gzdoom-gles/src/p_user.cpp
Christoph Oelckers bd3e8c0a99 - split off all music code from s_sound.cpp
# Conflicts:
#	src/CMakeLists.txt
#	src/fragglescript/t_func.cpp
#	src/fragglescript/t_load.cpp
#	src/g_level.cpp
#	src/g_levellocals.h
#	src/g_shared/a_dynlight.cpp
#	src/intermission/intermission.cpp
#	src/p_saveg.cpp
#	src/posix/cocoa/i_main.mm
#	src/s_sound.cpp
#	src/win32/st_start.cpp

# Conflicts:
#	src/win32/st_start.cpp
2019-09-28 14:20:21 +02:00

1844 lines
50 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program 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.
//
// This program 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 this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Player related stuff.
// Bobbing POV/weapon, movement.
// Pending weapon.
//
//-----------------------------------------------------------------------------
/* For code that originates from ZDoom the following applies:
**
**---------------------------------------------------------------------------
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "doomdef.h"
#include "d_event.h"
#include "p_local.h"
#include "doomstat.h"
#include "s_sound.h"
#include "i_system.h"
#include "gi.h"
#include "m_random.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "a_keys.h"
#include "statnums.h"
#include "v_palette.h"
#include "v_video.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "sbar.h"
#include "intermission/intermission.h"
#include "c_console.h"
#include "doomdef.h"
#include "c_dispatch.h"
#include "tarray.h"
#include "g_level.h"
#include "d_net.h"
#include "gstrings.h"
#include "serializer.h"
#include "r_renderer.h"
#include "d_player.h"
#include "r_utility.h"
#include "p_blockmap.h"
#include "a_morph.h"
#include "p_spec.h"
#include "vm.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "r_data/r_translate.h"
#include "p_acs.h"
#include "events.h"
#include "gstrings.h"
#include "s_music.h"
static FRandom pr_skullpop ("SkullPop");
// [SP] Allows respawn in single player
CVAR(Bool, sv_singleplayerrespawn, false, CVAR_SERVERINFO | CVAR_CHEAT)
// Variables for prediction
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
P_PredictionLerpReset();
}
CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0.1f)
self = 0.1f;
P_PredictionLerpReset();
}
ColorSetList ColorSets;
PainFlashList PainFlashes;
// [Nash] FOV cvar setting
CUSTOM_CVAR(Float, fov, 90.f, CVAR_ARCHIVE | CVAR_USERINFO | CVAR_NOINITCALL)
{
player_t *p = &players[consoleplayer];
p->SetFOV(fov);
}
struct PredictPos
{
int gametic;
DVector3 pos;
DRotator angles;
} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
static int PredictionLerptics;
static player_t PredictionPlayerBackup;
static AActor *PredictionActor;
static TArray<uint8_t> PredictionActorBackupArray;
static TArray<AActor *> PredictionSectorListBackup;
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<msecnode_t *> PredictionTouchingSectors_sprev_Backup;
static TArray<sector_t *> PredictionRenderSectorsBackup;
static TArray<msecnode_t *> PredictionRenderSectors_sprev_Backup;
static TArray<sector_t *> PredictionPortalSectorsBackup;
static TArray<msecnode_t *> PredictionPortalSectors_sprev_Backup;
static TArray<FLinePortal *> PredictionPortalLinesBackup;
static TArray<portnode_t *> PredictionPortalLines_sprev_Backup;
// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;
FPlayerClass::FPlayerClass ()
{
Type = NULL;
Flags = 0;
}
FPlayerClass::FPlayerClass (const FPlayerClass &other)
{
Type = other.Type;
Flags = other.Flags;
Skins = other.Skins;
}
FPlayerClass::~FPlayerClass ()
{
}
bool FPlayerClass::CheckSkin (int skin)
{
for (unsigned int i = 0; i < Skins.Size (); i++)
{
if (Skins[i] == skin)
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(FPlayerClass, CheckSkin)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_INT(skin);
ACTION_RETURN_BOOL(self->CheckSkin(skin));
}
//===========================================================================
//
// GetDisplayName
//
//===========================================================================
FString GetPrintableDisplayName(PClassActor *cls)
{
// Fixme; This needs a decent way to access the string table without creating a mess.
// [RH] ????
return cls->GetDisplayName();
}
bool ValidatePlayerClass(PClassActor *ti, const char *name)
{
if (ti == NULL)
{
Printf("Unknown player class '%s'\n", name);
return false;
}
else if (!ti->IsDescendantOf(NAME_PlayerPawn))
{
Printf("Invalid player class '%s'\n", name);
return false;
}
else if (ti->GetDisplayName().IsEmpty())
{
Printf ("Missing displayname for player class '%s'\n", name);
return false;
}
return true;
}
void SetupPlayerClasses ()
{
FPlayerClass newclass;
PlayerClasses.Clear();
for (unsigned i = 0; i < gameinfo.PlayerClasses.Size(); i++)
{
PClassActor *cls = PClass::FindActor(gameinfo.PlayerClasses[i]);
if (ValidatePlayerClass(cls, gameinfo.PlayerClasses[i]))
{
newclass.Flags = 0;
newclass.Type = cls;
if ((GetDefaultByType(cls)->flags6 & MF6_NOMENU))
{
newclass.Flags |= PCF_NOMENU;
}
PlayerClasses.Push(newclass);
}
}
}
CCMD (clearplayerclasses)
{
if (ParsingKeyConf)
{
PlayerClasses.Clear ();
}
}
CCMD (addplayerclass)
{
if (ParsingKeyConf && argv.argc () > 1)
{
PClassActor *ti = PClass::FindActor(argv[1]);
if (ValidatePlayerClass(ti, argv[1]))
{
FPlayerClass newclass;
newclass.Type = ti;
newclass.Flags = 0;
int arg = 2;
while (arg < argv.argc())
{
if (!stricmp (argv[arg], "nomenu"))
{
newclass.Flags |= PCF_NOMENU;
}
else
{
Printf ("Unknown flag '%s' for player class '%s'\n", argv[arg], argv[1]);
}
arg++;
}
PlayerClasses.Push (newclass);
}
}
}
CCMD (playerclasses)
{
for (unsigned int i = 0; i < PlayerClasses.Size (); i++)
{
Printf ("%3d: Class = %s, Name = %s\n", i,
PlayerClasses[i].Type->TypeName.GetChars(),
PlayerClasses[i].Type->GetDisplayName().GetChars());
}
}
//
// Movement.
