halflife25-sdk/ricochet/cl_dll/hl/hl_weapons.cpp
2013-08-30 13:34:05 -07:00

1423 lines
32 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "disc_weapon.h"
#include "discwar.h"
#include "nodes.h"
#include "player.h"
#include "usercmd.h"
#include "entity_state.h"
#include "demo_api.h"
#include "pm_defs.h"
#include "event_api.h"
#include "r_efx.h"
#include "../hud_iface.h"
#include "../com_weapons.h"
#include "../demo.h"
#include "r_studioint.h"
#include "../Ricochet_JumpPads.h"
#include "studio.h"
#include "com_model.h"
// Global engine <-> studio model rendering code interface
extern engine_studio_api_t IEngineStudio;
extern globalvars_t *gpGlobals;
// Pool of client side entities/entvars_t
static entvars_t ev[ 32 ];
static int num_ents = 0;
// The entity we'll use to represent the local client
static CBasePlayer player;
// Local version of game .dll global variables ( time, etc. )
static globalvars_t Globals;
static CBasePlayerWeapon *g_pWpns[ 32 ];
// For storing predicted sequence and gaitsequence and origin/angles data
static int g_rseq = 0, g_gaitseq = 0;
static vec3_t g_clorg, g_clang;
// HLDM Weapon placeholder entities.
CDiscWeapon g_Disc;
extern int g_iCannotFire;
/*
======================
AlertMessage
Print debug messages to console
======================
*/
void AlertMessage( ALERT_TYPE atype, char *szFmt, ... )
{
va_list argptr;
static char string[1024];
va_start (argptr, szFmt);
vsprintf (string, szFmt,argptr);
va_end (argptr);
gEngfuncs.Con_Printf( "cl: " );
gEngfuncs.Con_Printf( string );
}
/*
=====================
HUD_PrepEntity
Links the raw entity to an entvars_s holder. If a player is passed in as the owner, then
we set up the m_pPlayer field.
=====================
*/
void HUD_PrepEntity( CBaseEntity *pEntity, CBasePlayer *pWeaponOwner )
{
memset( &ev[ num_ents ], 0, sizeof( entvars_t ) );
pEntity->pev = &ev[ num_ents++ ];
pEntity->Precache();
pEntity->Spawn();
if ( pWeaponOwner )
{
ItemInfo info;
((CBasePlayerWeapon *)pEntity)->m_pPlayer = pWeaponOwner;
((CBasePlayerWeapon *)pEntity)->GetItemInfo( &info );
g_pWpns[ info.iId ] = (CBasePlayerWeapon *)pEntity;
}
}
/*
=====================
CBaseEntity :: Killed
If weapons code "kills" an entity, just set its effects to EF_NODRAW
=====================
*/
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
{
pev->effects |= EF_NODRAW;
}
/*
=====================
CBasePlayerWeapon :: DefaultReload
=====================
*/
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
{
#if 0 // FIXME, need to know primary ammo to get this right
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
if (j == 0)
return FALSE;
#endif
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
//!!UNDONE -- reload sound goes here !!!
SendWeaponAnim( iAnim );
m_fInReload = TRUE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: CanDeploy
=====================
*/
BOOL CBasePlayerWeapon :: CanDeploy( void )
{
BOOL bHasAmmo = 0;
if ( !pszAmmo1() )
{
// this weapon doesn't use ammo, can always deploy.
return TRUE;
}
if ( pszAmmo1() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0);
}
if ( pszAmmo2() )
{
bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0);
}
if (m_iClip > 0)
{
bHasAmmo |= 1;
}
if (!bHasAmmo)
{
return FALSE;
}
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: DefaultDeploy
=====================
*/
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal )
{
if ( !CanDeploy() )
return FALSE;
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
SendWeaponAnim( iAnim );
m_pPlayer->m_flNextAttack = 0.5;
m_flTimeWeaponIdle = 1.0;
return TRUE;
}
/*
=====================
CBasePlayerWeapon :: PlayEmptySound
=====================
*/
BOOL CBasePlayerWeapon :: PlayEmptySound( void )
{
if (m_iPlayEmptySound)
{
HUD_PlaySound( "weapons/357_cock1.wav", 0.8 );
m_iPlayEmptySound = 0;
return 0;
}
return 0;
}
/*
=====================
CBasePlayerWeapon :: ResetEmptySound
=====================
*/
void CBasePlayerWeapon :: ResetEmptySound( void )
{
m_iPlayEmptySound = 1;
}
/*
=====================
CBasePlayerWeapon::Holster
Put away weapon
=====================
*/
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE; // cancel any reload in progress.
