/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ 401 %{ #include "EntitiesMP/StdH/StdH.h" #include "GameMP/SEColors.h" #include #include #include #include "ModelsMP/Player/SeriousSam/Player.h" #include "ModelsMP/Player/SeriousSam/Body.h" #include "ModelsMP/Player/SeriousSam/Head.h" #include "EntitiesMP/PlayerMarker.h" #include "EntitiesMP/PlayerWeapons.h" #include "EntitiesMP/PlayerAnimator.h" #include "EntitiesMP/PlayerView.h" #include "EntitiesMP/MovingBrush.h" #include "EntitiesMP/Switch.h" #include "EntitiesMP/MessageHolder.h" #include "EntitiesMP/Camera.h" #include "EntitiesMP/WorldLink.h" #include "EntitiesMP/HealthItem.h" #include "EntitiesMP/ArmorItem.h" #include "EntitiesMP/WeaponItem.h" #include "EntitiesMP/AmmoItem.h" #include "EntitiesMP/PowerUpItem.h" #include "EntitiesMP/MessageItem.h" #include "EntitiesMP/AmmoPack.h" #include "EntitiesMP/KeyItem.h" #include "EntitiesMP/MusicHolder.h" #include "EntitiesMP/EnemyBase.h" #include "EntitiesMP/PlayerActionMarker.h" #include "EntitiesMP/BasicEffects.h" #include "EntitiesMP/BackgroundViewer.h" #include "EntitiesMP/WorldSettingsController.h" #include "EntitiesMP/ScrollHolder.h" #include "EntitiesMP/TextFXHolder.h" #include "EntitiesMP/SeriousBomb.h" #include "EntitiesMP/CreditsHolder.h" #include "EntitiesMP/HudPicHolder.h" extern void JumpFromBouncer(CEntity *penToBounce, CEntity *penBouncer); // from game #define GRV_SHOWEXTRAS (1L<<0) // add extra stuff like console, weapon, pause #define GENDER_MALE 0 #define GENDER_FEMALE 1 #define GENDEROFFSET 100 // sound components for genders are offset by this value %} uses "EntitiesMP/WorldLink"; enum PlayerViewType { 0 PVT_PLAYEREYES "", 1 PVT_PLAYERAUTOVIEW "", 2 PVT_SCENECAMERA "", 3 PVT_3RDPERSONVIEW "", }; enum PlayerState { 0 PST_STAND "", 1 PST_CROUCH "", 2 PST_SWIM "", 3 PST_DIVE "", 4 PST_FALL "", }; // event for starting cinematic camera sequence event ECameraStart { CEntityPointer penCamera, // the camera }; // event for ending cinematic camera sequence event ECameraStop { CEntityPointer penCamera, // the camera }; // sent when needs to rebirth event ERebirth { }; // sent when player was disconnected from game event EDisconnected { }; // starts automatic player actions event EAutoAction { CEntityPointer penFirstMarker, }; %{ extern void DrawHUD( const CPlayer *penPlayerCurrent, CDrawPort *pdpCurrent, BOOL bSnooping, const CPlayer *penPlayerOwner); extern void InitHUD(void); extern void EndHUD(void); static CTimerValue _tvProbingLast; // used to render certain entities only for certain players (like picked items, etc.) ULONG _ulPlayerRenderingMask = 0; // temporary BOOL used to discard calculating of 3rd view when calculating absolute view placement BOOL _bDiscard3rdView=FALSE; #define NAME name const FLOAT _fBlowUpAmmount = 70.0f; // computer message adding flags #define CMF_READ (1L<<0) #define CMF_ANALYZE (1L<<1) struct MarkerDistance { public: FLOAT md_fMinD; CPlayerMarker *md_ppm; void Clear(void); }; // export current player projection CAnyProjection3D prPlayerProjection; int qsort_CompareMarkerDistance(const void *pv0, const void *pv1) { MarkerDistance &md0 = *(MarkerDistance*)pv0; MarkerDistance &md1 = *(MarkerDistance*)pv1; if( md0.md_fMinDmd1.md_fMinD) return -1; else return 0; } static inline FLOAT IntensityAtDistance( FLOAT fFallOff, FLOAT fHotSpot, FLOAT fDistance) { // intensity is zero if further than fall-off range if( fDistance>fFallOff) return 0.0f; // intensity is maximum if closer than hot-spot range if( fDistanceGetWorld()->wo_cenEntities, CEntity, iten) { CEntity *pen = iten; if (IsDerivedFromClass(pen, "Enemy Base") && !IsOfClass(pen, "Devil")) { CEnemyBase *penEnemy = (CEnemyBase *)pen; if (penEnemy->m_penEnemy==NULL) { continue; } penKiller->InflictDirectDamage(pen, penKiller, DMT_BULLET, penEnemy->GetHealth()+1, pen->GetPlacement().pl_PositionVector, FLOAT3D(0,1,0)); } }} } #define HEADING_MAX 45.0f #define PITCH_MAX 90.0f #define BANKING_MAX 45.0f // player flags #define PLF_INITIALIZED (1UL<<0) // set when player entity is ready to function #define PLF_VIEWROTATIONCHANGED (1UL<<1) // for adjusting view rotation separately from legs #define PLF_JUMPALLOWED (1UL<<2) // if jumping is allowed #define PLF_SYNCWEAPON (1UL<<3) // weapon model needs to be synchronized before rendering #define PLF_AUTOMOVEMENTS (1UL<<4) // complete automatic control of movements #define PLF_DONTRENDER (1UL<<5) // don't render view (used at end of level) #define PLF_CHANGINGLEVEL (1UL<<6) // mark that we next are to appear at start of new level #define PLF_APPLIEDACTION (1UL<<7) // used to detect when player is not connected #define PLF_NOTCONNECTED (1UL<<8) // set if the player is not connected #define PLF_LEVELSTARTED (1UL<<9) // marks that level start time was recorded #define PLF_ISZOOMING (1UL<<10) // marks that player is zoomed in with the sniper #define PLF_RESPAWNINPLACE (1UL<<11) // don't move to marker when respawning (for current death only) // defines representing flags used to fill player buttoned actions #define PLACT_FIRE (1L<<0) #define PLACT_RELOAD (1L<<1) #define PLACT_WEAPON_NEXT (1L<<2) #define PLACT_WEAPON_PREV (1L<<3) #define PLACT_WEAPON_FLIP (1L<<4) #define PLACT_USE (1L<<5) #define PLACT_COMPUTER (1L<<6) #define PLACT_3RD_PERSON_VIEW (1L<<7) #define PLACT_CENTER_VIEW (1L<<8) #define PLACT_USE_HELD (1L<<9) #define PLACT_SNIPER_ZOOMIN (1L<<10) #define PLACT_SNIPER_ZOOMOUT (1L<<11) #define PLACT_SNIPER_USE (1L<<12) #define PLACT_FIREBOMB (1L<<13) #define PLACT_SELECT_WEAPON_SHIFT (14) #define PLACT_SELECT_WEAPON_MASK (0x1FL<en_pcCharacter==pc) { penThis = pen; break; } } // if not found if (penThis==NULL) { // do nothing return; } // accumulate local rotation penThis->m_aLocalRotation +=paAction.pa_aRotation; penThis->m_aLocalViewRotation+=paAction.pa_aViewRotation; penThis->m_vLocalTranslation +=paAction.pa_vTranslation; // if prescanning if (bPreScan) { // no button checking return; } // add button movement/rotation/look actions to the axis actions if(pctlCurrent.bMoveForward ) paAction.pa_vTranslation(3) -= plr_fSpeedForward; if(pctlCurrent.bMoveBackward ) paAction.pa_vTranslation(3) += plr_fSpeedBackward; if(pctlCurrent.bMoveLeft || (pctlCurrent.bStrafe&&pctlCurrent.bTurnLeft)) paAction.pa_vTranslation(1) -= plr_fSpeedSide; if(pctlCurrent.bMoveRight || (pctlCurrent.bStrafe&&pctlCurrent.bTurnRight)) paAction.pa_vTranslation(1) += plr_fSpeedSide; if(pctlCurrent.bMoveUp ) paAction.pa_vTranslation(2) += plr_fSpeedUp; if(pctlCurrent.bMoveDown ) paAction.pa_vTranslation(2) -= plr_fSpeedUp; const FLOAT fQuantum = _pTimer->TickQuantum; if(pctlCurrent.bTurnLeft && !pctlCurrent.bStrafe) penThis->m_aLocalRotation(1) += ctl_fButtonRotationSpeedH*fQuantum; if(pctlCurrent.bTurnRight && !pctlCurrent.bStrafe) penThis->m_aLocalRotation(1) -= ctl_fButtonRotationSpeedH*fQuantum; if(pctlCurrent.bTurnUp ) penThis->m_aLocalRotation(2) += ctl_fButtonRotationSpeedP*fQuantum; if(pctlCurrent.bTurnDown ) penThis->m_aLocalRotation(2) -= ctl_fButtonRotationSpeedP*fQuantum; if(pctlCurrent.bTurnBankingLeft ) penThis->m_aLocalRotation(3) += ctl_fButtonRotationSpeedB*fQuantum; if(pctlCurrent.bTurnBankingRight ) penThis->m_aLocalRotation(3) -= ctl_fButtonRotationSpeedB*fQuantum; if(pctlCurrent.bLookLeft ) penThis->m_aLocalViewRotation(1) += ctl_fButtonRotationSpeedH*fQuantum; if(pctlCurrent.bLookRight ) penThis->m_aLocalViewRotation(1) -= ctl_fButtonRotationSpeedH*fQuantum; if(pctlCurrent.bLookUp ) penThis->m_aLocalViewRotation(2) += ctl_fButtonRotationSpeedP*fQuantum; if(pctlCurrent.bLookDown ) penThis->m_aLocalViewRotation(2) -= ctl_fButtonRotationSpeedP*fQuantum; if(pctlCurrent.bLookBankingLeft ) penThis->m_aLocalViewRotation(3) += ctl_fButtonRotationSpeedB*fQuantum; if(pctlCurrent.bLookBankingRight ) penThis->m_aLocalViewRotation(3) -= ctl_fButtonRotationSpeedB*fQuantum; // use current accumulated rotation paAction.pa_aRotation = penThis->m_aLocalRotation; paAction.pa_aViewRotation = penThis->m_aLocalViewRotation; //paAction.pa_vTranslation = penThis->m_vLocalTranslation; // if walking if(pctlCurrent.bWalk) { // make forward/backward and sidestep speeds slower paAction.pa_vTranslation(3) /= 2.0f; paAction.pa_vTranslation(1) /= 2.0f; } // reset all button actions paAction.pa_ulButtons = 0; // set weapon selection bits for(INDEX i=1; ips_ulFlags&PSF_COMPSINGLECLICK)) { // press both paAction.pa_ulButtons |= PLACT_USE|PLACT_COMPUTER; // if double-click is on } else { // if double click if (_pTimer->GetRealTimeTick()<=_tmLastUseOrCompPressed+ctl_tmComputerDoubleClick) { // computer pressed paAction.pa_ulButtons |= PLACT_COMPUTER; // if single click } else { // use pressed paAction.pa_ulButtons |= PLACT_USE; } } _tmLastUseOrCompPressed = _pTimer->GetRealTimeTick(); } // remember old userorcomp pressed state pctlCurrent.bUseOrComputerLast = pctlCurrent.bUseOrComputer; }; void CPlayer_Precache(void) { CDLLEntityClass *pdec = &CPlayer_DLLClass; // precache view extern void CPlayerView_Precache(void); CPlayerView_Precache(); // precache all player sounds pdec->PrecacheSound(SOUND_WATER_ENTER ); pdec->PrecacheSound(SOUND_WATER_LEAVE ); pdec->PrecacheSound(SOUND_WALK_L ); pdec->PrecacheSound(SOUND_WALK_R ); pdec->PrecacheSound(SOUND_WALK_SAND_L ); pdec->PrecacheSound(SOUND_WALK_SAND_R ); pdec->PrecacheSound(SOUND_SWIM_L ); pdec->PrecacheSound(SOUND_SWIM_R ); pdec->PrecacheSound(SOUND_DIVE_L ); pdec->PrecacheSound(SOUND_DIVE_R ); pdec->PrecacheSound(SOUND_DIVEIN ); pdec->PrecacheSound(SOUND_DIVEOUT ); pdec->PrecacheSound(SOUND_DROWN ); pdec->PrecacheSound(SOUND_INHALE0 ); pdec->PrecacheSound(SOUND_JUMP ); pdec->PrecacheSound(SOUND_LAND ); pdec->PrecacheSound(SOUND_WOUNDWEAK ); pdec->PrecacheSound(SOUND_WOUNDMEDIUM ); pdec->PrecacheSound(SOUND_WOUNDSTRONG ); pdec->PrecacheSound(SOUND_WOUNDWATER ); pdec->PrecacheSound(SOUND_DEATH ); pdec->PrecacheSound(SOUND_DEATHWATER ); pdec->PrecacheSound(SOUND_WATERAMBIENT ); pdec->PrecacheSound(SOUND_WATERBUBBLES ); pdec->PrecacheSound(SOUND_WATERWALK_L ); pdec->PrecacheSound(SOUND_WATERWALK_R ); pdec->PrecacheSound(SOUND_INHALE1 ); pdec->PrecacheSound(SOUND_INHALE2 ); pdec->PrecacheSound(SOUND_INFO ); pdec->PrecacheSound(SOUND_WALK_GRASS_L ); pdec->PrecacheSound(SOUND_WALK_GRASS_R ); pdec->PrecacheSound(SOUND_WALK_WOOD_L ); pdec->PrecacheSound(SOUND_WALK_WOOD_R ); pdec->PrecacheSound(SOUND_WALK_SNOW_L ); pdec->PrecacheSound(SOUND_WALK_SNOW_R ); //pdec->PrecacheSound(SOUND_HIGHSCORE ); pdec->PrecacheSound(SOUND_SNIPER_ZOOM ); pdec->PrecacheSound(SOUND_SNIPER_QZOOM ); pdec->PrecacheSound(SOUND_SILENCE ); pdec->PrecacheSound(SOUND_POWERUP_BEEP ); pdec->PrecacheSound(SOUND_F_WATER_ENTER ); pdec->PrecacheSound(SOUND_F_WATER_LEAVE ); pdec->PrecacheSound(SOUND_F_WALK_L ); pdec->PrecacheSound(SOUND_F_WALK_R ); pdec->PrecacheSound(SOUND_F_WALK_SAND_L ); pdec->PrecacheSound(SOUND_F_WALK_SAND_R ); pdec->PrecacheSound(SOUND_F_SWIM_L ); pdec->PrecacheSound(SOUND_F_SWIM_R ); pdec->PrecacheSound(SOUND_F_DIVE_L ); pdec->PrecacheSound(SOUND_F_DIVE_R ); pdec->PrecacheSound(SOUND_F_DIVEIN ); pdec->PrecacheSound(SOUND_F_DIVEOUT ); pdec->PrecacheSound(SOUND_F_DROWN ); pdec->PrecacheSound(SOUND_F_INHALE0 ); pdec->PrecacheSound(SOUND_F_JUMP ); pdec->PrecacheSound(SOUND_F_LAND ); pdec->PrecacheSound(SOUND_F_WOUNDWEAK ); pdec->PrecacheSound(SOUND_F_WOUNDMEDIUM ); pdec->PrecacheSound(SOUND_F_WOUNDSTRONG ); pdec->PrecacheSound(SOUND_F_WOUNDWATER ); pdec->PrecacheSound(SOUND_F_DEATH ); pdec->PrecacheSound(SOUND_F_DEATHWATER ); pdec->PrecacheSound(SOUND_F_WATERWALK_L ); pdec->PrecacheSound(SOUND_F_WATERWALK_R ); pdec->PrecacheSound(SOUND_F_INHALE1 ); pdec->PrecacheSound(SOUND_F_INHALE2 ); pdec->PrecacheSound(SOUND_F_WALK_GRASS_L ); pdec->PrecacheSound(SOUND_F_WALK_GRASS_R ); pdec->PrecacheSound(SOUND_F_WALK_WOOD_L ); pdec->PrecacheSound(SOUND_F_WALK_WOOD_R ); pdec->PrecacheSound(SOUND_F_WALK_SNOW_L ); pdec->PrecacheSound(SOUND_F_WALK_SNOW_R ); //pdec->PrecacheSound(SOUND_F_HIGHSCORE ); pdec->PrecacheSound(SOUND_BLOWUP ); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_TELEPORT); pdec->PrecacheClass(CLASS_SERIOUSBOMB); pdec->PrecacheModel(MODEL_FLESH); pdec->PrecacheModel(MODEL_FLESH_APPLE); pdec->PrecacheModel(MODEL_FLESH_BANANA); pdec->PrecacheModel(MODEL_FLESH_BURGER); pdec->PrecacheTexture(TEXTURE_FLESH_RED); pdec->PrecacheTexture(TEXTURE_FLESH_GREEN); pdec->PrecacheTexture(TEXTURE_FLESH_APPLE); pdec->PrecacheTexture(TEXTURE_FLESH_BANANA); pdec->PrecacheTexture(TEXTURE_FLESH_BURGER); pdec->PrecacheTexture(TEXTURE_FLESH_LOLLY); pdec->PrecacheTexture(TEXTURE_FLESH_ORANGE); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BLOODSPILL); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BLOODSTAIN); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BLOODSTAINGROW); pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BLOODEXPLODE); } void CPlayer_OnInitClass(void) { // clear current player controls memset(&pctlCurrent, 0, sizeof(pctlCurrent)); // declare player control variables _pShell->DeclareSymbol("user INDEX ctl_bMoveForward;", (void *) &pctlCurrent.bMoveForward); _pShell->DeclareSymbol("user INDEX ctl_bMoveBackward;", (void *) &pctlCurrent.bMoveBackward); _pShell->DeclareSymbol("user INDEX ctl_bMoveLeft;", (void *) &pctlCurrent.bMoveLeft); _pShell->DeclareSymbol("user INDEX ctl_bMoveRight;", (void *) &pctlCurrent.bMoveRight); _pShell->DeclareSymbol("user INDEX ctl_bMoveUp;", (void *) &pctlCurrent.bMoveUp); _pShell->DeclareSymbol("user INDEX ctl_bMoveDown;", (void *) &pctlCurrent.bMoveDown); _pShell->DeclareSymbol("user INDEX ctl_bTurnLeft;", (void *) &pctlCurrent.bTurnLeft); _pShell->DeclareSymbol("user INDEX ctl_bTurnRight;", (void *) &pctlCurrent.bTurnRight); _pShell->DeclareSymbol("user INDEX ctl_bTurnUp;", (void *) &pctlCurrent.bTurnUp); _pShell->DeclareSymbol("user INDEX ctl_bTurnDown;", (void *) &pctlCurrent.bTurnDown); _pShell->DeclareSymbol("user INDEX ctl_bTurnBankingLeft;", (void *) &pctlCurrent.bTurnBankingLeft); _pShell->DeclareSymbol("user INDEX ctl_bTurnBankingRight;", (void *) &pctlCurrent.bTurnBankingRight); _pShell->DeclareSymbol("user INDEX ctl_bCenterView;", (void *) &pctlCurrent.bCenterView); _pShell->DeclareSymbol("user INDEX ctl_bLookLeft;", (void *) &pctlCurrent.bLookLeft); _pShell->DeclareSymbol("user INDEX ctl_bLookRight;", (void *) &pctlCurrent.bLookRight); _pShell->DeclareSymbol("user INDEX ctl_bLookUp;", (void *) &pctlCurrent.bLookUp); _pShell->DeclareSymbol("user INDEX ctl_bLookDown;", (void *) &pctlCurrent.bLookDown); _pShell->DeclareSymbol("user INDEX ctl_bLookBankingLeft;", (void *) &pctlCurrent.bLookBankingLeft); _pShell->DeclareSymbol("user INDEX ctl_bLookBankingRight;", (void *) &pctlCurrent.bLookBankingRight ); _pShell->DeclareSymbol("user INDEX ctl_bWalk;", (void *) &pctlCurrent.bWalk); _pShell->DeclareSymbol("user INDEX ctl_bStrafe;", (void *) &pctlCurrent.bStrafe); _pShell->DeclareSymbol("user INDEX ctl_bFire;", (void *) &pctlCurrent.bFire); _pShell->DeclareSymbol("user INDEX ctl_bReload;", (void *) &pctlCurrent.bReload); _pShell->DeclareSymbol("user INDEX ctl_bUse;", (void *) &pctlCurrent.bUse); _pShell->DeclareSymbol("user INDEX ctl_bComputer;", (void *) &pctlCurrent.bComputer); _pShell->DeclareSymbol("user INDEX ctl_bUseOrComputer;", (void *) &pctlCurrent.bUseOrComputer); _pShell->DeclareSymbol("user INDEX ctl_b3rdPersonView;", (void *) &pctlCurrent.b3rdPersonView); _pShell->DeclareSymbol("user INDEX ctl_bWeaponNext;", (void *) &pctlCurrent.bWeaponNext); _pShell->DeclareSymbol("user INDEX ctl_bWeaponPrev;", (void *) &pctlCurrent.bWeaponPrev); _pShell->DeclareSymbol("user INDEX ctl_bWeaponFlip;", (void *) &pctlCurrent.bWeaponFlip); _pShell->DeclareSymbol("user INDEX ctl_bSelectWeapon[30+1];", (void *) &pctlCurrent.bSelectWeapon); _pShell->DeclareSymbol("persistent user FLOAT ctl_tmComputerDoubleClick;", (void *) &ctl_tmComputerDoubleClick); _pShell->DeclareSymbol("persistent user FLOAT ctl_fButtonRotationSpeedH;", (void *) &ctl_fButtonRotationSpeedH); _pShell->DeclareSymbol("persistent user FLOAT ctl_fButtonRotationSpeedP;", (void *) &ctl_fButtonRotationSpeedP); _pShell->DeclareSymbol("persistent user FLOAT ctl_fButtonRotationSpeedB;", (void *) &ctl_fButtonRotationSpeedB); _pShell->DeclareSymbol("persistent user FLOAT ctl_fAxisStrafingModifier;", (void *) &ctl_fAxisStrafingModifier); //new _pShell->DeclareSymbol("user INDEX ctl_bSniperZoomIn;", (void *) &pctlCurrent.bSniperZoomIn); _pShell->DeclareSymbol("user INDEX ctl_bSniperZoomOut;", (void *) &pctlCurrent.bSniperZoomOut); _pShell->DeclareSymbol("user INDEX ctl_bFireBomb;", (void *) &pctlCurrent.bFireBomb); _pShell->DeclareSymbol("user FLOAT plr_fSwimSoundDelay;", (void *) &plr_fSwimSoundDelay); _pShell->DeclareSymbol("user FLOAT plr_fDiveSoundDelay;", (void *) &plr_fDiveSoundDelay); _pShell->DeclareSymbol("user FLOAT plr_fWalkSoundDelay;", (void *) &plr_fWalkSoundDelay); _pShell->DeclareSymbol("user FLOAT plr_fRunSoundDelay;", (void *) &plr_fRunSoundDelay); _pShell->DeclareSymbol("persistent user FLOAT cli_fPredictPlayersRange;",(void *) &cli_fPredictPlayersRange); _pShell->DeclareSymbol("persistent user FLOAT cli_fPredictItemsRange;", (void *) &cli_fPredictItemsRange ); _pShell->DeclareSymbol("persistent user FLOAT cli_tmPredictFoe;", (void *) &cli_tmPredictFoe ); _pShell->DeclareSymbol("persistent user FLOAT cli_tmPredictAlly;", (void *) &cli_tmPredictAlly ); _pShell->DeclareSymbol("persistent user FLOAT cli_tmPredictEnemy;", (void *) &cli_tmPredictEnemy ); _pShell->DeclareSymbol(" INDEX hud_bShowAll;", (void *) &hud_bShowAll); _pShell->DeclareSymbol("user INDEX hud_bShowInfo;", (void *) &hud_bShowInfo); _pShell->DeclareSymbol("user const FLOAT net_tmLatencyAvg;", (void *) &net_tmLatencyAvg); _pShell->DeclareSymbol("persistent user INDEX hud_bShowLatency;", (void *) &hud_bShowLatency); _pShell->DeclareSymbol("persistent user INDEX hud_iShowPlayers;", (void *) &hud_iShowPlayers); _pShell->DeclareSymbol("persistent user INDEX hud_iSortPlayers;", (void *) &hud_iSortPlayers); _pShell->DeclareSymbol("persistent user INDEX hud_bShowWeapon;", (void *) &hud_bShowWeapon); _pShell->DeclareSymbol("persistent user INDEX hud_bShowMessages;",(void *) &hud_bShowMessages); _pShell->DeclareSymbol("persistent user FLOAT hud_fScaling;", (void *) &hud_fScaling); _pShell->DeclareSymbol("persistent user FLOAT hud_fOpacity;", (void *) &hud_fOpacity); _pShell->DeclareSymbol("persistent user FLOAT hud_tmWeaponsOnScreen;", (void *) &hud_tmWeaponsOnScreen); _pShell->DeclareSymbol("persistent user FLOAT hud_tmLatencySnapshot;", (void *) &hud_tmLatencySnapshot); _pShell->DeclareSymbol("persistent user FLOAT plr_fBreathingStrength;", (void *) &plr_fBreathingStrength); _pShell->DeclareSymbol("INDEX cht_bKillFinalBoss;", (void *) &cht_bKillFinalBoss); _pShell->DeclareSymbol("INDEX cht_bDebugFinalBoss;", (void *) &cht_bDebugFinalBoss); _pShell->DeclareSymbol("INDEX cht_bDumpFinalBossData;", (void *) &cht_bDumpFinalBossData); _pShell->DeclareSymbol("INDEX cht_bDebugFinalBossAnimations;", (void *) &cht_bDebugFinalBossAnimations); _pShell->DeclareSymbol("INDEX cht_bDumpPlayerShading;", (void *) &cht_bDumpPlayerShading); _pShell->DeclareSymbol("persistent user INDEX hud_bShowMatchInfo;", (void *) &hud_bShowMatchInfo); _pShell->DeclareSymbol("persistent user FLOAT wpn_fRecoilSpeed[17];", (void *) &wpn_fRecoilSpeed); _pShell->DeclareSymbol("persistent user FLOAT wpn_fRecoilLimit[17];", (void *) &wpn_fRecoilLimit); _pShell->DeclareSymbol("persistent user FLOAT wpn_fRecoilDampUp[17];", (void *) &wpn_fRecoilDampUp); _pShell->DeclareSymbol("persistent user FLOAT wpn_fRecoilDampDn[17];", (void *) &wpn_fRecoilDampDn); _pShell->DeclareSymbol("persistent user FLOAT wpn_fRecoilOffset[17];", (void *) &wpn_fRecoilOffset); _pShell->DeclareSymbol("persistent user FLOAT wpn_fRecoilFactorP[17];", (void *) &wpn_fRecoilFactorP); _pShell->DeclareSymbol("persistent user FLOAT wpn_fRecoilFactorZ[17];", (void *) &wpn_fRecoilFactorZ); // cheats _pShell->DeclareSymbol("user INDEX cht_bGod;", (void *) &cht_bGod); _pShell->DeclareSymbol("user INDEX cht_bFly;", (void *) &cht_bFly); _pShell->DeclareSymbol("user INDEX cht_bGhost;", (void *) &cht_bGhost); _pShell->DeclareSymbol("user INDEX cht_bInvisible;", (void *) &cht_bInvisible); _pShell->DeclareSymbol("user INDEX cht_bGiveAll;", (void *) &cht_bGiveAll); _pShell->DeclareSymbol("user INDEX cht_bKillAll;", (void *) &cht_bKillAll); _pShell->DeclareSymbol("user INDEX cht_bOpen;", (void *) &cht_bOpen); _pShell->DeclareSymbol("user INDEX cht_bAllMessages;", (void *) &cht_bAllMessages); _pShell->DeclareSymbol("user FLOAT cht_fTranslationMultiplier ;", (void *) &cht_fTranslationMultiplier); _pShell->DeclareSymbol("user INDEX cht_bRefresh;", (void *) &cht_bRefresh); // this one is masqueraded cheat enable variable _pShell->DeclareSymbol("INDEX cht_bEnable;", (void *) &cht_bEnable); // this cheat is always enabled _pShell->DeclareSymbol("user INDEX cht_iGoToMarker;", (void *) &cht_iGoToMarker); // player speed and view parameters, not declared except in internal build #if 0 _pShell->DeclareSymbol("user FLOAT plr_fViewHeightStand;", (void *) &plr_fViewHeightStand); _pShell->DeclareSymbol("user FLOAT plr_fViewHeightCrouch;",(void *) &plr_fViewHeightCrouch); _pShell->DeclareSymbol("user FLOAT plr_fViewHeightSwim;", (void *) &plr_fViewHeightSwim); _pShell->DeclareSymbol("user FLOAT plr_fViewHeightDive;", (void *) &plr_fViewHeightDive); _pShell->DeclareSymbol("user FLOAT plr_fViewDampFactor;", (void *) &plr_fViewDampFactor); _pShell->DeclareSymbol("user FLOAT plr_fViewDampLimitGroundUp;", (void *) &plr_fViewDampLimitGroundUp); _pShell->DeclareSymbol("user FLOAT plr_fViewDampLimitGroundDn;", (void *) &plr_fViewDampLimitGroundDn); _pShell->DeclareSymbol("user FLOAT plr_fViewDampLimitWater;", (void *) &plr_fViewDampLimitWater); _pShell->DeclareSymbol("user FLOAT plr_fAcceleration;", (void *) &plr_fAcceleration); _pShell->DeclareSymbol("user FLOAT plr_fDeceleration;", (void *) &plr_fDeceleration); _pShell->DeclareSymbol("user FLOAT plr_fSpeedForward;", (void *) &plr_fSpeedForward); _pShell->DeclareSymbol("user FLOAT plr_fSpeedBackward;", (void *) &plr_fSpeedBackward); _pShell->DeclareSymbol("user FLOAT plr_fSpeedSide;", (void *) &plr_fSpeedSide); _pShell->DeclareSymbol("user FLOAT plr_fSpeedUp;", (void *) &plr_fSpeedUp); #endif _pShell->DeclareSymbol("persistent user FLOAT plr_fFOV;", (void *) &plr_fFOV); _pShell->DeclareSymbol("persistent user FLOAT plr_fFrontClipDistance;", (void *) &plr_fFrontClipDistance); _pShell->DeclareSymbol("persistent user INDEX plr_bRenderPicked;", (void *) &plr_bRenderPicked); _pShell->DeclareSymbol("persistent user INDEX plr_bRenderPickedParticles;", (void *) &plr_bRenderPickedParticles); _pShell->DeclareSymbol("persistent user INDEX plr_bOnlySam;", (void *) &plr_bOnlySam); _pShell->DeclareSymbol("persistent user INDEX ent_bReportBrokenChains;", (void *) &ent_bReportBrokenChains); _pShell->DeclareSymbol("persistent user FLOAT ent_tmMentalIn ;", (void *) &ent_tmMentalIn ); _pShell->DeclareSymbol("persistent user FLOAT ent_tmMentalOut ;", (void *) &ent_tmMentalOut ); _pShell->DeclareSymbol("persistent user FLOAT ent_tmMentalFade;", (void *) &ent_tmMentalFade); _pShell->DeclareSymbol("persistent user FLOAT gfx_fEnvParticlesDensity;", (void *) &gfx_fEnvParticlesDensity); _pShell->DeclareSymbol("persistent user FLOAT gfx_fEnvParticlesRange;", (void *) &gfx_fEnvParticlesRange); // player appearance interface _pShell->DeclareSymbol("INDEX SetPlayerAppearance(INDEX, INDEX, INDEX, INDEX);", (void *) &SetPlayerAppearance); // call player weapons persistant variable initialization extern void CPlayerWeapons_Init(void); CPlayerWeapons_Init(); // initialize HUD InitHUD(); // precache CPlayer_Precache(); } // clean up void CPlayer_OnEndClass(void) { EndHUD(); } CTString GetDifficultyString(void) { if (GetSP()->sp_bMental) { return TRANS("Mental"); } switch (GetSP()->sp_gdGameDifficulty) { case CSessionProperties::GD_TOURIST: return TRANS("Tourist"); case CSessionProperties::GD_EASY: return TRANS("Easy"); default: case CSessionProperties::GD_NORMAL: return TRANS("Normal"); case CSessionProperties::GD_HARD: return TRANS("Hard"); case CSessionProperties::GD_EXTREME: return TRANS("Serious"); } } // armor & health constants getters FLOAT MaxArmor(void) { if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) { return 300; } else { return 200; } } FLOAT TopArmor(void) { if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) { return 200; } else { return 100; } } FLOAT MaxHealth(void) { if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) { return 300; } else { return 200; } } FLOAT TopHealth(void) { if (GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY) { return 200; } else { return 100; } } // info structure static EntityInfo eiPlayerGround = { EIBT_FLESH, 80.0f, 0.0f, 1.7f, 0.0f, // source (eyes) 0.0f, 1.0f, 0.0f, // target (body) }; static EntityInfo eiPlayerCrouch = { EIBT_FLESH, 80.0f, 0.0f, 1.2f, 0.0f, // source (eyes) 0.0f, 0.7f, 0.0f, // target (body) }; static EntityInfo eiPlayerSwim = { EIBT_FLESH, 40.0f, 0.0f, 0.0f, 0.0f, // source (eyes) 0.0f, 0.0f, 0.0f, // target (body) }; // animation light specific #define LIGHT_ANIM_MINIGUN 2 #define LIGHT_ANIM_TOMMYGUN 3 #define LIGHT_ANIM_COLT_SHOTGUN 4 #define LIGHT_ANIM_NONE 5 const char *NameForState(PlayerState pst) { switch(pst) { case PST_STAND: return "stand"; case PST_CROUCH: return "crouch"; case PST_FALL: return "fall"; case PST_SWIM: return "swim"; case PST_DIVE: return "dive"; default: return "???"; }; } // print explanation on how a player died void PrintPlayerDeathMessage(CPlayer *ppl, const EDeath &eDeath) { CTString strMyName = ppl->GetPlayerName(); CEntity *penKiller = eDeath.eLastDamage.penInflictor; // if killed by a valid entity if (penKiller!