594 lines
14 KiB
Plaintext
594 lines
14 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "items.h"
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#ifdef CLIENT
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/* Here's a list of bone names that we are aware of on HL player models.
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Usually we'd use skeletalobjects to share the same skeleton/anim with
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another model - but because FTEQW does not support that for HLMDL we
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are forced to manually position the bones of our attachnment
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by iterating over them and manually setting their position in 3D-space.
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*/
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string g_pbones[] =
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{
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"Bip01",
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"Bip01 Footsteps",
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"Bip01 Pelvis",
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"Bip01 L Leg",
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"Bip01 L Leg1",
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"Bip01 L Foot",
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"Bip01 L Toe0",
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"Bip01 L Toe01",
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"Bip01 L Toe02",
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"Dummy16",
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"Bip01 R Leg",
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"Bip01 R Leg1",
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"Bip01 R Foot",
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"Bip01 R Toe0",
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"Bip01 R Toe01",
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"Bip01 R Toe02",
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"Dummy11",
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"Bip01 Spine",
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"Bip01 Spine1",
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"Bip01 Spine2",
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"Bip01 Spine3",
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"Bip01 Neck",
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"Bip01 Head",
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"Dummy21",
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"Dummy08",
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"Bone02",
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"Bone03",
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"Bone04",
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"Dummy05",
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"Bone09",
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"Bone10",
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"Dummy04",
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"Bone05",
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"Bone06",
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"Dummy03",
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"Bone07",
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"Bone08",
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"Dummy09",
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"Bone11",
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"Bone12",
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"Dummy10",
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"Bone13",
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"Bone14",
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"Bone15",
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"Bip01 L Arm",
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"Bip01 L Arm1",
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"Bip01 L Arm2",
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"Bip01 L Hand",
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"Bip01 L Finger0",
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"Bip01 L Finger01",
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"Bip01 L Finger02",
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"Dummy06",
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"Bip01 L Finger1",
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"Bip01 L Finger11",
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"Bip01 L Finger12",
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"Dummy07",
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"Bip01 R Arm",
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"Bip01 R Arm1",
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"Bip01 R Arm2",
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"Bip01 R Hand",
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"Bip01 R Finger0",
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"Bip01 R Finger01",
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"Bip01 R Finger02",
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"Dummy01",
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"Bip01 R Finger1",
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"Bip01 R Finger11",
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"Bip01 R Finger12",
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"Dummy02",
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"Box02",
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"Bone08",
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"Bone15"
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};
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#endif
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/* all custom SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
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PLAYER_BOTTOMFRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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PLAYER_UNUSED5,
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PLAYER_UNUSED6,
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PLAYER_UNUSED7
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};
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noref .float ammo_shells;
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noref .float ammo_nails;
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noref .float ammo_rockets;
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noref .float ammo_cells;
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class player:NSClientPlayer
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{
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void(void) player;
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/* animation */
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PREDICTED_INT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_INT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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/* ammo 1 */
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PREDICTED_FLOAT_N(ammo_shells)
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PREDICTED_FLOAT_N(ammo_nails)
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PREDICTED_FLOAT_N(ammo_rockets)
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PREDICTED_FLOAT_N(ammo_cells)
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#ifdef SERVER
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float m_quadFinishTime;
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float m_invisFinishTime;
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float m_invulnFinishTime;
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float m_enviroFinishTime;
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#endif
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virtual void Physics_Jump(void);
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virtual void UpdatePlayerAnimation(float);
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#ifdef CLIENT
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////virtual void(void) draw;
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//virtual float() predraw;
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//virtual void(void) postdraw;
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virtual void UpdatePlayerAttachments(bool);
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virtual void ReceiveEntity(float,float);
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virtual void PredictPreFrame(void);
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virtual void PredictPostFrame(void);
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virtual void UpdateAliveCam(void);
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#else
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity, float);
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virtual void Save(float);
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virtual void Restore(string,string);
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#endif
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nonvirtual bool HasQuadDamage(void);
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nonvirtual bool HasInvisibility(void);
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nonvirtual bool HasInvulnerability(void);
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nonvirtual bool HasEnviroSuit(void);
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};
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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void
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player::UpdatePlayerAnimation(float timelength)
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{
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/* calculate our skeletal progression */
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Animation_PlayerUpdate(this);
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/* advance animation timers */
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Animation_TimerUpdate(this, timelength);
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}
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#ifdef CLIENT
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void Camera_RunPosBob(vector angles, __inout vector camera_pos);
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void Camera_StrafeRoll(__inout vector camera_angle);
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void Shake_Update(NSClientPlayer);
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void
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player::UpdateAliveCam(void)
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{
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vector cam_pos = GetEyePos();