m_pPlayer->pev->viewmodel = 0;
}
/*
=====================
CBasePlayerWeapon::SendWeaponAnim
Animate weapon model
=====================
*/
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal )
{
m_pPlayer->pev->weaponanim = iAnim;
int body = 0;
HUD_SendWeaponAnim( iAnim, body, 0 );
}
/*
=====================
CBasePlayerWeapon::ItemPostFrame
Handles weapon firing, reloading, etc.
=====================
*/
void CBasePlayerWeapon::ItemPostFrame( void )
{
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
{
#if 0 // FIXME, need ammo on client to make this work right
// complete the reload.
int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
// Add them to the clip
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#else
m_iClip += 10;
#endif
m_fInReload = FALSE;
}
if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0))
{
if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
{
m_fFireOnEmpty = TRUE;
}
SecondaryAttack();
m_pPlayer->pev->button &= ~IN_ATTACK2;
}
else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0))
{
if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
{
m_fFireOnEmpty = TRUE;
}
PrimaryAttack();
}
else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
}
else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) )
{
// no fire buttons down
m_fFireOnEmpty = FALSE;
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 )
{
Reload();
return;
}
WeaponIdle( );
return;
}
// catch all
if ( ShouldWeaponIdle() )
{
WeaponIdle();
}
}
/*
=====================
CBasePlayer::SelectItem
Switch weapons
=====================
*/
void CBasePlayer::SelectItem(const char *pstr)
{
if (!pstr)
return;
CBasePlayerItem *pItem = NULL;
if (!pItem)
return;
if (pItem == m_pActiveItem)
return;
if (m_pActiveItem)
m_pActiveItem->Holster( );
m_pLastItem = m_pActiveItem;
m_pActiveItem = pItem;
if (m_pActiveItem)
{
m_pActiveItem->Deploy( );
}
}
/*
=====================
CBasePlayer::SelectLastItem
=====================
*/
void CBasePlayer::SelectLastItem(void)
{
if (!m_pLastItem)
{
return;
}
if ( m_pActiveItem && !m_pActiveItem->CanHolster() )
{
return;
}
if (m_pActiveItem)
m_pActiveItem->Holster( );
CBasePlayerItem *pTemp = m_pActiveItem;
m_pActiveItem = m_pLastItem;
m_pLastItem = pTemp;
m_pActiveItem->Deploy( );
}
/*
=====================
CBasePlayer::Killed
=====================
*/
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
{
// Holster weapon immediately, to allow it to cleanup
if (m_pActiveItem)
m_pActiveItem->Holster( );
}
/*
=====================
CBasePlayer::Spawn
=====================
*/
void CBasePlayer::Spawn( void )
{
if (m_pActiveItem)
m_pActiveItem->Deploy( );
}
/*
=====================
UTIL_TraceLine
Don't actually trace, but act like the trace didn't hit anything.