=NULL) { // if killed by a player if (IsOfClass(penKiller, "Player")) { // if not self if (penKiller!=ppl) { CTString strKillerName = ((CPlayer*)penKiller)->GetPlayerName(); if(eDeath.eLastDamage.dmtType==DMT_TELEPORT) { CPrintF(TRANSV("%s telefragged %s\n"), (const char *) strKillerName, (const char *) strMyName); } else if(eDeath.eLastDamage.dmtType==DMT_CLOSERANGE) { CPrintF(TRANSV("%s cut %s into pieces\n"), (const char *) strKillerName, (const char *) strMyName); } else if(eDeath.eLastDamage.dmtType==DMT_CHAINSAW) { CPrintF(TRANSV("%s cut %s into pieces\n"), (const char *) strKillerName, (const char *) strMyName); } else if(eDeath.eLastDamage.dmtType==DMT_BULLET) { CPrintF(TRANSV("%s poured lead into %s\n"), (const char *) strKillerName, (const char *) strMyName); } else if(eDeath.eLastDamage.dmtType==DMT_PROJECTILE || eDeath.eLastDamage.dmtType==DMT_EXPLOSION) { CPrintF(TRANSV("%s blew %s away\n"), (const char *) strKillerName, (const char *) strMyName); } else if(eDeath.eLastDamage.dmtType==DMT_CANNONBALL) { CPrintF(TRANSV("%s smashed %s with a cannon\n"), (const char *) strKillerName, (const char *) strMyName); } else if(eDeath.eLastDamage.dmtType==DMT_CANNONBALL_EXPLOSION) { CPrintF(TRANSV("%s nuked %s\n"), (const char *) strKillerName, (const char *) strMyName); } else { CPrintF(TRANSV("%s killed %s\n"), (const char *) strKillerName, (const char *) strMyName); } } else { // make message from damage type switch(eDeath.eLastDamage.dmtType) { case DMT_DROWNING: CPrintF(TRANSV("%s drowned\n"), (const char *) strMyName); break; case DMT_BURNING: CPrintF(TRANSV("%s burst into flames\n"), (const char *) strMyName); break; case DMT_SPIKESTAB: CPrintF(TRANSV("%s fell into a spike-hole\n"), (const char *) strMyName); break; case DMT_FREEZING: CPrintF(TRANSV("%s has frozen\n"), (const char *) strMyName); break; case DMT_ACID: CPrintF(TRANSV("%s dissolved\n"), (const char *) strMyName); break; case DMT_PROJECTILE: case DMT_EXPLOSION: CPrintF(TRANSV("%s blew himself away\n"), (const char *) strMyName); break; default: CPrintF(TRANSV("%s has committed suicide\n"), (const char *) strMyName); } } // if killed by an enemy } else if (IsDerivedFromClass(penKiller, "Enemy Base")) { // check for telefrag first if(eDeath.eLastDamage.dmtType==DMT_TELEPORT) { CPrintF(TRANSV("%s was telefragged\n"), (const char *) strMyName); return; } // describe how this enemy killed player CPrintF("%s\n", (const char*)((CEnemyBase*)penKiller)->GetPlayerKillDescription(strMyName, eDeath)); // if killed by some other entity } else { // make message from damage type switch(eDeath.eLastDamage.dmtType) { case DMT_SPIKESTAB: CPrintF(TRANSV("%s was pierced\n"), (const char *) strMyName); break; case DMT_BRUSH: CPrintF(TRANSV("%s was squashed\n"), (const char *) strMyName); break; case DMT_ABYSS: CPrintF(TRANSV("%s went over the edge\n"), (const char *) strMyName); break; case DMT_IMPACT: CPrintF(TRANSV("%s swashed\n"), (const char *) strMyName); break; case DMT_HEAT: CPrintF(TRANSV("%s stood in the sun for too long\n"), (const char *) strMyName); break; default: CPrintF(TRANSV("%s passed away\n"), (const char *) strMyName); } } // if no entity pointer (shouldn't happen) } else { CPrintF(TRANSV("%s is missing in action\n"), (const char *) strMyName); } } %} class export CPlayer : CPlayerEntity { name "Player"; thumbnail ""; features "ImplementsOnInitClass", "ImplementsOnEndClass", "CanBePredictable"; properties: 1 CTString m_strName "Name" = "", 2 COLOR m_ulLastButtons = 0x0, // buttons last pressed 3 FLOAT m_fArmor = 0.0f, // armor 4 CTString m_strGroup = "", // group name for world change 5 INDEX m_ulKeys = 0, // mask for all picked-up keys 6 FLOAT m_fMaxHealth = 1, // default health supply player can have 7 INDEX m_ulFlags = 0, // various flags 16 CEntityPointer m_penWeapons, // player weapons 17 CEntityPointer m_penAnimator, // player animator 18 CEntityPointer m_penView, // player view 19 CEntityPointer m_pen3rdPersonView, // player 3rd person view 20 INDEX m_iViewState=PVT_PLAYEREYES, // view state 21 INDEX m_iLastViewState=PVT_PLAYEREYES, // last view state 26 CAnimObject m_aoLightAnimation, // light animation object 27 FLOAT m_fDamageAmmount = 0.0f, // how much was last wound 28 FLOAT m_tmWoundedTime = 0.0f, // when was last wound 29 FLOAT m_tmScreamTime = 0.0f, // when was last wound sound played 33 INDEX m_iGender = GENDER_MALE, // male/female offset in various tables 34 enum PlayerState m_pstState = PST_STAND, // current player state 35 FLOAT m_fFallTime = 0.0f, // time passed when falling 36 FLOAT m_fSwimTime = 0.0f, // time when started swimming 45 FLOAT m_tmOutOfWater = 0.0f, // time when got out of water last time 37 FLOAT m_tmMoveSound = 0.0f, // last time move sound was played 38 BOOL m_bMoveSoundLeft = TRUE, // left or right walk channel is current 39 FLOAT m_tmNextAmbientOnce = 0.0f, // next time to play local ambient sound 43 FLOAT m_tmMouthSoundLast = 0.0f, // time last played some repeating mouth sound 40 CEntityPointer m_penCamera, // camera for current cinematic sequence, or null 41 CTString m_strCenterMessage="", // center message 42 FLOAT m_tmCenterMessageEnd = 0.0f, // last time to show centered message 48 BOOL m_bPendingMessage = FALSE, // message sound pending to be played 47 FLOAT m_tmMessagePlay = 0.0f, // when to play the message sound 49 FLOAT m_tmAnalyseEnd = 0.0f, // last time to show analysation 50 BOOL m_bComputerInvoked = FALSE, // set if computer was invoked at least once 57 FLOAT m_tmAnimateInbox = -100.0f, // show animation of inbox icon animation 44 CEntityPointer m_penMainMusicHolder, 51 FLOAT m_tmLastDamage = -1.0f, 52 FLOAT m_fMaxDamageAmmount = 0.0f, 53 FLOAT3D m_vDamage = FLOAT3D(0,0,0), 54 FLOAT m_tmSpraySpawned = -1.0f, 55 FLOAT m_fSprayDamage = 0.0f, 56 CEntityPointer m_penSpray, // sounds 60 CSoundObject m_soWeapon0, 61 CSoundObject m_soWeapon1, 62 CSoundObject m_soWeapon2, 63 CSoundObject m_soWeapon3, 64 CSoundObject m_soWeaponAmbient, 65 CSoundObject m_soPowerUpBeep, 70 CSoundObject m_soMouth, // breating, yelling etc. 71 CSoundObject m_soFootL, // walking etc. 72 CSoundObject m_soFootR, 73 CSoundObject m_soBody, // splashing etc. 74 CSoundObject m_soLocalAmbientLoop, // local ambient that only this player hears 75 CSoundObject m_soLocalAmbientOnce, // local ambient that only this player hears 76 CSoundObject m_soMessage, // message sounds 77 CSoundObject m_soHighScore, // high score sound 78 CSoundObject m_soSpeech, // for quotes 79 CSoundObject m_soSniperZoom, // for sniper zoom sound 81 INDEX m_iMana = 0, // current score worth for killed player 94 FLOAT m_fManaFraction = 0.0f,// fractional part of mana, for slow increase with time 84 INDEX m_iHighScore = 0, // internal hiscore for demo playing 85 INDEX m_iBeatenHighScore = 0, // hiscore that was beaten 89 FLOAT m_tmLatency = 0.0f, // player-server latency (in seconds) // for latency averaging 88 FLOAT m_tmLatencyLastAvg = 0.0f, 87 FLOAT m_tmLatencyAvgSum = 0.0f, 86 INDEX m_ctLatencyAvg = 0, 96 BOOL m_bEndOfLevel = FALSE, 97 BOOL m_bEndOfGame = FALSE, 98 INDEX m_iMayRespawn = 0, // must get to 2 to be able to respawn 99 FLOAT m_tmSpawned = 0.0f, // when player was spawned 100 FLOAT3D m_vDied = FLOAT3D(0,0,0), // where player died (for respawn in-place) 101 FLOAT3D m_aDied = FLOAT3D(0,0,0), // statistics 103 FLOAT m_tmEstTime = 0.0f, // time estimated for this level 105 INDEX m_iTimeScore = 0, 106 INDEX m_iStartTime = 0, // game start time (ansi c time_t type) 107 INDEX m_iEndTime = 0, // game end time (ansi c time_t type) 108 FLOAT m_tmLevelStarted = 0.0f, // game time when level started 93 CTString m_strLevelStats = "", // detailed statistics for each level // auto action vars 110 CEntityPointer m_penActionMarker, // current marker for auto actions 111 FLOAT m_fAutoSpeed = 0.0f, // speed to go towards the marker 112 INDEX m_iAutoOrgWeapon = 0, // original weapon for autoactions 113 FLOAT3D m_vAutoSpeed = FLOAT3D(0,0,0), 114 FLOAT m_tmSpiritStart = 0.0f, 115 FLOAT m_tmFadeStart = 0.0f, // 'picked up' display vars 120 FLOAT m_tmLastPicked = -10000.0f, // when something was last picked up 121 CTString m_strPickedName = "", // name of item picked 122 FLOAT m_fPickedAmmount = 0.0f, // total picked ammount 123 FLOAT m_fPickedMana = 0.0f, // total picked mana // shaker values 130 INDEX m_iLastHealth = 0, 131 INDEX m_iLastArmor = 0, 132 INDEX m_iLastAmmo = 0, 135 FLOAT m_tmHealthChanged = -9, 136 FLOAT m_tmArmorChanged = -9, 137 FLOAT m_tmAmmoChanged = -9, 138 FLOAT m_tmMinigunAutoFireStart = -1.0f, 150 FLOAT3D m_vLastStain = FLOAT3D(0,0,0), // where last stain was left // for mouse lag elimination via prescanning 151 ANGLE3D m_aLastRotation = FLOAT3D(0,0,0), 152 ANGLE3D m_aLastViewRotation = FLOAT3D(0,0,0), 153 FLOAT3D m_vLastTranslation = FLOAT3D(0,0,0), 154 ANGLE3D m_aLocalRotation = FLOAT3D(0,0,0), 155 ANGLE3D m_aLocalViewRotation = FLOAT3D(0,0,0), 156 FLOAT3D m_vLocalTranslation = FLOAT3D(0,0,0), // powerups (DO NOT CHANGE ORDER!) - needed by HUD.cpp 160 FLOAT m_tmInvisibility = 0.0f, 161 FLOAT m_tmInvulnerability = 0.0f, 162 FLOAT m_tmSeriousDamage = 0.0f, 163 FLOAT m_tmSeriousSpeed = 0.0f, 166 FLOAT m_tmInvisibilityMax = 30.0f, 167 FLOAT m_tmInvulnerabilityMax = 30.0f, 168 FLOAT m_tmSeriousDamageMax = 40.0f, 169 FLOAT m_tmSeriousSpeedMax = 20.0f, 180 FLOAT m_tmChainShakeEnd = 0.0f, // used to determine when to stop shaking due to chainsaw damage 181 FLOAT m_fChainShakeStrength = 1.0f, // strength of shaking 182 FLOAT m_fChainShakeFreqMod = 1.0f, // shaking frequency modifier 183 FLOAT m_fChainsawShakeDX = 0.0f, 184 FLOAT m_fChainsawShakeDY = 0.0f, 190 INDEX m_iSeriousBombCount = 0, // ammount of serious bombs player owns 191 INDEX m_iLastSeriousBombCount = 0, // ammount of serious bombs player had before firing 192 FLOAT m_tmSeriousBombFired = -10.0f, // when the bomb was last fired { ShellLaunchData ShellLaunchData_array; // array of data describing flying empty shells INDEX m_iFirstEmptySLD; // index of last added empty shell BulletSprayLaunchData BulletSprayLaunchData_array; // array of data describing flying bullet sprays INDEX m_iFirstEmptyBSLD; // index of last added bullet spray GoreSprayLaunchData GoreSprayLaunchData_array; // array of data describing gore sprays INDEX m_iFirstEmptyGSLD; // index of last added gore spray ULONG ulButtonsNow; ULONG ulButtonsBefore; ULONG ulNewButtons; ULONG ulReleasedButtons; BOOL bUseButtonHeld; // listener CSoundListener sliSound; // light CLightSource m_lsLightSource; TIME m_tmPredict; // time to predict the entity to // all messages in the inbox CDynamicStackArray m_acmiMessages; INDEX m_ctUnreadMessages; // statistics PlayerStats m_psLevelStats; PlayerStats m_psLevelTotal; PlayerStats m_psGameStats; PlayerStats m_psGameTotal; CModelObject m_moRender; // model object to render - this one can be customized } components: 1 class CLASS_PLAYER_WEAPONS "Classes\\PlayerWeapons.ecl", 2 class CLASS_PLAYER_ANIMATOR "Classes\\PlayerAnimator.ecl", 3 class CLASS_PLAYER_VIEW "Classes\\PlayerView.ecl", 4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 5 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl", 6 class CLASS_SERIOUSBOMB "Classes\\SeriousBomb.ecl", // gender specific sounds - make sure that offset is exactly 100 50 sound SOUND_WATER_ENTER "Sounds\\Player\\WaterEnter.wav", 51 sound SOUND_WATER_LEAVE "Sounds\\Player\\WaterLeave.wav", 52 sound SOUND_WALK_L "Sounds\\Player\\WalkL.wav", 53 sound SOUND_WALK_R "Sounds\\Player\\WalkR.wav", 54 sound SOUND_SWIM_L "Sounds\\Player\\SwimL.wav", 55 sound SOUND_SWIM_R "Sounds\\Player\\SwimR.wav", 56 sound SOUND_DIVE_L "Sounds\\Player\\Dive.wav", 57 sound SOUND_DIVE_R "Sounds\\Player\\Dive.wav", 58 sound SOUND_DIVEIN "Sounds\\Player\\DiveIn.wav", 59 sound SOUND_DIVEOUT "Sounds\\Player\\DiveOut.wav", 60 sound SOUND_DROWN "Sounds\\Player\\Drown.wav", 61 sound SOUND_INHALE0 "Sounds\\Player\\Inhale00.wav", 62 sound SOUND_JUMP "Sounds\\Player\\Jump.wav", 63 sound SOUND_LAND "Sounds\\Player\\Land.wav", 66 sound SOUND_DEATH "Sounds\\Player\\Death.wav", 67 sound SOUND_DEATHWATER "Sounds\\Player\\DeathWater.wav", 70 sound SOUND_WATERWALK_L "Sounds\\Player\\WalkWaterL.wav", 71 sound SOUND_WATERWALK_R "Sounds\\Player\\WalkWaterR.wav", 72 sound SOUND_INHALE1 "Sounds\\Player\\Inhale01.wav", 73 sound SOUND_INHALE2 "Sounds\\Player\\Inhale02.wav", 75 sound SOUND_WALK_SAND_L "Sounds\\Player\\WalkSandL.wav", 76 sound SOUND_WALK_SAND_R "Sounds\\Player\\WalkSandR.wav", //178 sound SOUND_HIGHSCORE "Sounds\\Player\\HighScore.wav", 80 sound SOUND_WOUNDWEAK "Sounds\\Player\\WoundWeak.wav", 81 sound SOUND_WOUNDMEDIUM "Sounds\\Player\\WoundMedium.wav", 82 sound SOUND_WOUNDSTRONG "Sounds\\Player\\WoundStrong.wav", 85 sound SOUND_WOUNDWATER "Sounds\\Player\\WoundWater.wav", 86 sound SOUND_WALK_GRASS_L "SoundsMP\\Player\\WalkGrassL.wav", 87 sound SOUND_WALK_GRASS_R "SoundsMP\\Player\\WalkGrassR.wav", 88 sound SOUND_WALK_WOOD_L "SoundsMP\\Player\\WalkWoodL.wav", 89 sound SOUND_WALK_WOOD_R "SoundsMP\\Player\\WalkWoodR.wav", 90 sound SOUND_WALK_SNOW_L "SoundsMP\\Player\\WalkSnowL.wav", 91 sound SOUND_WALK_SNOW_R "SoundsMP\\Player\\WalkSnowR.wav", 92 sound SOUND_BLOWUP "SoundsMP\\Player\\BlowUp.wav", 150 sound SOUND_F_WATER_ENTER "SoundsMP\\Player\\Female\\WaterEnter.wav", 151 sound SOUND_F_WATER_LEAVE "SoundsMP\\Player\\Female\\WaterLeave.wav", 152 sound SOUND_F_WALK_L "SoundsMP\\Player\\Female\\WalkL.wav", 153 sound SOUND_F_WALK_R "SoundsMP\\Player\\Female\\WalkR.wav", 154 sound SOUND_F_SWIM_L "SoundsMP\\Player\\Female\\SwimL.wav", 155 sound SOUND_F_SWIM_R "SoundsMP\\Player\\Female\\SwimR.wav", 156 sound SOUND_F_DIVE_L "SoundsMP\\Player\\Female\\Dive.wav", 157 sound SOUND_F_DIVE_R "SoundsMP\\Player\\Female\\Dive.wav", 158 sound SOUND_F_DIVEIN "SoundsMP\\Player\\Female\\DiveIn.wav", 159 sound SOUND_F_DIVEOUT "SoundsMP\\Player\\Female\\DiveOut.wav", 160 sound SOUND_F_DROWN "SoundsMP\\Player\\Female\\Drown.wav", 161 sound SOUND_F_INHALE0 "SoundsMP\\Player\\Female\\Inhale00.wav", 162 sound SOUND_F_JUMP "SoundsMP\\Player\\Female\\Jump.wav", 163 sound SOUND_F_LAND "SoundsMP\\Player\\Female\\Land.wav", 166 sound SOUND_F_DEATH "SoundsMP\\Player\\Female\\Death.wav", 167 sound SOUND_F_DEATHWATER "SoundsMP\\Player\\Female\\DeathWater.wav", 170 sound SOUND_F_WATERWALK_L "SoundsMP\\Player\\Female\\WalkWaterL.wav", 171 sound SOUND_F_WATERWALK_R "SoundsMP\\Player\\Female\\WalkWaterR.wav", 172 sound SOUND_F_INHALE1 "SoundsMP\\Player\\Female\\Inhale01.wav", 173 sound SOUND_F_INHALE2 "SoundsMP\\Player\\Female\\Inhale02.wav", 175 sound SOUND_F_WALK_SAND_L "SoundsMP\\Player\\Female\\WalkSandL.wav", 176 sound SOUND_F_WALK_SAND_R "SoundsMP\\Player\\Female\\WalkSandR.wav", // 78 sound SOUND_F_HIGHSCORE "SoundsMP\\Player\\Female\\HighScore.wav", 180 sound SOUND_F_WOUNDWEAK "SoundsMP\\Player\\Female\\WoundWeak.wav", 181 sound SOUND_F_WOUNDMEDIUM "SoundsMP\\Player\\Female\\WoundMedium.wav", 182 sound SOUND_F_WOUNDSTRONG "SoundsMP\\Player\\Female\\WoundStrong.wav", 185 sound SOUND_F_WOUNDWATER "SoundsMP\\Player\\Female\\WoundWater.wav", 186 sound SOUND_F_WALK_GRASS_L "SoundsMP\\Player\\Female\\WalkGrassL.wav", 187 sound SOUND_F_WALK_GRASS_R "SoundsMP\\Player\\Female\\WalkGrassR.wav", 188 sound SOUND_F_WALK_WOOD_L "SoundsMP\\Player\\Female\\WalkWoodL.wav", 189 sound SOUND_F_WALK_WOOD_R "SoundsMP\\Player\\Female\\WalkWoodR.wav", 190 sound SOUND_F_WALK_SNOW_L "SoundsMP\\Player\\Female\\WalkSnowL.wav", 191 sound SOUND_F_WALK_SNOW_R "SoundsMP\\Player\\Female\\WalkSnowR.wav", // gender-independent sounds 200 sound SOUND_SILENCE "Sounds\\Misc\\Silence.wav", 201 sound SOUND_SNIPER_ZOOM "ModelsMP\\Weapons\\Sniper\\Sounds\\Zoom.wav", 206 sound SOUND_SNIPER_QZOOM "ModelsMP\\Weapons\\Sniper\\Sounds\\QuickZoom.wav", 202 sound SOUND_INFO "Sounds\\Player\\Info.wav", 203 sound SOUND_WATERAMBIENT "Sounds\\Player\\Underwater.wav", 204 sound SOUND_WATERBUBBLES "Sounds\\Player\\Bubbles.wav", 205 sound SOUND_POWERUP_BEEP "SoundsMP\\Player\\PowerUpBeep.wav", // ************** FLESH PARTS ************** 210 model MODEL_FLESH "Models\\Effects\\Debris\\Flesh\\Flesh.mdl", 211 model MODEL_FLESH_APPLE "Models\\Effects\\Debris\\Fruits\\Apple.mdl", 212 model MODEL_FLESH_BANANA "Models\\Effects\\Debris\\Fruits\\Banana.mdl", 213 model MODEL_FLESH_BURGER "Models\\Effects\\Debris\\Fruits\\CheeseBurger.mdl", 214 model MODEL_FLESH_LOLLY "Models\\Effects\\Debris\\Fruits\\LollyPop.mdl", 215 model MODEL_FLESH_ORANGE "Models\\Effects\\Debris\\Fruits\\Orange.mdl", 220 texture TEXTURE_FLESH_RED "Models\\Effects\\Debris\\Flesh\\FleshRed.tex", 221 texture TEXTURE_FLESH_GREEN "Models\\Effects\\Debris\\Flesh\\FleshGreen.tex", 222 texture TEXTURE_FLESH_APPLE "Models\\Effects\\Debris\\Fruits\\Apple.tex", 223 texture TEXTURE_FLESH_BANANA "Models\\Effects\\Debris\\Fruits\\Banana.tex", 224 texture TEXTURE_FLESH_BURGER "Models\\Effects\\Debris\\Fruits\\CheeseBurger.tex", 225 texture TEXTURE_FLESH_LOLLY "Models\\Effects\\Debris\\Fruits\\LollyPop.tex", 226 texture TEXTURE_FLESH_ORANGE "Models\\Effects\\Debris\\Fruits\\Orange.tex", functions: INDEX GenderSound(INDEX iSound) { return iSound+m_iGender*GENDEROFFSET; } void AddBouble( FLOAT3D vPos, FLOAT3D vSpeedRelative) { ShellLaunchData &sld = m_asldData[m_iFirstEmptySLD]; sld.sld_vPos = vPos; const FLOATmatrix3D &m = GetRotationMatrix(); FLOAT3D vUp( m(1,2), m(2,2), m(3,2)); sld.sld_vUp = vUp; sld.sld_vSpeed = vSpeedRelative*m; sld.sld_tmLaunch = _pTimer->CurrentTick(); sld.sld_estType = ESL_BUBBLE; // move to next shell position m_iFirstEmptySLD = (m_iFirstEmptySLD+1) % MAX_FLYING_SHELLS; } void ClearShellLaunchData( void) { // clear flying shells data array m_iFirstEmptySLD = 0; for( INDEX iShell=0; iShellCurrentTick(); bsld.bsld_vStretch=vStretch; // move to bullet spray position m_iFirstEmptyBSLD = (m_iFirstEmptyBSLD+1) % MAX_BULLET_SPRAYS; } void ClearBulletSprayLaunchData( void) { m_iFirstEmptyBSLD = 0; for( INDEX iBulletSpray=0; iBulletSprayCurrentTick(); gsld.gsld_colParticles = colParticles; // move to bullet spray position m_iFirstEmptyGSLD = (m_iFirstEmptyGSLD+1) % MAX_GORE_SPRAYS; } void ClearGoreSprayLaunchData( void) { m_iFirstEmptyGSLD = 0; for( INDEX iGoreSpray=0; iGoreSpraym_moRender); m_psLevelStats = penOther->m_psLevelStats; m_psLevelTotal = penOther->m_psLevelTotal; m_psGameStats = penOther->m_psGameStats ; m_psGameTotal = penOther->m_psGameTotal ; // if creating predictor if (ulFlags©_PREDICTOR) { // copy positions of launched empty shells memcpy( m_asldData, penOther->m_asldData, sizeof( m_asldData)); m_iFirstEmptySLD = penOther->m_iFirstEmptySLD; // all messages in the inbox m_acmiMessages.Clear(); m_ctUnreadMessages = 0; //m_lsLightSource; SetupLightSource(); //? is this ok !!!! // if normal copying } else { // copy messages m_acmiMessages = penOther->m_acmiMessages; m_ctUnreadMessages = penOther->m_ctUnreadMessages; } } // update smoothed (average latency) void UpdateLatency(FLOAT tmLatencyNow) { TIME tmNow = _pTimer->GetHighPrecisionTimer().GetSeconds(); // if not enough time passed if (tmNowIsPlayerLocal(this)) { en_tmPing = m_tmLatency; net_tmLatencyAvg = en_tmPing; } } // check character data for invalid values void ValidateCharacter(void) { // if in single player or flyover if (GetSP()->sp_bSinglePlayer) { // always use default model CPlayerSettings *pps = (CPlayerSettings *)en_pcCharacter.pc_aubAppearance; memset(pps->ps_achModelFile, 0, sizeof(pps->ps_achModelFile)); } } // parse gender from your name void ParseGender(CTString &strName) { if (strName.RemovePrefix("#male#")) { m_iGender = GENDER_MALE; } else if (strName.RemovePrefix("#female#")) { m_iGender = GENDER_FEMALE; } else { m_iGender = GENDER_MALE; } } void CheckHighScore(void) { // if not playing a demo if (!_pNetwork->IsPlayingDemo()) { // update our local high score with the external if (plr_iHiScore>m_iHighScore) { m_iHighScore = plr_iHiScore; } } // if current score is better than highscore if (m_psGameStats.ps_iScore>m_iHighScore) { // if it is a highscore greater than the last one beaten if (m_iHighScore>m_iBeatenHighScore) { // remember that it was beaten m_iBeatenHighScore = m_iHighScore; // tell that to player m_soHighScore.Set3DParameters(25.0f, 5.0f, 1.0f, 1.0f); //PlaySound(m_soHighScore, SOUND_HIGHSCORE, 0); !!!!