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Camera_RunPosBob(view_angles, cam_pos);
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g_view.SetCameraOrigin(cam_pos);
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Camera_StrafeRoll(view_angles);
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g_view.SetCameraAngle(view_angles);
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if (vehicle) {
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NSVehicle veh = (NSVehicle)vehicle;
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if (veh.UpdateView)
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veh.UpdateView();
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} else if (health) {
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if (autocvar_pm_thirdPerson == TRUE) {
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makevectors(view_angles);
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vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
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vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
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traceline(vStart, vEnd, FALSE, this);
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g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
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}
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}
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Shake_Update(this);
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g_view.AddPunchAngle(punchangle);
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}
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.string oldmodel;
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string Weapons_GetPlayermodel(player, int);
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void
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player::UpdatePlayerAttachments(bool visible)
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{
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/* draw the flashlight */
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if (gflags & GF_FLASHLIGHT) {
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vector src;
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vector ang;
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if (entnum != player_localentnum) {
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src = origin + view_ofs;
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ang = v_angle;
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} else {
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src = pSeat->m_vecPredictedOrigin + [0,0,-8];
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ang = view_angles;
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}
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makevectors(ang);
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traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
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if (serverkeyfloat("*bspversion") == BSPVER_HL) {
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dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
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} else {
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float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
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dynamiclight_set(p, LFIELD_ANGLES, ang);
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dynamiclight_set(p, LFIELD_FLAGS, 3);
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}
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}
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/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
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if (!visible)
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return;
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/* what's the current weapon model supposed to be anyway? */
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p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
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/* we changed weapons, update skeletonindex */
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if (p_model.model != p_model.oldmodel) {
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/* free memory */
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if (p_model.skeletonindex)
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skel_delete(p_model.skeletonindex);
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/* set the new model and mark us updated */
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setmodel(p_model, p_model.oldmodel);
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p_model.model = p_model.oldmodel;
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/* set the new skeletonindex */
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p_model.skeletonindex = skel_create(p_model.modelindex);
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/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
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if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
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setcustomskin(this, "", "geomset 0 2\n");
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else
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setcustomskin(this, "", "geomset 0 1\n");
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}
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/* follow thisayer at all times */
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setorigin(p_model, origin);
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p_model.angles = angles;
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skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
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/* we have to loop through all valid bones of the weapon model and match them
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* to the thisayer one */
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for (float i = 0; i < g_pbones.length; i++) {
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vector bpos;
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float pbone = gettagindex(this, g_pbones[i]);
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float wbone = gettagindex(p_model, g_pbones[i]);
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/* if the bone doesn't ignore in either skeletal mesh, ignore */
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if (wbone <= 0 || pbone <= 0)
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continue;
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bpos = gettaginfo(this, pbone);
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/* the most expensive bit */
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skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
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}
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}
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void Weapons_AmmoUpdate(entity);
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void HUD_AmmoNotify_Check(player pl);
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void HUD_ItemNotify_Check(player pl);
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/*
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=================
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player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float new, float flChanged)
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{
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/* the generic client attributes */
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NSClientPlayer::ReceiveEntity(new, flChanged);
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/* animation */
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READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
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READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
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READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
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READENTITY_BYTE(ammo_shells, PLAYER_AMMO1)
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READENTITY_BYTE(ammo_nails, PLAYER_AMMO1)
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READENTITY_BYTE(ammo_rockets, PLAYER_AMMO1)
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READENTITY_BYTE(ammo_cells, PLAYER_AMMO1)
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setorigin(this, origin);
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/* these only concern the current player */
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CSQC_UpdateSeat();
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if (this != pSeat->m_ePlayer)
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return;
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/* do not notify us of updates when spawning initially */
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if (flChanged == UPDATE_ALL)
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PredictPreFrame();
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if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
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Weapons_AmmoUpdate(this);
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HUD_AmmoNotify_Check(this);
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}
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if (flChanged & PLAYER_ITEMS || flChanged & PLAYER_HEALTH) {
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HUD_ItemNotify_Check(this);
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if (HasInvisibility()) {
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SetRenderMode(RM_DONTRENDER);
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SetRenderFX(RFX_GLOWSHELL);
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SetRenderColor([0.5, 0.5, 0.5]);
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SetRenderAmt(0.1f);
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} else if (HasQuadDamage()) {
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SetRenderFX(RFX_GLOWSHELL);
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SetRenderColor([0.5, 0.5, 1.0]);
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SetRenderAmt(0.45f);
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} else if (HasInvulnerability()) {
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SetRenderFX(RFX_GLOWSHELL);
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SetRenderColor([1.0, 0.5, 0.0]);
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SetRenderAmt(0.5f);
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} else if (HasEnviroSuit()) {
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SetRenderFX(RFX_GLOWSHELL);