//
player_t::~player_t()
{
DestroyPSprites();
}
void player_t::CopyFrom(player_t &p, bool copyPSP)
{
mo = p.mo;
playerstate = p.playerstate;
cmd = p.cmd;
original_cmd = p.original_cmd;
original_oldbuttons = p.original_oldbuttons;
// Intentionally not copying userinfo!
cls = p.cls;
DesiredFOV = p.DesiredFOV;
FOV = p.FOV;
viewz = p.viewz;
viewheight = p.viewheight;
deltaviewheight = p.deltaviewheight;
bob = p.bob;
Vel = p.Vel;
centering = p.centering;
turnticks = p.turnticks;
attackdown = p.attackdown;
usedown = p.usedown;
oldbuttons = p.oldbuttons;
health = p.health;
inventorytics = p.inventorytics;
CurrentPlayerClass = p.CurrentPlayerClass;
memcpy(frags, &p.frags, sizeof(frags));
fragcount = p.fragcount;
lastkilltime = p.lastkilltime;
multicount = p.multicount;
spreecount = p.spreecount;
WeaponState = p.WeaponState;
ReadyWeapon = p.ReadyWeapon;
PendingWeapon = p.PendingWeapon;
cheats = p.cheats;
timefreezer = p.timefreezer;
refire = p.refire;
inconsistant = p.inconsistant;
waiting = p.waiting;
killcount = p.killcount;
itemcount = p.itemcount;
secretcount = p.secretcount;
damagecount = p.damagecount;
bonuscount = p.bonuscount;
hazardcount = p.hazardcount;
hazardtype = p.hazardtype;
hazardinterval = p.hazardinterval;
poisoncount = p.poisoncount;
poisontype = p.poisontype;
poisonpaintype = p.poisonpaintype;
poisoner = p.poisoner;
attacker = p.attacker;
extralight = p.extralight;
fixedcolormap = p.fixedcolormap;
fixedlightlevel = p.fixedlightlevel;
morphTics = p.morphTics;
MorphedPlayerClass = p.MorphedPlayerClass;
MorphStyle = p.MorphStyle;
MorphExitFlash = p.MorphExitFlash;
PremorphWeapon = p.PremorphWeapon;
chickenPeck = p.chickenPeck;
jumpTics = p.jumpTics;
onground = p.onground;
respawn_time = p.respawn_time;
camera = p.camera;
air_finished = p.air_finished;
LastDamageType = p.LastDamageType;
Bot = p.Bot;
settings_controller = p.settings_controller;
BlendR = p.BlendR;
BlendG = p.BlendG;
BlendB = p.BlendB;
BlendA = p.BlendA;
LogText = p.LogText;
MinPitch = p.MinPitch;
MaxPitch = p.MaxPitch;
crouching = p.crouching;
crouchdir = p.crouchdir;
crouchfactor = p.crouchfactor;
crouchoffset = p.crouchoffset;
crouchviewdelta = p.crouchviewdelta;
weapons = p.weapons;
ConversationNPC = p.ConversationNPC;
ConversationPC = p.ConversationPC;
ConversationNPCAngle = p.ConversationNPCAngle;
ConversationFaceTalker = p.ConversationFaceTalker;
MUSINFOactor = p.MUSINFOactor;
MUSINFOtics = p.MUSINFOtics;
if (copyPSP)
{
// This needs to transfer ownership completely.
psprites = p.psprites;
p.psprites = nullptr;
}
}
size_t player_t::PropagateMark()
{
GC::Mark(mo);
GC::Mark(poisoner);
GC::Mark(attacker);
GC::Mark(camera);
GC::Mark(Bot);
GC::Mark(ReadyWeapon);
GC::Mark(ConversationNPC);
GC::Mark(ConversationPC);
GC::Mark(MUSINFOactor);
GC::Mark(PremorphWeapon);
GC::Mark(psprites);
if (PendingWeapon != WP_NOCHANGE)
{
GC::Mark(PendingWeapon);
}
return sizeof(*this);
}
void player_t::SetLogNumber (int num)
{
char lumpname[26];
int lumpnum;
// First look up TXT_LOGTEXT%d in the string table
mysnprintf(lumpname, countof(lumpname), "$TXT_LOGTEXT%d", num);
auto text = GStrings[lumpname+1];
if (text)
{
SetLogText(lumpname); // set the label, not the content, so that a language change can be picked up.
return;
}
mysnprintf (lumpname, countof(lumpname), "LOG%d", num);
lumpnum = Wads.CheckNumForName (lumpname);
if (lumpnum != -1)
{
auto fn = Wads.GetLumpFile(lumpnum);
auto wadname = Wads.GetWadName(fn);
if (!stricmp(wadname, "STRIFE0.WAD") || !stricmp(wadname, "STRIFE1.WAD") || !stricmp(wadname, "SVE.WAD"))
{
// If this is an original IWAD text, try looking up its lower priority string version first.
mysnprintf(lumpname, countof(lumpname), "$TXT_ILOG%d", num);
auto text = GStrings[lumpname + 1];
if (text)
{
SetLogText(lumpname); // set the label, not the content, so that a language change can be picked up.
return;
}
}
auto lump = Wads.ReadLump(lumpnum);
SetLogText (lump.GetString());
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogNumber)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(log);
self->SetLogNumber(log);
return 0;
}
void player_t::SetLogText (const char *text)
{
LogText = text;
if (mo && mo->CheckLocalView())
{
// Print log text to console
AddToConsole(-1, TEXTCOLOR_GOLD);
AddToConsole(-1, LogText[0] == '$'? GStrings(LogText.GetChars()+1) : LogText.GetChars() );
AddToConsole(-1, "\n");
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogText)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_STRING(log);
self->SetLogText(log);
return 0;
}
void player_t::SetSubtitle(int num, FSoundID soundid)
{
char lumpname[36];
// Do we have a subtitle for this log entry's voice file?