####!!!! } } } CTString GetPredictName(void) const { if (IsPredicted()) { return "PREDICTED"; } else if (IsPredictor()) { return "predictor"; } else if (GetFlags()&ENF_WILLBEPREDICTED){ return "WILLBEPREDICTED"; } else { return "no prediction"; } } /* Write to stream. */ void Write_t( CTStream *ostr) // throw char * { CPlayerEntity::Write_t(ostr); // save array of messages ostr->WriteID_t("MSGS"); INDEX ctMsg = m_acmiMessages.Count(); (*ostr)<Write_t(&m_psLevelStats, sizeof(m_psLevelStats)); ostr->Write_t(&m_psLevelTotal, sizeof(m_psLevelTotal)); ostr->Write_t(&m_psGameStats , sizeof(m_psGameStats )); ostr->Write_t(&m_psGameTotal , sizeof(m_psGameTotal )); } /* Read from stream. */ void Read_t( CTStream *istr) // throw char * { CPlayerEntity::Read_t(istr); // clear flying shells data array ClearShellLaunchData(); ClearBulletSprayLaunchData(); ClearGoreSprayLaunchData(); // load array of messages istr->ExpectID_t("MSGS"); INDEX ctMsg; (*istr)>>ctMsg; m_acmiMessages.Clear(); m_ctUnreadMessages = 0; if( ctMsg>0) { m_acmiMessages.Push(ctMsg); for(INDEX iMsg=0; iMsg> m_psLevelStats; (*istr) >> m_psLevelTotal; (*istr) >> m_psGameStats; (*istr) >> m_psGameTotal; // set your real appearance if possible ValidateCharacter(); CTString strDummy; SetPlayerAppearance(&m_moRender, &en_pcCharacter, strDummy, /*bPreview=*/FALSE); ParseGender(strDummy); m_ulFlags |= PLF_SYNCWEAPON; // setup light source SetupLightSource(); }; /* Get static light source information. */ CLightSource *GetLightSource(void) { if (!IsPredictor()) { return &m_lsLightSource; } else { return NULL; } }; // called by other entities to set time prediction parameter void SetPredictionTime(TIME tmAdvance) // give time interval in advance to set { m_tmPredict = _pTimer->CurrentTick()+tmAdvance; } // called by engine to get the upper time limit TIME GetPredictionTime(void) // return moment in time up to which to predict this entity { return m_tmPredict; } // get maximum allowed range for predicting this entity FLOAT GetPredictionRange(void) { return cli_fPredictPlayersRange; } // add to prediction any entities that this entity depends on void AddDependentsToPrediction(void) { m_penWeapons->AddToPrediction(); m_penAnimator->AddToPrediction(); m_penView->AddToPrediction(); m_pen3rdPersonView->AddToPrediction(); } // get in-game time for statistics TIME GetStatsInGameTimeLevel(void) { if(m_bEndOfLevel) { return m_psLevelStats.ps_tmTime; } else { return _pNetwork->GetGameTime()-m_tmLevelStarted; } } TIME GetStatsInGameTimeGame(void) { if(m_bEndOfLevel) { return m_psGameStats.ps_tmTime; } else { return m_psGameStats.ps_tmTime + (_pNetwork->GetGameTime()-m_tmLevelStarted); } } FLOAT GetStatsRealWorldTime(void) { time_t timeNow; if(m_bEndOfLevel) { timeNow = m_iEndTime; } else { time(&timeNow); } return (FLOAT)difftime( timeNow, m_iStartTime); } CTString GetStatsRealWorldStarted(void) { struct tm *newtime; STUBBED("this isn't 64-bit clean"); time_t t = (time_t) m_iStartTime; newtime = localtime(&t); setlocale(LC_ALL, ""); CTString strTimeline; char achTimeLine[256]; strftime( achTimeLine, sizeof(achTimeLine)-1, "%a %x %H:%M", newtime); strTimeline = achTimeLine; setlocale(LC_ALL, "C"); return strTimeline; } // fill in player statistics export void GetStats( CTString &strStats, const CompStatType csType, INDEX ctCharsPerRow) { // get proper type of stats if( csType==CST_SHORT) { GetShortStats(strStats); } else { ASSERT(csType==CST_DETAIL); strStats = "\n"; _ctAlignWidth = Min(ctCharsPerRow, INDEX(60)); if (GetSP()->sp_bCooperative) { if (GetSP()->sp_bSinglePlayer) { GetDetailStatsSP(strStats, 0); } else { GetDetailStatsCoop(strStats); } } else { GetDetailStatsDM(strStats); } } } // get short one-line statistics - used for savegame descriptions and similar void GetShortStats(CTString &strStats) { strStats.PrintF( TRANS("%s %s Score: %d Kills: %d/%d"), (const char *) GetDifficultyString(), (const char *) TimeToString(GetStatsInGameTimeLevel()), m_psLevelStats.ps_iScore, m_psLevelStats.ps_iKills, m_psLevelTotal.ps_iKills); } // get detailed statistics for deathmatch game void GetDetailStatsDM(CTString &strStats) { extern INDEX SetAllPlayersStats( INDEX iSortKey); extern CPlayer *_apenPlayers[NET_MAXGAMEPLAYERS]; // determine type of game const BOOL bFragMatch = GetSP()->sp_bUseFrags; // fill players table const INDEX ctPlayers = SetAllPlayersStats(bFragMatch?5:3); // sort by frags or by score // get time elapsed since the game start strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%s", (const char *) TRANS("TIME"), (const char *) TimeToString(_pNetwork->GetGameTime()))); strStats+="\n"; // find maximum frags/score that one player has INDEX iMaxFrags = LowerLimit(INDEX(0)); INDEX iMaxScore = LowerLimit(INDEX(0)); {for(INDEX iPlayer=0; iPlayerm_psLevelStats.ps_iKills); iMaxScore = Max(iMaxScore, penPlayer->m_psLevelStats.ps_iScore); }} // print game limits const CSessionProperties &sp = *GetSP(); if (sp.sp_iTimeLimit>0) { FLOAT fTimeLeft = ClampDn(sp.sp_iTimeLimit*60.0f - _pNetwork->GetGameTime(), 0.0f); strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%s", (const char *) TRANS("TIME LEFT"), (const char *) TimeToString(fTimeLeft))); strStats+="\n"; } if (bFragMatch && sp.sp_iFragLimit>0) { INDEX iFragsLeft = ClampDn(sp.sp_iFragLimit-iMaxFrags, INDEX(0)); strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%d", TRANS("FRAGS LEFT"), iFragsLeft)); strStats+="\n"; } if (!bFragMatch && sp.sp_iScoreLimit>0) { INDEX iScoreLeft = ClampDn(sp.sp_iScoreLimit-iMaxScore, INDEX(0)); strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%d", TRANS("SCORE LEFT"), iScoreLeft)); strStats+="\n"; } strStats += "\n"; CTString strRank = TRANS("NO."); CTString strFrag = bFragMatch ? TRANS("FRAGS"):TRANS("SCORE"); CTString strPing = TRANS("PING"); CTString strName = TRANS("PLAYER"); INDEX ctRankChars = Max(strRank.Length(), INDEX(3)) ; INDEX ctFragChars = Max(strFrag.Length(), INDEX(7)) ; INDEX ctPingChars = Max(strPing.Length(), INDEX(5)) ; INDEX ctNameChars = Max(strName.Length(), INDEX(20)); // header strStats += "^cFFFFFF"; strStats += PadStringRight(strRank, ctRankChars)+" "; strStats += PadStringLeft (strFrag, ctFragChars)+" "; strStats += PadStringLeft (strPing, ctPingChars)+" "; strStats += PadStringRight(strName, ctNameChars)+" "; strStats += "^r"; strStats += "\n\n"; {for(INDEX iPlayer=0; iPlayeren_tmPing*1000.0f)); INDEX iScore = bFragMatch ? penPlayer->m_psLevelStats.ps_iKills : penPlayer->m_psLevelStats.ps_iScore; CTString strName = penPlayer->GetPlayerName(); strStats += PadStringRight(CTString(0, "%d", iPlayer+1), ctRankChars)+" "; strStats += PadStringLeft (CTString(0, "%d", iScore), ctFragChars)+" "; strStats += PadStringLeft (CTString(0, "%d", iPing), ctPingChars)+" "; strStats += PadStringRight(strName, ctNameChars)+" "; strStats += "\n"; }} } // get singleplayer statistics void GetDetailStatsCoop(CTString &strStats) { // first put in your full stats strStats += "^b"+CenterString(TRANS("YOUR STATS"))+"^r\n"; strStats+="\n"; GetDetailStatsSP(strStats, 1); // get stats from all players extern INDEX SetAllPlayersStats( INDEX iSortKey); extern CPlayer *_apenPlayers[NET_MAXGAMEPLAYERS]; const INDEX ctPlayers = SetAllPlayersStats(3); // sort by score // for each player PlayerStats psSquadLevel = PlayerStats(); PlayerStats psSquadGame = PlayerStats(); {for( INDEX iPlayer=0; iPlayerm_psLevelStats; PlayerStats psGame = penPlayer->m_psGameStats ; psSquadLevel.ps_iScore += psLevel.ps_iScore ; psSquadLevel.ps_iKills += psLevel.ps_iKills ; psSquadLevel.ps_iDeaths += psLevel.ps_iDeaths ; psSquadLevel.ps_iSecrets += psLevel.ps_iSecrets ; psSquadGame.ps_iScore += psGame.ps_iScore ; psSquadGame.ps_iKills += psGame.ps_iKills ; psSquadGame.ps_iDeaths += psGame.ps_iDeaths ; psSquadGame.ps_iSecrets += psGame.ps_iSecrets ; }} // add squad stats strStats+="\n"; strStats += "^b"+CenterString(TRANS("SQUAD TOTAL"))+"^r\n"; strStats+="\n"; strStats+=CTString(0, "^cFFFFFF%s^r", TranslateConst(en_pwoWorld->GetName(), 0)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("SCORE"), psSquadLevel.ps_iScore)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("DEATHS"), psSquadLevel.ps_iDeaths)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("KILLS"), psSquadLevel.ps_iKills, m_psLevelTotal.ps_iKills)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("SECRETS"), psSquadLevel.ps_iSecrets, m_psLevelTotal.ps_iSecrets)); strStats+="\n"; strStats+="\n"; strStats+=CTString("^cFFFFFF")+TRANS("TOTAL")+"^r\n"; strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("SCORE"), psSquadGame.ps_iScore)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("DEATHS"), psSquadGame.ps_iDeaths)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("KILLS"), psSquadGame.ps_iKills, m_psGameTotal.ps_iKills)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("SECRETS"), psSquadGame.ps_iSecrets, m_psGameTotal.ps_iSecrets)); strStats+="\n"; strStats+="\n"; strStats+="\n"; strStats += "^b"+CenterString(TRANS("OTHER PLAYERS"))+"^r\n"; strStats+="\n"; // for each player {for(INDEX iPlayer=0; iPlayerGetPlayerName())+"^r\n\n"; penPlayer->GetDetailStatsSP(strStats, 2); strStats+="\n"; }} } // get singleplayer statistics void GetDetailStatsSP(CTString &strStats, INDEX iCoopType) { if (iCoopType<=1) { if (m_bEndOfGame) { if (GetSP()->sp_gdGameDifficulty==CSessionProperties::GD_EXTREME) { strStats+=TRANS("^f4SERIOUS GAME FINISHED,\nMENTAL MODE IS NOW ENABLED!^F\n\n"); } else if (GetSP()->sp_bMental) { strStats+=TRANS("^f4YOU HAVE MASTERED THE GAME!^F\n\n"); } } } if (iCoopType<=1) { // report total score info strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%d", (const char *) TRANS("TOTAL SCORE"), m_psGameStats.ps_iScore)); strStats+="\n"; strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%s", (const char *) TRANS("DIFFICULTY"), (const char *) GetDifficultyString())); strStats+="\n"; strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%s", (const char *) TRANS("STARTED"), (const char *) GetStatsRealWorldStarted())); strStats+="\n"; strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%s", (const char *) TRANS("PLAYING TIME"), (const char *) TimeToString(GetStatsRealWorldTime()))); strStats+="\n"; if( m_psGameStats.ps_iScore<=plr_iHiScore) { strStats+=AlignString(CTString(0, "^cFFFFFF%s:^r\n%d", TRANS("HI-SCORE"), plr_iHiScore)); } else { strStats+=TRANS("YOU BEAT THE HI-SCORE!"); } strStats+="\n\n"; } // report this level statistics strStats+=CTString(0, "^cFFFFFF%s^r", TranslateConst(en_pwoWorld->GetName(), 0)); strStats+="\n"; if (iCoopType<=1) { if( m_bEndOfLevel) { strStats+=AlignString(CTString(0, " %s:\n%s", (const char *) TRANS("ESTIMATED TIME"), (const char *) TimeToString(m_tmEstTime))); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d", (const char *) TRANS("TIME BONUS"), m_iTimeScore)); strStats+="\n"; strStats+="\n"; } // } else { // strStats+=CTString("^cFFFFFF")+TRANS("THIS LEVEL")+"^r\n"; } strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("SCORE"), m_psLevelStats.ps_iScore)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("KILLS"), m_psLevelStats.ps_iKills, m_psLevelTotal.ps_iKills)); strStats+="\n"; if (iCoopType>=1) { strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("DEATHS"), m_psLevelStats.ps_iDeaths, m_psLevelTotal.ps_iDeaths)); strStats+="\n"; } strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("SECRETS"), m_psLevelStats.ps_iSecrets, m_psLevelTotal.ps_iSecrets)); strStats+="\n"; if (iCoopType<=1) { strStats+=AlignString(CTString(0, " %s:\n%s", TRANS("TIME"), (const char *) TimeToString(GetStatsInGameTimeLevel()))); strStats+="\n"; } strStats+="\n"; // report total game statistics strStats+=CTString("^cFFFFFF")+TRANS("TOTAL")+"^r"; strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("SCORE"), m_psGameStats.ps_iScore)); strStats+="\n"; strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("KILLS"), m_psGameStats.ps_iKills, m_psGameTotal.ps_iKills)); strStats+="\n"; if (iCoopType>=1) { strStats+=AlignString(CTString(0, " %s:\n%d", TRANS("DEATHS"), m_psGameStats.ps_iDeaths, m_psGameTotal.ps_iDeaths)); strStats+="\n"; } strStats+=AlignString(CTString(0, " %s:\n%d/%d", TRANS("SECRETS"), m_psGameStats.ps_iSecrets, m_psGameTotal.ps_iSecrets)); strStats+="\n"; if (iCoopType<=1) { strStats+=AlignString(CTString(0, " %s:\n%s", TRANS("GAME TIME"), (const char *) TimeToString(GetStatsInGameTimeGame()))); strStats+="\n"; } strStats+="\n"; // set per level outputs if (iCoopType<1) { if(m_strLevelStats!="") { strStats += CTString("^cFFFFFF")+TRANS("Per level statistics") +"^r\n\n" + m_strLevelStats; } } } // provide info for GameAgent enumeration void GetGameAgentPlayerInfo( INDEX iPlayer, CTString &strOut) { CTString strPlayerName = GetPlayerName(); INDEX iLen = strlen(strPlayerName); for(INDEX i=0; isp_bUseFrags) { strKey.PrintF("frags_%d\x02%d\x03", iPlayer, m_psLevelStats.ps_iKills); strOut+=strKey; } else { strKey.PrintF("frags_%d\x02%d\x03", iPlayer, m_psLevelStats.ps_iScore); strOut+=strKey; } strKey.PrintF("ping_%d\x02%d\x03", iPlayer, INDEX(ceil(en_tmPing*1000.0f))); strOut+=strKey; }; // provide info for MSLegacy enumeration void GetMSLegacyPlayerInf( INDEX iPlayer, CTString &strOut) { CTString strKey; strKey.PrintF("\\player_%d\\%s", iPlayer, (const char*)GetPlayerName()); strOut+=strKey; if (GetSP()->sp_bUseFrags) { strKey.PrintF("\\frags_%d\\%d", iPlayer, m_psLevelStats.ps_iKills); strOut+=strKey; } else { strKey.PrintF("\\frags_%d\\%d", iPlayer, m_psLevelStats.ps_iScore); strOut+=strKey; } strKey.PrintF("\\ping_%d\\%d", iPlayer, INDEX(ceil(en_tmPing*1000.0f))); strOut+=strKey; }; // check if message is in inbox BOOL HasMessage( const CTFileName &fnmMessage) { ULONG ulHash = fnmMessage.GetHash(); INDEX ctMsg = m_acmiMessages.Count(); for(INDEX iMsg=0; iMsgCurrentTick()+2.0f; m_soMessage.Set3DParameters(25.0f, 5.0f, 1.0f, 1.0f); PlaySound(m_soMessage, SOUND_INFO, SOF_3D|SOF_VOLUMETRIC|SOF_LOCAL); } } void SayVoiceMessage(const CTFileName &fnmMessage) { if (GetSettings()->ps_ulFlags&PSF_NOQUOTES) { return; } SetSpeakMouthPitch(); PlaySound( m_soSpeech, fnmMessage, SOF_3D|SOF_VOLUMETRIC); } // receive all messages in one directory - cheat void CheatAllMessagesDir(const CTString &strDir, ULONG ulFlags) { // list the directory CDynamicStackArray afnmDir; MakeDirList(afnmDir, strDir, CTFileName(CTString("*.txt")), DLI_RECURSIVE); // for each file in the directory for (INDEX i=0; iCurrentTick() > m_tmLastPicked+PICKEDREPORT_TIME) { // kill the name m_strPickedName = ""; // reset picked mana m_fPickedMana = 0; } // if different than last picked if (m_strPickedName!=strName) { // remember name m_strPickedName = strName; // reset picked ammount m_fPickedAmmount = 0; } // increase ammount m_fPickedAmmount+=fAmmount; m_tmLastPicked = _pTimer->CurrentTick(); } // Setup light source void SetupLightSource(void) { // setup light source CLightSource lsNew; lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC; lsNew.ls_rHotSpot = 1.0f; lsNew.ls_colColor = C_WHITE; lsNew.ls_rFallOff = 2.5f; lsNew.ls_plftLensFlare = NULL; lsNew.ls_ubPolygonalMask = 0; lsNew.ls_paoLightAnimation = &m_aoLightAnimation; m_lsLightSource.ls_penEntity = this; m_lsLightSource.SetLightSource(lsNew); }; // play light animation void PlayLightAnim(INDEX iAnim, ULONG ulFlags) { if (m_aoLightAnimation.GetData()!=NULL) { m_aoLightAnimation.PlayAnim(iAnim, ulFlags); } }; BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) { if( cht_bDumpPlayerShading) { ANGLE3D a3dHPB; DirectionVectorToAngles(-vLightDirection, a3dHPB); UBYTE ubAR, ubAG, ubAB; UBYTE ubCR, ubCG, ubCB; ColorToRGB(colAmbient, ubAR, ubAG, ubAB); ColorToRGB(colLight, ubCR, ubCG, ubCB); CPrintF("Ambient: %d,%d,%d, Color: %d,%d,%d, Direction HPB (%g,%g,%g)\n", ubAR, ubAG, ubAB, ubCR, ubCG, ubCB, a3dHPB(1), a3dHPB(2), a3dHPB(3)); } // make models at least a bit bright in deathmatch if (!GetSP()->sp_bCooperative) { UBYTE ubH, ubS, ubV; ColorToHSV(colAmbient, ubH, ubS, ubV); if (ubV<22) { ubV = 22; colAmbient = HSVToColor(ubH, ubS, ubV); } } return CPlayerEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient); }; // get a different model object for rendering CModelObject *GetModelForRendering(void) { // if not yet initialized if(!(m_ulFlags&PLF_INITIALIZED)) { // return base model return GetModelObject(); } // lerp player viewpoint CPlacement3D plView; plView.Lerp(en_plLastViewpoint, en_plViewpoint, _pTimer->GetLerpFactor()); // body and head attachment animation ((CPlayerAnimator&)*m_penAnimator).BodyAndHeadOrientation(plView); ((CPlayerAnimator&)*m_penAnimator).OnPreRender(); // synchronize your appearance with the default model m_moRender.Synchronize(*GetModelObject()); if (m_ulFlags&PLF_SYNCWEAPON) { m_ulFlags &= ~PLF_SYNCWEAPON; GetPlayerAnimator()->SyncWeapon(); } FLOAT tmNow = _pTimer->GetLerpedCurrentTick(); FLOAT fFading = 1.0f; if (m_tmFadeStart!=0) { FLOAT fFactor = (tmNow-m_tmFadeStart)/5.0f; fFactor = Clamp(fFactor, 0.0f, 1.0f); fFading*=fFactor; } // if invunerable after spawning FLOAT tmSpawnInvulnerability = GetSP()->sp_tmSpawnInvulnerability; if (tmSpawnInvulnerability>0 && tmNow-m_tmSpawnedtmNow) { FLOAT fIntensity=0.0f; if((m_tmInvisibility-tmNow)<3.0f) { fIntensity = 0.5f-0.5f*cos((m_tmInvisibility-tmNow)*(6.0f*3.1415927f/3.0f)); } if (_ulPlayerRenderingMask == 1<GetEntityWithName("MusicHolder", 0); } } // update per-level stats void UpdateLevelStats(void) { // clear stats for this level m_psLevelStats = PlayerStats(); // get music holder if (m_penMainMusicHolder==NULL) { return; } CMusicHolder &mh = (CMusicHolder&)*m_penMainMusicHolder; // assure proper count enemies in current world if (mh.m_ctEnemiesInWorld==0) { mh.CountEnemies(); } // set totals for level and increment for game m_psLevelTotal.ps_iKills = mh.m_ctEnemiesInWorld; m_psGameTotal.ps_iKills += mh.m_ctEnemiesInWorld; m_psLevelTotal.ps_iSecrets = mh.m_ctSecretsInWorld; m_psGameTotal.ps_iSecrets += mh.m_ctSecretsInWorld; } // check if there is fuss BOOL IsFuss(void) { // if no music holder if (m_penMainMusicHolder==NULL) { // no fuss return FALSE; } // if no enemies - no fuss return ((CMusicHolder*)&*m_penMainMusicHolder)->m_cenFussMakers.Count()>0; } void SetDefaultMouthPitch(void) { m_soMouth.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f); } void SetRandomMouthPitch(FLOAT fMin, FLOAT fMax) { m_soMouth.Set3DParameters(50.0f, 10.0f, 1.0f, Lerp(fMin, fMax, FRnd())); } void SetSpeakMouthPitch(void) { m_soSpeech.Set3DParameters(50.0f, 10.0f, 2.0f, 1.0f); } // added: also shake view because of chainsaw firing void ApplyShaking(CPlacement3D &plViewer) { // chainsaw shaking FLOAT fT = _pTimer->GetLerpedCurrentTick(); if (fTm_tmShakeStarted<0) { return; } TIME tm = _pTimer->GetLerpedCurrentTick()-pwsc->m_tmShakeStarted; if (tm<0) { return; } FLOAT fDistance = (plViewer.pl_PositionVector-pwsc->m_vShakePos).Length(); FLOAT fIntensity = IntensityAtDistance(pwsc->m_fShakeFalloff, 0, fDistance); FLOAT fShakeY, fShakeB, fShakeZ; if (!pwsc->m_bShakeFadeIn) { fShakeY = SinFast(tm*pwsc->m_tmShakeFrequencyY*360.0f)* exp(-tm*(pwsc->m_fShakeFade))* fIntensity*pwsc->m_fShakeIntensityY; fShakeB = SinFast(tm*pwsc->m_tmShakeFrequencyB*360.0f)* exp(-tm*(pwsc->m_fShakeFade))* fIntensity*pwsc->m_fShakeIntensityB; fShakeZ = SinFast(tm*pwsc->m_tmShakeFrequencyZ*360.0f)* exp(-tm*(pwsc->m_fShakeFade))* fIntensity*pwsc->m_fShakeIntensityZ; } else { FLOAT ootm = 1.0f/tm; fShakeY = SinFast(tm*pwsc->m_tmShakeFrequencyY*360.0f)* exp((tm-2)*ootm*(pwsc->m_fShakeFade))* fIntensity*pwsc->m_fShakeIntensityY; fShakeB = SinFast(tm*pwsc->m_tmShakeFrequencyB*360.0f)* exp((tm-2)*ootm*(pwsc->m_fShakeFade))* fIntensity*pwsc->m_fShakeIntensityB; fShakeZ = SinFast(tm*pwsc->m_tmShakeFrequencyZ*360.0f)* exp((tm-2)*ootm*(pwsc->m_fShakeFade))* fIntensity*pwsc->m_fShakeIntensityZ; } plViewer.pl_PositionVector(2) += fShakeY; plViewer.pl_PositionVector(3) += fShakeZ; plViewer.pl_OrientationAngle(3) += fShakeB; } COLOR GetWorldGlaring(void) { CWorldSettingsController *pwsc = GetWSC(this); if (pwsc==NULL || pwsc->m_tmGlaringStarted<0) { return 0; } TIME tm = _pTimer->GetLerpedCurrentTick(); FLOAT fRatio = CalculateRatio(tm, pwsc->m_tmGlaringStarted, pwsc->m_tmGlaringEnded, pwsc->m_fGlaringFadeInRatio, pwsc->m_fGlaringFadeOutRatio); COLOR colResult = (pwsc->m_colGlade&0xFFFFFF00)|(UBYTE(fRatio*255.0f)); return colResult; } void RenderScroll(CDrawPort *pdp) { CWorldSettingsController *pwsc = GetWSC(this); if( pwsc!=NULL && pwsc->m_penScrollHolder!=NULL) { CScrollHolder &sch = (CScrollHolder &) *pwsc->m_penScrollHolder; sch.Credits_Render(&sch, pdp); } } void RenderCredits(CDrawPort *pdp) { CWorldSettingsController *pwsc = GetWSC(this); if( pwsc!=NULL && pwsc->m_penCreditsHolder!=NULL) { CCreditsHolder &cch = (CCreditsHolder &) *pwsc->m_penCreditsHolder; cch.Credits_Render(&cch, pdp); } } void RenderTextFX(CDrawPort *pdp) { CWorldSettingsController *pwsc = GetWSC(this); if( pwsc!=NULL && pwsc->m_penTextFXHolder!=NULL) { CTextFXHolder &tfx = (CTextFXHolder &) *pwsc->m_penTextFXHolder; tfx.TextFX_Render(&tfx, pdp); } } void RenderHudPicFX(CDrawPort *pdp) { CWorldSettingsController *pwsc = GetWSC(this); if( pwsc!=NULL && pwsc->m_penHudPicFXHolder!=NULL) { CHudPicHolder &hpfx = (CHudPicHolder &) *pwsc->m_penHudPicFXHolder; hpfx.HudPic_Render(&hpfx, pdp); } } /************************************************************ * RENDER GAME VIEW * ************************************************************/ // setup viewing parameters for viewing from player or camera void SetupView(CDrawPort *pdp, CAnyProjection3D &apr, CEntity *&penViewer, CPlacement3D &plViewer, COLOR &colBlend, BOOL bCamera) { // read the exact placement of the view for this tick GetLerpedAbsoluteViewPlacement(plViewer); ASSERT(IsValidFloat(plViewer.pl_OrientationAngle(1))&&IsValidFloat(plViewer.pl_OrientationAngle(2))&&IsValidFloat(plViewer.pl_OrientationAngle(3)) ); // get current entity that the player views from penViewer = GetViewEntity(); INDEX iViewState = m_iViewState; if (m_penCamera!