapons[i].getType() == weaponPriority[curTest])
{
returnWeap = i;
}
}
}
curTest++;
}
}
return returnWeap;
}
int inven_c::getBestWeaponType(void)
{
if (!strcmp(rulesGetBestWeaponMode(),"safe"))
{
// The mode is for the unusual safe selection.
return(weapons[getBestSlot(2)].getType());
}
else
{
// Go for non-safe weaponry normally.
return(weapons[getBestSlot(0)].getType());
}
}
int inven_c::getClipMaxByType(int weapon)
{
return(weapInfo[weapon]->getClipSize());
}
int inven_c::getWeaponNum(int cmd)
{
if(!isClient)
{
// No point finding a new-weap if we have no weapons.
if(!(weaponsOwned&((1<<SFW_HURTHAND)-1)))
return(-1);
}
int startWeap,returnWeap;
startWeap=(selectedWeaponSlot>=MAXSELECTABLEWEAPONS)?0:selectedWeaponSlot;
returnWeap=startWeap;
if(cmd == PWC_WEAPNEXT)
{
do
{
returnWeap++;
if(returnWeap >= MAXSELECTABLEWEAPONS)
{
returnWeap = 0;
}
}while((!weapons[returnWeap].canSelect(*owner,rulesCanSelectWithNoAmmo()))&&(returnWeap != startWeap));
}
else if(cmd == PWC_WEAPPREV)
{
do
{
returnWeap--;
if(returnWeap <= -1)
{
returnWeap = MAXSELECTABLEWEAPONS - 1;
}
}while((!weapons[returnWeap].canSelect(*owner,rulesCanSelectWithNoAmmo()))&&(returnWeap != startWeap));
}
else if(cmd == PWC_WEAPONBEST_SAFE)
{
returnWeap = getBestSlot(1);
}
else if(cmd == PWC_WEAPONBEST_UNSAFE)
{
returnWeap = getBestSlot(0);
}
else if(cmd == PWC_LOSE)
{
returnWeap=MAXSELECTABLEWEAPONS;
}
else if(cmd == PWC_DROP)
{
returnWeap=MAXSELECTABLEWEAPONS+1;
}
else
{
// Then must be a raw weapon number.
returnWeap = cmd - PWC_WEAPSELECTFIRST;
if(!weapons[returnWeap].canSelect(*owner,1))
{
returnWeap = -1;
}
}
// New weapon same as old?
if((startWeap==selectedWeaponSlot)&&(returnWeap==startWeap))
{
// Ok, no change.
returnWeap = -1;
}
return returnWeap;
}
int inven_c::checkCommandInput(void)
{
if(nextCommand == PWC_NOCOMMAND)
return 0;
int retVal=0;
if(nextCommand == PWC_RELOAD)
{
// This will only happen on the server.
if(rulesDoWeaponsReload()&&reload())
retVal=1;
}
else if((nextCommand >= PWC_WEAPNEXT)&&(nextCommand < PWC_WEAPSELECTFIRST + MAXSELECTABLEWEAPONS))
{
if(isClient&&(!clientOverrideCmd))
{
idle();
return(0);
}
else
{
if(isClient)
clientOverrideCmd=0;
int weaponNum=getWeaponNum(nextCommand);
if(curWeaponID)
{
// Ok, we currently have a weapon out...
if(weaponNum!=-1)
{
// ...and we have a valid next weapon so proceed.
nextSelectSlot = weaponNum;
switch(nextCommand)
{
case PWC_LOSE:
case PWC_DROP:
if(rulesGetNonDroppableWeaponTypes()&(1<<curWeaponID))
{
nextCommand = PWC_NOCOMMAND;
return 0;
}
loseWeapon();
break;
default:
putAway();
break;
}
retVal=1;
}
}
else
{
// Ok, we don't currently have a weapon...
if(weaponNum!=-1)
{
// ...but we have selected a valid next weapon, so proceed.
if((nextCommand!=PWC_LOSE)&&(nextCommand!=PWC_DROP))
{
nextSelectSlot = weaponNum;
SelectPendingWeapon();
takeOut();
retVal=1;
}
else
{
// ... and we tried to throw it - a big no no!
selectNULLWeapon();
}
}
else
{
// ...and we are here, which means we dropped / lost our
// previous weapon then tried to select another weapon but
// couldn't find one.
selectNULLWeapon();
}
}
}
}
nextCommand = PWC_NOCOMMAND;
return retVal;
}
void inven_c::handleInput(void)
{
if(wAnim.disguised())
{
// Special - my weapon is not here.