=====================
*/
void UTIL_TraceLine( const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr )
{
memset( ptr, 0, sizeof( *ptr ) );
ptr->flFraction = 1.0;
}
/*
=====================
UTIL_ParticleBox
For debugging, draw a box around a player made out of particles
=====================
*/
void UTIL_ParticleBox( CBasePlayer *player, float *mins, float *maxs, float life, unsigned char r, unsigned char g, unsigned char b )
{
int i;
vec3_t mmin, mmax;
for ( i = 0; i < 3; i++ )
{
mmin[ i ] = player->pev->origin[ i ] + mins[ i ];
mmax[ i ] = player->pev->origin[ i ] + maxs[ i ];
}
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mmin, (float *)&mmax, 5.0, 0, 255, 0 );
}
/*
=====================
UTIL_ParticleBoxes
For debugging, draw boxes for other collidable players
=====================
*/
void UTIL_ParticleBoxes( void )
{
int idx;
physent_t *pe;
cl_entity_t *player;
vec3_t mins, maxs;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
player = gEngfuncs.GetLocalPlayer();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
for ( idx = 1; idx < 100; idx++ )
{
pe = gEngfuncs.pEventAPI->EV_GetPhysent( idx );
if ( !pe )
break;
if ( pe->info >= 1 && pe->info <= gEngfuncs.GetMaxClients() )
{
mins = pe->origin + pe->mins;
maxs = pe->origin + pe->maxs;
gEngfuncs.pEfxAPI->R_ParticleBox( (float *)&mins, (float *)&maxs, 0, 0, 255, 2.0 );
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
/*
=====================
UTIL_ParticleLine
For debugging, draw a line made out of particles
=====================
*/
void UTIL_ParticleLine( CBasePlayer *player, float *start, float *end, float life, unsigned char r, unsigned char g, unsigned char b )
{
gEngfuncs.pEfxAPI->R_ParticleLine( start, end, r, g, b, life );
}
/*
=====================
CBasePlayerWeapon::PrintState
For debugging, print out state variables to log file
=====================
*/
void CBasePlayerWeapon::PrintState( void )
{
COM_Log( "c:\\hl.log", "%.4f ", gpGlobals->time );
COM_Log( "c:\\hl.log", "%.4f ", m_pPlayer->m_flNextAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flNextPrimaryAttack );
COM_Log( "c:\\hl.log", "%.4f ", m_flTimeWeaponIdle - gpGlobals->time);
COM_Log( "c:\\hl.log", "%i ", m_iClip );
}
/*
=====================
HUD_InitClientWeapons
Set up weapons, player and functions needed to run weapons code client-side.
=====================
*/
void HUD_InitClientWeapons( void )
{
static int initialized = 0;
if ( initialized )
return;
initialized = 1;
// Set up pointer ( dummy object )
gpGlobals = &Globals;
// Fill in current time ( probably not needed )
gpGlobals->time = gEngfuncs.GetClientTime();
// Fake functions
g_engfuncs.pfnPrecacheModel = stub_PrecacheModel;
g_engfuncs.pfnPrecacheSound = stub_PrecacheSound;
g_engfuncs.pfnPrecacheEvent = stub_PrecacheEvent;
g_engfuncs.pfnNameForFunction = stub_NameForFunction;
g_engfuncs.pfnSetModel = stub_SetModel;
g_engfuncs.pfnSetClientMaxspeed = HUD_SetMaxSpeed;
// Handled locally
g_engfuncs.pfnPlaybackEvent = HUD_PlaybackEvent;
g_engfuncs.pfnAlertMessage = AlertMessage;
// Pass through to engine
g_engfuncs.pfnPrecacheEvent = gEngfuncs.pfnPrecacheEvent;
g_engfuncs.pfnRandomFloat = gEngfuncs.pfnRandomFloat;
g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong;
// Allocate a slot for the local player
HUD_PrepEntity( &player , NULL );
// Allocate slot(s) for each weapon that we are going to be predicting
HUD_PrepEntity( &g_Disc , &player );
}
/*
==============================
LookupSequence
Find sequence # of named sequence
==============================
*/
int LookupSequence( void *pmodel, const char *label )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