=NULL && bCamera) { iViewState = PVT_SCENECAMERA; plViewer = m_penCamera->GetLerpedPlacement(); penViewer = m_penCamera; } // init projection parameters CPerspectiveProjection3D prPerspectiveProjection; plr_fFOV = Clamp( plr_fFOV, 1.0f, 160.0f); ANGLE aFOV = plr_fFOV; // disable zoom in deathmatch if (!GetSP()->sp_bCooperative) { aFOV = 90.0f; } // if sniper active if (((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon==WEAPON_SNIPER && ((CPlayerWeapons&)*m_penWeapons).m_bSniping) { aFOV = Lerp(((CPlayerWeapons&)*m_penWeapons).m_fSniperFOVlast, ((CPlayerWeapons&)*m_penWeapons).m_fSniperFOV, _pTimer->GetLerpFactor()); } if (m_pstState==PST_DIVE && iViewState == PVT_PLAYEREYES) { TIME tmNow = _pTimer->GetLerpedCurrentTick(); aFOV+=sin(tmNow*0.79f)*2.0f; } ApplyShaking(plViewer); colBlend = 0; if (iViewState == PVT_SCENECAMERA) { CCamera *pcm = (CCamera*)&*m_penCamera; prPerspectiveProjection.FOVL() = Lerp(pcm->m_fLastFOV, pcm->m_fFOV, _pTimer->GetLerpFactor()); if (pcm->m_tmDelta>0.001f) { FLOAT fFactor = (_pTimer->GetLerpedCurrentTick()-pcm->m_tmAtMarker)/pcm->m_tmDelta; fFactor = Clamp( fFactor, 0.0f, 1.0f); colBlend = LerpColor( pcm->m_colFade0, pcm->m_colFade1, fFactor); } else { colBlend = pcm->m_colFade0; } } else { prPerspectiveProjection.FOVL() = aFOV; } prPerspectiveProjection.ScreenBBoxL() = FLOATaabbox2D( FLOAT2D(0.0f, 0.0f), FLOAT2D((FLOAT)pdp->GetWidth(), (FLOAT)pdp->GetHeight()) ); // determine front clip plane plr_fFrontClipDistance = Clamp( plr_fFrontClipDistance, 0.05f, 0.50f); FLOAT fFCD = plr_fFrontClipDistance; // adjust front clip plane if swimming if( m_pstState==PST_SWIM && iViewState==PVT_PLAYEREYES) { fFCD *= 0.6666f; } prPerspectiveProjection.FrontClipDistanceL() = fFCD; prPerspectiveProjection.AspectRatioL() = 1.0f; // set up viewer position apr = prPerspectiveProjection; apr->ViewerPlacementL() = plViewer; apr->ObjectPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)); prPlayerProjection = apr; prPlayerProjection->Prepare(); } // listen from a given viewer void ListenFromEntity(CEntity *penListener, const CPlacement3D &plSound) { FLOATmatrix3D mRotation; MakeRotationMatrixFast(mRotation, plSound.pl_OrientationAngle); sliSound.sli_vPosition = plSound.pl_PositionVector; sliSound.sli_mRotation = mRotation; sliSound.sli_fVolume = 1.0f; sliSound.sli_vSpeed = en_vCurrentTranslationAbsolute; sliSound.sli_penEntity = penListener; if (m_pstState == PST_DIVE) { sliSound.sli_fFilter = 20.0f; } else { sliSound.sli_fFilter = 0.0f; } INDEX iEnv = 0; CBrushSector *pbsc = penListener->GetSectorFromPoint(plSound.pl_PositionVector); // for each sector around listener if (pbsc!=NULL) { iEnv = pbsc->GetEnvironmentType(); } // get the environment CEnvironmentType &et = GetWorld()->wo_aetEnvironmentTypes[iEnv]; sliSound.sli_iEnvironmentType = et.et_iType; sliSound.sli_fEnvironmentSize = et.et_fSize; _pSound->Listen(sliSound); } // render dummy view (not connected yet) void RenderDummyView(CDrawPort *pdp) { // clear screen pdp->Fill( C_BLACK|CT_OPAQUE); // if not single player if (!GetSP()->sp_bSinglePlayer) { // print a message PIX pixDPWidth = pdp->GetWidth(); PIX pixDPHeight = pdp->GetHeight(); FLOAT fScale = (FLOAT)pixDPWidth/640.0f; pdp->SetFont( _pfdDisplayFont); pdp->SetTextScaling( fScale); pdp->SetTextAspect( 1.0f); CTString strMsg; strMsg.PrintF(TRANSV("%s connected"), (const char *) GetPlayerName()); pdp->PutTextCXY( strMsg, pixDPWidth*0.5f, pixDPHeight*0.5f, SE_COL_BLUE_NEUTRAL_LT|CT_OPAQUE); } } // render view from player void RenderPlayerView(CDrawPort *pdp, BOOL bShowExtras) { CAnyProjection3D apr; CEntity *penViewer; CPlacement3D plViewer; COLOR colBlend; // for each eye for (INDEX iEye=STEREO_LEFT; iEye<=(Stereo_IsEnabled()?STEREO_RIGHT:STEREO_LEFT); iEye++) { // setup view settings SetupView(pdp, apr, penViewer, plViewer, colBlend, FALSE); // setup stereo rendering Stereo_SetBuffer(iEye); Stereo_AdjustProjection(*apr, iEye, 1); // render the view ASSERT(IsValidFloat(plViewer.pl_OrientationAngle(1))&&IsValidFloat(plViewer.pl_OrientationAngle(2))&&IsValidFloat(plViewer.pl_OrientationAngle(3))); _ulPlayerRenderingMask = 1<GetWidth(); PIX pixDPHeight = pdp->GetHeight(); FLOAT fScale = (FLOAT)pixDPWidth/640.0f; // print center message if (_pTimer->CurrentTick()SetFont( _pfdDisplayFont); pdp->SetTextScaling( fScale); pdp->SetTextAspect( 1.0f); pdp->PutTextCXY( m_strCenterMessage, pixDPWidth*0.5f, pixDPHeight*0.85f, C_WHITE|0xDD); // print picked item } else if (_pTimer->CurrentTick()SetFont( _pfdDisplayFont); pdp->SetTextScaling( fScale); pdp->SetTextAspect( 1.0f); CTString strPicked; if (m_fPickedAmmount==0) { strPicked = m_strPickedName; } else { strPicked.PrintF("%s +%d", (const char *) m_strPickedName, int(m_fPickedAmmount)); } pdp->PutTextCXY( strPicked, pixDPWidth*0.5f, pixDPHeight*0.82f, C_WHITE|0xDD); if (!GetSP()->sp_bCooperative && !GetSP()->sp_bUseFrags && m_fPickedMana>=1) { CTString strValue; strValue.PrintF("%s +%d", TRANS("Value"), INDEX(m_fPickedMana)); pdp->PutTextCXY( strValue, pixDPWidth*0.5f, pixDPHeight*0.85f, C_WHITE|0xDD); } } if (_pTimer->CurrentTick()SetFont( _pfdDisplayFont); pdp->SetTextScaling( fScale); pdp->SetTextAspect( 1.0f); UBYTE ubA = int(sin(_pTimer->CurrentTick()*10.0f)*127+128); pdp->PutTextCXY( TRANS("Analyzing..."), pixDPWidth*0.5f, pixDPHeight*0.2f, SE_COL_BLUE_NEUTRAL_LT|ubA); } } // render view from camera void RenderCameraView(CDrawPort *pdp, BOOL bListen) { CDrawPort dpCamera; CDrawPort *pdpCamera = pdp; if (m_penCamera!=NULL && ((CCamera&)*m_penCamera).m_bWideScreen) { pdp->MakeWideScreen(&dpCamera); pdpCamera = &dpCamera; } pdp->Unlock(); pdpCamera->Lock(); CAnyProjection3D apr; CEntity *penViewer; CPlacement3D plViewer; COLOR colBlend; // for each eye for (INDEX iEye=STEREO_LEFT; iEye<=(Stereo_IsEnabled()?STEREO_RIGHT:STEREO_LEFT); iEye++) { // setup view settings SetupView(pdpCamera, apr, penViewer, plViewer, colBlend, TRUE); // setup stereo rendering Stereo_SetBuffer(iEye); Stereo_AdjustProjection(*apr, iEye, 1); // render the view ASSERT(IsValidFloat(plViewer.pl_OrientationAngle(1))&&IsValidFloat(plViewer.pl_OrientationAngle(2))&&IsValidFloat(plViewer.pl_OrientationAngle(3))); _ulPlayerRenderingMask = 1<dp_ulBlendingRA += ULONG(ubR)*ULONG(ubA); pdpCamera->dp_ulBlendingGA += ULONG(ubG)*ULONG(ubA); pdpCamera->dp_ulBlendingBA += ULONG(ubB)*ULONG(ubA); pdpCamera->dp_ulBlendingA += ULONG(ubA); } // do all queued screen blendings pdpCamera->BlendScreen(); } pdpCamera->Unlock(); pdp->Lock(); // camera fading if ((colBlend&CT_AMASK)!=0) { pdp->Fill(colBlend); } // print center message if (_pTimer->CurrentTick()GetWidth(); PIX pixDPHeight = pdp->GetHeight(); FLOAT fScale = (FLOAT)pixDPWidth/640.0f; pdp->SetFont( _pfdDisplayFont); pdp->SetTextScaling( fScale); pdp->SetTextAspect( 1.0f); pdp->PutTextCXY( m_strCenterMessage, pixDPWidth*0.5f, pixDPHeight*0.85f, C_WHITE|0xDD); } } void RenderGameView(CDrawPort *pdp, void *pvUserData) { BOOL bShowExtras = (size_t(pvUserData)&GRV_SHOWEXTRAS) != 0; pdp->Unlock(); // if not yet initialized if(!(m_ulFlags&PLF_INITIALIZED) || (m_ulFlags&PLF_DONTRENDER)) { // render dummy view on the right drawport CDrawPort dpView(pdp, TRUE); if(dpView.Lock()) { RenderDummyView(&dpView); dpView.Unlock(); } pdp->Lock(); return; } // if rendering real game view (not thumbnail, or similar) if (pvUserData!=0) { // if rendered a game view recently CTimerValue tvNow = _pTimer->GetHighPrecisionTimer(); if ((tvNow-_tvProbingLast).GetSeconds()<0.1) { // allow probing _pGfx->gl_bAllowProbing = TRUE; } _tvProbingLast = tvNow; } //CPrintF("%s: render\n", GetPredictName()); // check for dualhead BOOL bDualHead = pdp->IsDualHead() && GetSP()->sp_gmGameMode!=CSessionProperties::GM_FLYOVER && m_penActionMarker==NULL; // if dualhead, or no camera active if (bDualHead||m_penCamera==NULL) { // make left player view CDrawPort dpView(pdp, TRUE); if(dpView.Lock()) { // draw it RenderPlayerView(&dpView, bShowExtras); dpView.Unlock(); } } // if camera active if (m_penCamera!=NULL) { // make left or right camera view CDrawPort dpView(pdp, m_penActionMarker!=NULL); if(dpView.Lock()) { // draw it, listen if not dualhead RenderCameraView(&dpView, !bDualHead); dpView.Unlock(); } // if camera is not active } else { // if dualhead if (bDualHead) { // render computer on secondary display cmp_ppenDHPlayer = this; } } // all done - lock back the original drawport pdp->Lock(); }; /************************************************************ * PRE/DO/POST MOVING * ************************************************************/ // premoving for soft player up-down movement void PreMoving(void) { /*CPrintF("pos(%s): %g,%g,%g\n", GetPredictName(), GetPlacement().pl_PositionVector(1), GetPlacement().pl_PositionVector(2), GetPlacement().pl_PositionVector(3)); */ ((CPlayerAnimator&)*m_penAnimator).StoreLast(); CPlayerEntity::PreMoving(); }; // do moving void DoMoving(void) { CPlayerEntity::DoMoving(); ((CPlayerAnimator&)*m_penAnimator).AnimateBanking(); if (m_penView!=NULL) { ((CPlayerView&)*m_penView).DoMoving(); } if (m_pen3rdPersonView!=NULL) { ((CPlayerView&)*m_pen3rdPersonView).DoMoving(); } }; // postmoving for soft player up-down movement void PostMoving(void) { CPlayerEntity::PostMoving(); // never allow a player to be removed from the list of movers en_ulFlags &= ~ENF_INRENDERING; ((CPlayerAnimator&)*m_penAnimator).AnimateSoftEyes(); //((CPlayerAnimator&)*m_penAnimator).AnimateRecoilPitch(); // slowly increase mana with time, faster if player is not moving; (only if alive) if (GetFlags()&ENF_ALIVE) { m_fManaFraction += ClampDn( 1.0f-en_vCurrentTranslationAbsolute.Length()/20.0f, 0.0f) * 20.0f * _pTimer->TickQuantum; INDEX iNewMana = (INDEX) m_fManaFraction; m_iMana += iNewMana; m_fManaFraction -= iNewMana; } // if in tourist mode if (GetSP()->sp_gdGameDifficulty==CSessionProperties::GD_TOURIST && GetFlags()&ENF_ALIVE) { // slowly increase health with time FLOAT fHealth = GetHealth(); FLOAT fTopHealth = TopHealth(); if (fHealthTickQuantum, fTopHealth)); // one unit per second } } // update ray hit for weapon target GetPlayerWeapons()->UpdateTargetingInfo(); if (m_pen3rdPersonView!=NULL) { ((CPlayerView&)*m_pen3rdPersonView).PostMoving(); } if (m_penView!=NULL) { ((CPlayerView&)*m_penView).PostMoving(); } // if didn't have any action in this tick if (!(m_ulFlags&PLF_APPLIEDACTION)) { // means we are not connected SetUnconnected(); } // clear action indicator m_ulFlags&=~PLF_APPLIEDACTION; } // set player parameters for unconnected state (between the server loads and player reconnects) void SetUnconnected(void) { if (m_ulFlags&PLF_NOTCONNECTED) { return; } m_ulFlags |= PLF_NOTCONNECTED; // reset to a dummy state ForceFullStop(); SetPhysicsFlags(GetPhysicsFlags() & ~(EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY)); SetCollisionFlags(GetCollisionFlags() & ~((ECBI_BRUSH|ECBI_MODEL)<BodyAnimationTemplate( BODY_ANIM_NORMALWALK, BODY_ANIM_COLT_STAND, BODY_ANIM_SHOTGUN_STAND, BODY_ANIM_MINIGUN_STAND, AOF_LOOPING|AOF_NORESTART); } // set player parameters for connected state void SetConnected(void) { if (!(m_ulFlags&PLF_NOTCONNECTED)) { return; } m_ulFlags &= ~PLF_NOTCONNECTED; SetPhysicsFlags(GetPhysicsFlags() | (EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY)); SetCollisionFlags(GetCollisionFlags() | ((ECBI_BRUSH|ECBI_MODEL)<0) { CRC_AddFLOAT(ulCRC, m_fManaFraction); } CRC_AddFLOAT(ulCRC, m_fArmor); } // dump sync data to text file void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char * { CPlayerEntity::DumpSync_t(strm, iExtensiveSyncCheck); strm.FPrintF_t("Score: %d\n", m_psLevelStats.ps_iScore); strm.FPrintF_t("m_iMana: %d\n", m_iMana); strm.FPrintF_t("m_fManaFraction: %g(%08x)\n", m_fManaFraction, (ULONG&)m_fManaFraction); strm.FPrintF_t("m_fArmor: %g(%08x)\n", m_fArmor, (ULONG&)m_fArmor); } /************************************************************ * DAMAGE OVERRIDE (PLAYER HAS ARMOR) * ************************************************************/ // leave stain virtual void LeaveStain( BOOL bGrow) { ESpawnEffect ese; FLOAT3D vPoint; FLOATplane3D vPlaneNormal; FLOAT fDistanceToEdge; // get your size FLOATaabbox3D box; GetBoundingBox(box); // on plane if( GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) { // if near to polygon and away from last stain point if( (vPoint-GetPlacement().pl_PositionVector).Length()<0.5f && (m_vLastStain-vPoint).Length()>1.0f ) { m_vLastStain = vPoint; FLOAT fStretch = box.Size().Length(); ese.colMuliplier = C_WHITE|CT_OPAQUE; // stain if (bGrow) { ese.betType = BET_BLOODSTAINGROW; ese.vStretch = FLOAT3D( fStretch*1.5f, fStretch*1.5f, 1.0f); } else { ese.betType = BET_BLOODSTAIN; ese.vStretch = FLOAT3D( fStretch*0.75f, fStretch*0.75f, 1.0f); } ese.vNormal = FLOAT3D( vPlaneNormal); ese.vDirection = FLOAT3D( 0, 0, 0); FLOAT3D vPos = vPoint+ese.vNormal/50.0f*(FRnd()+0.5f); CEntityPointer penEffect = CreateEntity( CPlacement3D(vPos, ANGLE3D(0,0,0)), CLASS_BASIC_EFFECT); penEffect->Initialize(ese); } } }; void DamageImpact(enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { // if exploded if (GetRenderType()!=RT_MODEL) { // do nothing return; } if (dmtType == DMT_ABYSS || dmtType == DMT_SPIKESTAB) { return; } fDamageAmmount = Clamp(fDamageAmmount, 0.0f, 5000.0f); FLOAT fKickDamage = fDamageAmmount; if( (dmtType == DMT_EXPLOSION) || (dmtType == DMT_IMPACT) || (dmtType == DMT_CANNONBALL_EXPLOSION) ) { fKickDamage*=1.5f; } if (dmtType==DMT_DROWNING || dmtType==DMT_CLOSERANGE) { fKickDamage /= 10.0f; } if (dmtType==DMT_CHAINSAW) { fKickDamage /= 10.0f; } // get passed time since last damage TIME tmNow = _pTimer->CurrentTick(); TIME tmDelta = tmNow-m_tmLastDamage; m_tmLastDamage = tmNow; // fade damage out if (tmDelta>=_pTimer->TickQuantum*3) { m_vDamage=FLOAT3D(0,0,0); } // add new damage FLOAT3D vDirectionFixed; if (vDirection.ManhattanNorm()>0.5f) { vDirectionFixed = vDirection; } else { vDirectionFixed = -en_vGravityDir; } FLOAT3D vDamageOld = m_vDamage; m_vDamage+=(vDirectionFixed/*-en_vGravityDir/2*/)*fKickDamage; FLOAT fOldLen = vDamageOld.Length(); FLOAT fNewLen = m_vDamage.Length(); FLOAT fOldRootLen = Sqrt(fOldLen); FLOAT fNewRootLen = Sqrt(fNewLen); FLOAT fMassFactor = 200.0f/((EntityInfo*)GetEntityInfo())->fMass; if( !(en_ulFlags & ENF_ALIVE)) { fMassFactor /= 3; } switch( dmtType) { case DMT_CLOSERANGE: case DMT_CHAINSAW: case DMT_DROWNING: case DMT_IMPACT: case DMT_BRUSH: case DMT_BURNING: // do nothing break; default: { if(fOldLen != 0.0f) { // cancel last push GiveImpulseTranslationAbsolute( -vDamageOld/fOldRootLen*fMassFactor); } /* FLOAT3D vImpuls = m_vDamage/fNewRootLen*fMassFactor; CPrintF( "Applied absolute translation impuls: (%g%g%g)\n", vImpuls(1),vImpuls(2),vImpuls(3));*/ // push it back GiveImpulseTranslationAbsolute( m_vDamage/fNewRootLen*fMassFactor); } } if( m_fMaxDamageAmmountCurrentTick()-_pTimer->TickQuantum*8 || m_fSprayDamage+fDamageAmmount>50.0f)) { // spawn blood spray CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0)); m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY); m_penSpray->SetParent( this); ESpawnSpray eSpawnSpray; eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE; if( m_fMaxDamageAmmount > 10.0f) { eSpawnSpray.fDamagePower = 3.0f; } else if(m_fSprayDamage+fDamageAmmount>50.0f) { eSpawnSpray.fDamagePower = 2.0f; } else { eSpawnSpray.fDamagePower = 1.0f; } eSpawnSpray.sptType = SPT_BLOOD; eSpawnSpray.fSizeMultiplier = 1.0f; // setup direction of spray FLOAT3D vHitPointRelative = vHitPoint - GetPlacement().pl_PositionVector; FLOAT3D vReflectingNormal; GetNormalComponent( vHitPointRelative, en_vGravityDir, vReflectingNormal); vReflectingNormal.Normalize(); vReflectingNormal(1)/=5.0f; FLOAT3D vProjectedComponent = vReflectingNormal*(vDirection%vReflectingNormal); FLOAT3D vSpilDirection = vDirection-vProjectedComponent*2.0f-en_vGravityDir*0.5f; eSpawnSpray.vDirection = vSpilDirection; eSpawnSpray.penOwner = this; // initialize spray m_penSpray->Initialize( eSpawnSpray); m_tmSpraySpawned = _pTimer->CurrentTick(); m_fSprayDamage = 0.0f; m_fMaxDamageAmmount = 0.0f; } m_fSprayDamage+=fDamageAmmount; } /* Receive damage */ void ReceiveDamage( CEntity *penInflictor, enum DamageType dmtType, FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) { // don't harm yourself with knife or with rocket in easy/tourist mode if( penInflictor==this && (dmtType==DMT_CLOSERANGE || dmtType==DMT_CHAINSAW || ((dmtType==DMT_EXPLOSION||dmtType==DMT_CANNONBALL_EXPLOSION||dmtType==DMT_PROJECTILE) && GetSP()->sp_gdGameDifficulty<=CSessionProperties::GD_EASY)) ) { return; } // if not connected if (m_ulFlags&PLF_NOTCONNECTED) { // noone can harm you return; } // god mode -> no one can harm you if( cht_bGod && CheatsEnabled() ) { return; } // if invulnerable, nothing can harm you except telefrag or abyss const TIME tmDelta = m_tmInvulnerability - _pTimer->CurrentTick(); if( tmDelta>0 && dmtType!=DMT_ABYSS && dmtType!=DMT_TELEPORT) { return; } // if invunerable after spawning FLOAT tmSpawnInvulnerability = GetSP()->sp_tmSpawnInvulnerability; if (tmSpawnInvulnerability>0 && _pTimer->CurrentTick()-m_tmSpawnedsp_bFriendlyFire && GetSP()->sp_bCooperative) { if (IsOfClass(penInflictor, "Player") && penInflictor!=this) { return; } } // ignore heat damage if dead if (dmtType==DMT_HEAT && !(GetFlags()&ENF_ALIVE)) { return; } // adjust for difficulty FLOAT fDifficultyDamage = GetSP()->sp_fDamageStrength; if( fDifficultyDamage<=1.0f || penInflictor!=this) { fDamageAmmount *= fDifficultyDamage; } // ignore zero damages if (fDamageAmmount<=0) { return; } FLOAT fSubHealth, fSubArmor; if( dmtType == DMT_DROWNING) { // drowning fSubHealth = fDamageAmmount; } else { // damage and armor fSubArmor = fDamageAmmount*2.0f/3.0f; // 2/3 on armor damage fSubHealth = fDamageAmmount - fSubArmor; // 1/3 on health damage m_fArmor -= fSubArmor; // decrease armor if( m_fArmor<0) { // armor below zero -> add difference to health damage fSubHealth -= m_fArmor; m_fArmor = 0.0f; } } // if any damage if( fSubHealth>0) { // if camera is active if (m_penCamera!=NULL) { // if the camera has onbreak CEntity *penOnBreak = ((CCamera&)*m_penCamera).m_penOnBreak; if (penOnBreak!=NULL) { // trigger it SendToTarget(penOnBreak, EET_TRIGGER, this); // if it doesn't } else { // just deactivate camera m_penCamera = NULL; } } } // if the player is doing autoactions if (m_penActionMarker!=NULL) { // ignore all damage return; } DamageImpact(dmtType, fSubHealth, vHitPoint, vDirection); // receive damage CPlayerEntity::ReceiveDamage( penInflictor, dmtType, fSubHealth, vHitPoint, vDirection); // red screen and hit translation if( fDamageAmmount>1.0f) { // !!!! this is obsolete, DamageImpact is used instead! if( dmtType==DMT_EXPLOSION || dmtType==DMT_PROJECTILE || dmtType==DMT_BULLET || dmtType==DMT_IMPACT || dmtType==DMT_CANNONBALL || dmtType==DMT_CANNONBALL_EXPLOSION) { // GiveImpulseTranslationAbsolute( vDirection*(fDamageAmmount/7.5f) // -en_vGravityDir*(fDamageAmmount/15.0f)); } if( GetFlags()&ENF_ALIVE) { m_fDamageAmmount += fDamageAmmount; m_tmWoundedTime = _pTimer->CurrentTick(); } } // yell (this hurts) ESound eSound; eSound.EsndtSound = SNDT_PLAYER; eSound.penTarget = this; SendEventInRange( eSound, FLOATaabbox3D( GetPlacement().pl_PositionVector, 10.0f)); // play hurting sound if( dmtType==DMT_DROWNING) { SetRandomMouthPitch( 0.9f, 1.1f); PlaySound( m_soMouth, GenderSound(SOUND_DROWN), SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("WoundWater");} m_tmMouthSoundLast = _pTimer->CurrentTick(); PlaySound( m_soLocalAmbientOnce, SOUND_WATERBUBBLES, SOF_3D|SOF_VOLUMETRIC|SOF_LOCAL); m_soLocalAmbientOnce.Set3DParameters( 25.0f, 5.0f, 2.0f, Lerp(0.5f, 1.5f, FRnd()) ); SpawnBubbles( 10+INDEX(FRnd()*10)); } else if( m_fDamageAmmount>1.0f) { // if not dead if (GetFlags()&ENF_ALIVE) { // determine corresponding sound INDEX iSound; const char *strIFeel = NULL; if( m_fDamageAmmount<5.0f) { iSound = GenderSound(SOUND_WOUNDWEAK); strIFeel = "WoundWeak"; } else if( m_fDamageAmmount<25.0f) { iSound = GenderSound(SOUND_WOUNDMEDIUM); strIFeel = "WoundMedium"; } else { iSound = GenderSound(SOUND_WOUNDSTRONG); strIFeel = "WoundStrong"; } if( m_pstState==PST_DIVE) { iSound = GenderSound(SOUND_WOUNDWATER); strIFeel = "WoundWater"; } // override for diving SetRandomMouthPitch( 0.9f, 1.1f); // give some pause inbetween screaming TIME tmNow = _pTimer->CurrentTick(); if( (tmNow-m_tmScreamTime) > 1.0f) { m_tmScreamTime = tmNow; PlaySound( m_soMouth, iSound, SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect(strIFeel);} } } } }; // should this player blow up (spawn debris) BOOL ShouldBlowUp(void) { // blow up if return // allowed GetSP()->sp_bGibs && // dead and (GetHealth()<=0) && // has received large enough damage lately and (m_vDamage.Length() > _fBlowUpAmmount) && // is not blown up already GetRenderType()==RT_MODEL; }; // spawn body parts void BlowUp(void) { FLOAT3D vNormalizedDamage = m_vDamage-m_vDamage*(_fBlowUpAmmount/m_vDamage.Length()); vNormalizedDamage /= Sqrt(vNormalizedDamage.Length()); vNormalizedDamage *= 0.75f; FLOAT3D vBodySpeed = en_vCurrentTranslationAbsolute-en_vGravityDir*(en_vGravityDir%en_vCurrentTranslationAbsolute); const FLOAT fBlowUpSize = 2.0f; // readout blood type const INDEX iBloodType = GetSP()->sp_iBlood; // determine debris texture (color) ULONG ulFleshTexture = TEXTURE_FLESH_GREEN; ULONG ulFleshModel = MODEL_FLESH; if( iBloodType==2) { ulFleshTexture = TEXTURE_FLESH_RED; } // spawn debris Debris_Begin( EIBT_FLESH, DPT_BLOODTRAIL, BET_BLOODSTAIN, fBlowUpSize, vNormalizedDamage, vBodySpeed, 1.0f, 0.0f); for( INDEX iDebris=0; iDebris<4; iDebris++) { // flowerpower mode? if( iBloodType==3) { switch( IRnd()%5) { case 1: { ulFleshModel = MODEL_FLESH_APPLE; ulFleshTexture = TEXTURE_FLESH_APPLE; break; } case 2: { ulFleshModel = MODEL_FLESH_BANANA; ulFleshTexture = TEXTURE_FLESH_BANANA; break; } case 3: { ulFleshModel = MODEL_FLESH_BURGER; ulFleshTexture = TEXTURE_FLESH_BURGER; break; } case 4: { ulFleshModel = MODEL_FLESH_LOLLY; ulFleshTexture = TEXTURE_FLESH_LOLLY; break; } default: { ulFleshModel = MODEL_FLESH_ORANGE; ulFleshTexture = TEXTURE_FLESH_ORANGE; break; } } } Debris_Spawn( this, this, ulFleshModel, ulFleshTexture, 0, 0, 0, IRnd()%4, 0.5f, FLOAT3D(FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f, FRnd()*0.6f+0.2f)); } // leave a stain beneath LeaveStain(FALSE); PlaySound(m_soBody, SOUND_BLOWUP, SOF_3D); // hide yourself (must do this after spawning debris) SwitchToEditorModel(); FLOAT fSpeedOrg = en_vCurrentTranslationAbsolute.Length(); const FLOAT fSpeedMax = 30.0f; if (fSpeedOrg>fSpeedMax) { en_vCurrentTranslationAbsolute *= fSpeedMax/fSpeedOrg; } // SetPhysicsFlags(EPF_MODEL_IMMATERIAL); // SetCollisionFlags(ECF_IMMATERIAL); }; /************************************************************ * OVERRIDEN FUNCTIONS * ************************************************************/ /* Entity info */ void *GetEntityInfo(void) { switch (m_pstState) { case PST_STAND: case PST_FALL: return &eiPlayerGround; break; case PST_CROUCH: return &eiPlayerCrouch; break; case PST_SWIM: case PST_DIVE: return &eiPlayerSwim; break; } return &eiPlayerGround; }; /* Receive item */ BOOL ReceiveItem(const CEntityEvent &ee) { // *********** HEALTH *********** if( ee.ee_slEvent == EVENTCODE_EHealth) { // determine old and new health values FLOAT fHealthOld = GetHealth(); FLOAT fHealthNew = fHealthOld + ((EHealth&)ee).fHealth; if( ((EHealth&)ee).bOverTopHealth) { fHealthNew = ClampUp( fHealthNew, MaxHealth()); } else { fHealthNew = ClampUp( fHealthNew, TopHealth()); } // if value can be changed if( ceil(fHealthNew) > ceil(fHealthOld)) { // receive it SetHealth(fHealthNew); ItemPicked( TRANS("Health"), ((EHealth&)ee).fHealth); m_iMana += (INDEX)(((EHealth&)ee).fHealth); m_fPickedMana += ((EHealth&)ee).fHealth; return TRUE; } } // *********** ARMOR *********** else if( ee.ee_slEvent == EVENTCODE_EArmor) { // determine old and new health values FLOAT fArmorOld = m_fArmor; FLOAT fArmorNew = fArmorOld + ((EArmor&)ee).fArmor; if( ((EArmor&)ee).bOverTopArmor) { fArmorNew = ClampUp( fArmorNew, MaxArmor()); } else { fArmorNew = ClampUp( fArmorNew, TopArmor()); } // if value can be changed if( ceil(fArmorNew) > ceil(fArmorOld)) { // receive it m_fArmor = fArmorNew; ItemPicked( TRANS("Armor"), ((EArmor&)ee).fArmor); m_iMana += (INDEX)(((EArmor&)ee).fArmor); m_fPickedMana += ((EArmor&)ee).fArmor; return TRUE; } } // *********** MESSAGE *********** else if (ee.ee_slEvent == EVENTCODE_EMessageItem) { EMessageItem &eMI = (EMessageItem &)ee; ReceiveComputerMessage(eMI.fnmMessage, CMF_ANALYZE); ItemPicked(TRANS("Ancient papyrus"), 0); return TRUE; } // *********** WEAPON *********** else if (ee.ee_slEvent == EVENTCODE_EWeaponItem) { return ((CPlayerWeapons&)*m_penWeapons).ReceiveWeapon(ee); } // *********** AMMO *********** else if (ee.ee_slEvent == EVENTCODE_EAmmoItem) { return ((CPlayerWeapons&)*m_penWeapons).ReceiveAmmo(ee); } else if (ee.ee_slEvent == EVENTCODE_EAmmoPackItem) { return ((CPlayerWeapons&)*m_penWeapons).ReceivePackAmmo(ee); } // *********** KEYS *********** else if (ee.ee_slEvent == EVENTCODE_EKey) { // don't pick up key if in auto action mode if (m_penActionMarker!