if((owner->attack)||(owner->altattack))
{
wAnim.setDisguise(0);
}
else
{
// Swap stuff around properly.
if((nextCommand >= PWC_WEAPNEXT)&&(nextCommand < PWC_WEAPSELECTFIRST + MAXSELECTABLEWEAPONS))
{
switch(nextCommand)
{
case PWC_LOSE:
case PWC_DROP:
break;
default:
int weaponNum=getWeaponNum(nextCommand);
if(weaponNum != -1)
nextSelectSlot = weaponNum;
break;
}
nextCommand=PWC_NOCOMMAND;
}
}
}
if(owner->cinematicFreeze)
{
// Clear out input to make everything behave.
owner->altattack = 0;
owner->attack = 0;
owner->leanLeft = 0;
owner->leanRight = 0;
owner->weap3 = 0;
owner->weap4 = 0;
}
curInfo()->testInput(*owner);
// Always return during cinematics.
if(owner->cinematicFreeze)
return;
// Active sequences (e.g. fire) may prevent command input.
if(!isClient)
{
// Server always wants to return if this is the case...
if(!canHandleInput)
return;
}
else
{
// Client may need to overide current predicted sequence (e.g. fire) if
// instructed to do so by server.
if((!clientOverrideCmd)&&(!canHandleInput))
return;
}
if(checkCommandInput())
{
// Check for inventory command input.
return;
}
if(!model)
return;
// Check for attack.
qboolean doAttack=false;
if((!isClient)&&(!isClientPredicting()))
{
if(owner->attack)
doAttack=true;
}
else
{
if((isClient&&(owner->attack))||((!isClient)&&(pisv.getFireEvent(owner->edict))))
doAttack=true;
}
if(doAttack)
{
if(fire())
return;
}
// Check for altattack.
qboolean doAltAttack=false;
if((!isClient)&&(!isClientPredicting()))
{
if(owner->altattack)
doAltAttack=true;
}
else
{
if((isClient&&(owner->altattack))||((!isClient)&&(pisv.getAltfireEvent(owner->edict))))
doAltAttack=true;
}
if(doAltAttack)
{
if(altFire())
return;
}
}
void inven_c::handleModelChange()
{
if(wAnim.disguised())
{
// Can't get out our new weapon until we are no longer being sneaky.
return;
}
if(isClient)
{
// Client side version...
if(((IGhoul *)picl.GetGhoul())->FindClientInst(owner->edict->client->ps.gunUUID))
{
// We need this test because of the latency involved in receiving new
// ghoul instances from server. I.e. we want to be sure that we have
// the new instance from the server before proceeding to create a new
// PRIVATE client view weapon (by cloning the server owned instance).
// In the event that the new instance has not been recieved yet, the
// weapon code will remain in a 'supended' state as long as the member
// variable 'pendingChange' is non zero.
if(!owner->edict->client->ps.gun->GetUserData())
{
if(pendingChange)
{
// The new weapon has been selected (and the previous one
// put away), so take out the new weapon.
SelectPendingWeapon();
takeOut();
pendingChange = 0;
if(droppingWeapon())
setDroppingWeapon(-1);
}
else if(newInstRxd==0)
{
// We have just gotten a new weapon instance from the server, so
// issue a command to select this weapon.
if(owner->edict->client->ps.gunType<SFW_HURTHAND)
{
// Weapon.
for(int i=0;i<MAXSELECTABLEWEAPONS;i++)
{
if(weapons[i].getType()==owner->edict->client->ps.gunType)
break;
}
weapon_c *weaponToFill = &weapons[i];
int type = weaponToFill->getWeaponInfo()->getAmmoType(0);
ammo[type]=owner->edict->client->ps.gunAmmo;
weaponToFill->setClip(owner->edict->client->ps.gunClip);
nextCommand=PWC_WEAPSELECTFIRST+i;
}
else
{
// Special "throw weapon away" animation.
nextCommand=PWC_LOSE+(owner->edict->client->ps.gunType-SFW_HURTHAND);
}
clientOverrideCmd=1;
newInstRxd=1;
if(model)
idle();
}
}
}
}
else
{
// Server side version...