for (int i = 0; i < pstudiohdr->numseq; i++)
{
if (stricmp( pseqdesc[i].label, label ) == 0)
return i;
}
return -1;
}
/*
==============================
LookupSequence
==============================
*/
int CBaseAnimating :: LookupSequence ( const char *label )
{
cl_entity_t *current;
current = gEngfuncs.GetLocalPlayer();
if ( !current || !current->model )
return 0;
return ::LookupSequence( (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model ), label );
}
/*
==============================
GetSequenceInfo
==============================
*/
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return;
mstudioseqdesc_t *pseqdesc;
if (pev->sequence >= pstudiohdr->numseq)
{
*pflFrameRate = 0.0;
*pflGroundSpeed = 0.0;
return;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
if (pseqdesc->numframes > 1)
{
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
}
else
{
*pflFrameRate = 256.0;
*pflGroundSpeed = 0.0;
}
}
/*
==============================
GetSequenceFlags
==============================
*/
int GetSequenceFlags( void *pmodel, entvars_t *pev )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
return pseqdesc->flags;
}
/*
==============================
ResetSequenceInfo
==============================
*/
void CBaseAnimating :: ResetSequenceInfo ( )
{
cl_entity_t *current;
current = gEngfuncs.GetLocalPlayer();
if ( !current || !current->model )
return;
void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata( current->model );
GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
pev->animtime = gpGlobals->time;
pev->framerate = 1.0;
m_fSequenceFinished = FALSE;
m_flLastEventCheck = gpGlobals->time;
}
/*
==============================
UTIL_MakeVectors
==============================
*/
void UTIL_MakeVectors( const Vector &vecAngles )
{
gEngfuncs.pfnAngleVectors ( (float *)&vecAngles, gpGlobals->v_forward, gpGlobals->v_right, gpGlobals->v_up);
}
/*
==============================
GetFallAnimation
==============================
*/
int CBasePlayer::GetFallAnimation( void )
{
Vector vecNormVel = pev->velocity;
vecNormVel.Normalize();
int fallAnim;
UTIL_MakeVectors( pev->angles );
float flDot = DotProduct( vecNormVel, gpGlobals->v_forward );
float flSideDot = DotProduct( vecNormVel, gpGlobals->v_right );
// Choose a falling animation based upon the velocity vector
if ( flDot < -0.6 )
fallAnim = LookupSequence( "fall_b" );
else if ( flSideDot < -0.6 )
fallAnim = LookupSequence( "fall_r" );
else if ( flSideDot > 0.6 )
fallAnim = LookupSequence( "fall_l" );
else
fallAnim = LookupSequence( "fall_f" );
return fallAnim;
}
#define WALK_SPEED 100
// Set the activity based on an event or current state
/*
==============================
SetAnimation
==============================
*/
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
{
int animDesired;
float speed;
speed = pev->velocity.Length2D();
switch (playerAnim)
{
case PLAYER_JUMP:
m_IdealActivity = ACT_HOP;
break;
case PLAYER_SUPERJUMP:
m_IdealActivity = ACT_LEAP;
break;
case PLAYER_ATTACK1:
m_IdealActivity = ACT_BASE_THROW;
break;
case PLAYER_FALL:
m_IdealActivity = ACT_FALL;
break;
case PLAYER_IDLE:
case PLAYER_WALK:
if ( !FBitSet( pev->flags, FL_ONGROUND ) && (m_Activity == ACT_HOP) ) // Still jumping
{
m_IdealActivity = m_Activity;
}
else
{
m_IdealActivity = ACT_BASE_WALK;
}
break;
}
Vector vecNormVel;
float flDot, flSideDot, flVelDot;
bool bInReverse;
int iFrame;
// Decide which sequence to play based upon the activity
switch (m_IdealActivity)
{
case ACT_DIEFORWARD:
case ACT_FALL:
default:
if ( m_Activity == m_IdealActivity)
return;
m_Activity = ACT_FALL;
animDesired = GetFallAnimation();
// Already using the desired animation?