=NULL) { return FALSE; } // make key mask ULONG ulKey = 1<sp_bCooperative && !GetSP()->sp_bSinglePlayer) { CPrintF(TRANSV("^cFFFFFF%s - %s^r\n"), (const char *) GetPlayerName(), (const char *) strKey); } return TRUE; } } // *********** POWERUPS *********** else if( ee.ee_slEvent == EVENTCODE_EPowerUp) { const FLOAT tmNow = _pTimer->CurrentTick(); switch( ((EPowerUp&)ee).puitType) { case PUIT_INVISIB : m_tmInvisibility = tmNow + m_tmInvisibilityMax; ItemPicked(TRANS("^cABE3FFInvisibility"), 0); return TRUE; case PUIT_INVULNER: m_tmInvulnerability = tmNow + m_tmInvulnerabilityMax; ItemPicked(TRANS("^c00B440Invulnerability"), 0); return TRUE; case PUIT_DAMAGE : m_tmSeriousDamage = tmNow + m_tmSeriousDamageMax; ItemPicked(TRANS("^cFF0000Serious Damage!"), 0); return TRUE; case PUIT_SPEED : m_tmSeriousSpeed = tmNow + m_tmSeriousSpeedMax; ItemPicked(TRANS("^cFF9400Serious Speed"), 0); return TRUE; case PUIT_BOMB : m_iSeriousBombCount++; ItemPicked(TRANS("^cFF0000Serious Bomb!"), 0); //ItemPicked(TRANS("^cFF0000S^cFFFF00e^cFF0000r^cFFFF00i^cFF0000o^cFFFF00u^cFF0000s ^cFF0000B^cFFFF00o^cFF0000m^cFFFF00b!"), 0); // send computer message if (GetSP()->sp_bCooperative) { EComputerMessage eMsg; eMsg.fnmMessage = CTFILENAME("DataMP\\Messages\\Weapons\\seriousbomb.txt"); this->SendEvent(eMsg); } return TRUE; } } // nothing picked return FALSE; }; // Change Player view void ChangePlayerView() { // change from eyes to 3rd person if (m_iViewState == PVT_PLAYEREYES) { // spawn 3rd person view camera ASSERT(m_pen3rdPersonView == NULL); if (m_pen3rdPersonView == NULL) { m_pen3rdPersonView = CreateEntity(GetPlacement(), CLASS_PLAYER_VIEW); EViewInit eInit; eInit.penOwner = this; eInit.penCamera = NULL; eInit.vtView = VT_3RDPERSONVIEW; eInit.bDeathFixed = FALSE; m_pen3rdPersonView ->Initialize(eInit); } m_iViewState = PVT_3RDPERSONVIEW; // change from 3rd person to eyes } else if (m_iViewState == PVT_3RDPERSONVIEW) { m_iViewState = PVT_PLAYEREYES; // kill 3rd person view if (m_pen3rdPersonView != NULL) { ((CPlayerView&)*m_pen3rdPersonView).SendEvent(EEnd()); m_pen3rdPersonView = NULL; } } }; // if computer is pressed void ComputerPressed(void) { // call computer if not holding sniper // if (GetPlayerWeapons()->m_iCurrentWeapon!=WEAPON_SNIPER){ if (cmp_ppenPlayer==NULL && _pNetwork->IsPlayerLocal(this)) { cmp_ppenPlayer = this; } m_bComputerInvoked = TRUE; // clear analyses message m_tmAnalyseEnd = 0; m_bPendingMessage = FALSE; m_tmMessagePlay = 0; // } } // if use is pressed void UsePressed(BOOL bOrComputer) { // cast ray from weapon CPlayerWeapons *penWeapons = GetPlayerWeapons(); CEntity *pen = penWeapons->m_penRayHit; BOOL bSomethingToUse = FALSE; // if hit if (pen!=NULL) { // check switch/messageholder relaying by moving brush if (IsOfClass( pen, "Moving Brush")) { if (((CMovingBrush&)*pen).m_penSwitch!=NULL) { pen = ((CMovingBrush&)*pen).m_penSwitch; } } // if switch and near enough if (IsOfClass( pen, "Switch") && penWeapons->m_fRayHitDistance < 2.0f) { CSwitch &enSwitch = (CSwitch&)*pen; // if switch is useable if (enSwitch.m_bUseable) { // send it a trigger event SendToTarget(pen, EET_TRIGGER, this); bSomethingToUse = TRUE; } } // if analyzable if (IsOfClass( pen, "MessageHolder") && penWeapons->m_fRayHitDistance<((CMessageHolder*)&*pen)->m_fDistance && ((CMessageHolder*)&*pen)->m_bActive) { const CTFileName &fnmMessage = ((CMessageHolder*)&*pen)->m_fnmMessage; // if player doesn't have that message in database if (!HasMessage(fnmMessage)) { // add the message ReceiveComputerMessage(fnmMessage, CMF_ANALYZE); bSomethingToUse = TRUE; } } } // if nothing usable under cursor, and may call computer if (!bSomethingToUse && bOrComputer) { // call computer ComputerPressed(); } else if (!bSomethingToUse) { CPlayerWeapons *penWeapon = GetPlayerWeapons(); // penWeapon->m_iWantedWeapon==WEAPON_SNIPER) => // make sure that weapon transition is not in progress if (penWeapon->m_iCurrentWeapon==WEAPON_SNIPER && penWeapon->m_iWantedWeapon==WEAPON_SNIPER) { if (m_ulFlags&PLF_ISZOOMING) { m_ulFlags&=~PLF_ISZOOMING; penWeapon->m_bSniping = FALSE; penWeapon->m_fSniperFOVlast = penWeapon->m_fSniperFOV = penWeapon->m_fSniperMaxFOV; PlaySound(m_soSniperZoom, SOUND_SILENCE, SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_StopEffect("SniperZoom");} } else { penWeapon->m_bSniping = TRUE; m_ulFlags|=PLF_ISZOOMING; penWeapon->m_fSniperFOVlast = penWeapon->m_fSniperFOV = penWeapon->m_fMinimumZoomFOV; PlaySound(m_soSniperZoom, SOUND_SNIPER_ZOOM, SOF_3D|SOF_LOOP); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("SniperZoom");} } } } } /************************************************************ * PLAYER ACTIONS * ************************************************************/ void SetGameEnd(void) { _pNetwork->SetGameFinished(); // start console for first player possible for(INDEX iPlayer=0; iPlayerIsPlayerLocal(pen)) { cmp_ppenPlayer = (CPlayer*)pen; } } } } // check if game should be finished void CheckGameEnd(void) { BOOL bFinished = FALSE; // if time limit is out INDEX iTimeLimit = GetSP()->sp_iTimeLimit; if (iTimeLimit>0 && _pTimer->CurrentTick()>=iTimeLimit*60.0f) { bFinished = TRUE; } // if frag limit is out INDEX iFragLimit = GetSP()->sp_iFragLimit; if (iFragLimit>0 && m_psLevelStats.ps_iKills>=iFragLimit) { bFinished = TRUE; } // if score limit is out INDEX iScoreLimit = GetSP()->sp_iScoreLimit; if (iScoreLimit>0 && m_psLevelStats.ps_iScore>=iScoreLimit) { bFinished = TRUE; } if (bFinished) { SetGameEnd(); } } // Preapply the action packet for local mouselag elimination void PreapplyAction( const CPlayerAction &paAction) { } // Called to apply player action to player entity each tick. void ApplyAction( const CPlayerAction &paOriginal, FLOAT tmLatency) { if(!(m_ulFlags&PLF_INITIALIZED)) { return; } // CPrintF("---APPLY: %g\n", paOriginal.pa_aRotation(1)); // if was not connected if (m_ulFlags&PLF_NOTCONNECTED) { // set connected state SetConnected(); } // mark that the player is connected m_ulFlags |= PLF_APPLIEDACTION; // make a copy of action for adjustments CPlayerAction paAction = paOriginal; //CPrintF("applying(%s-%08x): %g\n", GetPredictName(), int(paAction.pa_llCreated), // paAction.pa_vTranslation(3)); // calculate delta from last received actions ANGLE3D aDeltaRotation = paAction.pa_aRotation -m_aLastRotation; ANGLE3D aDeltaViewRotation = paAction.pa_aViewRotation-m_aLastViewRotation; if (m_ulFlags&PLF_ISZOOMING) { FLOAT fRotationDamping = ((CPlayerWeapons &)*m_penWeapons).m_fSniperFOV/((CPlayerWeapons &)*m_penWeapons).m_fSniperMaxFOV; aDeltaRotation *= fRotationDamping; aDeltaViewRotation *= fRotationDamping; } //FLOAT3D vDeltaTranslation = paAction.pa_vTranslation -m_vLastTranslation; m_aLastRotation = paAction.pa_aRotation; m_aLastViewRotation = paAction.pa_aViewRotation; //m_vLastTranslation = paAction.pa_vTranslation; paAction.pa_aRotation = aDeltaRotation; paAction.pa_aViewRotation = aDeltaViewRotation; //paAction.pa_vTranslation = vDeltaTranslation; // adjust rotations per tick paAction.pa_aRotation /= _pTimer->TickQuantum; paAction.pa_aViewRotation /= _pTimer->TickQuantum; // adjust prediction for remote players only CEntity *penMe = this; if (IsPredictor()) { penMe = penMe->GetPredicted(); } SetPredictable(!_pNetwork->IsPlayerLocal(penMe)); // check for end of game if (!IsPredictor()) { CheckGameEnd(); } // limit speeds against abusing paAction.pa_vTranslation(1) = Clamp( paAction.pa_vTranslation(1), -plr_fSpeedSide, plr_fSpeedSide); paAction.pa_vTranslation(2) = Clamp( paAction.pa_vTranslation(2), -plr_fSpeedUp, plr_fSpeedUp); paAction.pa_vTranslation(3) = Clamp( paAction.pa_vTranslation(3), -plr_fSpeedForward, plr_fSpeedBackward); // if speeds are like walking if (Abs(paAction.pa_vTranslation(3))< plr_fSpeedForward/1.99f &&Abs(paAction.pa_vTranslation(1))< plr_fSpeedSide/1.99f) { // don't allow falling en_fStepDnHeight = 1.5f; // if speeds are like running } else { // allow falling en_fStepDnHeight = -1; } // limit diagonal speed against abusing FLOAT3D &v = paAction.pa_vTranslation; FLOAT fDiag = Sqrt(v(1)*v(1)+v(3)*v(3)); if (fDiag>0.01f) { FLOAT fDiagLimited = Min(fDiag, plr_fSpeedForward); FLOAT fFactor = fDiagLimited/fDiag; v(1)*=fFactor; v(3)*=fFactor; } ulButtonsNow = paAction.pa_ulButtons; ulButtonsBefore = m_ulLastButtons; ulNewButtons = ulButtonsNow&~ulButtonsBefore; ulReleasedButtons = (~ulButtonsNow)&(ulButtonsBefore); m_ulLastButtons = ulButtonsNow; // remember last buttons en_plLastViewpoint = en_plViewpoint; // remember last view point for lerping // sniper zooming CPlayerWeapons *penWeapon = GetPlayerWeapons(); if (penWeapon->m_iCurrentWeapon == WEAPON_SNIPER) { if (bUseButtonHeld && m_ulFlags&PLF_ISZOOMING) { penWeapon->m_fSniperFOVlast = penWeapon->m_fSniperFOV; penWeapon->m_fSniperFOV -= penWeapon->m_fSnipingZoomSpeed; if (penWeapon->m_fSniperFOV < penWeapon->m_fSniperMinFOV) { penWeapon->m_fSniperFOVlast = penWeapon->m_fSniperFOV = penWeapon->m_fSniperMinFOV; PlaySound(m_soSniperZoom, SOUND_SILENCE, SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_StopEffect("SniperZoom");} } } if (ulReleasedButtons&PLACT_USE_HELD) { penWeapon->m_fSniperFOVlast = penWeapon->m_fSniperFOV; PlaySound(m_soSniperZoom, SOUND_SILENCE, SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_StopEffect("SniperZoom");} } } // if alive if (GetFlags() & ENF_ALIVE) { // if not in auto-action mode if (m_penActionMarker==NULL) { // apply actions AliveActions(paAction); // if in auto-action mode } else { // do automatic actions AutoActions(paAction); } // if not alive rotate camera view and rebirth on fire } else { DeathActions(paAction); } if (Abs(_pTimer->CurrentTick()-m_tmAnalyseEnd)<_pTimer->TickQuantum*2) { m_tmAnalyseEnd = 0; m_bPendingMessage = TRUE; m_tmMessagePlay = 0; } if (m_bPendingMessage && !IsFuss()) { m_bPendingMessage = FALSE; m_tmMessagePlay = _pTimer->CurrentTick()+1.0f; m_tmAnimateInbox = _pTimer->CurrentTick(); } if (Abs(_pTimer->CurrentTick()-m_tmMessagePlay)<_pTimer->TickQuantum*2) { m_bPendingMessage = FALSE; m_tmAnalyseEnd = 0; if (!m_bComputerInvoked && GetSP()->sp_bSinglePlayer) { PrintCenterMessage(this, this, TRANS("Press USE to read the message!"), 5.0f, MSS_NONE); } } // wanna cheat a bit? if (CheatsEnabled()) { Cheats(); } // if teleporting to marker (this cheat is enabled in all versions) if (cht_iGoToMarker>0 && (GetFlags()&ENF_ALIVE)) { // rebirth player, and it will teleport m_iLastViewState = m_iViewState; SendEvent(ERebirth()); } // keep latency for eventual printout UpdateLatency(tmLatency); // check if highscore has changed CheckHighScore(); }; // Called when player is disconnected void Disconnect(void) { // remember name m_strName = GetPlayerName(); // clear the character, so we don't get re-connected to same entity en_pcCharacter = CPlayerCharacter(); // make main loop exit SendEvent(EDisconnected()); }; // Called when player character is changed void CharacterChanged(const CPlayerCharacter &pcNew) { // remember original character CPlayerCharacter pcOrg = en_pcCharacter; // set the new character en_pcCharacter = pcNew; ValidateCharacter(); // if the name has changed if (pcOrg.GetName()!=pcNew.GetName()) { // report that CPrintF(TRANSV("%s is now known as %s\n"), (const char *) pcOrg.GetNameForPrinting(), (const char *) pcNew.GetNameForPrinting()); } // if the team has changed if (pcOrg.GetTeam()!=pcNew.GetTeam()) { // report that CPrintF(TRANSV("%s switched to team %s\n"), (const char *) pcNew.GetNameForPrinting(), (const char *) pcNew.GetTeamForPrinting()); } // if appearance changed CPlayerSettings *ppsOrg = (CPlayerSettings *)pcOrg.pc_aubAppearance; CPlayerSettings *ppsNew = (CPlayerSettings *)pcNew.pc_aubAppearance; if (memcmp(ppsOrg->ps_achModelFile, ppsNew->ps_achModelFile, sizeof(ppsOrg->ps_achModelFile))!=0) { // update your real appearance if possible CTString strNewLook; BOOL bSuccess = SetPlayerAppearance(&m_moRender, &en_pcCharacter, strNewLook, /*bPreview=*/FALSE); // if succeeded if (bSuccess) { ParseGender(strNewLook); // report that CPrintF(TRANSV("%s now appears as %s\n"), (const char *) pcNew.GetNameForPrinting(), (const char *) strNewLook); // if failed } else { // report that CPrintF(TRANSV("Cannot change appearance for %s: setting '%s' is unavailable\n"), (const char *) pcNew.GetNameForPrinting(), (const char*)ppsNew->GetModelFilename()); } // attach weapon to new appearance GetPlayerAnimator()->SyncWeapon(); } BOOL b3RDPersonOld = ppsOrg->ps_ulFlags&PSF_PREFER3RDPERSON; BOOL b3RDPersonNew = ppsNew->ps_ulFlags&PSF_PREFER3RDPERSON; if ((b3RDPersonOld && !b3RDPersonNew && m_iViewState==PVT_3RDPERSONVIEW) ||(b3RDPersonNew && !b3RDPersonOld && m_iViewState==PVT_PLAYEREYES) ) { ChangePlayerView(); } }; // Alive actions void AliveActions(const CPlayerAction &pa) { CPlayerAction paAction = pa; // if camera is active if (m_penCamera!=NULL) { // ignore keyboard/mouse/joystick commands paAction.pa_vTranslation = FLOAT3D(0,0,0); paAction.pa_aRotation = ANGLE3D(0,0,0); paAction.pa_aViewRotation = ANGLE3D(0,0,0); // if fire or use is pressed if (ulNewButtons&(PLACT_FIRE|PLACT_USE)) { // stop camera m_penCamera=NULL; } } else { ButtonsActions(paAction); } // do the actions ActiveActions(paAction); // if less than few seconds elapsed since last damage FLOAT tmSinceWounding = _pTimer->CurrentTick() - m_tmWoundedTime; if( tmSinceWounding<4.0f) { // decrease damage ammount m_fDamageAmmount *= 1.0f - tmSinceWounding/4.0f; } else { // reset damage ammount m_fDamageAmmount = 0.0f; } } // Auto-actions void AutoActions(const CPlayerAction &pa) { // if fire, use or computer is pressed if (ulNewButtons&(PLACT_FIRE|PLACT_USE|PLACT_COMPUTER)) { if (m_penCamera!=NULL) { CEntity *penOnBreak = ((CCamera&)*m_penCamera).m_penOnBreak; if (penOnBreak!=NULL) { SendToTarget(penOnBreak, EET_TRIGGER, this); } } } CPlayerAction paAction = pa; // ignore keyboard/mouse/joystick commands paAction.pa_vTranslation = FLOAT3D(0,0,0); paAction.pa_aRotation = ANGLE3D(0,0,0); paAction.pa_aViewRotation = ANGLE3D(0,0,0); // if moving towards the marker is enabled if (m_fAutoSpeed>0) { FLOAT3D vDelta = m_penActionMarker->GetPlacement().pl_PositionVector- GetPlacement().pl_PositionVector; FLOAT fDistance = vDelta.Length(); if (fDistance>0.1f) { vDelta/=fDistance; ANGLE aDH = GetRelativeHeading(vDelta); // if should hit the marker exactly FLOAT fSpeed = m_fAutoSpeed; if (GetActionMarker()->m_paaAction==PAA_RUNANDSTOP) { // adjust speed fSpeed = Min(fSpeed, fDistance/_pTimer->TickQuantum); } // adjust rotation if (Abs(aDH)>5.0f) { if (fSpeed>m_fAutoSpeed-0.1f) { aDH = Clamp(aDH, -30.0f, 30.0f); } paAction.pa_aRotation = ANGLE3D(aDH/_pTimer->TickQuantum,0,0); } // set forward speed paAction.pa_vTranslation = FLOAT3D(0,0,-fSpeed); } } else { paAction.pa_vTranslation = m_vAutoSpeed; } CPlayerActionMarker *ppam = GetActionMarker(); ASSERT( ppam != NULL); if( ppam->m_paaAction == PAA_LOGO_FIRE_MINIGUN || ppam->m_paaAction == PAA_LOGO_FIRE_INTROSE) { if( m_tmMinigunAutoFireStart != -1) { FLOAT tmDelta = _pTimer->CurrentTick()-m_tmMinigunAutoFireStart; FLOAT aDH=0.0f; FLOAT aDP=0.0f; if( tmDelta>=0.0f && tmDelta<=0.75f) { aDH = 0.0f; } else if( tmDelta>=0.75f) { FLOAT fDT = tmDelta-0.75f; aDH = 1.0f*cos(fDT+PI/2.0f); aDP = 0.5f*cos(fDT); } if(ppam->m_paaAction == PAA_LOGO_FIRE_INTROSE) { FLOAT fRatio=CalculateRatio(tmDelta,0.25,5,0.1f,0.1f); aDP=2.0f*sin(tmDelta*200.0f)*fRatio; if(tmDelta>2.5f) { aDP+=(tmDelta-2.5f)*4.0f; } } paAction.pa_aRotation = ANGLE3D(aDH/_pTimer->TickQuantum, aDP/_pTimer->TickQuantum,0); } } // do the actions if (!(m_ulFlags&PLF_AUTOMOVEMENTS)) { ActiveActions(paAction); } } void GetLerpedWeaponPosition( FLOAT3D vRel, CPlacement3D &pl) { pl = CPlacement3D( vRel, ANGLE3D(0,0,0)); CPlacement3D plView; _bDiscard3rdView=GetViewEntity()!=this; GetLerpedAbsoluteViewPlacement(plView); pl.RelativeToAbsolute( plView); } void SpawnBubbles( INDEX ctBubbles) { for( INDEX iBouble=0; iBoublesp_bCooperative) { vTranslation *= 1.3f; } // enable faster moving (but not higher jumping!) if having SerousSpeed powerup const TIME tmDelta = m_tmSeriousSpeed - _pTimer->CurrentTick(); if( tmDelta>0 && m_fAutoSpeed==0.0f) { vTranslation(1) *= 2.0f; vTranslation(3) *= 2.0f; } en_fAcceleration = plr_fAcceleration; en_fDeceleration = plr_fDeceleration; if( !GetSP()->sp_bCooperative) { vTranslation(1) *= 1.35f; vTranslation(3) *= 1.35f; //en_fDeceleration *= 0.8f; } CContentType &ctUp = GetWorld()->wo_actContentTypes[en_iUpContent]; CContentType &ctDn = GetWorld()->wo_actContentTypes[en_iDnContent]; PlayerState pstWanted = PST_STAND; BOOL bUpSwimable = (ctUp.ct_ulFlags&CTF_SWIMABLE) && en_fImmersionFactor<=0.99f; BOOL bDnSwimable = (ctDn.ct_ulFlags&CTF_SWIMABLE) && en_fImmersionFactor>=0.5f; // if considerably inside swimable content if (bUpSwimable || bDnSwimable) { // allow jumping m_ulFlags|=PLF_JUMPALLOWED; //CPrintF("swimable %f", en_fImmersionFactor); // if totaly inside if (en_fImmersionFactor>=0.99f || bUpSwimable) { // want to dive pstWanted = PST_DIVE; // if only partially inside } else { // want to swim pstWanted = PST_SWIM; } // if not in swimable content } else { // if has reference if (en_penReference!=NULL) { // reset fall timer m_fFallTime = 0.0f; // if no reference } else { // increase fall time m_fFallTime += _pTimer->TickQuantum; } // if not wanting to jump if (vTranslation(2)<0.1f) { // allow jumping m_ulFlags|=PLF_JUMPALLOWED; } // if falling if (m_fFallTime >= 0.5f) { // wants to fall pstWanted = PST_FALL; // if not falling } else { // if holding down and really not in air if (vTranslation(2)<-0.01f/* && m_fFallTime<0.5f*/) { // wants to crouch pstWanted = PST_CROUCH; // if not holding down } else { // wants to stand pstWanted = PST_STAND; } } } //CPrintF("c - %s w - %s", NameForState(m_pstState), NameForState(pstWanted)); // flying mode - rotate whole player if (!(GetPhysicsFlags()&EPF_TRANSLATEDBYGRAVITY)) { SetDesiredRotation(paAction.pa_aRotation); StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); SetDesiredTranslation(vTranslation); // normal mode } else { PlayerState pstOld = m_pstState; // if different state needed if (pstWanted!=m_pstState) { // check state wanted switch(pstWanted) { // if wanting to stand case PST_STAND: { // if can stand here if (ChangeCollisionBoxIndexNow(PLAYER_COLLISION_BOX_STAND)) { en_plViewpoint.pl_PositionVector(2) = plr_fViewHeightStand; if (m_pstState==PST_CROUCH) { ((CPlayerAnimator&)*m_penAnimator).Rise(); } else { ((CPlayerAnimator&)*m_penAnimator).Stand(); } m_pstState = PST_STAND; } } break; // if wanting to crouch case PST_CROUCH: { // if can crouch here if (ChangeCollisionBoxIndexNow(PLAYER_COLLISION_BOX_CROUCH)) { m_pstState = PST_CROUCH; en_plViewpoint.pl_PositionVector(2) = plr_fViewHeightCrouch; ((CPlayerAnimator&)*m_penAnimator).Crouch(); } } break; // if wanting to swim case PST_SWIM: { // if can swim here if (ChangeCollisionBoxIndexNow(PLAYER_COLLISION_BOX_SWIMSMALL)) { ChangeCollisionBoxIndexWhenPossible(PLAYER_COLLISION_BOX_SWIM); m_pstState = PST_SWIM; en_plViewpoint.pl_PositionVector(2) = plr_fViewHeightSwim; ((CPlayerAnimator&)*m_penAnimator).Swim(); m_fSwimTime = _pTimer->CurrentTick(); } } break; // if wanting to dive case PST_DIVE: { // if can dive here if (ChangeCollisionBoxIndexNow(PLAYER_COLLISION_BOX_SWIMSMALL)) { ChangeCollisionBoxIndexWhenPossible(PLAYER_COLLISION_BOX_SWIM); m_pstState = PST_DIVE; en_plViewpoint.pl_PositionVector(2) = plr_fViewHeightDive; ((CPlayerAnimator&)*m_penAnimator).Swim(); } } break; // if wanting to fall case PST_FALL: { // if can fall here if (ChangeCollisionBoxIndexNow(PLAYER_COLLISION_BOX_STAND)) { m_pstState = PST_FALL; en_plViewpoint.pl_PositionVector(2) = plr_fViewHeightStand; ((CPlayerAnimator&)*m_penAnimator).Fall(); } } break; } } // if state changed if (m_pstState!