if(pendingChange)
{
if(isClientPredicting())
SelectRediedWeapon();
else
SelectPendingWeapon();
takeOut();
pendingChange = 0;
if(droppingWeapon())
{
if(!isClient)
pisv.WeaponDrop(this->owner->edict,droppingWeapon()->getType(), droppingWeapon()->getClip());
removeWeaponFromOwnList(droppingWeapon()->getType());
droppingWeapon()->setType(SFW_EMPTYSLOT);
setDroppingWeapon(-1);
}
}
}
}
void inven_c::frameUpdate(void)
{
if(isClient)
{
fireEvent=0;
altfireEvent=0;
if(owner->doReload)
{
owner->doReload=0;
clientReload();
}
getServerState();
}
handleModelChange();
handleInput();
sharedEdict_t *saved=owner;
sharedEdict_t sh;
sh.inv=(inven_c *)this;
if(model)
{
if(!isClient)
model->ServerUpdate(*(pisv.levelTime) + .001);
else
model->ServerUpdate(*(picl.levelTime) + .001);
}
sh.inv->setOwner(saved);
if((!isClient)&&(!readiedWeaponID))
setServerState();
items.frameUpdate(*owner);
}
int inven_c::addCommand(char *string,qboolean internal)
{
char *s=picom.Cmd_Args();
if(!isClient)
{
// Server...
if(getInputStatus()<0)
{
// Don't want any crappy messages popping up as chat, just 'cos the
// system isn't ready to accept inventory commands.
return 1;
}
// Sometimes we want to prevent sources outside of the player.dll from
// executing weapon select commands (e.g. arsenal).
int denied=((!internal)&&(!rulesCanFreelySelectWeapon()))?-1:0;
if (stricmp (string, "reload") == 0)
{
nextCommand = PWC_RELOAD;
}
else if (stricmp (string, "weapprev") == 0)
{
if(denied)
return 1;
nextCommand = PWC_WEAPPREV;
}
else if (stricmp (string, "weapnext") == 0)
{
if(denied)
return 1;
nextCommand = PWC_WEAPNEXT;
}
else if (stricmp (string, "weaponselect") == 0)
{
if(denied)
return 1;
if(s[0])
nextCommand = PWC_WEAPSELECTFIRST + atoi(s)-1;
}
else if (stricmp (string, "weapondrop") == 0)
{
if(rulesCanDropWeapons())
{
nextCommand = PWC_DROP;
}
else
{
// Command weapondrop is valid but not allowed to drop weapons.
// So we don't want anything printed as an unrecognised command.
return 1;
}
}
else if (stricmp (string, "weaponlose") == 0)
{
if(rulesCanDropWeapons())
{
nextCommand = PWC_LOSE;
}
else
{
// Command weaponloose is valid but not allowed to drop weapons.
// So we don't want anything printed as an unrecognised command.
return 1;
}
}
else if (stricmp (string, "weaponbestsafe") == 0)
{
if(denied)
return 1;
nextCommand = PWC_WEAPONBEST_SAFE;
}
else if (stricmp (string, "weaponbestunsafe") == 0)
{
if(denied)
return 1;
nextCommand = PWC_WEAPONBEST_UNSAFE;
}
else if (stricmp (string, "itemuse") == 0)
{
if(s[0])
{
// Try to use named item (shortcut key).
int i=items.getSlotNumFromName(s);
if(i>=0)
{
// Ok, use specified item.
items.setNextCommand(PEC_USEITEMFIRST+i);
}
else if(i==-2)
{
// Named item doesn't exist (no such item type).
return 0;
}
}
else
{
// Use currently selected item.
items.setNextCommand(PEC_USEITEM);
}
}
else if (stricmp (string, "itemnext") == 0)
{
items.setNextCommand(PEC_ITEMNEXT);
}
else if (stricmp (string, "itemprev") == 0)
{
items.setNextCommand(PEC_ITEMPREV);
}
else if (stricmp (string, "itemdrop") == 0)
{
items.setNextCommand(PEC_DROP);
}
else
{
return 0;
}
}
else
{
// Client... (does nowt).