mysnprintf(lumpname, countof(lumpname), "$TXT_SUB_LOG%d", num);
auto text = GStrings.GetLanguageString(lumpname+1, FStringTable::default_table);
if (text != nullptr)
{
SubtitleText = lumpname;
int sl = soundid == 0 ? 7000 : std::max<int>(7000, S_GetMSLength(soundid));
SubtitleCounter = sl * TICRATE / 1000;
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetSubtitleNumber)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(log);
PARAM_SOUND(soundid);
self->SetSubtitle(log, soundid);
return 0;
}
int player_t::GetSpawnClass()
{
const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
return GetDefaultByType(type)->IntVar(NAME_SpawnMask);
}
// [Nash] Set FOV
void player_t::SetFOV(float fov)
{
player_t *p = &players[consoleplayer];
if (p != nullptr && p->mo != nullptr)
{
if (dmflags & DF_NO_FOV)
{
if (consoleplayer == Net_Arbitrator)
{
Net_WriteByte(DEM_MYFOV);
}
else
{
Printf("A setting controller has disabled FOV changes.\n");
return;
}
}
else
{
Net_WriteByte(DEM_MYFOV);
}
Net_WriteFloat(clamp<float>(fov, 5.f, 179.f));
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SetFOV)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_FLOAT(fov);
self->SetFOV((float)fov);
return 0;
}
//===========================================================================
//
// EnumColorsets
//
// Only used by the menu so it doesn't really matter that it's a bit
// inefficient.
//
//===========================================================================
static int intcmp(const void *a, const void *b)
{
return *(const int *)a - *(const int *)b;
}
void EnumColorSets(PClassActor *cls, TArray<int> *out)
{
TArray<int> deleteds;
out->Clear();
for (int i = ColorSets.Size() - 1; i >= 0; i--)
{
if (std::get<0>(ColorSets[i])->IsAncestorOf(cls))
{
int v = std::get<1>(ColorSets[i]);
if (out->Find(v) == out->Size() && deleteds.Find(v) == deleteds.Size())
{
if (std::get<2>(ColorSets[i]).Name == NAME_None) deleteds.Push(v);
else out->Push(v);
}
}
}
qsort(&(*out)[0], out->Size(), sizeof(int), intcmp);
}
DEFINE_ACTION_FUNCTION(FPlayerClass, EnumColorSets)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_POINTER(out, TArray<int>);
EnumColorSets(self->Type, out);
return 0;
}
//==========================================================================
//
//
//==========================================================================
FPlayerColorSet *GetColorSet(PClassActor *cls, int setnum)
{
for (int i = ColorSets.Size() - 1; i >= 0; i--)
{
if (std::get<1>(ColorSets[i]) == setnum &&
std::get<0>(ColorSets[i])->IsAncestorOf(cls))
{
auto c = &std::get<2>(ColorSets[i]);
return c->Name != NAME_None ? c : nullptr;
}
}
return nullptr;
}
DEFINE_ACTION_FUNCTION(FPlayerClass, GetColorSetName)
{
PARAM_SELF_STRUCT_PROLOGUE(FPlayerClass);
PARAM_INT(setnum);
auto p = GetColorSet(self->Type, setnum);
ACTION_RETURN_INT(p ? p->Name.GetIndex() : 0);
}
//==========================================================================
//
//
//==========================================================================
static int GetPainFlash(AActor *info, int type)
{
// go backwards through the list and return the first item with a
// matching damage type for an ancestor of our class.
// This will always return the best fit because any parent class
// must be processed before its children.
for (int i = PainFlashes.Size() - 1; i >= 0; i--)
{
if (std::get<1>(PainFlashes[i]) == ENamedName(type) &&
std::get<0>(PainFlashes[i])->IsAncestorOf(info->GetClass()))
{
return std::get<2>(PainFlashes[i]);
}
}
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, GetPainFlashForType, GetPainFlash)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(type);
ACTION_RETURN_INT(GetPainFlash(self, type));
}
//===========================================================================
//
// player_t :: SendPitchLimits
//
// Ask the local player's renderer what pitch restrictions should be imposed
// and let everybody know. Only sends data for the consoleplayer, since the
// local player is the only one our data is valid for.
//
//===========================================================================
void player_t::SendPitchLimits() const
{
if (this - players == consoleplayer)
{
Net_WriteByte(DEM_SETPITCHLIMIT);
Net_WriteByte(Renderer->GetMaxViewPitch(false)); // up
Net_WriteByte(Renderer->GetMaxViewPitch(true)); // down
}
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, SendPitchLimits)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
self->SendPitchLimits();
return 0;
}
bool player_t::HasWeaponsInSlot(int slot) const
{
for (int i = 0; i < weapons.SlotSize(slot); i++)
{
PClassActor *weap = weapons.GetWeapon(slot, i);
if (weap != NULL && mo->FindInventory(weap)) return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, HasWeaponsInSlot)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(slot);
ACTION_RETURN_BOOL(self->HasWeaponsInSlot(slot));
}
bool player_t::Resurrect()
{
if (mo == nullptr || mo->IsKindOf(NAME_PlayerChunk)) return false;
mo->Revive();
playerstate = PST_LIVE;
health = mo->health = mo->GetDefault()->health;
viewheight = DefaultViewHeight();
mo->renderflags &= ~RF_INVISIBLE;
mo->Height = mo->GetDefault()->Height;
mo->radius = mo->GetDefault()->radius;
mo->special1 = 0; // required for the Hexen fighter's fist attack.
// This gets set by AActor::Die as flag for the wimpy death and must be reset here.
mo->SetState(mo->SpawnState);
if (!(mo->flags2 & MF2_DONTTRANSLATE))
{
mo->Translation = TRANSLATION(TRANSLATION_Players, uint8_t(this - players));
}
if (ReadyWeapon != nullptr)
{
PendingWeapon = ReadyWeapon;
P_BringUpWeapon(this);
}
if (morphTics)
{
P_UnmorphActor(mo, mo);
}
// player is now alive.