=pstOld) { // check water entering/leaving BOOL bWasInWater = (pstOld==PST_SWIM||pstOld==PST_DIVE); BOOL bIsInWater = (m_pstState==PST_SWIM||m_pstState==PST_DIVE); // if entered water if (bIsInWater && !bWasInWater) { PlaySound(m_soBody, GenderSound(SOUND_WATER_ENTER), SOF_3D); // if left water } else if (!bIsInWater && bWasInWater) { PlaySound(m_soBody, GenderSound(SOUND_WATER_LEAVE), SOF_3D); m_tmOutOfWater = _pTimer->CurrentTick(); //CPrintF("gotout "); // if in water } else if (bIsInWater) { // if dived in if (pstOld==PST_SWIM && m_pstState == PST_DIVE) { PlaySound(m_soFootL, GenderSound(SOUND_DIVEIN), SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("DiveIn");} m_bMoveSoundLeft = TRUE; m_tmMoveSound = _pTimer->CurrentTick(); // if dived out } else if (m_pstState==PST_SWIM && pstOld==PST_DIVE) { PlaySound(m_soFootL, GenderSound(SOUND_DIVEOUT), SOF_3D); m_bMoveSoundLeft = TRUE; m_tmMoveSound = _pTimer->CurrentTick(); } } // if just fell to ground if (pstOld==PST_FALL && (m_pstState==PST_STAND||m_pstState==PST_CROUCH)) { PlaySound(m_soFootL, GenderSound(SOUND_LAND), SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("Land");} } // change ambience sounds if (m_pstState==PST_DIVE) { m_soLocalAmbientLoop.Set3DParameters(50.0f, 10.0f, 0.25f, 1.0f); PlaySound(m_soLocalAmbientLoop, SOUND_WATERAMBIENT, SOF_LOOP|SOF_3D|SOF_VOLUMETRIC|SOF_LOCAL); } else if (pstOld==PST_DIVE) { m_soLocalAmbientLoop.Stop(); } } // if just jumped if (en_tmJumped+_pTimer->TickQuantum>=_pTimer->CurrentTick() && en_tmJumped<=_pTimer->CurrentTick() && en_penReference==NULL) { // play jump sound SetDefaultMouthPitch(); PlaySound(m_soMouth, GenderSound(SOUND_JUMP), SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("Jump");} // disallow jumping m_ulFlags&=~PLF_JUMPALLOWED; } // set density if (m_pstState == PST_SWIM || pstWanted == PST_SWIM ||(pstWanted == PST_DIVE && m_pstState != pstWanted)) { en_fDensity = 500.0f; // lower density than water } else { en_fDensity = 1000.0f; // same density as water } if (_pTimer->CurrentTick()>=m_tmNextAmbientOnce) { if (m_pstState == PST_DIVE) { PlaySound(m_soLocalAmbientOnce, SOUND_WATERBUBBLES, SOF_3D|SOF_VOLUMETRIC|SOF_LOCAL); m_soLocalAmbientOnce.Set3DParameters(25.0f, 5.0f, 2.0f, Lerp(0.5f, 1.5f, FRnd()) ); SpawnBubbles( 5+INDEX(FRnd()*5)); } m_tmNextAmbientOnce = _pTimer->CurrentTick()+5.0f+FRnd(); } // if crouching if (m_pstState == PST_CROUCH) { // go slower vTranslation /= 2.5f; // don't go down vTranslation(2) = 0.0f; } // if diving if (m_pstState == PST_DIVE) { // translate up/down with view pitch FLOATmatrix3D mPitch; MakeRotationMatrixFast(mPitch, FLOAT3D(0,en_plViewpoint.pl_OrientationAngle(2),0)); FLOAT fZ = vTranslation(3); vTranslation(3) = 0.0f; vTranslation += FLOAT3D(0,0,fZ)*mPitch; // if swimming } else if (m_pstState == PST_SWIM) { // translate down with view pitch if large FLOATmatrix3D mPitch; FLOAT fPitch = en_plViewpoint.pl_OrientationAngle(2); if (fPitch>-30.0f) { fPitch = 0; } MakeRotationMatrixFast(mPitch, FLOAT3D(0,fPitch,0)); FLOAT fZ = vTranslation(3); vTranslation(3) = 0.0f; vTranslation += FLOAT3D(0,0,fZ)*mPitch; } // if swimming or diving if (m_pstState == PST_SWIM || m_pstState == PST_DIVE) { // up/down is slower than on ground vTranslation(2)*=0.5f; } // if just started swimming if ((m_pstState == PST_SWIM && _pTimer->CurrentTick()CurrentTick()0) { vTranslation(2) = 0.0f; } // set translation SetDesiredTranslation(vTranslation); // set pitch and banking from the normal rotation into the view rotation en_plViewpoint.Rotate_HPB(ANGLE3D( (ANGLE)((FLOAT)paAction.pa_aRotation(1)*_pTimer->TickQuantum), (ANGLE)((FLOAT)paAction.pa_aRotation(2)*_pTimer->TickQuantum), (ANGLE)((FLOAT)paAction.pa_aRotation(3)*_pTimer->TickQuantum))); // pitch and banking boundaries RoundViewAngle(en_plViewpoint.pl_OrientationAngle(2), PITCH_MAX); RoundViewAngle(en_plViewpoint.pl_OrientationAngle(3), BANKING_MAX); // translation rotate player for heading if (vTranslation.Length() > 0.1f) { SetDesiredRotation(ANGLE3D(en_plViewpoint.pl_OrientationAngle(1)/_pTimer->TickQuantum, 0.0f, 0.0f)); if (m_ulFlags&PLF_VIEWROTATIONCHANGED) { m_ulFlags&=~PLF_VIEWROTATIONCHANGED; FLOATmatrix3D mViewRot; MakeRotationMatrixFast(mViewRot, ANGLE3D(en_plViewpoint.pl_OrientationAngle(1),0,0)); FLOAT3D vTransRel = vTranslation*mViewRot; SetDesiredTranslation(vTransRel); } en_plViewpoint.pl_OrientationAngle(1) = 0.0f; // rotate head, body and legs } else { m_ulFlags |= PLF_VIEWROTATIONCHANGED; SetDesiredRotation(ANGLE3D(0.0f, 0.0f, 0.0f)); ANGLE aDiff = en_plViewpoint.pl_OrientationAngle(1) - HEADING_MAX; if (aDiff > 0.0f) { SetDesiredRotation(ANGLE3D(aDiff/_pTimer->TickQuantum, 0.0f, 0.0f)); } aDiff = en_plViewpoint.pl_OrientationAngle(1) + HEADING_MAX; if (aDiff < 0.0f) { SetDesiredRotation(ANGLE3D(aDiff/_pTimer->TickQuantum, 0.0f, 0.0f)); } RoundViewAngle(en_plViewpoint.pl_OrientationAngle(1), HEADING_MAX); } // play moving sounds FLOAT fWantSpeed = en_vDesiredTranslationRelative.Length(); FLOAT fGoesSpeed = en_vCurrentTranslationAbsolute.Length(); BOOL bOnGround = (m_pstState == PST_STAND)||(m_pstState == PST_CROUCH); BOOL bRunning = bOnGround && fWantSpeed>5.0f && fGoesSpeed>5.0f; BOOL bWalking = bOnGround && !bRunning && fWantSpeed>2.0f && fGoesSpeed>2.0f; BOOL bSwimming = (m_pstState == PST_SWIM) && fWantSpeed>2.0f && fGoesSpeed>2.0f; BOOL bDiving = (m_pstState == PST_DIVE) && fWantSpeed>2.0f && fGoesSpeed>2.0f; TIME tmNow = _pTimer->CurrentTick(); INDEX iSoundWalkL = SOUND_WALK_L; INDEX iSoundWalkR = SOUND_WALK_R; if ((ctDn.ct_ulFlags&CTF_SWIMABLE) && en_fImmersionFactor>=0.1f) { iSoundWalkL = SOUND_WATERWALK_L; iSoundWalkR = SOUND_WATERWALK_R; } else if (en_pbpoStandOn!=NULL && en_pbpoStandOn->bpo_bppProperties.bpp_ubSurfaceType==SURFACE_SAND) { iSoundWalkL = SOUND_WALK_SAND_L; iSoundWalkR = SOUND_WALK_SAND_R; } else if (en_pbpoStandOn!=NULL && en_pbpoStandOn->bpo_bppProperties.bpp_ubSurfaceType==SURFACE_RED_SAND) { iSoundWalkL = SOUND_WALK_SAND_L; iSoundWalkR = SOUND_WALK_SAND_R; } else if (en_pbpoStandOn!=NULL && (en_pbpoStandOn->bpo_bppProperties.bpp_ubSurfaceType==SURFACE_GRASS || en_pbpoStandOn->bpo_bppProperties.bpp_ubSurfaceType==SURFACE_GRASS_SLIDING || en_pbpoStandOn->bpo_bppProperties.bpp_ubSurfaceType==SURFACE_GRASS_NOIMPACT )) { iSoundWalkL = SOUND_WALK_GRASS_L; iSoundWalkR = SOUND_WALK_GRASS_R; } else if (en_pbpoStandOn!=NULL && en_pbpoStandOn->bpo_bppProperties.bpp_ubSurfaceType==SURFACE_WOOD) { iSoundWalkL = SOUND_WALK_WOOD_L; iSoundWalkR = SOUND_WALK_WOOD_R; } else if (en_pbpoStandOn!=NULL && en_pbpoStandOn->bpo_bppProperties.bpp_ubSurfaceType==SURFACE_SNOW) { iSoundWalkL = SOUND_WALK_SNOW_L; iSoundWalkR = SOUND_WALK_SNOW_R; } else { } iSoundWalkL+=m_iGender*GENDEROFFSET; iSoundWalkR+=m_iGender*GENDEROFFSET; if (bRunning) { if (tmNow>m_tmMoveSound+plr_fRunSoundDelay) { m_tmMoveSound = tmNow; m_bMoveSoundLeft = !m_bMoveSoundLeft; if (m_bMoveSoundLeft) { PlaySound(m_soFootL, iSoundWalkL, SOF_3D); } else { PlaySound(m_soFootR, iSoundWalkR, SOF_3D); } } } else if (bWalking) { if (tmNow>m_tmMoveSound+plr_fWalkSoundDelay) { m_tmMoveSound = tmNow; m_bMoveSoundLeft = !m_bMoveSoundLeft; if (m_bMoveSoundLeft) { PlaySound(m_soFootL, iSoundWalkL, SOF_3D); } else { PlaySound(m_soFootR, iSoundWalkR, SOF_3D); } } } else if (bDiving) { if (tmNow>m_tmMoveSound+plr_fDiveSoundDelay) { m_tmMoveSound = tmNow; m_bMoveSoundLeft = !m_bMoveSoundLeft; if (m_bMoveSoundLeft) { PlaySound(m_soFootL, GenderSound(SOUND_DIVE_L), SOF_3D); } else { PlaySound(m_soFootR, GenderSound(SOUND_DIVE_R), SOF_3D); } } } else if (bSwimming) { if (tmNow>m_tmMoveSound+plr_fSwimSoundDelay) { m_tmMoveSound = tmNow; m_bMoveSoundLeft = !m_bMoveSoundLeft; if (m_bMoveSoundLeft) { PlaySound(m_soFootL, GenderSound(SOUND_SWIM_L), SOF_3D); } else { PlaySound(m_soFootR, GenderSound(SOUND_SWIM_R), SOF_3D); } } } // if player is almost out of air TIME tmBreathDelay = tmNow-en_tmLastBreathed; if (en_tmMaxHoldBreath-tmBreathDelay<20.0f) { // play drowning sound once in a while if (m_tmMouthSoundLast+2.0f aRound) { aViewAngle = aRound; } if (aViewAngle < -aRound) { aViewAngle = -aRound; } }; // Death actions void DeathActions(const CPlayerAction &paAction) { // set heading, pitch and banking from the normal rotation into the camera view rotation if (m_penView!=NULL) { ASSERT((IsPredicted()&&m_penView->IsPredicted()) || (IsPredictor()&&m_penView->IsPredictor()) || (!IsPredicted()&&!m_penView->IsPredicted()&&!IsPredictor()&&!m_penView->IsPredictor())); en_plViewpoint.pl_PositionVector = FLOAT3D(0, 1, 0); en_plViewpoint.pl_OrientationAngle += (ANGLE3D( (ANGLE)((FLOAT)paAction.pa_aRotation(1)*_pTimer->TickQuantum), (ANGLE)((FLOAT)paAction.pa_aRotation(2)*_pTimer->TickQuantum), (ANGLE)((FLOAT)paAction.pa_aRotation(3)*_pTimer->TickQuantum))); } // if death is finished and fire just released again and this is not a predictor if (m_iMayRespawn==2 && (ulReleasedButtons&PLACT_FIRE) && !IsPredictor()) { // if singleplayer if( GetSP()->sp_bSinglePlayer) { // load quick savegame _pShell->Execute("gam_bQuickLoad=1;"); // if deathmatch or similar } else if( !GetSP()->sp_bCooperative) { // rebirth SendEvent(EEnd()); // if cooperative } else { // if holding down reload button if (m_ulLastButtons&PLACT_RELOAD) { // forbid respawning in-place m_ulFlags &= ~PLF_RESPAWNINPLACE; } // if playing on credits if (GetSP()->sp_ctCredits!=0) { // if playing on infinite credits or some credits left if (GetSP()->sp_ctCredits==-1 || GetSP()->sp_ctCreditsLeft!=0) { // decrement credits if (GetSP()->sp_ctCredits!=-1) { ((CSessionProperties*)GetSP())->sp_ctCreditsLeft--; } // initiate respawn CPrintF(TRANSV("%s is riding the gun again\n"), (const char *) GetPlayerName()); SendEvent(EEnd()); // report number of credits left if (GetSP()->sp_ctCredits>0) { if (GetSP()->sp_ctCreditsLeft==0) { CPrintF(TRANSV(" no more credits left!\n")); } else { CPrintF(TRANSV(" %d credits left\n"), GetSP()->sp_ctCreditsLeft); } } // if no more credits left } else { // report that you cannot respawn CPrintF(TRANSV("%s rests in peace - out of credits\n"), (const char *) GetPlayerName()); } } } } // check fire released once after death if (m_iMayRespawn==1 && !(ulButtonsNow&PLACT_FIRE)) { m_iMayRespawn=2; } }; // Buttons actions void ButtonsActions( CPlayerAction &paAction) { // if selecting a new weapon select it if((ulNewButtons&PLACT_SELECT_WEAPON_MASK)!=0) { ESelectWeapon eSelect; eSelect.iWeapon = (ulNewButtons&PLACT_SELECT_WEAPON_MASK)>>PLACT_SELECT_WEAPON_SHIFT; ((CPlayerWeapons&)*m_penWeapons).SendEvent(eSelect); } // next weapon zooms out when in sniping mode if(ulNewButtons&PLACT_WEAPON_NEXT) { if(((CPlayerWeapons&)*m_penWeapons).m_bSniping) { ApplySniperZoom(0); } else if (TRUE) { ESelectWeapon eSelect; eSelect.iWeapon = -1; ((CPlayerWeapons&)*m_penWeapons).SendEvent(eSelect); } } // previous weapon zooms in when in sniping mode if(ulNewButtons&PLACT_WEAPON_PREV) { if(((CPlayerWeapons&)*m_penWeapons).m_bSniping) { ApplySniperZoom(1); } else if (TRUE) { ESelectWeapon eSelect; eSelect.iWeapon = -2; ((CPlayerWeapons&)*m_penWeapons).SendEvent(eSelect); } } if(ulNewButtons&PLACT_WEAPON_FLIP) { ESelectWeapon eSelect; eSelect.iWeapon = -3; ((CPlayerWeapons&)*m_penWeapons).SendEvent(eSelect); } // if fire is pressed if (ulNewButtons&PLACT_FIRE) { ((CPlayerWeapons&)*m_penWeapons).SendEvent(EFireWeapon()); } // if fire is released if (ulReleasedButtons&PLACT_FIRE) { ((CPlayerWeapons&)*m_penWeapons).SendEvent(EReleaseWeapon()); } // if reload is pressed if (ulReleasedButtons&PLACT_RELOAD) { ((CPlayerWeapons&)*m_penWeapons).SendEvent(EReloadWeapon()); } // if fire bomb is pressed if (ulNewButtons&PLACT_FIREBOMB) { if (m_iSeriousBombCount>0 && m_tmSeriousBombFired+4.0f<_pTimer->CurrentTick()) { m_iLastSeriousBombCount = m_iSeriousBombCount; m_iSeriousBombCount--; m_tmSeriousBombFired = _pTimer->CurrentTick(); ESeriousBomb esb; esb.penOwner = this; CEntityPointer penBomb = CreateEntity(GetPlacement(), CLASS_SERIOUSBOMB); penBomb->Initialize(esb); } } // if use is pressed if (ulNewButtons&PLACT_USE) { if (((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon==WEAPON_SNIPER) { UsePressed(FALSE); } else { UsePressed(ulNewButtons&PLACT_COMPUTER); } // if USE is not detected due to doubleclick and player is holding sniper } else if (ulNewButtons&PLACT_SNIPER_USE && ((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon==WEAPON_SNIPER) { UsePressed(FALSE); // if computer is pressed } else if (ulNewButtons&PLACT_COMPUTER) { ComputerPressed(); } // if use is being held if (ulNewButtons&PLACT_USE_HELD) { bUseButtonHeld = TRUE; } // if use is released if (ulReleasedButtons&PLACT_USE_HELD) { bUseButtonHeld = FALSE; } // if sniper zoomin is pressed if (ulNewButtons&PLACT_SNIPER_ZOOMIN) { ApplySniperZoom(1); } // if sniper zoomout is pressed if (ulNewButtons&PLACT_SNIPER_ZOOMOUT) { ApplySniperZoom(0); } // if 3rd person view is pressed if (ulNewButtons&PLACT_3RD_PERSON_VIEW) { ChangePlayerView(); } // apply center view if( ulButtonsNow&PLACT_CENTER_VIEW) { // center view with speed of 45 degrees per 1/20 seconds paAction.pa_aRotation(2) += Clamp( -en_plViewpoint.pl_OrientationAngle(2)/_pTimer->TickQuantum, -900.0f, +900.0f); } }; void ApplySniperZoom( BOOL bZoomIn ) { // do nothing if not holding sniper and if not in sniping mode if (((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon!=WEAPON_SNIPER || ((CPlayerWeapons&)*m_penWeapons).m_bSniping==FALSE) { return; } BOOL bZoomChanged; if (((CPlayerWeapons&)*m_penWeapons).SniperZoomDiscrete(bZoomIn, bZoomChanged)) { if (bZoomChanged) { PlaySound(m_soSniperZoom, SOUND_SNIPER_QZOOM, SOF_3D); } m_ulFlags|=PLF_ISZOOMING; } else { m_ulFlags&=~PLF_ISZOOMING; PlaySound(m_soSniperZoom, SOUND_SILENCE, SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_StopEffect("SniperZoom");} } } // check if cheats can be active BOOL CheatsEnabled(void) { return (GetSP()->sp_ctMaxPlayers==1||GetSP()->sp_bQuickTest) && m_penActionMarker==NULL && !_SE_DEMO; } // Cheats void Cheats(void) { BOOL bFlyOn = cht_bFly || cht_bGhost; // fly mode BOOL bIsFlying = !(GetPhysicsFlags() & EPF_TRANSLATEDBYGRAVITY); if (bFlyOn && !bIsFlying) { SetPhysicsFlags(GetPhysicsFlags() & ~(EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY)); en_plViewpoint.pl_OrientationAngle = ANGLE3D(0, 0, 0); } else if (!bFlyOn && bIsFlying) { SetPhysicsFlags(GetPhysicsFlags() | EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY); en_plViewpoint.pl_OrientationAngle = ANGLE3D(0, 0, 0); } // ghost mode BOOL bIsGhost = !(GetCollisionFlags() & ((ECBI_BRUSH|ECBI_MODEL)<CurrentTick(); if (cht_bInvisible || tmDelta>0) { SetFlags(GetFlags() | ENF_INVISIBLE); } else { SetFlags(GetFlags() & ~ENF_INVISIBLE); } // cheat if (cht_bGiveAll) { cht_bGiveAll = FALSE; ((CPlayerWeapons&)*m_penWeapons).CheatGiveAll(); } if (cht_bKillAll) { cht_bKillAll = FALSE; KillAllEnemies(this); } if (cht_bOpen) { cht_bOpen = FALSE; ((CPlayerWeapons&)*m_penWeapons).CheatOpen(); } if (cht_bAllMessages) { cht_bAllMessages = FALSE; CheatAllMessages(); } if (cht_bRefresh) { cht_bRefresh = FALSE; SetHealth(TopHealth()); } }; /************************************************************ * END OF PLAYER ACTIONS * ************************************************************/ // Get current placement that the player views from in absolute space. void GetLerpedAbsoluteViewPlacement(CPlacement3D &plView) { if (!(m_ulFlags&PLF_INITIALIZED)) { plView = GetPlacement(); _bDiscard3rdView=FALSE; return; } BOOL bSharpTurning = (GetSettings()->ps_ulFlags&PSF_SHARPTURNING) && _pNetwork->IsPlayerLocal((CPlayer*)GetPredictionTail()); // lerp player viewpoint FLOAT fLerpFactor = _pTimer->GetLerpFactor(); plView.Lerp(en_plLastViewpoint, en_plViewpoint, fLerpFactor); // moving banking and soft eyes ((CPlayerAnimator&)*m_penAnimator).ChangeView(plView); // body and head attachment animation ((CPlayerAnimator&)*m_penAnimator).BodyAndHeadOrientation(plView); // return player eyes view if (m_iViewState == PVT_PLAYEREYES || _bDiscard3rdView) { CPlacement3D plPosLerped = GetLerpedPlacement(); if (bSharpTurning) { // get your prediction tail CPlayer *pen = (CPlayer*)GetPredictionTail(); // add local rotation if (m_ulFlags&PLF_ISZOOMING) { FLOAT fRotationDamping = ((CPlayerWeapons &)*m_penWeapons).m_fSniperFOV/((CPlayerWeapons &)*m_penWeapons).m_fSniperMaxFOV; plView.pl_OrientationAngle = pen->en_plViewpoint.pl_OrientationAngle + (pen->m_aLocalRotation-pen->m_aLastRotation)*fRotationDamping; } else { plView.pl_OrientationAngle = pen->en_plViewpoint.pl_OrientationAngle + (pen->m_aLocalRotation-pen->m_aLastRotation); } // make sure it doesn't go out of limits RoundViewAngle(plView.pl_OrientationAngle(2), PITCH_MAX); RoundViewAngle(plView.pl_OrientationAngle(3), BANKING_MAX); // compensate for rotations that happen to the player without his/hers will // (rotating brushes, weird gravities...) // (these need to be lerped) ANGLE3D aCurr = pen->GetPlacement().pl_OrientationAngle; ANGLE3D aLast = pen->en_plLastPlacement.pl_OrientationAngle; ANGLE3D aDesired = pen->en_aDesiredRotationRelative*_pTimer->TickQuantum; FLOATmatrix3D mCurr; MakeRotationMatrixFast(mCurr, aCurr); FLOATmatrix3D mLast; MakeRotationMatrixFast(mLast, aLast); FLOATmatrix3D mDesired; MakeRotationMatrixFast(mDesired, aDesired); mDesired = en_mRotation*(mDesired*!en_mRotation); FLOATmatrix3D mForced = !mDesired*mCurr*!mLast; // = aCurr-aLast-aDesired; ANGLE3D aForced; DecomposeRotationMatrixNoSnap(aForced, mForced); if (aForced.MaxNorm()<1E-2f) { aForced = ANGLE3D(0,0,0); } FLOATquat3D qForced; qForced.FromEuler(aForced); FLOATquat3D qZero; qZero.FromEuler(ANGLE3D(0,0,0)); FLOATquat3D qLerped = Slerp(fLerpFactor, qZero, qForced); FLOATmatrix3D m; qLerped.ToMatrix(m); m=m*mDesired*mLast; DecomposeRotationMatrixNoSnap(plPosLerped.pl_OrientationAngle, m); } plView.RelativeToAbsoluteSmooth(plPosLerped); // 3rd person view } else if (m_iViewState == PVT_3RDPERSONVIEW) { plView = m_pen3rdPersonView->GetLerpedPlacement(); // camera view for player auto actions } else if (m_iViewState == PVT_PLAYERAUTOVIEW) { plView = m_penView->GetLerpedPlacement(); // camera view for stored sequences } else { ASSERTALWAYS("Unknown player view"); } _bDiscard3rdView=FALSE; }; // Get current entity that the player views from. CEntity *GetViewEntity(void) { // player eyes if (m_iViewState == PVT_PLAYEREYES) { return this; // 3rd person view } else if (m_iViewState == PVT_3RDPERSONVIEW) { if (m_ulFlags&PLF_ISZOOMING) { return this; } if (((CPlayerView&)*m_pen3rdPersonView).m_fDistance>2.0f) { return m_pen3rdPersonView; } else { return this; } // camera } else if (m_iViewState == PVT_PLAYERAUTOVIEW) { if (((CPlayerView&)*m_penView).m_fDistance>2.0f) { return m_penView; } else { return this; } // invalid view } else { ASSERTALWAYS("Unknown player view"); return NULL; } }; void RenderChainsawParticles(BOOL bThird) { FLOAT fStretch=1.0f; if( bThird) { fStretch=0.4f; } // render chainsaw cutting brush particles FLOAT tmNow = _pTimer->GetLerpedCurrentTick(); for( INDEX iSpray=0; iSpray (bsld.bsld_tmLaunch+fLife)) { continue;} Particles_BulletSpray(bsld.bsld_iRndBase, bsld.bsld_vPos, bsld.bsld_vG, bsld.bsld_eptType, bsld.bsld_tmLaunch, bsld.bsld_vStretch*fStretch, 1.0f); } // render chainsaw cutting model particles for( INDEX iGore=0; iGore (gsld.gsld_tmLaunch+fLife)) { continue;} FLOAT3D vPos=gsld.gsld_vPos; if( bThird) { vPos=gsld.gsld_v3rdPos; } Particles_BloodSpray(gsld.gsld_sptType, vPos, gsld.gsld_vG, gsld.gsld_fGA, gsld.gsld_boxHitted, gsld.gsld_vSpilDirection, gsld.gsld_tmLaunch, gsld.gsld_fDamagePower*fStretch, gsld.gsld_colParticles); } } // Draw player interface on screen. void RenderHUD( CPerspectiveProjection3D &prProjection, CDrawPort *pdp, FLOAT3D vViewerLightDirection, COLOR colViewerLight, COLOR colViewerAmbient, BOOL bRenderWeapon, INDEX iEye) { CPlacement3D plViewOld = prProjection.ViewerPlacementR(); BOOL bSniping = ((CPlayerWeapons&)*m_penWeapons).m_bSniping; // render weapon models if needed // do not render weapon if sniping BOOL bRenderModels = _pShell->GetINDEX("gfx_bRenderModels"); if( hud_bShowWeapon && bRenderModels && !bSniping) { // render weapons only if view is from player eyes ((CPlayerWeapons&)*m_penWeapons).RenderWeaponModel(prProjection, pdp, vViewerLightDirection, colViewerLight, colViewerAmbient, bRenderWeapon, iEye); } // if is first person if (m_iViewState == PVT_PLAYEREYES) { prProjection.ViewerPlacementL() = plViewOld; prProjection.Prepare(); CAnyProjection3D apr; apr = prProjection; Stereo_AdjustProjection(*apr, iEye, 1); Particle_PrepareSystem(pdp, apr); Particle_PrepareEntity( 2.0f, FALSE, FALSE, this); RenderChainsawParticles(FALSE); Particle_EndSystem(); } // render crosshair if sniper zoom not active CPlacement3D plView; if (m_iViewState == PVT_PLAYEREYES) { // player view plView = en_plViewpoint; plView.RelativeToAbsolute(GetPlacement()); } else if (m_iViewState == PVT_3RDPERSONVIEW) { // camera view plView = ((CPlayerView&)*m_pen3rdPersonView).GetPlacement(); } if (!bSniping) { ((CPlayerWeapons&)*m_penWeapons).RenderCrosshair(prProjection, pdp, plView); } // get your prediction tail CPlayer *pen = (CPlayer*)GetPredictionTail(); // do screen blending ULONG ulR=255, ulG=0, ulB=0; // red for wounding ULONG ulA = (ULONG) (pen->m_fDamageAmmount*5.0f); // if less than few seconds elapsed since last damage FLOAT tmSinceWounding = _pTimer->CurrentTick() - pen->m_tmWoundedTime; if( tmSinceWounding<4.0f) { // decrease damage ammount if( tmSinceWounding<0.001f) { ulA = (ulA+64)/2; } } // add rest of blend ammount ulA = ClampUp( ulA, (ULONG)224); if (m_iViewState == PVT_PLAYEREYES) { pdp->dp_ulBlendingRA += ulR*ulA; pdp->dp_ulBlendingGA += ulG*ulA; pdp->dp_ulBlendingBA += ulB*ulA; pdp->dp_ulBlendingA += ulA; } // add world glaring { COLOR colGlare = GetWorldGlaring(); UBYTE ubR, ubG, ubB, ubA; ColorToRGBA(colGlare, ubR, ubG, ubB, ubA); if (ubA!=0) { pdp->dp_ulBlendingRA += ULONG(ubR)*ULONG(ubA); pdp->dp_ulBlendingGA += ULONG(ubG)*ULONG(ubA); pdp->dp_ulBlendingBA += ULONG(ubB)*ULONG(ubA); pdp->dp_ulBlendingA += ULONG(ubA); } } // do all queued screen blendings pdp->BlendScreen(); // render status info line (if needed) if( hud_bShowInfo) { // get player or its predictor BOOL bSnooping = FALSE; CPlayer *penHUDPlayer = this; CPlayer *penHUDOwner = this; if (penHUDPlayer->IsPredicted()) { penHUDPlayer = (CPlayer *)penHUDPlayer->GetPredictor(); } // check if snooping is needed CPlayerWeapons *pen = (CPlayerWeapons*)&*penHUDPlayer->m_penWeapons; TIME tmDelta = _pTimer->CurrentTick() - pen->m_tmSnoopingStarted; if( tmDeltam_penTargeting!