if (pev->sequence == animDesired)
return;
pev->gaitsequence = 0;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
case ACT_LEAP:
UTIL_MakeVectors( pev->angles );
vecNormVel = pev->velocity;
vecNormVel.Normalize();
flDot = DotProduct( vecNormVel, gpGlobals->v_forward );
if ( flDot < -0.6 )
{
// Use non-blended backflip
animDesired = LookupSequence( "backflip" );
m_Activity = m_IdealActivity;
pev->gaitsequence = 0;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
}
else
{
// Use blended longjump
animDesired = LookupSequence( "longjump" );
m_Activity = ACT_LEAP;
pev->gaitsequence = animDesired;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
}
break;
case ACT_DIE_HEADSHOT:
animDesired = LookupSequence( "die_simple" );
m_Activity = m_IdealActivity;
pev->gaitsequence = 0;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
case ACT_HOP:
iFrame = pev->frame / 18;
if ( iFrame >= 2 && iFrame <= 11 )
animDesired = LookupSequence( "jump" );
else
animDesired = LookupSequence( "jumpl" );
// Already using the desired animation?
if (pev->sequence == animDesired)
return;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
case ACT_BASE_THROW:
// No throw animation during backflip
if ( pev->sequence == LookupSequence( "backflip" ) )
return;
// If we're in the air, we need to use the blended longjump throw
if ( pev->sequence == LookupSequence( "longjump" ) )
{
// Use blended longjump
animDesired = LookupSequence( "longjump_throw" );
m_Activity = ACT_FLINCH_CLOCKWISE;
pev->gaitsequence = animDesired;
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
return;
}
animDesired = GetThrowAnim();
m_Activity = m_IdealActivity;
m_flThrowTime = 0.25;
break;
case ACT_BASE_WALK:
UTIL_MakeVectors( pev->angles );
bInReverse = ( pev->sequence == LookupSequence("base_reverse") );
vecNormVel = pev->velocity;
vecNormVel.Normalize();
flDot = DotProduct( vecNormVel, gpGlobals->v_forward );
flSideDot = DotProduct( vecNormVel, gpGlobals->v_right );
flVelDot = DotProduct( m_vecOldVelocity, vecNormVel );
if ( ( m_flBackupTime <= 0 ) && (m_Activity != ACT_BASE_THROW) || m_fSequenceFinished )
{
if ( speed == 0 )
{
animDesired = LookupSequence( "base_stand" );
}
else if ( flDot < -0.6 )
{
animDesired = LookupSequence( "base_backup" );
}
else if ( ( flVelDot <= 0 ) && ( flDot <= 0.6 ) )
{
animDesired = LookupSequence( "base_reverse" );
m_flBackupTime = 0.7;
pev->effects |= EF_NOINTERP;
}
else
{
if ( speed > WALK_SPEED )
animDesired = LookupSequence( "base_run" );
else
animDesired = LookupSequence( "base_walk" );
}
if (animDesired == -1)
{
animDesired = 0;
}
m_Activity = ACT_BASE_WALK;
}
else if ( bInReverse )
{
// Don't play the backup run if we're still in the backup run
if ( DotProduct( m_vecOldVelocity, vecNormVel ) < 0 )
{
m_flBackupTime = 0;
if ( speed > WALK_SPEED )
animDesired = LookupSequence( "base_run" );
else
animDesired = LookupSequence( "base_walk" );
pev->effects |= EF_NOINTERP;
}
else
{
animDesired = pev->sequence;
}
}
else
{
animDesired = pev->sequence;
}
break;
}
// Set gait animation
if ( m_flBackupTime > 0 )
{
pev->gaitsequence = LookupSequence( "base_backup" );
}
else
{
if ( speed > WALK_SPEED )
{
pev->gaitsequence = LookupSequence( "base_run" );
}
else if (speed > 0)
{
pev->gaitsequence = LookupSequence( "base_walk" );
}
}
// Idle?
if (speed <= 0)
{
pev->gaitsequence = LookupSequence( "base_stand" );
}
// Already using the desired animation?
if (pev->sequence == animDesired)
return;
// Reset to first frame of desired animation
pev->sequence = animDesired;
pev->frame = 0;
ResetSequenceInfo( );
}
int CBasePlayer::GetThrowAnim( void )
{
int throwAnim;
if ( pev->velocity.Length2D() == 0 )
throwAnim = LookupSequence( "base_stand_throw" );
else
throwAnim = LookupSequence( "base_throw" );
return throwAnim;
}
int CBasePlayer::GetHoldAnim( void )
{
int holdAnim;
// Choose hold anim based upon powerups.