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
E_PlayerRespawned(int(this - players));
//
FBehavior::StaticStartTypedScripts(SCRIPT_Respawn, mo, true);
return true;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, Resurrect)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->Resurrect());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetUserName)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_STRING(self->userinfo.GetName());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetNeverSwitch)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->userinfo.GetNeverSwitch());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetClassicFlight)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_BOOL(self->userinfo.GetClassicFlight());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetColor)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetColor());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetColorSet)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetColorSet());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetPlayerClassNum)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetPlayerClassNum());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetSkin)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetSkin());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetGender)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetGender());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetAutoaim)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetAutoaim());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetTeam)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetTeam());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetNoAutostartMap)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_INT(self->userinfo.GetNoAutostartMap());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobSpeed)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetWBobSpeed());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetMoveBob)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetMoveBob());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetStillBob)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetStillBob());
}
//===========================================================================
//
//
//
//===========================================================================
static int SetupCrouchSprite(AActor *self, int crouchsprite)
{
// Check whether a PWADs normal sprite is to be combined with the base WADs
// crouch sprite. In such a case the sprites normally don't match and it is
// best to disable the crouch sprite.
if (crouchsprite > 0)
{
// This assumes that player sprites always exist in rotated form and
// that the front view is always a separate sprite. So far this is
// true for anything that exists.
FString normspritename = sprites[self->SpawnState->sprite].name;
FString crouchspritename = sprites[crouchsprite].name;
int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
if (spritenorm == -1)
{
spritenorm = Wads.CheckNumForName(normspritename + "A0", ns_sprites);
}
int spritecrouch = Wads.CheckNumForName(crouchspritename + "A1", ns_sprites);
if (spritecrouch == -1)
{
spritecrouch = Wads.CheckNumForName(crouchspritename + "A0", ns_sprites);
}
if (spritenorm == -1 || spritecrouch == -1)
{
// Sprites do not exist so it is best to disable the crouch sprite.
return false;
}
int wadnorm = Wads.GetLumpFile(spritenorm);
int wadcrouch = Wads.GetLumpFile(spritenorm);
if (wadnorm > Wads.GetIwadNum() && wadcrouch <= Wads.GetIwadNum())
{
// Question: Add an option / disable crouching or do what?
return false;
}
}
return true;
}
DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, SetupCrouchSprite, SetupCrouchSprite)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(crouchsprite);
ACTION_RETURN_INT(SetupCrouchSprite(self, crouchsprite));
}
//===========================================================================
//
// Animations
//
//===========================================================================
void PlayIdle (AActor *player)
{
IFVIRTUALPTRNAME(player, NAME_PlayerPawn, PlayIdle)
{
VMValue params[1] = { (DObject*)player };
VMCall(func, params, 1, nullptr, 0);
}
}
//===========================================================================
//
// A_PlayerScream
//
// try to find the appropriate death sound and use suitable
// replacements if necessary
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
PARAM_SELF_PROLOGUE(AActor);
int sound = 0;
int chan = CHAN_VOICE;
if (self->player == NULL || self->DeathSound != 0)
{
if (self->DeathSound != 0)
{
S_Sound (self, CHAN_VOICE, self->DeathSound, 1, ATTN_NORM);
}
else
{
S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM);
}
return 0;
}
// Handle the different player death screams
if ((((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX)) &&
self->Vel.Z <= -39)
{
sound = S_FindSkinnedSound (self, "*splat");
chan = CHAN_BODY;
}
if (!sound && self->special1<10)
{ // Wimpy death sound
sound = S_FindSkinnedSoundEx (self, "*wimpydeath", self->player->LastDamageType);
}
if (!sound && self->health <= -50)
{
if (self->health > -100)
{ // Crazy death sound
sound = S_FindSkinnedSoundEx (self, "*crazydeath", self->player->LastDamageType);
}
if (!sound)
{ // Extreme death sound
sound = S_FindSkinnedSoundEx (self, "*xdeath", self->player->LastDamageType);
if (!sound)
{
sound = S_FindSkinnedSoundEx (self, "*gibbed", self->player->LastDamageType);
chan = CHAN_BODY;
}
}
}
if (!sound)
{ // Normal death sound
sound = S_FindSkinnedSoundEx (self, "*death", self->player->LastDamageType);
}
if (chan != CHAN_VOICE)
{
for (int i = 0; i < 8; ++i)
{ // Stop most playing sounds from this player.
// This is mainly to stop *land from messing up *splat.
if (i != CHAN_WEAPON && i != CHAN_VOICE)
{
S_StopSound (self, i);
}
}
}
S_Sound (self, chan, sound, 1, ATTN_NORM);
return 0;
}
//===========================================================================
//
// P_CheckPlayerSprites
//
// Here's the place where crouching sprites are handled.
// R_ProjectSprite() calls this for any players.
//
//===========================================================================
void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
{
player_t *player = actor->player;
int crouchspriteno;
if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN))
{
// Convert from default scale to skin scale.
DVector2 defscale = actor->GetDefault()->Scale;
scale.X *= Skins[player->userinfo.GetSkin()].Scale.X / defscale.X;
scale.Y *= Skins[player->userinfo.GetSkin()].Scale.Y / defscale.Y;
}
// Set the crouch sprite?