=NULL); penHUDPlayer = (CPlayer*)&*pen->m_penTargeting; bSnooping = TRUE; } DrawHUD( penHUDPlayer, pdp, bSnooping, penHUDOwner); } } /************************************************************ * SPECIAL FUNCTIONS * ************************************************************/ // try to find start marker for deathmatch (re)spawning CEntity *GetDeathmatchStartMarker(void) { // get number of markers CTString strPlayerStart = "Player Start - "; INDEX ctMarkers = _pNetwork->GetNumberOfEntitiesWithName(strPlayerStart); // if none if (ctMarkers==0) { // fail return NULL; } // if only one if (ctMarkers==1) { // get that one return _pNetwork->GetEntityWithName(strPlayerStart, 0); } // if at least two markers found... // create tables of markers and their distances from players CStaticArray amdMarkers; amdMarkers.New(ctMarkers); // for each marker {for(INDEX iMarker=0; iMarkerGetEntityWithName(strPlayerStart, iMarker); if (amdMarkers[iMarker].md_ppm==NULL) { return NULL; // (if there is any invalidity, fail completely) } // get min distance from any player FLOAT fMinD = UpperLimit(0.0f); for (INDEX iPlayer=0; iPlayerGetPlacement().pl_PositionVector- ppl->GetPlacement().pl_PositionVector).Length(); if (fD=amdMarkers[ctMarkers-1].md_fMinD); // choose marker among one of the 50% farthest INDEX ctFarMarkers = ctMarkers/2; ASSERT(ctFarMarkers>0); INDEX iStartMarker = IRnd()%ctFarMarkers; // find first next marker that was not used lately INDEX iMarker=iStartMarker; FOREVER{ if (_pTimer->CurrentTick()>amdMarkers[iMarker].md_ppm->m_tmLastSpawned+1.0f) { break; } iMarker = (iMarker+1)%ctMarkers; if (iMarker==iStartMarker) { break; } } // return that return amdMarkers[iMarker].md_ppm; } /************************************************************ * INITIALIZE PLAYER * ************************************************************/ void InitializePlayer() { // set viewpoint position inside the entity en_plViewpoint.pl_OrientationAngle = ANGLE3D(0,0,0); en_plViewpoint.pl_PositionVector = FLOAT3D(0.0f, plr_fViewHeightStand, 0.0f); en_plLastViewpoint = en_plViewpoint; // clear properties m_ulFlags &= PLF_INITIALIZED|PLF_LEVELSTARTED|PLF_RESPAWNINPLACE; // must not clear initialized flag m_fFallTime = 0.0f; m_pstState = PST_STAND; m_fDamageAmmount = 0.0f; m_tmWoundedTime = 0.0f; m_tmInvisibility = 0.0f, m_tmInvulnerability = 0.0f, m_tmSeriousDamage = 0.0f, m_tmSeriousSpeed = 0.0f, // initialize animator ((CPlayerAnimator&)*m_penAnimator).Initialize(); // restart weapons if needed GetPlayerWeapons()->SendEvent(EStart()); // initialise last positions for particles Particles_AfterBurner_Prepare(this); // set flags SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS); SetCollisionFlags(ECF_MODEL|((ECBI_PLAYER)<sp_bCooperative && !GetSP()->sp_bSinglePlayer) { INDEX iRow = iPlayer/4; INDEX iCol = iPlayer%4; vOffsetRel = FLOAT3D(-3.0f+iCol*2.0f, fOffsetY, -3.0f+iRow*2.0f); } return vOffsetRel; } void RemapLevelNames(INDEX &iLevel) { switch(iLevel) { case 10: iLevel = 1; break; case 11: iLevel = 2; break; case 12: iLevel = 3; break; case 13: iLevel = 4; break; case 14: iLevel = 5; break; case 15: iLevel = 6; break; case 21: iLevel = 7; break; case 22: iLevel = 8; break; case 23: iLevel = 9; break; case 24: iLevel = 10; break; case 31: iLevel = 11; break; case 32: iLevel = 12; break; case 33: iLevel = 13; break; default: iLevel = -1; break; } } void TeleportPlayer(enum WorldLinkType EwltType) { INDEX iLevel = -1; CTString strLevelName = GetWorld()->wo_fnmFileName.FileName(); //strLevelName.ScanF("%02d_", &iLevel); INDEX u, v; u = v = -1; strLevelName.ScanF("%01d_%01d_", &u, &v); iLevel = u*10+v; RemapLevelNames(iLevel); if (iLevel>0) { ((CSessionProperties*)GetSP())->sp_ulLevelsMask|=1<<(iLevel-1); } // find player index INDEX iPlayer = GetMyPlayerIndex(); // player placement CPlacement3D plSet = GetPlacement(); // teleport in dummy space to avoid auto teleport frag Teleport(CPlacement3D(FLOAT3D(32000.0f+100.0f*iPlayer, 32000.0f, 0), ANGLE3D(0, 0, 0))); // force yourself to standing state ForceCollisionBoxIndexChange(PLAYER_COLLISION_BOX_STAND); en_plViewpoint.pl_PositionVector(2) = plr_fViewHeightStand; ((CPlayerAnimator&)*m_penAnimator).m_bDisableAnimating = FALSE; ((CPlayerAnimator&)*m_penAnimator).Stand(); m_pstState = PST_STAND; // create offset from marker FLOAT3D vOffsetRel = GetTeleportingOffset(); // no player start initially BOOL bSetHealth = FALSE; // for getting health from marker BOOL bAdjustHealth = FALSE; // for getting adjusting health to 50-100 interval CEntity *pen = NULL; if (GetSP()->sp_bCooperative) { if (cht_iGoToMarker>=0) { // try to find fast go marker CTString strPlayerStart; strPlayerStart.PrintF("Player Start - %d", (INDEX)cht_iGoToMarker); pen = _pNetwork->GetEntityWithName(strPlayerStart, 0); pen->SendEvent(ETrigger()); cht_iGoToMarker = -1; bSetHealth = TRUE; bAdjustHealth = FALSE; // if there is coop respawn marker } else if (m_penMainMusicHolder!=NULL && !(m_ulFlags&PLF_CHANGINGLEVEL)) { CMusicHolder *pmh = (CMusicHolder *)&*m_penMainMusicHolder; if (pmh->m_penRespawnMarker!=NULL) { // get it pen = pmh->m_penRespawnMarker; bSetHealth = TRUE; bAdjustHealth = FALSE; } } // if quick start is enabled (in wed) if (pen==NULL && GetSP()->sp_bQuickTest && m_strGroup=="") { // try to find quick start marker CTString strPlayerStart; strPlayerStart.PrintF("Player Quick Start"); pen = _pNetwork->GetEntityWithName(strPlayerStart, 0); bSetHealth = TRUE; bAdjustHealth = FALSE; } // if no start position yet if (pen==NULL) { // try to find normal start marker CTString strPlayerStart; strPlayerStart.PrintF("Player Start - %s", (const char *) m_strGroup); pen = _pNetwork->GetEntityWithName(strPlayerStart, 0); if (m_strGroup=="") { bSetHealth = TRUE; bAdjustHealth = FALSE; } else { if (EwltType==WLT_FIXED) { bSetHealth = FALSE; bAdjustHealth = TRUE; } else { bSetHealth = FALSE; bAdjustHealth = FALSE; } } } // if no start position yet if (pen==NULL) { // try to find normal start marker without group anyway CTString strPlayerStart; strPlayerStart.PrintF("Player Start - "); pen = _pNetwork->GetEntityWithName(strPlayerStart, 0); bSetHealth = TRUE; bAdjustHealth = FALSE; } } else { bSetHealth = TRUE; bAdjustHealth = FALSE; // try to find start marker by random pen = GetDeathmatchStartMarker(); if (pen!=NULL) { ((CPlayerMarker&)*pen).m_tmLastSpawned = _pTimer->CurrentTick(); } } // if respawning in place if ((m_ulFlags&PLF_RESPAWNINPLACE) && pen!=NULL && !((CPlayerMarker*)&*pen)->m_bNoRespawnInPlace) { m_ulFlags &= ~PLF_RESPAWNINPLACE; // set default params SetHealth(TopHealth()); m_iMana = GetSP()->sp_iInitialMana; m_fArmor = 0.0f; // teleport where you were when you were killed Teleport(CPlacement3D(m_vDied, m_aDied)); // if start marker is found } else if (pen!=NULL) { // if there is no respawn marker yet if (m_penMainMusicHolder!=NULL) { CMusicHolder *pmh = (CMusicHolder *)&*m_penMainMusicHolder; if (pmh->m_penRespawnMarker==NULL) { // set it pmh->m_penRespawnMarker = pen; } } CPlayerMarker &CpmStart = (CPlayerMarker&)*pen; // set player characteristics if (bSetHealth) { SetHealth(CpmStart.m_fHealth/100.0f*TopHealth()); m_iMana = GetSP()->sp_iInitialMana; m_fArmor = CpmStart.m_fShield; } else if (bAdjustHealth) { FLOAT fHealth = GetHealth(); FLOAT fTopHealth = TopHealth(); if( fHealth < fTopHealth) { SetHealth(ClampUp(fHealth+fTopHealth/2.0f, fTopHealth)); } } // if should start in computer if (CpmStart.m_bStartInComputer && GetSP()->sp_bSinglePlayer) { // mark that if (_pNetwork->IsPlayerLocal(this)) { cmp_ppenPlayer = this; } cmp_bInitialStart = TRUE; } // start with first message linked to the marker CMessageHolder *penMessage = (CMessageHolder *)&*CpmStart.m_penMessage; // while there are some messages to add while (penMessage!=NULL && IsOfClass(penMessage, "MessageHolder")) { const CTFileName &fnmMessage = penMessage->m_fnmMessage; // if player doesn't have that message in database if (!HasMessage(fnmMessage)) { // add the message ReceiveComputerMessage(fnmMessage, 0); } // go to next message holder in list penMessage = (CMessageHolder *)&*penMessage->m_penNext; } // set weapons if (!GetSP()->sp_bCooperative) { ((CPlayerWeapons&)*m_penWeapons).InitializeWeapons(CpmStart.m_iGiveWeapons, 0, 0, CpmStart.m_fMaxAmmoRatio); } else { ((CPlayerWeapons&)*m_penWeapons).InitializeWeapons(CpmStart.m_iGiveWeapons, CpmStart.m_iTakeWeapons, GetSP()->sp_bInfiniteAmmo?0:CpmStart.m_iTakeAmmo, CpmStart.m_fMaxAmmoRatio); } // start position relative to link if (EwltType == WLT_RELATIVE) { plSet.AbsoluteToRelative(_SwcWorldChange.plLink); // relative to link position plSet.RelativeToAbsolute(CpmStart.GetPlacement()); // absolute to start marker position Teleport(plSet); // fixed start position } else if (EwltType == WLT_FIXED) { CPlacement3D plNew = CpmStart.GetPlacement(); vOffsetRel*=CpmStart.en_mRotation; plNew.pl_PositionVector += vOffsetRel; Teleport(plNew); // error -> teleport to zero } else { ASSERTALWAYS("Unknown world link type"); Teleport(CPlacement3D(FLOAT3D(0, 0, 0)+vOffsetRel, ANGLE3D(0, 0, 0))); } // if there is a start trigger target if(CpmStart.m_penTarget!=NULL) { SendToTarget(CpmStart.m_penTarget, EET_TRIGGER, this); } // default start position } else { // set player characteristics SetHealth(TopHealth()); m_iMana = GetSP()->sp_iInitialMana; m_fArmor = 0.0f; // set weapons ((CPlayerWeapons&)*m_penWeapons).InitializeWeapons(0, 0, 0, 0); // start position Teleport(CPlacement3D(FLOAT3D(0, 0, 0)+vOffsetRel, ANGLE3D(0, 0, 0))); } // send teleport event to all entities in range SendEventInRange(ETeleport(), FLOATaabbox3D(GetPlacement().pl_PositionVector, 200.0f)); // stop moving ForceFullStop(); // remember maximum health m_fMaxHealth = TopHealth(); // if in singleplayer mode if (GetSP()->sp_bSinglePlayer && GetSP()->sp_gmGameMode!=CSessionProperties::GM_FLYOVER) { CWorldSettingsController *pwsc = GetWSC(this); if (pwsc!=NULL && pwsc->m_bNoSaveGame) { NOTHING; } else { // save quick savegame _pShell->Execute("gam_bQuickSave=1;"); } } // remember level start time if (!(m_ulFlags&PLF_LEVELSTARTED)) { m_ulFlags |= PLF_LEVELSTARTED; m_tmLevelStarted = _pNetwork->GetGameTime(); } // reset model appearance CTString strDummy; SetPlayerAppearance(GetModelObject(), NULL, strDummy, /*bPreview=*/FALSE); ValidateCharacter(); SetPlayerAppearance(&m_moRender, &en_pcCharacter, strDummy, /*bPreview=*/FALSE); ParseGender(strDummy); GetPlayerAnimator()->SetWeapon(); m_ulFlags |= PLF_SYNCWEAPON; // spawn teleport effect SpawnTeleport(); // return from editor model (if was fragged into pieces) SwitchToModel(); m_tmSpawned = _pTimer->CurrentTick(); en_tmLastBreathed = _pTimer->CurrentTick()+0.1f; // do not take breath when spawned in air }; // note: set estimated time in advance void RecordEndOfLevelData(void) { // must not be called multiple times ASSERT(!m_bEndOfLevel); // clear analyses message m_tmAnalyseEnd = 0; m_bPendingMessage = FALSE; m_tmMessagePlay = 0; // mark end of level m_iMayRespawn = 0; m_bEndOfLevel = TRUE; // remember end time STUBBED("Not 64-bit clean"); time_t t; time(&t); m_iEndTime = (INDEX) t; // add time score TIME tmLevelTime = _pTimer->CurrentTick()-m_tmLevelStarted; m_psLevelStats.ps_tmTime = tmLevelTime; m_psGameStats.ps_tmTime += tmLevelTime; FLOAT fTimeDelta = ClampDn(floorf(m_tmEstTime)-floorf(tmLevelTime), 0.0f); m_iTimeScore = (INDEX) floor(fTimeDelta*100.0f); m_psLevelStats.ps_iScore+=m_iTimeScore; m_psGameStats.ps_iScore+=m_iTimeScore; // record stats for this level and add to global table CTString strStats; strStats.PrintF(TRANSV("%s\n Time: %s\n Score: %9d\n Kills: %03d/%03d\n Secrets: %02d/%02d\n"), TranslateConst(en_pwoWorld->GetName(), 0), (const char *) TimeToString(tmLevelTime), m_psLevelStats.ps_iScore, m_psLevelStats.ps_iKills, m_psLevelTotal.ps_iKills, m_psLevelStats.ps_iSecrets, m_psLevelTotal.ps_iSecrets); m_strLevelStats += strStats; } // spawn teleport effect void SpawnTeleport(void) { // if in singleplayer if (GetSP()->sp_bSinglePlayer) { // no spawn effects return; } ESpawnEffect ese; ese.colMuliplier = C_WHITE|CT_OPAQUE; ese.betType = BET_TELEPORT; ese.vNormal = FLOAT3D(0,1,0); FLOATaabbox3D box; GetBoundingBox(box); FLOAT fEntitySize = box.Size().MaxNorm()*2; ese.vStretch = FLOAT3D(fEntitySize, fEntitySize, fEntitySize); CEntityPointer penEffect = CreateEntity(GetPlacement(), CLASS_BASIC_EFFECT); penEffect->Initialize(ese); } // render particles void RenderParticles(void) { FLOAT tmNow = _pTimer->GetLerpedCurrentTick(); // render empty shells Particles_EmptyShells( this, m_asldData); if (Particle_GetViewer()==this) { Particles_ViewerLocal(this); } else { // if is not first person RenderChainsawParticles(TRUE); // glowing powerups if (GetFlags()&ENF_ALIVE){ if (m_tmSeriousDamage>tmNow && m_tmInvulnerability>tmNow) { Particles_ModelGlow(this, Max(m_tmSeriousDamage,m_tmInvulnerability),PT_STAR08, 0.15f, 2, 0.03f, 0xff00ff00); } else if (m_tmInvulnerability>tmNow) { Particles_ModelGlow(this, m_tmInvulnerability, PT_STAR05, 0.15f, 2, 0.03f, 0x3333ff00); } else if (m_tmSeriousDamage>tmNow) { Particles_ModelGlow(this, m_tmSeriousDamage, PT_STAR08, 0.15f, 2, 0.03f, 0xff777700); } if (m_tmSeriousSpeed>tmNow) { Particles_RunAfterBurner(this, m_tmSeriousSpeed, 0.3f, 0); } if (!GetSP()->sp_bCooperative) { CPlayerWeapons *wpn = GetPlayerWeapons(); if (wpn->m_tmLastSniperFire == _pTimer->CurrentTick()) { CAttachmentModelObject &amoBody = *GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO); FLOATmatrix3D m; MakeRotationMatrix(m, amoBody.amo_plRelative.pl_OrientationAngle); FLOAT3D vSource = wpn->m_vBulletSource + FLOAT3D(0.0f, 0.1f, -0.4f)*GetRotationMatrix()*m; Particles_SniperResidue(this, vSource , wpn->m_vBulletTarget); } } } } // spirit particles if( m_tmSpiritStart != 0.0f) { Particles_Appearing(this, m_tmSpiritStart); } } void TeleportToAutoMarker(CPlayerActionMarker *ppam) { // if we are in coop if (GetSP()->sp_bCooperative && !GetSP()->sp_bSinglePlayer) { // for each player for(INDEX iPlayer=0; iPlayerGetPlacement(); FLOAT3D vOffsetRel = ppl->GetTeleportingOffset(); pl.pl_PositionVector += vOffsetRel*ppam->en_mRotation; ppl->Teleport(pl, FALSE); // remember new respawn place ppl->m_vDied = pl.pl_PositionVector; ppl->m_aDied = pl.pl_OrientationAngle; } } // otherwise } else { // put yourself at marker CPlacement3D pl = ppam->GetPlacement(); FLOAT3D vOffsetRel = GetTeleportingOffset(); pl.pl_PositionVector += vOffsetRel*ppam->en_mRotation; Teleport(pl, FALSE); } } // check whether this time we respawn in place or on marker void CheckDeathForRespawnInPlace(EDeath eDeath) { // if respawning in place is not allowed if (!GetSP()->sp_bRespawnInPlace) { // skip further checks return; } // if killed by a player or enemy CEntity *penKiller = eDeath.eLastDamage.penInflictor; if (IsOfClass(penKiller, "Player") || IsDerivedFromClass(penKiller, "Enemy Base")) { // mark for respawning in place m_ulFlags |= PLF_RESPAWNINPLACE; m_vDied = GetPlacement().pl_PositionVector; m_aDied = GetPlacement().pl_OrientationAngle; } } procedures: /************************************************************ * WOUNDED * ************************************************************/ Wounded(EDamage eDamage) { return; }; /************************************************************ * WORLD CHANGE * ************************************************************/ WorldChange() { // if in single player if (GetSP()->sp_bSinglePlayer) { // mark world as visited CTString strDummy("1"); SaveStringVar(GetWorld()->wo_fnmFileName.NoExt()+".vis", strDummy); } // find music holder on new world FindMusicHolder(); // store group name m_strGroup = _SwcWorldChange.strGroup; TeleportPlayer((WorldLinkType)_SwcWorldChange.iType); // setup light source SetupLightSource(); // make sure we discontinue zooming CPlayerWeapons *penWeapon = GetPlayerWeapons(); penWeapon->m_fSniperFOVlast = penWeapon->m_fSniperFOV = penWeapon->m_fSniperMaxFOV; penWeapon->m_bSniping=FALSE; m_ulFlags&=~PLF_ISZOOMING; // turn off possible chainsaw engine sound PlaySound(m_soWeaponAmbient, SOUND_SILENCE, SOF_3D); // update per-level stats UpdateLevelStats(); m_ulFlags |= PLF_INITIALIZED; m_ulFlags &= ~PLF_CHANGINGLEVEL; return; }; WorldChangeDead() { // forbid respawning in-place when changing levels while dead m_ulFlags &= ~PLF_RESPAWNINPLACE; // if in single player if (GetSP()->sp_bSinglePlayer) { // mark world as visited CTString strDummy("1"); SaveStringVar(GetWorld()->wo_fnmFileName.NoExt()+".vis", strDummy); } // find music holder on new world FindMusicHolder(); // store group name autocall Rebirth() EReturn; // setup light source SetupLightSource(); // update per-level stats UpdateLevelStats(); m_ulFlags |= PLF_INITIALIZED; m_ulFlags &= ~PLF_CHANGINGLEVEL; return; } /************************************************************ * D E A T H * ************************************************************/ Death(EDeath eDeath) { // stop firing when dead ((CPlayerWeapons&)*m_penWeapons).SendEvent(EReleaseWeapon()); // stop all looping ifeel effects if(_pNetwork->IsPlayerLocal(this)) { IFeel_StopEffect("ChainsawFire"); IFeel_StopEffect("FlamethrowerFire"); IFeel_StopEffect("ChainsawIdle"); IFeel_StopEffect("SniperZoom"); IFeel_StopEffect("Minigun_rotate"); } // make sure sniper zoom is stopped CPlayerWeapons *penWeapon = GetPlayerWeapons(); m_ulFlags&=~PLF_ISZOOMING; penWeapon->m_bSniping = FALSE; penWeapon->m_fSniperFOVlast = penWeapon->m_fSniperFOV = penWeapon->m_fSniperMaxFOV; // stop weapon sounds PlaySound(m_soSniperZoom, SOUND_SILENCE, SOF_3D); PlaySound(m_soWeaponAmbient, SOUND_SILENCE, SOF_3D); // stop rotating minigun penWeapon->m_aMiniGunLast = penWeapon->m_aMiniGun; // if in single player, or if this is a predictor entity if (GetSP()->sp_bSinglePlayer || IsPredictor()) { // do not print anything NOTHING; // if in cooperative, but not single player } else if (GetSP()->sp_bCooperative) { // just print death message, no score updating PrintPlayerDeathMessage(this, eDeath); // check whether this time we respawn in place or on marker CheckDeathForRespawnInPlace(eDeath); // increase number of deaths m_psLevelStats.ps_iDeaths += 1; m_psGameStats.ps_iDeaths += 1; // if not in cooperative, and not single player } else { // print death message PrintPlayerDeathMessage(this, eDeath); // get the killer pointer CEntity *penKiller = eDeath.eLastDamage.penInflictor; // initially, not killed by a player CPlayer *pplKillerPlayer = NULL; // if killed by some entity if (penKiller!=NULL) { // if killed by player if (IsOfClass(penKiller, "Player")) { // if someone other then you if (penKiller!=this) { pplKillerPlayer = (CPlayer*)penKiller; EReceiveScore eScore; eScore.iPoints = m_iMana; eDeath.eLastDamage.penInflictor->SendEvent(eScore); eDeath.eLastDamage.penInflictor->SendEvent(EKilledEnemy()); // if it was yourself } else { m_psLevelStats.ps_iScore -= m_iMana; m_psGameStats.ps_iScore -= m_iMana; m_psLevelStats.ps_iKills -= 1; m_psGameStats.ps_iKills -= 1; } // if killed by non-player } else { m_psLevelStats.ps_iScore -= m_iMana; m_psGameStats.ps_iScore -= m_iMana; m_psLevelStats.ps_iKills -= 1; m_psGameStats.ps_iKills -= 1; } // if killed by NULL (shouldn't happen, but anyway) } else { m_psLevelStats.ps_iScore -= m_iMana; m_psGameStats.ps_iScore -= m_iMana; m_psLevelStats.ps_iKills -= 1; m_psGameStats.ps_iKills -= 1; } // if playing scorematch if (!GetSP()->sp_bUseFrags) { // if killed by a player if (pplKillerPlayer!=NULL) { // print how much that player gained CPrintF(TRANSV(" %s: +%d points\n"), (const char *) pplKillerPlayer->GetPlayerName(), m_iMana); // if it was a suicide, or an accident } else { // print how much you lost CPrintF(TRANSV(" %s: -%d points\n"), (const char *) GetPlayerName(), m_iMana); } } // increase number of deaths m_psLevelStats.ps_iDeaths += 1; m_psGameStats.ps_iDeaths += 1; } // store last view m_iLastViewState = m_iViewState; // mark player as death SetFlags(GetFlags()&~ENF_ALIVE); // stop player SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f)); SetDesiredRotation(ANGLE3D(0.0f, 0.0f, 0.0f)); // remove weapon from hand ((CPlayerAnimator&)*m_penAnimator).RemoveWeapon(); // kill weapon animations GetPlayerWeapons()->SendEvent(EStop()); // if in deathmatch if (!GetSP()->sp_bCooperative) { // drop current weapon as item so others can pick it GetPlayerWeapons()->DropWeapon(); } // play death INDEX iAnim1; INDEX iAnim2; if (m_pstState == PST_SWIM || m_pstState == PST_DIVE) { iAnim1 = PLAYER_ANIM_DEATH_UNDERWATER; iAnim2 = BODY_ANIM_DEATH_UNDERWATER; } else if (eDeath.eLastDamage.dmtType==DMT_SPIKESTAB) { iAnim1 = PLAYER_ANIM_DEATH_SPIKES; iAnim2 = BODY_ANIM_DEATH_SPIKES; } else if (eDeath.eLastDamage.dmtType==DMT_ABYSS) { iAnim1 = PLAYER_ANIM_ABYSSFALL; iAnim2 = BODY_ANIM_ABYSSFALL; } else { FLOAT3D vFront; GetHeadingDirection(0, vFront); FLOAT fDamageDir = m_vDamage%vFront; if (fDamageDir<0) { if (Abs(fDamageDir)<10.0f) { iAnim1 = PLAYER_ANIM_DEATH_EASYFALLBACK; iAnim2 = BODY_ANIM_DEATH_EASYFALLBACK; } else { iAnim1 = PLAYER_ANIM_DEATH_BACK; iAnim2 = BODY_ANIM_DEATH_BACK; } } else { if (Abs(fDamageDir)<10.0f) { iAnim1 = PLAYER_ANIM_DEATH_EASYFALLFORWARD; iAnim2 = BODY_ANIM_DEATH_EASYFALLFORWARD; } else { iAnim1 = PLAYER_ANIM_DEATH_FORWARD; iAnim2 = BODY_ANIM_DEATH_FORWARD; } } } en_plViewpoint.pl_OrientationAngle = ANGLE3D(0,0,0); StartModelAnim(iAnim1, 0); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(iAnim2, 0); // set physic flags SetPhysicsFlags(EPF_MODEL_CORPSE); SetCollisionFlags(ECF_CORPSE); // set density to float out of water en_fDensity = 400.0f; // play sound if (m_pstState==PST_DIVE) { SetDefaultMouthPitch(); PlaySound(m_soMouth, GenderSound(SOUND_DEATHWATER), SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("DeathWater");} } else { SetDefaultMouthPitch(); PlaySound(m_soMouth, GenderSound(SOUND_DEATH), SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("Death");} } // initialize death camera view ASSERT(m_penView == NULL); if (m_penView == NULL) { m_penView = CreateEntity(GetPlacement(), CLASS_PLAYER_VIEW); EViewInit eInit; eInit.penOwner = this; eInit.penCamera = NULL; eInit.vtView = VT_PLAYERDEATH; eInit.bDeathFixed = eDeath.eLastDamage.dmtType==DMT_ABYSS; m_penView->Initialize(eInit); } if (ShouldBlowUp()) { BlowUp(); } else { // leave a stain beneath LeaveStain(TRUE); } m_iMayRespawn = 0; // wait for anim of death wait (1.2f) { on (EBegin) : { // set new view status m_iViewState = PVT_PLAYERAUTOVIEW; resume; } // when anim is finished on (ETimer) : { // allow respawning m_iMayRespawn = 1; resume; } // when damaged on (EDamage eDamage) : { if (eDamage.dmtType==DMT_ABYSS) { if (m_penView!=NULL) { ((CPlayerView*)&*m_penView)->m_bFixed = TRUE; } } // if should blow up now (and not already blown up) if (ShouldBlowUp()) { // do it BlowUp(); } resume; } on (EDeath) : { resume; } // if player pressed fire on (EEnd) : { // NOTE: predictors must never respawn since player markers for respawning are not predicted // if this is not predictor if (!IsPredictor()) { // stop waiting stop; } } // if autoaction is received on (EAutoAction eAutoAction) : { // if we are in coop if (GetSP()->sp_bCooperative && !GetSP()->sp_bSinglePlayer) { // if the marker is teleport marker if (eAutoAction.penFirstMarker!=NULL && ((CPlayerActionMarker*)&*eAutoAction.penFirstMarker)->m_paaAction == PAA_TELEPORT) { // teleport there TeleportToAutoMarker((CPlayerActionMarker*)&*eAutoAction.penFirstMarker); } } // ignore the actions resume; } on (EDisconnected) : { pass; } on (EReceiveScore) : { pass; } on (EKilledEnemy) : { pass; } on (EPreLevelChange) : { pass; } on (EPostLevelChange) : { pass; } otherwise() : { resume; } } return ERebirth(); }; TheEnd() { // if not playing demo if (!_pNetwork->IsPlayingDemo()) { // record high score in single player only if (GetSP()->sp_bSinglePlayer) { _pShell->Execute("gam_iRecordHighScore=0;"); } } // if current difficulty is serious if (GetSP()->sp_gdGameDifficulty==CSessionProperties::GD_EXTREME) { // activate the mental mode _pShell->Execute("sam_bMentalActivated=1;"); } // stop firing when end ((CPlayerWeapons&)*m_penWeapons).SendEvent(EReleaseWeapon()); // mark player as dead SetFlags(GetFlags()&~ENF_ALIVE); // stop player SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f)); SetDesiredRotation(ANGLE3D(0.0f, 0.0f, 0.0f)); // look straight StartModelAnim(PLAYER_ANIM_STAND, 0); ((CPlayerAnimator&)*m_penAnimator).BodyAnimationTemplate( BODY_ANIM_NORMALWALK, BODY_ANIM_COLT_STAND, BODY_ANIM_SHOTGUN_STAND, BODY_ANIM_MINIGUN_STAND, AOF_LOOPING|AOF_NORESTART); en_plViewpoint.pl_OrientationAngle = ANGLE3D(0,0,0); // call computer m_bEndOfGame = TRUE; SetGameEnd(); wait () { on (EBegin) : { resume; } on (EReceiveScore) : { pass; } on (EKilledEnemy) : { pass; } on (ECenterMessage) : { pass; } otherwise() : { resume; } } }; /************************************************************ * R E B I R T H * ************************************************************/ FirstInit() { // clear use button and zoom flag bUseButtonHeld = FALSE; // restore last view m_iViewState = m_iLastViewState; // stop and kill camera if (m_penView != NULL) { ((CPlayerView&)*m_penView).SendEvent(EEnd()); m_penView = NULL; } FindMusicHolder(); // update per-level stats UpdateLevelStats(); // initialize player (from PlayerMarker) InitializePlayer(); // add statistics message ReceiveComputerMessage(CTFILENAME("Data\\Messages\\Statistics\\Statistics.txt"), CMF_READ); if (GetSettings()->ps_ulFlags&PSF_PREFER3RDPERSON) { ChangePlayerView(); } return; }; Rebirth() { bUseButtonHeld = FALSE; // restore last view m_iViewState = m_iLastViewState; // clear ammunition if (!