return 0;
}
return 1;
}
/*
List of weapons (with ammo)
Knife - aknife
Pistol1 - a9mm
Pistol2 - a9mm (possibly a44)
Mpistol - a9mm
Assault - a556
Sniper - a556
Slugger - Shells
Shotgun - Shells
Machinegun - a556
Flamegun - Fuel
Rocket - Rockets
Mpg - Battery
Items
Flashpak
C4
Armor
Neural
Claymore
goggles
Ammo
aknife
a9mm
a556
a44
Shells
Rockets
Battery
Fuel
*/
char *weaponList[] =
{ "nothing",
"knife",
"pistol2",
"pistol1",
"mpistol",
"assault",
"sniper",
"slugger",
"shotgun",
"machinegun",
"rocket",
"mpg",
"flamegun",
0
};
//AMMO_NONE = 0,
//AMMO_KNIFE,
//AMMO_44,
//AMMO_9MM,
//AMMO_SHELLS,
//AMMO_556,
//AMMO_ROCKET,
//AMMO_MWAVE,
//AMMO_FTHROWER,
//AMMO_SLUG,
char *ammoList[] =
{ "nothing",
"aknife",
"a44",
"a9mm",
"shells",
"a556",
"rockets",
"battery",
"fuel",
"slug",
0
};
//armor is a special case, I suppose
char *itemList[] =
{ "nothing",
"fpak",
// "neural",
"c4",
"goggles",
"claymore",
"medkit",
"grenade",
0
};
#define ORDERLISTSIZE 12
int weaponOrder[] =
{
SFW_KNIFE,
SFW_PISTOL1,
SFW_PISTOL2,
SFW_SHOTGUN,
SFW_SNIPER,
SFW_MACHINEPISTOL,
SFW_ASSAULTRIFLE,
SFW_MACHINEGUN,
SFW_AUTOSHOTGUN,
SFW_ROCKET,
SFW_MICROWAVEPULSE,
SFW_FLAMEGUN,
};
//health parm is the health extracted from the menu as we don't have access to the game-side health edict field
int inven_c::extractInvFromMenu(int *weaponsAvailable, int *health)
{
char *curSpot;
char *curTokSpot;
char token[256];
char temp[256];
int value;
int weaponsToAdd = 0;
char buffer[1024];
if(isClient)
{
return 0; // None of this for you!!
}
//assume curSpot is somewhere decent
curSpot = pisv.CvarInfo(CVAR_WEAPON | CVAR_ITEM | CVAR_AMMO | CVAR_MISC);
if(!curSpot || (!strcmp(curSpot, "")))
{ // if there is nothing, plug in the defaults
return 0;
}
while(*curSpot)
{
curTokSpot = token;
if(*curSpot == '\\')
{
curSpot++;
}
while(*curSpot && (*curSpot != '\\'))
{
*curTokSpot++ = *curSpot++;
}
*curTokSpot = 0;
assert(*curSpot);
if(*curSpot == '\\')
{
curSpot++;
}
curTokSpot = temp;
while((*curSpot) && (*curSpot != '\\'))
{
*curTokSpot++ = *curSpot++;
}
*curTokSpot = 0;
value = atoi(temp);
// okay, we have the two tokens... let's do stuff with them now...
char *testString;
int curCheck;
int found = 0;
// look for weapons
curCheck = 0;
do
{
testString = weaponList[curCheck];
if(!stricmp(token, testString))
{ // hey, I have one of these! Cool!
if(value)
{// add the weapon
//addWeaponType(curCheck);
weaponsToAdd |= (1<<curCheck);
if(weaponsAvailable)
{
*weaponsAvailable |= (1<<curCheck);
}
sprintf(buffer, "set %s 0 w;", weaponList[curCheck]);
pisv.AddCommand(buffer);
}
found = 1;
break;
}
curCheck++;
}while(weaponList[curCheck]);
if(found)
{
continue;
}
// look for ammo
curCheck = 0;
do
{
testString = ammoList[curCheck];
if(!stricmp(token, testString))
{ // add in some ammo, then
addAmmoType(curCheck, value);
// Hack for flamegun as it doesn't have an ammo reserve.
if(curCheck==AMMO_FTHROWER)
ammo[AMMO_FTHROWER]=value;
sprintf(buffer, "set %s 0 a;", ammoList[curCheck]);
pisv.AddCommand(buffer);
found = 1;
break;
}
curCheck++;
}while(ammoList[curCheck]);
if(found)
{
continue;
}
// look for items
curCheck = 0;
do
{
testString = itemList[curCheck];
if(!stricmp(token, testString))
{ // add in some ammo, then
found = 1;
if(value)
{
addItem(curCheck, value);
sprintf(buffer, "set %s 0 i;", itemList[curCheck]);
pisv.AddCommand(buffer);
}
break;
}
curCheck++;
}while(itemList[curCheck]);
if(found)
{
continue;
}
// is it armor, maybe?
if(!stricmp("armor", token))
{
// add armor
if(value)
{
addArmor(value);
}
}
sprintf(buffer, "set armor 0 i;");
pisv.AddCommand(buffer);
// is it health, maybe?
if(!stricmp("health", token))
{
if(value)
{
if(health)
{
*health = value;
}
sprintf(buffer, "set health 0 m;");
pisv.AddCommand(buffer);
}
}
}
int weaponsWereAdded = 0;
for(int i = 0; i < ORDERLISTSIZE; i++)
{ // this will keep the weapons in order
if(weaponsToAdd & (1<<weaponOrder[i]))
{
addWeaponType(weaponOrder[i]);
weaponsWereAdded = 1;
}
}
// no knife ammo means no defaults. This stuff isn't going so well in conjunction with the menus
return ammo[AMMO_KNIFE];
}
//health parm is the health extracted from the menu as we don't have access to the game-side health edict field
void inven_c::buildInvForMenu(int includeClipAmmo, int health)
{
// first put all the clip ammo back into the ammo pools...