// Multiple Powerups can be had, in which case the one considered more dangerous has the animation.
if ( m_iPowerups & POW_TRIPLE )
holdAnim = LookupSequence( "triple_ready" );
else if ( m_iPowerups & POW_FAST )
holdAnim = LookupSequence( "kill_ready" );
else if ( m_iPowerups & POW_HARD )
holdAnim = LookupSequence( "hard_ready" );
else if ( m_iPowerups & POW_FREEZE )
holdAnim = LookupSequence( "freeze_ready" );
else
holdAnim = LookupSequence( "base_ready" );
return holdAnim;
}
/*
==============================
PostThink
==============================
*/
void CBasePlayer::PostThink()
{
if ( !g_runfuncs )
return;
// select the proper animation for the player character
if ( !CL_IsDead() && (m_flTouchedByJumpPad < gpGlobals->time) )
{
if (!pev->velocity.x && !pev->velocity.y)
SetAnimation( PLAYER_IDLE );
else if ((pev->velocity.x || pev->velocity.y) && (FBitSet(pev->flags, FL_ONGROUND)))
SetAnimation( PLAYER_WALK );
else if (pev->waterlevel > 1)
SetAnimation( PLAYER_WALK );
}
if ( !CL_IsDead() && ( m_flThrowTime <= 0.0 ) )
{
m_Activity = ACT_BASE_WALK;
m_flThrowTime = 0.0;
if (!pev->velocity.x && !pev->velocity.y)
{
SetAnimation( PLAYER_IDLE );
}
else
{
SetAnimation( PLAYER_WALK );
}
}
// Store old velocity for use in backpedalling animations
m_vecOldVelocity = pev->velocity;
m_vecOldVelocity.Normalize();
}
/*
=====================
HUD_WeaponsPostThink
Run Weapon firing code on client
=====================
*/
void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cmd, double time, unsigned int random_seed )
{
int i;
int buttonsChanged;
CBasePlayerWeapon *pWeapon = NULL;
CBasePlayerWeapon *pCurrent;
weapon_data_t nulldata, *pfrom, *pto;
static int lasthealth;
memset( &nulldata, 0, sizeof( nulldata ) );
HUD_InitClientWeapons();
// Get current clock
gpGlobals->time = time;
// Fill in data based on selected weapon
// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
switch ( from->client.m_iId )
{
case WEAPON_DISC:
pWeapon = &g_Disc;
break;
}
// We are not predicting the current weapon, just bow out here.
if ( !pWeapon )
return;
for ( i = 0; i < 32; i++ )
{
pCurrent = g_pWpns[ i ];
if ( !pCurrent )
{
continue;
}
pfrom = &from->weapondata[ i ];
pCurrent->m_fInReload = pfrom->m_fInReload;
pCurrent->m_iClip = pfrom->m_iClip;
pCurrent->m_flNextPrimaryAttack = pfrom->m_flNextPrimaryAttack;
pCurrent->m_flNextSecondaryAttack = pfrom->m_flNextSecondaryAttack;
pCurrent->m_flTimeWeaponIdle = pfrom->m_flTimeWeaponIdle;
// Ricochet uses m_iClip to transmit current/primary ammo to client
if ( pWeapon == pCurrent )
{
player.m_rgAmmo[pCurrent->m_iPrimaryAmmoType] = pfrom->m_iClip;
}
}
// For random weapon events, use this seed to seed random # generator
player.random_seed = random_seed;
// Get old buttons from previous state.