(m_ulFlags&PLF_RESPAWNINPLACE)) { GetPlayerWeapons()->ClearWeapons(); } // stop and kill camera if (m_penView != NULL) { ((CPlayerView&)*m_penView).SendEvent(EEnd()); m_penView = NULL; } // stop and kill flame CEntityPointer penFlame = GetChildOfClass("Flame"); if (penFlame!=NULL) { // send the event to stop burning EStopFlaming esf; esf.m_bNow=TRUE; penFlame->SendEvent(esf); } if (m_penView != NULL) { ((CPlayerView&)*m_penView).SendEvent(EEnd()); m_penView = NULL; } FindMusicHolder(); // initialize player (from PlayerMarker) InitializePlayer(); return EReturn(); }; // auto action - go to current marker AutoGoToMarker(EVoid) { ULONG ulFlags = AOF_LOOPING|AOF_NORESTART; INDEX iAnim = GetModelObject()->GetAnim(); if( iAnim!=PLAYER_ANIM_STAND) { ulFlags |= AOF_SMOOTHCHANGE; } CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.m_bAttacking = FALSE; plan.BodyWalkAnimation(); if (m_fAutoSpeed>plr_fSpeedForward/2) { StartModelAnim(PLAYER_ANIM_RUN, ulFlags); } else { StartModelAnim(PLAYER_ANIM_NORMALWALK, ulFlags); } // while not at marker while ( (m_penActionMarker->GetPlacement().pl_PositionVector- GetPlacement().pl_PositionVector).Length()>1.0f) { // wait a bit autowait(_pTimer->TickQuantum); } // return to auto-action loop return EReturn(); } // auto action - go to current marker and stop there AutoGoToMarkerAndStop(EVoid) { ULONG ulFlags = AOF_LOOPING|AOF_NORESTART; INDEX iAnim = GetModelObject()->GetAnim(); if( iAnim!=PLAYER_ANIM_STAND) { ulFlags |= AOF_SMOOTHCHANGE; } CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyWalkAnimation(); if (m_fAutoSpeed>plr_fSpeedForward/2) { StartModelAnim(PLAYER_ANIM_RUN, ulFlags); } else { StartModelAnim(PLAYER_ANIM_NORMALWALK, ulFlags); } // while not at marker while ( (m_penActionMarker->GetPlacement().pl_PositionVector- GetPlacement().pl_PositionVector).Length()>m_fAutoSpeed*_pTimer->TickQuantum*2.00f) { // wait a bit autowait(_pTimer->TickQuantum); } // disable auto speed m_fAutoSpeed = 0.0f; CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyStillAnimation(); StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); // stop moving ForceFullStop(); // return to auto-action loop return EReturn(); } // auto action - use an item AutoUseItem(EVoid) { // start pulling the item CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyPullItemAnimation(); //StartModelAnim(PLAYER_ANIM_STATUE_PULL, 0); autowait(0.2f); // item appears CPlayerActionMarker *ppam = GetActionMarker(); if (IsOfClass(ppam->m_penItem, "KeyItem")) { CModelObject &moItem = ppam->m_penItem->GetModelObject()->GetAttachmentModel(0)->amo_moModelObject; GetPlayerAnimator()->SetItem(&moItem); } autowait(2.20f-0.2f); // the item is in place CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyRemoveItem(); // if marker points to a trigger if (GetActionMarker()->m_penTrigger!=NULL) { // trigger it SendToTarget(GetActionMarker()->m_penTrigger, EET_TRIGGER, this); } // fake that player has passed through the door controller if (GetActionMarker()->m_penDoorController!=NULL) { EPass ePass; ePass.penOther = this; GetActionMarker()->m_penDoorController->SendEvent(ePass); } autowait(3.25f-2.20f); CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyRemoveItem(); // return to auto-action loop return EReturn(); } // auto action - pick an item AutoPickItem(EVoid) { // start pulling the item CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyPickItemAnimation(); StartModelAnim(PLAYER_ANIM_KEYLIFT, 0); autowait(1.2f); // if marker points to a trigger if (GetActionMarker()->m_penTrigger!=NULL) { // trigger it SendToTarget(GetActionMarker()->m_penTrigger, EET_TRIGGER, this); } // item appears CPlayerActionMarker *ppam = GetActionMarker(); if (IsOfClass(ppam->m_penItem, "KeyItem")) { CModelObject &moItem = ppam->m_penItem->GetModelObject()->GetAttachmentModel(0)->amo_moModelObject; GetPlayerAnimator()->SetItem(&moItem); EPass ePass; ePass.penOther = this; ppam->m_penItem->SendEvent(ePass); } autowait(3.6f-1.2f+GetActionMarker()->m_tmWait); CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyRemoveItem(); // return to auto-action loop return EReturn(); } AutoFallDown(EVoid) { StartModelAnim(PLAYER_ANIM_BRIDGEFALLPOSE, 0); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_BRIDGEFALLPOSE, 0); autowait(GetActionMarker()->m_tmWait); // return to auto-action loop return EReturn(); } AutoFallToAbys(EVoid) { StartModelAnim(PLAYER_ANIM_ABYSSFALL, AOF_LOOPING); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_ABYSSFALL, AOF_LOOPING); autowait(GetActionMarker()->m_tmWait); // return to auto-action loop return EReturn(); } // auto action - look around AutoLookAround(EVoid) { StartModelAnim(PLAYER_ANIM_BACKPEDAL, 0); m_vAutoSpeed = FLOAT3D(0,0,plr_fSpeedForward/4/0.75f); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_NORMALWALK, 0); autowait(GetModelObject()->GetCurrentAnimLength()/2); m_vAutoSpeed = FLOAT3D(0,0,0); // start looking around StartModelAnim(PLAYER_ANIM_STAND, 0); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_LOOKAROUND, 0); CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; // wait given time autowait(moBody.GetCurrentAnimLength()+0.1f); // return to auto-action loop return EReturn(); } AutoTeleport(EVoid) { // teleport there TeleportToAutoMarker(GetActionMarker()); // return to auto-action loop return EReturn(); } AutoAppear(EVoid) { // hide the model SwitchToEditorModel(); // put it at marker Teleport(GetActionMarker()->GetPlacement()); // make it rotate in spawnpose SetPhysicsFlags(GetPhysicsFlags() & ~(EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY)); m_ulFlags|=PLF_AUTOMOVEMENTS; SetDesiredRotation(ANGLE3D(60,0,0)); StartModelAnim(PLAYER_ANIM_SPAWNPOSE, AOF_LOOPING); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_SPAWNPOSE, AOF_LOOPING); // start stardust appearing m_tmSpiritStart = _pTimer->CurrentTick(); // wait till it appears autowait(5); // start model appearing SwitchToModel(); m_tmFadeStart = _pTimer->CurrentTick(); // wait till it appears autowait(5); // fixate full opacity COLOR colAlpha = GetModelObject()->mo_colBlendColor; GetModelObject()->mo_colBlendColor = colAlpha|0xFF; // put it to normal state SetPhysicsFlags(GetPhysicsFlags() | EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY); SetDesiredRotation(ANGLE3D(0,0,0)); m_ulFlags&=~PLF_AUTOMOVEMENTS; // play animation to fall down StartModelAnim(PLAYER_ANIM_SPAWN_FALLDOWN, 0); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_SPAWN_FALLDOWN, 0); autowait(GetModelObject()->GetCurrentAnimLength()); // play animation to get up StartModelAnim(PLAYER_ANIM_SPAWN_GETUP, AOF_SMOOTHCHANGE); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_SPAWN_GETUP, AOF_SMOOTHCHANGE); autowait(GetModelObject()->GetCurrentAnimLength()); // return to auto-action loop return EReturn(); } TravellingInBeam() { // put it at marker Teleport(GetActionMarker()->GetPlacement()); // make it rotate in spawnpose SetPhysicsFlags(GetPhysicsFlags() & ~(EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY)); m_ulFlags|=PLF_AUTOMOVEMENTS; SetDesiredRotation(ANGLE3D(60,0,0)); SetDesiredTranslation(ANGLE3D(0,20.0f,0)); StartModelAnim(PLAYER_ANIM_SPAWNPOSE, AOF_LOOPING); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_SPAWNPOSE, AOF_LOOPING); // wait till it appears autowait(8.0f); // switch to model SwitchToEditorModel(); // return to auto-action loop return EReturn(); } LogoFireMinigun(EVoid) { // put it at marker CPlacement3D pl = GetActionMarker()->GetPlacement(); pl.pl_PositionVector += FLOAT3D(0, 0.01f, 0)*GetActionMarker()->en_mRotation; Teleport(pl); en_plViewpoint.pl_OrientationAngle(1) = 20.0f; en_plLastViewpoint.pl_OrientationAngle = en_plViewpoint.pl_OrientationAngle; // stand in pose StartModelAnim(PLAYER_ANIM_INTRO, AOF_LOOPING); // remember time for rotating view start m_tmMinigunAutoFireStart = _pTimer->CurrentTick(); // wait some time for fade in and to look from left to right with out firing //autowait(0.75f); ((CPlayerWeapons&)*m_penWeapons).SendEvent(EFireWeapon()); autowait(2.5f); ((CPlayerWeapons&)*m_penWeapons).SendEvent(EReleaseWeapon()); // stop minigun shaking CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_MINIGUN_STAND, 0); autowait(0.5f); // ---------- Apply shake CWorldSettingsController *pwsc = NULL; // obtain bcg viewer CBackgroundViewer *penBcgViewer = (CBackgroundViewer *) GetWorld()->GetBackgroundViewer(); if( penBcgViewer != NULL) { pwsc = (CWorldSettingsController *) &*penBcgViewer->m_penWorldSettingsController; pwsc->m_tmShakeStarted = _pTimer->CurrentTick(); pwsc->m_vShakePos = GetPlacement().pl_PositionVector; pwsc->m_fShakeFalloff = 250.0f; pwsc->m_fShakeFade = 3.0f; pwsc->m_fShakeIntensityZ = 0.1f*2.0f; pwsc->m_tmShakeFrequencyZ = 5.0f; pwsc->m_fShakeIntensityY = 0.0f; pwsc->m_fShakeIntensityB = 0.0f; pwsc->m_bShakeFadeIn = FALSE; /* pwsc->m_fShakeIntensityY = 0.1f*2.0f; pwsc->m_tmShakeFrequencyY = 5.0f; pwsc->m_fShakeIntensityB = 2.5f*1.5f; pwsc->m_tmShakeFrequencyB = 7.2f; */ } // stop rotating body m_tmMinigunAutoFireStart = -1; autowait(5.0f); IFeel_StopEffect(NULL); autowait(5.0f); return EReturn(); } AutoStoreWeapon(EVoid) { // store current weapon slowly CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.BodyAnimationTemplate(BODY_ANIM_WAIT, BODY_ANIM_COLT_REDRAWSLOW, BODY_ANIM_SHOTGUN_REDRAWSLOW, BODY_ANIM_MINIGUN_REDRAWSLOW, 0); autowait(plan.m_fBodyAnimTime); m_iAutoOrgWeapon = ((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon; ((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon = WEAPON_NONE; ((CPlayerWeapons&)*m_penWeapons).m_iWantedWeapon = WEAPON_NONE; m_soWeaponAmbient.Stop(); // sync apperances GetPlayerAnimator()->SyncWeapon(); // remove weapon attachment CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.m_iWeaponLast = m_iAutoOrgWeapon; plan.RemoveWeapon(); GetPlayerAnimator()->SyncWeapon(); ((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon = (WeaponType) m_iAutoOrgWeapon; plan.BodyAnimationTemplate(BODY_ANIM_WAIT, BODY_ANIM_COLT_DEACTIVATETOWALK, BODY_ANIM_SHOTGUN_DEACTIVATETOWALK, BODY_ANIM_MINIGUN_DEACTIVATETOWALK, AOF_SMOOTHCHANGE); ((CPlayerWeapons&)*m_penWeapons).m_iCurrentWeapon = WEAPON_NONE; autowait(plan.m_fBodyAnimTime); // return to auto-action loop return EReturn(); } // perform player auto actions DoAutoActions(EVoid) { // don't look up/down en_plViewpoint.pl_OrientationAngle = ANGLE3D(0,0,0); // disable playeranimator animating CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.m_bDisableAnimating = TRUE; // while there is some marker while (m_penActionMarker!=NULL && IsOfClass(m_penActionMarker, "PlayerActionMarker")) { // if should wait if (GetActionMarker()->m_paaAction==PAA_WAIT) { // play still anim CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_WAIT, AOF_NORESTART|AOF_LOOPING); // wait given time autowait(GetActionMarker()->m_tmWait); } else if (GetActionMarker()->m_paaAction==PAA_STOPANDWAIT) { // play still anim StartModelAnim(PLAYER_ANIM_STAND, 0); CModelObject &moBody = GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(BODY_ANIM_WAIT, AOF_NORESTART|AOF_LOOPING); // wait given time autowait(GetActionMarker()->m_tmWait); // if should teleport here } else if (GetActionMarker()->m_paaAction==PAA_APPEARING) { autocall AutoAppear() EReturn; } else if (GetActionMarker()->m_paaAction==PAA_TRAVELING_IN_BEAM) { autocall TravellingInBeam() EReturn; } else if (GetActionMarker()->m_paaAction==PAA_INTROSE_SELECT_WEAPON) { // order playerweapons to select weapon ESelectWeapon eSelect; eSelect.iWeapon = 1; ((CPlayerWeapons&)*m_penWeapons).SendEvent(eSelect); } else if (GetActionMarker()->m_paaAction==PAA_LOGO_FIRE_INTROSE) { autocall LogoFireMinigun() EReturn; } else if (GetActionMarker()->m_paaAction==PAA_LOGO_FIRE_MINIGUN) { autocall LogoFireMinigun() EReturn; // if should appear here } else if (GetActionMarker()->m_paaAction==PAA_TELEPORT) { autocall AutoTeleport() EReturn; // if should wait for trigger } else if (GetActionMarker()->m_paaAction==PAA_WAITFOREVER) { // wait forever wait() { on (EBegin) : { resume; } otherwise() : { pass; } } // if should store weapon } else if (GetActionMarker()->m_paaAction==PAA_STOREWEAPON) { autocall AutoStoreWeapon() EReturn; // if should draw weapon } else if (GetActionMarker()->m_paaAction==PAA_DRAWWEAPON) { // order playerweapons to select best weapon ESelectWeapon eSelect; eSelect.iWeapon = -4; ((CPlayerWeapons&)*m_penWeapons).SendEvent(eSelect); // if should wait } else if (GetActionMarker()->m_paaAction==PAA_LOOKAROUND) { autocall AutoLookAround() EReturn; // if should use item } else if (GetActionMarker()->m_paaAction==PAA_USEITEM) { // use it autocall AutoUseItem() EReturn; // if should pick item } else if (GetActionMarker()->m_paaAction==PAA_PICKITEM) { // pick it autocall AutoPickItem() EReturn; // if falling from bridge } else if (GetActionMarker()->m_paaAction==PAA_FALLDOWN) { // fall autocall AutoFallDown() EReturn; // if releasing player } else if (GetActionMarker()->m_paaAction==PAA_RELEASEPLAYER) { if (m_penCamera!=NULL) { ((CCamera*)&*m_penCamera)->m_bStopMoving=TRUE; } m_penCamera = NULL; // if currently not having any weapon in hand if (GetPlayerWeapons()->m_iCurrentWeapon == WEAPON_NONE) { // order playerweapons to select best weapon ESelectWeapon eSelect; eSelect.iWeapon = -4; ((CPlayerWeapons&)*m_penWeapons).SendEvent(eSelect); } // sync weapon, just in case m_ulFlags |= PLF_SYNCWEAPON; m_tmSpiritStart = 0; // if start computer } else if (GetActionMarker()->m_paaAction==PAA_STARTCOMPUTER) { // mark that if (_pNetwork->IsPlayerLocal(this) && GetSP()->sp_bSinglePlayer) { cmp_ppenPlayer = this; cmp_bInitialStart = TRUE; } // if start introscroll } else if (GetActionMarker()->m_paaAction==PAA_STARTINTROSCROLL) { _pShell->Execute("sam_iStartCredits=1;"); // if start credits } else if (GetActionMarker()->m_paaAction==PAA_STARTCREDITS) { _pShell->Execute("sam_iStartCredits=2;"); // if stop scroller } else if (GetActionMarker()->m_paaAction==PAA_STOPSCROLLER) { _pShell->Execute("sam_iStartCredits=-1;"); // if should run to the marker } else if (GetActionMarker()->m_paaAction==PAA_RUN) { // go to it m_fAutoSpeed = plr_fSpeedForward*GetActionMarker()->m_fSpeed; autocall AutoGoToMarker() EReturn; // if should run to the marker and stop exactly there } else if (GetActionMarker()->m_paaAction==PAA_RUNANDSTOP) { // go to it m_fAutoSpeed = plr_fSpeedForward*GetActionMarker()->m_fSpeed; autocall AutoGoToMarkerAndStop() EReturn; // if should record end-of-level stats } else if (GetActionMarker()->m_paaAction==PAA_RECORDSTATS) { if (GetSP()->sp_bSinglePlayer || GetSP()->sp_bPlayEntireGame) { // remeber estimated time m_tmEstTime = GetActionMarker()->m_tmWait; // record stats RecordEndOfLevelData(); } else { SetGameEnd(); } // if should show statistics to the player } else if (GetActionMarker()->m_paaAction==PAA_SHOWSTATS) { // call computer if (cmp_ppenPlayer==NULL && _pNetwork->IsPlayerLocal(this) && GetSP()->sp_bSinglePlayer) { m_bEndOfLevel = TRUE; cmp_ppenPlayer = this; m_ulFlags|=PLF_DONTRENDER; while(m_bEndOfLevel) { wait(_pTimer->TickQuantum) { on (ETimer) : { stop; } on (EReceiveScore) : { pass; } on (EKilledEnemy) : { pass; } on (ECenterMessage) : { pass; } on (EPostLevelChange) : { m_ulFlags&=!PLF_DONTRENDER; m_bEndOfLevel = FALSE; pass; } otherwise() : { resume; } } } m_ulFlags&=!PLF_DONTRENDER; } // if end of entire game } else if (GetActionMarker()->m_paaAction==PAA_ENDOFGAME) { // record stats jump TheEnd(); } else if (GetActionMarker()->m_paaAction==PAA_NOGRAVITY) { SetPhysicsFlags(GetPhysicsFlags() & ~(EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY)); if( GetActionMarker()->GetParent() != NULL) { SetParent(GetActionMarker()->GetParent()); } } else if (GetActionMarker()->m_paaAction==PAA_TURNONGRAVITY) { SetPhysicsFlags(GetPhysicsFlags()|EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY); SetParent(NULL); } else if (TRUE) { ASSERT(FALSE); } // if marker points to a trigger if (GetActionMarker()->m_penTrigger!=NULL && GetActionMarker()->m_paaAction!=PAA_PICKITEM) { // trigger it SendToTarget(GetActionMarker()->m_penTrigger, EET_TRIGGER, this); } // get next marker m_penActionMarker = GetActionMarker()->m_penTarget; } // disable auto speed m_fAutoSpeed = 0.0f; // must clear marker, in case it was invalid m_penActionMarker = NULL; // enable playeranimator animating CPlayerAnimator &plan = (CPlayerAnimator&)*m_penAnimator; plan.m_bDisableAnimating = FALSE; // return to main loop return EVoid(); } /************************************************************ * M A I N * ************************************************************/ Main(EVoid evoid) { // remember start time STUBBED("Not 64-bit clean"); time_t t; time(&t); m_iStartTime = (INDEX) t; m_ctUnreadMessages = 0; SetFlags(GetFlags()|ENF_CROSSESLEVELS|ENF_NOTIFYLEVELCHANGE); InitAsEditorModel(); // set default model for physics etc CTString strDummy; SetPlayerAppearance(GetModelObject(), NULL, strDummy, /*bPreview=*/FALSE); // set your real appearance if possible ValidateCharacter(); SetPlayerAppearance(&m_moRender, &en_pcCharacter, strDummy, /*bPreview=*/FALSE); ParseGender(strDummy); // if unsuccessful if (GetModelObject()->GetData()==NULL) { // never proceed with initialization - player cannot work return; } //const FLOAT fSize = 2.1f/1.85f; //GetModelObject()->StretchModel(FLOAT3D(fSize, fSize, fSize)); ModelChangeNotify(); // wait a bit to allow other entities to start wait(0.2f) { // this is 4 ticks, it has to be at least more than musicchanger for enemy counting on (EBegin) : { resume; } on (ETimer) : { stop; } on (EDisconnected) : { Destroy(); return; } } // do not use predictor if not yet initialized if (IsPredictor()) { // !!!!#### Destroy(); return; } // appear SwitchToModel(); m_ulFlags|=PLF_INITIALIZED; // set initial vars en_tmMaxHoldBreath = 60.0f; en_fDensity = 1000.0f; // same density as water - to be able to dive freely ModelChangeNotify(); // spawn weapons m_penWeapons = CreateEntity(GetPlacement(), CLASS_PLAYER_WEAPONS); EWeaponsInit eInitWeapons; eInitWeapons.penOwner = this; m_penWeapons->Initialize(eInitWeapons); // spawn animator m_penAnimator = CreateEntity(GetPlacement(), CLASS_PLAYER_ANIMATOR); EAnimatorInit eInitAnimator; eInitAnimator.penPlayer = this; m_penAnimator->Initialize(eInitAnimator); // set sound default parameters m_soMouth.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f); m_soFootL.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f); m_soFootR.Set3DParameters(20.0f, 2.0f, 1.0f, 1.0f); m_soBody.Set3DParameters(25.0f, 5.0f, 1.0f, 1.0f); m_soMessage.Set3DParameters(25.0f, 5.0f, 1.0f, 1.0f); m_soSniperZoom.Set3DParameters(25.0f, 5.0f, 1.0f, 1.0f); // setup light source SetupLightSource(); // set light animation if available try { m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\BasicEffects.ani")); } catch (char *strError) { WarningMessage(TRANS("Cannot load Animations\\BasicEffects.ani: %s"), strError); } PlayLightAnim(LIGHT_ANIM_NONE, 0); wait() { on (EBegin) : { call FirstInit(); } on (ERebirth) : { call Rebirth(); } on (EDeath eDeath) : { call Death(eDeath); } on (EDamage eDamage) : { call Wounded(eDamage); } on (EPreLevelChange) : { m_ulFlags&=~PLF_INITIALIZED; m_ulFlags|=PLF_CHANGINGLEVEL; m_ulFlags &= ~PLF_LEVELSTARTED; resume; } on (EPostLevelChange) : { if (GetSP()->sp_bSinglePlayer || (GetFlags()&ENF_ALIVE)) { call WorldChange(); } else { call WorldChangeDead(); } } on (ETakingBreath eTakingBreath ) : { SetDefaultMouthPitch(); if (eTakingBreath.fBreathDelay<0.2f) { PlaySound(m_soMouth, GenderSound(SOUND_INHALE0), SOF_3D); } else if (eTakingBreath.fBreathDelay<0.8f) { PlaySound(m_soMouth, GenderSound(SOUND_INHALE1), SOF_3D); } else { PlaySound(m_soMouth, GenderSound(SOUND_INHALE2), SOF_3D); } resume; } on (ECameraStart eStart) : { m_penCamera = eStart.penCamera; // stop player if (m_penActionMarker==NULL) { SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f)); SetDesiredRotation(ANGLE3D(0.0f, 0.0f, 0.0f)); } // stop firing ((CPlayerWeapons&)*m_penWeapons).SendEvent(EReleaseWeapon()); resume; } on (ECameraStop eCameraStop) : { if (m_penCamera==eCameraStop.penCamera) { m_penCamera = NULL; } resume; } on (ECenterMessage eMsg) : { m_strCenterMessage = eMsg.strMessage; m_tmCenterMessageEnd = _pTimer->CurrentTick()+eMsg.tmLength; if (eMsg.mssSound==MSS_INFO) { m_soMessage.Set3DParameters(25.0f, 5.0f, 1.0f, 1.0f); PlaySound(m_soMessage, SOUND_INFO, SOF_3D|SOF_VOLUMETRIC|SOF_LOCAL); } resume; } on (EComputerMessage eMsg) : { ReceiveComputerMessage(eMsg.fnmMessage, CMF_ANALYZE); resume; } on (EVoiceMessage eMsg) : { SayVoiceMessage(eMsg.fnmMessage); resume; } on (EAutoAction eAutoAction) : { // remember first marker m_penActionMarker = eAutoAction.penFirstMarker; // do the actions call DoAutoActions(); } on (EReceiveScore eScore) : { m_psLevelStats.ps_iScore += eScore.iPoints; m_psGameStats.ps_iScore += eScore.iPoints; m_iMana += (INDEX) (eScore.iPoints*GetSP()->sp_fManaTransferFactor); CheckHighScore(); resume; } on (EKilledEnemy) : { m_psLevelStats.ps_iKills += 1; m_psGameStats.ps_iKills += 1; resume; } on (ESecretFound) : { m_psLevelStats.ps_iSecrets += 1; m_psGameStats.ps_iSecrets += 1; resume; } on (EWeaponChanged) : { // make sure we discontinue zooming (even if not changing from sniper) ((CPlayerWeapons&)*m_penWeapons).m_bSniping=FALSE; m_ulFlags&=~PLF_ISZOOMING; PlaySound(m_soSniperZoom, SOUND_SILENCE, SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_StopEffect("SniperZoom");} resume; } // EEnd should not arrive here on (EEnd) : { ASSERT(FALSE); resume; } // if player is disconnected on (EDisconnected) : { // exit the loop stop; } // support for jumping using bouncers on (ETouch eTouch) : { if (IsOfClass(eTouch.penOther, "Bouncer")) { JumpFromBouncer(this, eTouch.penOther); // play jump sound SetDefaultMouthPitch(); PlaySound(m_soMouth, GenderSound(SOUND_JUMP), SOF_3D); if(_pNetwork->IsPlayerLocal(this)) {IFeel_PlayEffect("Jump");} } resume; } } // we get here if the player is disconnected from the server // if we have some keys if (!IsPredictor() && m_ulKeys!=0) { // find first live player CPlayer *penNextPlayer = NULL; for(INDEX iPlayer=0; iPlayerGetFlags()&ENF_ALIVE) && !(pen->GetFlags()&ENF_DELETED) ) { penNextPlayer = pen; } } // if any found if (penNextPlayer!=NULL) { // transfer keys to that player CPrintF(TRANSV("%s leaving, all keys transferred to %s\n"), (const char*)m_strName, (const char*)penNextPlayer->GetPlayerName()); penNextPlayer->m_ulKeys |= m_ulKeys; } } // spawn teleport effect SpawnTeleport(); // cease to exist m_penWeapons->Destroy(); m_penAnimator->Destroy(); if (m_penView!=NULL) { m_penView->Destroy(); } if (m_pen3rdPersonView!=NULL) { m_pen3rdPersonView->Destroy(); } Destroy(); return; }; };