// and list what weapons are currently being carried
char buffer[1024];
if(isClient)
{ // client should have nothing to do with inventory-between-levels-stuff
return;
}
for(int i = 0; i < MAXSELECTABLEWEAPONS; i++)
{
int curWeapType = weapons[i].getType();
if(curWeapType != SFW_EMPTYSLOT)
{
assert(weapons[i].getWeaponInfo()->getAmmoType(0) < MAXAMMOS);
assert(weapons[i].getWeaponInfo()->getAmmoType(0) > -1);
if(includeClipAmmo)
{ //end of level needs this - within level does not
ammo[weapons[i].getWeaponInfo()->getAmmoType(0)] += weapons[i].getClip();
}
sprintf(buffer, "set %s 1 w;", weaponList[curWeapType]);
pisv.AddCommand(buffer);
}
}
// now list what ammo is currently being carried
for(i = 1; i < MAXAMMOS; i++)
{
sprintf(buffer, "set %s %d a;", ammoList[i], ammo[i]);
pisv.AddCommand(buffer);
}
// now list what items, and their amounts, are being carried
for(i = 0; i < MAXITEMS; i++)
{
itemSlot_c *curSlot = items.getSlot(i);
if(curSlot->getSlotType() != SFE_EMPTYSLOT)
{
sprintf(buffer, "set %s %d i;", itemList[curSlot->getSlotType()],
curSlot->getSlotCount());
pisv.AddCommand(buffer);
}
}
// write out armor too, I suppose
sprintf(buffer, "set armor %d i;", armor);
pisv.AddCommand(buffer);
// write out health too, I suppose
sprintf(buffer, "set health %d m;", health);
pisv.AddCommand(buffer);
}
int inven_c::extractInvFromString(int *weaponsAvailable,char *invString)
{
char *curSpot;
char *curTokSpot;
char token[256];
char temp[256];
int value;
int weaponsToAdd = 0;
if(isClient)
{
// None of this for you Mr Client side!!
return 0;
}
curSpot = invString;
if(!curSpot || (!strcmp(curSpot, "")))
{
// If there is nothing, do nothing.
return 0;
}
while(*curSpot)
{
curTokSpot = token;
if(*curSpot == '\\')
{
curSpot++;
}
while(*curSpot && (*curSpot != '\\'))
{
*curTokSpot++ = *curSpot++;
}
*curTokSpot = 0;
if(*curSpot == '\\')
{
curSpot++;
}
curTokSpot = temp;
while((*curSpot) && (*curSpot != '\\'))
{
*curTokSpot++ = *curSpot++;
}
*curTokSpot = 0;
value = atoi(temp);
// Okay, we have the two tokens... let's do stuff with them now...
char *testString;
int curCheck;
int found = 0;
// Look for weapons.
curCheck = 0;
do
{
testString = weaponList[curCheck];
if(!stricmp(token, testString))
{
// Hey, I have one of these! Cool!
if(value)
{
// Add the weapon.
weaponsToAdd |= (1<<curCheck);
if(weaponsAvailable)
{
*weaponsAvailable |= (1<<curCheck);
}
}
found = 1;
break;
}
curCheck++;
}while(weaponList[curCheck]);
if(found)
{
continue;
}
// Look for ammo.
curCheck = 0;
do
{
testString = ammoList[curCheck];
if(!stricmp(token, testString))
{
// Add in some ammo.
addAmmoType(curCheck, value);
found = 1;
break;
}
curCheck++;
}while(ammoList[curCheck]);
if(found)
{
continue;
}
// Look for items.
curCheck = 0;
do
{
testString = itemList[curCheck];
if(!stricmp(token, testString))
{ // add in some ammo, then
found = 1;
if(value)
{
addItem(curCheck, value);
}
break;
}
curCheck++;
}while(itemList[curCheck]);
if(found)
{
continue;
}
// Is it armor, maybe?
if(!stricmp("armor", token))
{
if(value)
{
// Add armor.