player.m_afButtonLast = from->playerstate.oldbuttons;
// Which buttsons chave changed
buttonsChanged = (player.m_afButtonLast ^ cmd->buttons); // These buttons have changed this frame
// Debounced button codes for pressed/released
// The changed ones still down are "pressed"
player.m_afButtonPressed = buttonsChanged & cmd->buttons;
// The ones not down are "released"
player.m_afButtonReleased = buttonsChanged & (~cmd->buttons);
// Set player variables that weapons code might check/alter
player.pev->button = cmd->buttons;
player.pev->velocity = from->client.velocity;
player.pev->flags = from->client.flags;
player.pev->deadflag = from->client.deadflag;
player.pev->waterlevel = from->client.waterlevel;
player.pev->maxspeed = from->client.maxspeed;
player.pev->fov = from->client.fov;
player.pev->weaponanim = from->client.weaponanim;
player.pev->viewmodel = from->client.viewmodel;
player.m_flNextAttack = from->client.m_flNextAttack;
player.m_flBackupTime = from->client.fuser1;
player.m_Activity = (Activity)(int)from->client.fuser2;
player.m_flThrowTime = from->client.fuser3;
player.m_vecOldVelocity = from->client.vuser1;
player.pev->sequence = from->playerstate.sequence;
player.pev->gaitsequence = from->playerstate.gaitsequence;
player.pev->angles = from->playerstate.angles;
// Point to current weapon object
if ( from->client.m_iId )
{
player.m_pActiveItem = g_pWpns[ from->client.m_iId ];
}
// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
// for setting up events on the client
g_finalstate = to;
// Don't go firing anything if we have died.
// Or if we don't have a weapon model deployed
if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() && player.pev->viewmodel )
{
if ( player.m_flNextAttack <= 0 )
{
pWeapon->ItemPostFrame();
}
}
// If we are running events/etc. go ahead and see if we
// managed to die between last frame and this one
// If so, run the appropriate player killed or spawn function
if ( g_runfuncs )
{
if ( to->client.health <= 0 && lasthealth > 0 )
{
player.Killed( NULL, 0 );
}
else if ( to->client.health > 0 && lasthealth <= 0 )
{
player.Spawn();
}
lasthealth = to->client.health;
}
// Fix up animations, etc.
player.PostThink();
// Assume that we are not going to switch weapons
to->client.m_iId = from->client.m_iId;
// Now see if we issued a changeweapon command ( and we're not dead )
if ( cmd->weaponselect && ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) )
{
// Switched to a different weapon?
if ( from->weapondata[ cmd->weaponselect ].m_iId == cmd->weaponselect )
{
CBasePlayerWeapon *pNew = g_pWpns[ cmd->weaponselect ];
if ( pNew && ( pNew != pWeapon ) )
{
// Put away old weapon
if (player.m_pActiveItem)
player.m_pActiveItem->Holster( );
player.m_pLastItem = player.m_pActiveItem;
player.m_pActiveItem = pNew;
// Deploy new weapon
if (player.m_pActiveItem)
{
player.m_pActiveItem->Deploy( );
}
// Update weapon id so we can predict things correctly.
to->client.m_iId = cmd->weaponselect;
}
}
}
// Copy in results of predcition code
to->client.viewmodel = player.pev->viewmodel;
to->client.fov = player.pev->fov;
to->client.weaponanim = player.pev->weaponanim;
to->client.m_flNextAttack = player.m_flNextAttack;
to->client.maxspeed = player.pev->maxspeed;
to->client.fuser1 = player.m_flBackupTime;
to->client.fuser2 = (float)(int)player.m_Activity;
to->client.fuser3 = player.m_flThrowTime;
to->client.vuser1 = player.m_vecOldVelocity;
to->playerstate.sequence = player.pev->sequence;
to->playerstate.gaitsequence = player.pev->gaitsequence;
// Make sure that weapon animation matches what the game .dll is telling us
// over the wire ( fixes some animation glitches )
if ( g_runfuncs && ( HUD_GetWeaponAnim() != to->client.weaponanim ) )