if (player->mo == actor && player->crouchfactor < 0.75)
{
int crouchsprite = player->mo->IntVar(NAME_crouchsprite);
if (spritenum == actor->SpawnState->sprite || spritenum == crouchsprite)
{
crouchspriteno = crouchsprite;
}
else if (!(actor->flags4 & MF4_NOSKIN) &&
(spritenum == Skins[player->userinfo.GetSkin()].sprite ||
spritenum == Skins[player->userinfo.GetSkin()].crouchsprite))
{
crouchspriteno = Skins[player->userinfo.GetSkin()].crouchsprite;
}
else
{ // no sprite -> squash the existing one
crouchspriteno = -1;
}
if (crouchspriteno > 0)
{
spritenum = crouchspriteno;
}
else if (player->playerstate != PST_DEAD && player->crouchfactor < 0.75)
{
scale.Y *= 0.5;
}
}
}
CUSTOM_CVAR (Float, sv_aircontrol, 0.00390625f, CVAR_SERVERINFO|CVAR_NOSAVE)
{
level.aircontrol = self;
G_AirControlChanged ();
}
//==========================================================================
//
// P_FallingDamage
//
//==========================================================================
void P_FallingDamage (AActor *actor)
{
int damagestyle;
int damage;
double vel;
damagestyle = ((level.flags >> 15) | (dmflags)) &
(DF_FORCE_FALLINGZD | DF_FORCE_FALLINGHX);
if (damagestyle == 0)
return;
if (actor->floorsector->Flags & SECF_NOFALLINGDAMAGE)
return;
vel = fabs(actor->Vel.Z);
// Since Hexen falling damage is stronger than ZDoom's, it takes
// precedence. ZDoom falling damage may not be as strong, but it
// gets felt sooner.
switch (damagestyle)
{
case DF_FORCE_FALLINGHX: // Hexen falling damage
if (vel <= 23)
{ // Not fast enough to hurt
return;
}
if (vel >= 63)
{ // automatic death
damage = TELEFRAG_DAMAGE;
}
else
{
vel *= (16. / 23);
damage = int((vel * vel) / 10 - 24);
if (actor->Vel.Z > -39 && damage > actor->health
&& actor->health != 1)
{ // No-death threshold
damage = actor->health-1;
}
}
break;
case DF_FORCE_FALLINGZD: // ZDoom falling damage
if (vel <= 19)
{ // Not fast enough to hurt
return;
}
if (vel >= 84)
{ // automatic death
damage = TELEFRAG_DAMAGE;
}
else
{
damage = int((vel*vel*(11 / 128.) - 30) / 2);
if (damage < 1)
{
damage = 1;
}
}
break;
case DF_FORCE_FALLINGST: // Strife falling damage
if (vel <= 20)
{ // Not fast enough to hurt
return;
}
// The minimum amount of damage you take from falling in Strife
// is 52. Ouch!
damage = int(vel / (25000./65536.));
break;
default:
return;
}
if (actor->player)
{
S_Sound (actor, CHAN_AUTO, "*land", 1, ATTN_NORM);
P_NoiseAlert (actor, actor, true);
if (damage >= TELEFRAG_DAMAGE && ((actor->player->cheats & (CF_GODMODE | CF_BUDDHA) ||
(actor->FindInventory(PClass::FindActor(NAME_PowerBuddha), true) != nullptr))))
{
damage = TELEFRAG_DAMAGE - 1;
}
}
P_DamageMobj (actor, NULL, NULL, damage, NAME_Falling);
}
//----------------------------------------------------------------------------
//
// PROC P_CheckMusicChange
//
//----------------------------------------------------------------------------
void P_CheckMusicChange(player_t *player)
{
// MUSINFO stuff
if (player->MUSINFOtics >= 0 && player->MUSINFOactor != NULL)
{
if (--player->MUSINFOtics < 0)
{
if (player - players == consoleplayer)
{
if (player->MUSINFOactor->args[0] != 0)
{
FName *music = level.info->MusicMap.CheckKey(player->MUSINFOactor->args[0]);
if (music != NULL)
{
S_ChangeMusic(music->GetChars(), player->MUSINFOactor->args[1]);
}
}
else
{
S_ChangeMusic("*");
}
}
DPrintf(DMSG_NOTIFY, "MUSINFO change for player %d to %d\n", (int)(player - players), player->MUSINFOactor->args[0]);
}
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
{
PARAM_SELF_PROLOGUE(AActor);
P_CheckMusicChange(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckEnviroment
//
//----------------------------------------------------------------------------
void P_CheckEnvironment(player_t *player)
{
P_PlayerOnSpecial3DFloor(player);
P_PlayerInSpecialSector(player);
if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPoint(player->mo)) ||
player->mo->waterlevel)
{
// Player must be touching the floor
P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
}
if (player->mo->Vel.Z <= -player->mo->FloatVar(NAME_FallingScreamMinSpeed) &&
player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && !player->morphTics &&
player->mo->waterlevel == 0)
{
int id = S_FindSkinnedSound(player->mo, "*falling");
if (id != 0 && !S_IsActorPlayingSomething(player->mo, CHAN_VOICE, id))
{
S_Sound(player->mo, CHAN_VOICE, id, 1, ATTN_NORM);
}
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckEnvironment)
{
PARAM_SELF_PROLOGUE(AActor);
P_CheckEnvironment(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_CheckUse
//
//----------------------------------------------------------------------------
void P_CheckUse(player_t *player)
{
// check for use
if (player->cmd.ucmd.buttons & BT_USE)
{
if (!player->usedown)
{
player->usedown = true;
if (!P_TalkFacing(player->mo))
{
P_UseLines(player);
}
}
}
else
{
player->usedown = false;
}
}
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckUse)
{
PARAM_SELF_PROLOGUE(AActor);
P_CheckUse(self->player);
return 0;
}
//----------------------------------------------------------------------------
//
// PROC P_PlayerThink
//
//----------------------------------------------------------------------------
void P_PlayerThink (player_t *player)
{
ticcmd_t *cmd = &player->cmd;
if (player->mo == NULL)
{
I_Error ("No player %td start\n", player - players + 1);
}
if (player->SubtitleCounter > 0)
{
player->SubtitleCounter--;
}
// Bots do not think in freeze mode.
if (level.isFrozen() && player->Bot != nullptr)
{
return;
}
if (debugfile && !(player->cheats & CF_PREDICTING))
{
fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, (int)(player-players), player->mo->X(), player->mo->Y(), player->mo->Z(),
player->mo->Angles.Yaw.Degrees, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
// Make unmodified copies for ACS's GetPlayerInput.
player->original_oldbuttons = player->original_cmd.buttons;
player->original_cmd = cmd->ucmd;
// Don't interpolate the view for more than one tic
player->cheats &= ~CF_INTERPVIEW;
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, PlayerThink)
{
VMValue param = player->mo;
VMCall(func, &param, 1, nullptr, 0);
}
}
void P_PredictionLerpReset()
{
PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
}
bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
{
//DVector2 pfrom = Displacements.getOffset(from.portalgroup, to.portalgroup);
DVector3 vecFrom = from.pos;
DVector3 vecTo = to.pos;
DVector3 vecResult;
vecResult = vecTo - vecFrom;
vecResult *= scale;
vecResult = vecResult + vecFrom;
DVector3 delta = vecResult - vecTo;
result.pos = pmo->Vec3Offset(vecResult - to.pos);
//result.portalgroup = P_PointInSector(result.pos.x, result.pos.y)->PortalGroup;
// As a fail safe, assume extrapolation is the threshold.