addArmor(value);
}
}
}
for(int i = 0; i < ORDERLISTSIZE; i++)
{
// This will keep the weapons in order.
if(weaponsToAdd & (1<<weaponOrder[i]))
{
addWeaponType(weaponOrder[i]);
}
}
return 1;
}
void inven_c::buildInvString(char *string,qboolean xtractWeapons,qboolean xtractAmmo,qboolean xtractItems,qboolean xtractArmor)
{
char buffer[1024];
if(isClient)
{
// Client should have nothing to do with this stuff.
return;
}
sprintf(string,"");
if(xtractWeapons)
{
// Now list what weapons are currently being carried.
for(int i = 0; i < MAXSELECTABLEWEAPONS; i++)
{
int curWeapType = weapons[i].getType();
if(curWeapType != SFW_EMPTYSLOT)
{
assert(weapons[i].getWeaponInfo()->getAmmoType(0) < MAXAMMOS);
assert(weapons[i].getWeaponInfo()->getAmmoType(0) > -1);
ammo[weapons[i].getWeaponInfo()->getAmmoType(0)] += weapons[i].getClip();
sprintf(buffer, "%s\\1\\", weaponList[curWeapType]);
strcat(string,buffer); //FIXME
}
}
}
if(xtractAmmo)
{
// Now list what ammo is currently being carried.
for(int i = 1; i < MAXAMMOS; i++)
{
sprintf(buffer, "%s\\%d\\", ammoList[i], ammo[i]);
strcat(string,buffer);//FIXME
}
}
if(xtractItems)
{
// Now list what items, and their amounts, are being carried.
for(int i = 0; i < MAXITEMS; i++)
{
itemSlot_c *curSlot = items.getSlot(i);
if(curSlot->getSlotType() != SFE_EMPTYSLOT)
{
sprintf(buffer, "%s\\%d\\", itemList[curSlot->getSlotType()],
curSlot->getSlotCount());
strcat(string,buffer);//FIXME
}
}
}
if(xtractArmor)
{
// Write out armor too, I suppose.
sprintf(buffer, "armor\\%d\\", armor);
strcat(string,buffer);//FIXME
}
}
void inven_c::stockWeapons(void)
{
// Go through all your possessions and ensure that they are filled with tasty ammo.
for(int i = 0; i < MAXSELECTABLEWEAPONS; i++)
{
if(weapons[i].getType() != SFW_EMPTYSLOT)
refillCurClip(i, 1, 0);
}
}
void inven_c::setBloodyWeapon(int isBloody)
{
if(!wAnim.getBloody())
{
if(!isClient)
serverRICBuffer->AddRIC(RIC_SETBLOODYWEAPON,"i",isBloody);
curInfo()->setBloody(owner);
wAnim.setBloody(1);
}
}
int inven_c::rulesDoWeaponsUseAmmo(void)
{
return(rulesWeaponsUseAmmo);
}
void inven_c::rulesSetWeaponsUseAmmo(int useAmmo)
{
if(!isClient)
serverRICBuffer->AddRIC(RIC_RULESSETWEAPONSUSEAMMO,"i",useAmmo);
rulesWeaponsUseAmmo=useAmmo;
}
int inven_c::rulesCanDropWeapons(void)
{
return(rulesDropWeapons);
}
void inven_c::rulesSetDropWeapons(int dropWeapons)
{
rulesDropWeapons=dropWeapons;
}
int inven_c::rulesGetNonDroppableWeaponTypes(void)
{
return(rulesNonDroppableWeaponTypes);
}
void inven_c::rulesSetNonDroppableWeaponTypes(int nonDropMask)
{
rulesNonDroppableWeaponTypes=(nonDropMask|(1<<SFW_HURTHAND)|(1<<SFW_THROWHAND)|(1<<SFW_EMPTYSLOT));
}
int inven_c::rulesDoWeaponsReload(void)
{
return(rulesWeaponsReload);
}
void inven_c::rulesSetWeaponsReload(int weaponsReload)
{
if(!isClient)
serverRICBuffer->AddRIC(RIC_RULESSETWEAPONSRELOAD,"i",weaponsReload);
rulesWeaponsReload=weaponsReload;
}
int inven_c::rulesIsWeaponReloadAutomatic(void)
{
return(rulesWeaponReloadAutomatic);
}
void inven_c::rulesSetWeaponReloadAutomatic(int reloadAutomatic)
{
if(!isClient)
serverRICBuffer->AddRIC(RIC_RULESSETWEAPONRELOADAUTOMATIC,"i",reloadAutomatic);
rulesWeaponReloadAutomatic=reloadAutomatic;
}
int inven_c::rulesDoReloadEmptiesWeapon(void)