{
int body = 2;
// Force a fixed anim down to viewmodel
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
}
for ( i = 0; i < 32; i++ )
{
pCurrent = g_pWpns[ i ];
pto = &to->weapondata[ i ];
if ( !pCurrent )
{
memset( pto, 0, sizeof( weapon_data_t ) );
continue;
}
pto->m_fInReload = pCurrent->m_fInReload;
pto->m_iClip = pCurrent->m_iClip;
pto->m_flNextPrimaryAttack = pCurrent->m_flNextPrimaryAttack;
pto->m_flNextSecondaryAttack = pCurrent->m_flNextSecondaryAttack;
pto->m_flTimeWeaponIdle = pCurrent->m_flTimeWeaponIdle;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto->m_flNextReload -= cmd->msec / 1000.0;
pto->m_fNextAimBonus -= cmd->msec / 1000.0;
pto->m_flNextPrimaryAttack -= cmd->msec / 1000.0;
pto->m_flNextSecondaryAttack -= cmd->msec / 1000.0;
pto->m_flTimeWeaponIdle -= cmd->msec / 1000.0;
if ( pto->m_flPumpTime != -9999 )
{
pto->m_flPumpTime -= cmd->msec / 1000.0;
if ( pto->m_flPumpTime < -0.001 )
pto->m_flPumpTime = -0.001;
}
if ( pto->m_fNextAimBonus < -1.0 )
{
pto->m_fNextAimBonus = -1.0;
}
if ( pto->m_flNextPrimaryAttack < -1.0 )
{
pto->m_flNextPrimaryAttack = -1.0;
}
if ( pto->m_flNextSecondaryAttack < -0.001 )
{
pto->m_flNextSecondaryAttack = -0.001;
}
if ( pto->m_flTimeWeaponIdle < -0.001 )
{
pto->m_flTimeWeaponIdle = -0.001;
}
if ( pto->m_flNextReload < -0.001 )
{
pto->m_flNextReload = -0.001;
}
}
// m_flNextAttack is now part of the weapons, but is part of the player instead
to->client.m_flNextAttack -= cmd->msec / 1000.0;
if ( to->client.m_flNextAttack < -0.001 )
{
to->client.m_flNextAttack = -0.001;
}
to->client.fuser1 -= cmd->msec / 1000.0;
if ( to->client.fuser1 < -0.001 )
{
to->client.fuser1 = -0.001;
}
to->client.fuser3 -= cmd->msec / 1000.0;
if ( to->client.fuser3 < -0.001 )
{
to->client.fuser3 = -0.001;
}
// Wipe it so we can't use it after this frame
g_finalstate = NULL;
}
/*
==============================
Ricochet_GetSequence
==============================
*/
void Ricochet_GetSequence( int *seq, int *gaitseq )
{
*seq = g_rseq;
*gaitseq = g_gaitseq;
}
/*
==============================
Ricochet_SetSequence
==============================
*/
void Ricochet_SetSequence( int seq, int gaitseq )
{
g_rseq = seq;
g_gaitseq = gaitseq;
}
/*
==============================
Ricochet_SetOrientation
==============================
*/
void Ricochet_SetOrientation( vec3_t o, vec3_t a )
{
g_clorg = o;
g_clang = a;
}
/*
==============================
Ricochet_GetOrientation
==============================
*/
void Ricochet_GetOrientation( float *o, float *a )
{
int i;
for ( i = 0; i < 3; i++ )
{
o[ i ] = g_clorg[ i ];
a[ i ] = g_clang[ i ];
}
}
/*
=====================
HUD_PostRunCmd
Client calls this during prediction, after it has moved the player and updated any info changed into to->
time is the current client clock based on prediction
cmd is the command that caused the movement, etc
runfuncs is 1 if this is the first time we've predicted this command. If so, sounds and effects should play, otherwise, they should
be ignored
=====================
*/
void EXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed )
{
g_runfuncs = runfuncs;
// We'll always do prediction of disc throwing
if ( cl_lw && cl_lw->value )
{
// Allowed to fire?
if ( g_iCannotFire == FALSE )
HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
}
else
{
to->client.fov = g_lastFOV;
}
// Store of final sequence, etc. for client side animation
if ( g_runfuncs )
{
Ricochet_SetSequence( to->playerstate.sequence, to->playerstate.gaitsequence );
Ricochet_SetOrientation( to->playerstate.origin, cmd->viewangles );
}
// See if we stepped on a jump pad
Ricochet_CheckJumpPads( from, to );
// All games can use FOV state
g_lastFOV = to->client.fov;
}