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
}
template<class nodetype, class linktype>
void BackupNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
prevbackup.Clear();
otherbackup.Clear();
for (auto mnode = head; mnode != nullptr; mnode = mnode->m_tnext)
{
otherbackup.Push(mnode->m_sector);
for (auto snode = mnode->m_sector->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
prevbackup.Push(snode->m_sprev);
break;
}
}
}
}
template<class nodetype, class linktype>
nodetype *RestoreNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// Destroy old refrences
nodetype *node = head;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(head, otherlist);
head = NULL;
for (auto i = otherbackup.Size(); i-- > 0;)
{
head = P_AddSecnode(otherbackup[i], act, head, otherbackup[i]->*otherlist);
}
//act->touching_sectorlist = ctx.sector_list; // Attach to thing
//ctx.sector_list = NULL; // clear for next time
// In the old code this block never executed because of the commented-out NULL assignment above. Needs to be checked
node = head;
while (node)
{
if (node->m_thing == NULL)
{
if (node == head)
head = node->m_tnext;
node = P_DelSecnode(node, otherlist);
}
else
{
node = node->m_tnext;
}
}
nodetype *snode;
// Restore sector thinglist order
for (auto i = otherbackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (prevbackup[i] == NULL)
continue;
for (snode = otherbackup[i]->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->*otherlist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = prevbackup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
return head;
}
void P_PredictPlayer (player_t *player)
{
int maxtic;
if (cl_noprediction ||
singletics ||
demoplayback ||
player->mo == NULL ||
player != &players[consoleplayer] ||
player->playerstate != PST_LIVE ||
!netgame ||
/*player->morphTics ||*/
(player->cheats & CF_PREDICTING))
{
return;
}
maxtic = maketic;
if (gametic == maxtic)
{
return;
}
// Save original values for restoration later
PredictionPlayerBackup.CopyFrom(*player, false);
auto act = player->mo;
PredictionActor = player->mo;
PredictionActorBackupArray.Resize(act->GetClass()->Size);
memcpy(PredictionActorBackupArray.Data(), &act->snext, act->GetClass()->Size - ((uint8_t *)&act->snext - (uint8_t *)act));
act->flags &= ~MF_PICKUP;
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
BackupNodeList(act, act->touching_sectorlist, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
BackupNodeList(act, act->touching_rendersectors, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
BackupNodeList(act, act->touching_sectorportallist, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
BackupNodeList(act, act->touching_lineportallist, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
// Keep an ordered list off all actors in the linked sector.
PredictionSectorListBackup.Clear();
if (!(act->flags & MF_NOSECTOR))
{
AActor *link = act->Sector->thinglist;
while (link != NULL)
{
PredictionSectorListBackup.Push(link);
link = link->snext;
}
}
// Blockmap ordering also needs to stay the same, so unlink the block nodes
// without releasing them. (They will be used again in P_UnpredictPlayer).
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = block->PrevActor;
}
*(block->PrevActor) = block->NextActor;
block = block->NextBlock;
}
act->BlockNode = NULL;
// Values too small to be usable for lerping can be considered "off".
bool CanLerp = (!(cl_predict_lerpscale < 0.01f) && (ticdup == 1)), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus();
for (int i = gametic; i < maxtic; ++i)
{
if (!NoInterpolateOld)
R_RebuildViewInterpolation(player);
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
{
// Z is not compared as lifts will alter this with no apparent change
// Make lerping less picky by only testing whole units
DoLerp = (int)PredictionLast.pos.X != (int)player->mo->X() || (int)PredictionLast.pos.Y != (int)player->mo->Y();
// Aditional Debug information
if (developer >= DMSG_NOTIFY && DoLerp)
{
DPrintf(DMSG_NOTIFY, "Lerp! Ltic (%d) && Ptic (%d) | Lx (%f) && Px (%f) | Ly (%f) && Py (%f)\n",
PredictionLast.gametic, i,
(PredictionLast.pos.X), (player->mo->X()),
(PredictionLast.pos.Y), (player->mo->Y()));
}
}
}
if (CanLerp)
{
if (NoInterpolateOld)
P_PredictionLerpReset();
else if (DoLerp)
{
// If lerping is already in effect, use the previous camera postion so the view doesn't suddenly snap
PredictionLerpFrom = (PredictionLerptics == 0) ? PredictionLast : PredictionLerpResult;
PredictionLerptics = 1;
}
PredictionLast.gametic = maxtic - 1;
PredictionLast.pos = player->mo->Pos();
//PredictionLast.portalgroup = player->mo->Sector->PortalGroup;
if (PredictionLerptics > 0)
{
if (PredictionLerpFrom.gametic > 0 &&
P_LerpCalculate(player->mo, PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
{
PredictionLerptics++;
player->mo->SetXYZ(PredictionLerpResult.pos);
}
else
{
PredictionLerptics = 0;
}
}
}
}
void P_UnPredictPlayer ()
{
player_t *player = &players[consoleplayer];
if (player->cheats & CF_PREDICTING)
{
unsigned int i;
AActor *act = player->mo;
if (act != PredictionActor)
{
// Q: Can this happen? If yes, can we continue?