{
return(rulesReloadEmptiesWeapon);
}
void inven_c::rulesSetReloadEmptiesWeapon(int reloadEmptiesWeapon)
{
if(!isClient)
serverRICBuffer->AddRIC(RIC_RULESSETRELOADEMPTIESWEAPON,"i",reloadEmptiesWeapon);
rulesReloadEmptiesWeapon=reloadEmptiesWeapon;
}
char *inven_c::rulesGetBestWeaponMode(void)
{
return(rulesBestWeaponMode);
}
void inven_c::rulesSetBestWeaponMode(char *bestWeaponMode)
{
int len=strlen(bestWeaponMode);
len=(len<5)?len:4;
memcpy(rulesBestWeaponMode,bestWeaponMode,len);
rulesBestWeaponMode[len]=0;
}
int inven_c::rulesCanDropInvenOnDeath(void)
{
return(rulesDropInvenOnDeath);
}
void inven_c::rulesSetDropInvenOnDeath(int dropInvenOnDeath)
{
rulesDropInvenOnDeath=dropInvenOnDeath;
}
int inven_c::rulesCanSelectWithNoAmmo(void)
{
return(rulesSelectWithNoAmmo);
}
void inven_c::rulesSetSelectWithNoAmmo(int selectWithNoAmmo)
{
rulesSelectWithNoAmmo=selectWithNoAmmo;
}
int inven_c::rulesCanFreelySelectWeapon(void)
{
return(rulesFreelySelectWeapon);
}
void inven_c::rulesSetFreelySelectWeapon(int freelySelectWeapon)
{
rulesFreelySelectWeapon=freelySelectWeapon;
}
weaponInfo_c *inven_c::curInfo(void)
{
return weapInfo[curWeaponType];
}
weaponInfo_c *inven_c::readiedInfo(void)
{
return weapInfo[readiedWeaponType];
}
weapon_c *inven_c::curWeapon(void)
{
return &weapons[curWeaponSlot];
}
weapon_c *inven_c::readiedWeapon(void)
{
return &weapons[readiedWeaponSlot];
}
void inven_c::clientClearRICs(void)
{
clientRICBuffer->ClearRICs();
}
void inven_c::clientReadRICs(void)
{
clientRICBuffer->ReadRICs();
}
void inven_c::clientProcessRICs(void)
{
clientRICBuffer->ProcessRICs();
}
void inven_c::serverClearRICs(void)
{
serverRICBuffer->ClearRICs();
}
void inven_c::serverWriteRICs(void)
{
serverRICBuffer->WriteRICs();
}
inven_c *W_NewInv(void)
{
return(new inven_c);
}
void W_KillInv(inven_c *inven)
{
delete(inven);
}
void RefreshWeapon(inven_c *inven)
{
if(isClient)
return;
// Set object to NULL to force a reload.
inven->getCurWeapon()->getWeaponInfo()->setGhoulObj(NULL);
// Reload weapon.
inven->initNewWeapon();
// Hack for sniper rifle. I don't care anymore thankyou.
IGhoulInst *gun=inven->getViewModel();
if(gun)
gun->SetAllPartsOnOff(inven->scopeIsActive()?false:true);
}
inven_c::inven_c(inven_c *orig)
{
int i;
nextCommand = orig->nextCommand;
clientOverrideCmd = orig->clientOverrideCmd;
newInstRxd = orig->newInstRxd;
nextSelectSlot = orig->nextSelectSlot;
curWeaponID = orig->curWeaponID;
curWeaponType = orig->curWeaponType;
curWeaponSlot = orig->curWeaponSlot;
readiedWeaponID = orig->readiedWeaponID;
readiedWeaponType = orig->readiedWeaponType;
readiedWeaponSlot = orig->readiedWeaponSlot;
droppingSlot = orig->droppingSlot;
for(i = 0; i < MAXWEAPONS; i++)
{
weapons[i] = orig->weapons[i];
}
rulesWeaponsUseAmmo = orig->rulesWeaponsUseAmmo;
rulesDropWeapons = orig->rulesDropWeapons;
rulesNonDroppableWeaponTypes = orig->rulesNonDroppableWeaponTypes;
rulesWeaponsReload = orig->rulesWeaponsReload;
rulesReloadEmptiesWeapon = orig->rulesReloadEmptiesWeapon;
rulesWeaponReloadAutomatic = orig->rulesWeaponReloadAutomatic;
rulesDropInvenOnDeath = orig->rulesDropInvenOnDeath;
rulesSelectWithNoAmmo = orig->rulesSelectWithNoAmmo;
for(i = 0; i < 5; i++)
{