}
AActor *savedcamera = player->camera;
auto &actInvSel = act->PointerVar<AActor*>(NAME_InvSel);
auto InvSel = actInvSel;
int inventorytics = player->inventorytics;
const bool settings_controller = player->settings_controller;
player->CopyFrom(PredictionPlayerBackup, false);
player->settings_controller = settings_controller;
// Restore the camera instead of using the backup's copy, because spynext/prev
// could cause it to change during prediction.
player->camera = savedcamera;
FLinkContext ctx;
// Unlink from all list, including those which are not being handled by UnlinkFromWorld.
auto sectorportal_list = act->touching_sectorportallist;
auto lineportal_list = act->touching_lineportallist;
act->touching_sectorportallist = nullptr;
act->touching_lineportallist = nullptr;
act->UnlinkFromWorld(&ctx);
memcpy(&act->snext, PredictionActorBackupArray.Data(), PredictionActorBackupArray.Size() - ((uint8_t *)&act->snext - (uint8_t *)act));
// The blockmap ordering needs to remain unchanged, too.
// Restore sector links and refrences.
// [ED850] This is somewhat of a duplicate of LinkToWorld(), but we need to keep every thing the same,
// otherwise we end up fixing bugs in blockmap logic (i.e undefined behaviour with polyobject collisions),
// which we really don't want to do here.
if (!(act->flags & MF_NOSECTOR))
{
sector_t *sec = act->Sector;
AActor *me, *next;
AActor **link;// , **prev;
// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
sec->thinglist = NULL;
for (i = PredictionSectorListBackup.Size(); i-- > 0;)
{
me = PredictionSectorListBackup[i];
link = &sec->thinglist;
next = *link;
if ((me->snext = next))
next->sprev = &me->snext;
me->sprev = link;
*link = me;
}
act->touching_sectorlist = RestoreNodeList(act, ctx.sector_list, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
act->touching_rendersectors = RestoreNodeList(act, ctx.render_list, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
act->touching_sectorportallist = RestoreNodeList(act, sectorportal_list, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
act->touching_lineportallist = RestoreNodeList(act, lineportal_list, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
}
// Now fix the pointers in the blocknode chain
FBlockNode *block = act->BlockNode;
while (block != NULL)
{
*(block->PrevActor) = block;
if (block->NextActor != NULL)
{
block->NextActor->PrevActor = &block->NextActor;
}
block = block->NextBlock;
}
actInvSel = InvSel;
player->inventorytics = inventorytics;
}
}
void player_t::Serialize(FSerializer &arc)
{
FString skinname;
arc("class", cls)
("mo", mo)
("camera", camera)
("playerstate", playerstate)
("cmd", cmd);
if (arc.isReading())
{
ReadUserInfo(arc, userinfo, skinname);
}
else
{
WriteUserInfo(arc, userinfo);
}
arc("desiredfov", DesiredFOV)
("fov", FOV)
("viewz", viewz)
("viewheight", viewheight)
("deltaviewheight", deltaviewheight)
("bob", bob)
("vel", Vel)
("centering", centering)
("health", health)
("inventorytics", inventorytics)
("fragcount", fragcount)
("spreecount", spreecount)
("multicount", multicount)
("lastkilltime", lastkilltime)
("readyweapon", ReadyWeapon)
("pendingweapon", PendingWeapon)
("cheats", cheats)
("refire", refire)
("inconsistant", inconsistant)
("killcount", killcount)
("itemcount", itemcount)
("secretcount", secretcount)
("damagecount", damagecount)
("bonuscount", bonuscount)
("hazardcount", hazardcount)
("poisoncount", poisoncount)
("poisoner", poisoner)
("attacker", attacker)
("extralight", extralight)
("fixedcolormap", fixedcolormap)
("fixedlightlevel", fixedlightlevel)
("morphTics", morphTics)
("morphedplayerclass", MorphedPlayerClass)
("morphstyle", MorphStyle)
("morphexitflash", MorphExitFlash)
("premorphweapon", PremorphWeapon)
("chickenpeck", chickenPeck)
("jumptics", jumpTics)
("respawntime", respawn_time)
("airfinished", air_finished)
("turnticks", turnticks)
("oldbuttons", oldbuttons)
("hazardtype", hazardtype)
("hazardinterval", hazardinterval)
("bot", Bot)
("blendr", BlendR)
("blendg", BlendG)
("blendb", BlendB)
("blenda", BlendA)
("weaponstate", WeaponState)
("logtext", LogText)
("subtitletext", SubtitleText)
("subtitlecounter", SubtitleCounter)
("conversionnpc", ConversationNPC)
("conversionpc", ConversationPC)
("conversionnpcangle", ConversationNPCAngle)
("conversionfacetalker", ConversationFaceTalker)
.Array("frags", frags, MAXPLAYERS)
("psprites", psprites)
("currentplayerclass", CurrentPlayerClass)
("crouchfactor", crouchfactor)
("crouching", crouching)
("crouchdir", crouchdir)
("crouchviewdelta", crouchviewdelta)
("original_cmd", original_cmd)
("original_oldbuttons", original_oldbuttons)
("poisontype", poisontype)
("poisonpaintype", poisonpaintype)
("timefreezer", timefreezer)
("settings_controller", settings_controller)
("onground", onground)
("musinfoactor", MUSINFOactor)
("musinfotics", MUSINFOtics);
if (arc.isWriting ())
{
// If the player reloaded because they pressed +use after dying, we
// don't want +use to still be down after the game is loaded.
oldbuttons = ~0;
original_oldbuttons = ~0;
}
if (skinname.IsNotEmpty())
{
userinfo.SkinChanged(skinname, CurrentPlayerClass);
}
}
bool P_IsPlayerTotallyFrozen(const player_t *player)
{
return
gamestate == GS_TITLELEVEL ||
player->cheats & CF_TOTALLYFROZEN ||
player->mo->isFrozen();
}
//==========================================================================
//
// native members
//
//==========================================================================
DEFINE_FIELD_X(PlayerInfo, player_t, mo)
DEFINE_FIELD_X(PlayerInfo, player_t, playerstate)
DEFINE_FIELD_X(PlayerInfo, player_t, original_oldbuttons)
DEFINE_FIELD_X(PlayerInfo, player_t, cls)
DEFINE_FIELD_X(PlayerInfo, player_t, DesiredFOV)
DEFINE_FIELD_X(PlayerInfo, player_t, FOV)
DEFINE_FIELD_X(PlayerInfo, player_t, viewz)
DEFINE_FIELD_X(PlayerInfo, player_t, viewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, deltaviewheight)
DEFINE_FIELD_X(PlayerInfo, player_t, bob)
DEFINE_FIELD_X(PlayerInfo, player_t, Vel)
DEFINE_FIELD_X(PlayerInfo, player_t, centering)
DEFINE_FIELD_X(PlayerInfo, player_t, turnticks)
DEFINE_FIELD_X(PlayerInfo, player_t, attackdown)
DEFINE_FIELD_X(PlayerInfo, player_t, usedown)
DEFINE_FIELD_X(PlayerInfo, player_t, oldbuttons)
DEFINE_FIELD_X(PlayerInfo, player_t, health)
DEFINE_FIELD_X(PlayerInfo, player_t, inventorytics)
DEFINE_FIELD_X(PlayerInfo, player_t, CurrentPlayerClass)
DEFINE_FIELD_X(PlayerInfo, player_t, frags)
DEFINE_FIELD_X(PlayerInfo, player_t, fragcount)
DEFINE_FIELD_X(PlayerInfo, player_t, lastkilltime)
DEFINE_FIELD_X(PlayerInfo, player_t, multicount)
DEFINE_FIELD_X(PlayerInfo, player_t, spreecount)
DEFINE_FIELD_X(PlayerInfo, player_t, WeaponState)
DEFINE_FIELD_X(PlayerInfo, player_t, ReadyWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, PendingWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, psprites)
DEFINE_FIELD_X(PlayerInfo, player_t, cheats)
DEFINE_FIELD_X(PlayerInfo, player_t, timefreezer)
DEFINE_FIELD_X(PlayerInfo, player_t, refire)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, inconsistant, inconsistent)
DEFINE_FIELD_X(PlayerInfo, player_t, waiting)
DEFINE_FIELD_X(PlayerInfo, player_t, killcount)
DEFINE_FIELD_X(PlayerInfo, player_t, itemcount)
DEFINE_FIELD_X(PlayerInfo, player_t, secretcount)
DEFINE_FIELD_X(PlayerInfo, player_t, damagecount)
DEFINE_FIELD_X(PlayerInfo, player_t, bonuscount)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardcount)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardinterval)
DEFINE_FIELD_X(PlayerInfo, player_t, hazardtype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisoncount)
DEFINE_FIELD_X(PlayerInfo, player_t, poisontype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisonpaintype)
DEFINE_FIELD_X(PlayerInfo, player_t, poisoner)
DEFINE_FIELD_X(PlayerInfo, player_t, attacker)
DEFINE_FIELD_X(PlayerInfo, player_t, extralight)
DEFINE_FIELD_X(PlayerInfo, player_t, fixedcolormap)
DEFINE_FIELD_X(PlayerInfo, player_t, fixedlightlevel)
DEFINE_FIELD_X(PlayerInfo, player_t, morphTics)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphedPlayerClass)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphStyle)
DEFINE_FIELD_X(PlayerInfo, player_t, MorphExitFlash)
DEFINE_FIELD_X(PlayerInfo, player_t, PremorphWeapon)
DEFINE_FIELD_X(PlayerInfo, player_t, chickenPeck)
DEFINE_FIELD_X(PlayerInfo, player_t, jumpTics)
DEFINE_FIELD_X(PlayerInfo, player_t, onground)
DEFINE_FIELD_X(PlayerInfo, player_t, respawn_time)
DEFINE_FIELD_X(PlayerInfo, player_t, camera)
DEFINE_FIELD_X(PlayerInfo, player_t, air_finished)
DEFINE_FIELD_X(PlayerInfo, player_t, LastDamageType)
DEFINE_FIELD_X(PlayerInfo, player_t, MUSINFOactor)
DEFINE_FIELD_X(PlayerInfo, player_t, MUSINFOtics)
DEFINE_FIELD_X(PlayerInfo, player_t, settings_controller)
DEFINE_FIELD_X(PlayerInfo, player_t, crouching)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchdir)
DEFINE_FIELD_X(PlayerInfo, player_t, Bot)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendR)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendG)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendB)
DEFINE_FIELD_X(PlayerInfo, player_t, BlendA)
DEFINE_FIELD_X(PlayerInfo, player_t, LogText)
DEFINE_FIELD_X(PlayerInfo, player_t, MinPitch)
DEFINE_FIELD_X(PlayerInfo, player_t, MaxPitch)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchfactor)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchoffset)
DEFINE_FIELD_X(PlayerInfo, player_t, crouchviewdelta)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationNPC)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationPC)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationNPCAngle)
DEFINE_FIELD_X(PlayerInfo, player_t, ConversationFaceTalker)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, cmd.ucmd, cmd)
DEFINE_FIELD_X(PlayerInfo, player_t, original_cmd)
DEFINE_FIELD_X(PlayerInfo, player_t, userinfo)
DEFINE_FIELD_X(PlayerInfo, player_t, weapons)
DEFINE_FIELD_NAMED_X(PlayerInfo, player_t, cmd.ucmd.buttons, buttons)
DEFINE_FIELD_X(UserCmd, usercmd_t, buttons)
DEFINE_FIELD_X(UserCmd, usercmd_t, pitch)
DEFINE_FIELD_X(UserCmd, usercmd_t, yaw)
DEFINE_FIELD_X(UserCmd, usercmd_t, roll)
DEFINE_FIELD_X(UserCmd, usercmd_t, forwardmove)
DEFINE_FIELD_X(UserCmd, usercmd_t, sidemove)
DEFINE_FIELD_X(UserCmd, usercmd_t, upmove)
DEFINE_FIELD(FPlayerClass, Type)
DEFINE_FIELD(FPlayerClass, Flags)
DEFINE_FIELD(FPlayerClass, Skins)