rulesBestWeaponMode[i] = orig->rulesBestWeaponMode[i];
}
rulesFreelySelectWeapon = orig->rulesFreelySelectWeapon;
for(i = 0; i < MAXAMMOS; i++)
{
ammo[i] = orig->ammo[i];
}
canHandleInput = orig->canHandleInput;
model = NULL; // This is always recreated from scratch
readyModel = NULL;
selectedWeaponSlot = orig->selectedWeaponSlot;
armor = orig->armor;
weaponsOwned = orig->weaponsOwned;
pendingChange = orig->pendingChange;
clientPredicting = orig->clientPredicting;
gunEnd = orig->gunEnd;
owner = NULL;
items = orig->items;
wAnim = orig->wAnim;
clientRICBuffer = NULL;
serverRICBuffer = NULL;
}
void inven_c::Evaluate(inven_c *orig)
{
int i;
nextCommand = orig->nextCommand;
clientOverrideCmd = orig->clientOverrideCmd;
newInstRxd = orig->newInstRxd;
nextSelectSlot = orig->nextSelectSlot;
curWeaponID = orig->curWeaponID;
curWeaponType = orig->curWeaponType;
curWeaponSlot = orig->curWeaponSlot;
readiedWeaponID = orig->readiedWeaponID;
readiedWeaponType = orig->readiedWeaponType;
readiedWeaponSlot = orig->readiedWeaponSlot;
droppingSlot = orig->droppingSlot;
for(i = 0; i < MAXWEAPONS; i++)
{
weapons[i] = orig->weapons[i];
}
rulesWeaponsUseAmmo = orig->rulesWeaponsUseAmmo;
rulesDropWeapons = orig->rulesDropWeapons;
rulesNonDroppableWeaponTypes = orig->rulesNonDroppableWeaponTypes;
rulesWeaponsReload = orig->rulesWeaponsReload;
rulesReloadEmptiesWeapon = orig->rulesReloadEmptiesWeapon;
rulesWeaponReloadAutomatic = orig->rulesWeaponReloadAutomatic;
rulesDropInvenOnDeath = orig->rulesDropInvenOnDeath;
rulesSelectWithNoAmmo = orig->rulesSelectWithNoAmmo;
for(i = 0; i < 5; i++)
{
rulesBestWeaponMode[i] = orig->rulesBestWeaponMode[i];
}
rulesFreelySelectWeapon = orig->rulesFreelySelectWeapon;
for(i = 0; i < MAXAMMOS; i++)
{
ammo[i] = orig->ammo[i];
}
canHandleInput = orig->canHandleInput;
model = NULL; // This is always recreated from scratch
readyModel = NULL;
selectedWeaponSlot = orig->selectedWeaponSlot;
armor = orig->armor;
weaponsOwned = orig->weaponsOwned;
pendingChange = orig->pendingChange;
clientPredicting = orig->clientPredicting;
gunEnd = orig->gunEnd;
owner = NULL;
items = orig->items;
wAnim = orig->wAnim;
}
void inven_c::NetRead(sizebuf_t *net_message_ptr)
{
char loaded[sizeof(inven_c)];
picl.ReadDataSizebuf(net_message_ptr, (byte *)(loaded + INVEN_SAVE_START), sizeof(inven_c) - INVEN_SAVE_START);
Evaluate((inven_c *)loaded);
clientPredicting=0;
// FIXME: check for other fields that need to be cleared out (so that the
// system will settle back into a stable state).
model=0;
readyModel=0;
}
void inven_c::NetWrite(int clientnum)
{
inven_c *tosend;
byte *save_start;
tosend = new inven_c(this);
save_start = (byte *)this;
pisv.ReliableWriteDataToClient(save_start + INVEN_SAVE_START, sizeof(*this) - INVEN_SAVE_START, clientnum);
delete tosend;
}
void inven_c::Read(void)
{
char loaded[sizeof(inven_c)];
pisv.ReadFromSavegame('INVN', loaded + INVEN_SAVE_START, sizeof(inven_c) - INVEN_SAVE_START);
Evaluate((inven_c *)loaded);
}
void inven_c::Write(void)
{
inven_c *savable;
byte *save_start;
savable = new inven_c(this);
save_start = (byte *)savable;
pisv.AppendToSavegame('INVN', save_start + INVEN_SAVE_START, sizeof(*this) - INVEN_SAVE_START);
delete savable;
}
// end