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SetRenderColor([0.5, 1.0, 0.5]);
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SetRenderAmt(0.45f);
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}
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p_model.SetRenderMode(GetRenderMode());
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p_model.SetRenderFX(GetRenderFX());
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p_model.SetRenderColor(GetRenderColor());
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p_model.SetRenderAmt(GetRenderAmt());
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}
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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void
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player::PredictPreFrame(void)
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{
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/* the generic client attributes */
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(anim_top)
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SAVE_STATE(anim_top_delay)
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SAVE_STATE(anim_top_time)
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SAVE_STATE(anim_bottom)
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SAVE_STATE(anim_bottom_time)
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SAVE_STATE(ammo_shells)
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SAVE_STATE(ammo_nails)
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SAVE_STATE(ammo_rockets)
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SAVE_STATE(ammo_cells)
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}
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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=================
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*/
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void
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player::PredictPostFrame(void)
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{
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/* the generic client attributes */
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(anim_top)
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ROLL_BACK(anim_top_delay)
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ROLL_BACK(anim_top_time)
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ROLL_BACK(anim_bottom)
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ROLL_BACK(anim_bottom_time)
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ROLL_BACK(ammo_shells)
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ROLL_BACK(ammo_nails)
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ROLL_BACK(ammo_rockets)
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ROLL_BACK(ammo_cells)
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}
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#else
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void
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player::Save(float handle)
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{
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super::Save(handle);
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SaveInt(handle, "anim_top", anim_top);
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SaveFloat(handle, "anim_top_time", anim_top_time);
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SaveFloat(handle, "anim_top_delay", anim_top_delay);
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SaveInt(handle, "anim_bottom", anim_bottom);
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SaveFloat(handle, "anim_bottom_time", anim_bottom_time);
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/* ammo 1 */
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SaveInt(handle, "ammo_shells", ammo_shells);
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SaveInt(handle, "ammo_nails", ammo_nails);
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SaveInt(handle, "ammo_rockets", ammo_rockets);
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SaveInt(handle, "ammo_cells", ammo_cells);
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}
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void
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player::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "anim_top":
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anim_top = ReadInt(strValue);
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break;
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case "anim_top_time":
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anim_top_time = ReadFloat(strValue);
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break;
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case "anim_top_delay":
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anim_top_delay = ReadFloat(strValue);
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break;
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case "anim_bottom":
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anim_bottom = ReadInt(strValue);
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break;
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case "anim_bottom_time":
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anim_bottom_time = ReadFloat(strValue);
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break;
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/* AMMO 1 */
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case "ammo_shells":
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ammo_shells = ReadInt(strValue);
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break;
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case "ammo_nails":
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ammo_nails = ReadInt(strValue);
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break;
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case "ammo_rockets":
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ammo_rockets = ReadInt(strValue);
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break;
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case "ammo_cells":
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ammo_cells = ReadInt(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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player::EvaluateEntity(void)
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{
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/* the generic client attributes */
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NSClientPlayer::EvaluateEntity();
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EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
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EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
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EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
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EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
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EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
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EVALUATE_FIELD(ammo_shells, PLAYER_AMMO1)
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EVALUATE_FIELD(ammo_nails, PLAYER_AMMO1)
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EVALUATE_FIELD(ammo_rockets, PLAYER_AMMO1)
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EVALUATE_FIELD(ammo_cells, PLAYER_AMMO1)
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if (g_items & ITEM_QUAD) {
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if (m_quadFinishTime < time) {
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g_items &= ~ITEM_QUAD;
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}
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}
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if (g_items & ITEM_INVIS) {
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if (m_invisFinishTime < time) {
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g_items &= ~ITEM_INVIS;
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}
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}
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if (g_items & ITEM_INVULN) {
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if (m_invulnFinishTime < time) {
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g_items &= ~ITEM_INVULN;
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}
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}
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if (g_items & ITEM_ENVIROSUIT) {
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if (m_enviroFinishTime < time) {
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}
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g_items &= ~ITEM_ENVIROSUIT;
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}
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}
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/*
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=================
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player::SendEntity
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=================
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*/
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float
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player::SendEntity(entity ePEnt, float flChanged)
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{
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/* don't broadcast invisible players */
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|
if (IsFakeSpectator() && ePEnt != this)
|
|
return (0);
|
|
if (!GetModelindex() && ePEnt != this)
|
|
return (0);
|
|
|
|
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
|
|
|
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
|
WriteFloat(MSG_ENTITY, flChanged);
|
|
|
|
/* the generic client attributes */
|
|
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
|
|
|
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
|
|
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
|
|
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
|
|
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
|
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
|
|
|
SENDENTITY_BYTE(ammo_shells, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(ammo_nails, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(ammo_rockets, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(ammo_cells, PLAYER_AMMO1)
|
|
|
|
return (1);
|
|
}
|
|
#endif
|
|
|
|
bool
|
|
player::HasQuadDamage(void)
|
|
{
|
|
return g_items & ITEM_QUAD ? true : false;
|
|
}
|
|
|
|
bool
|
|
player::HasInvisibility(void)
|
|
{
|
|
return g_items & ITEM_INVIS ? true : false;
|
|
}
|
|
|
|
bool
|
|
player::HasInvulnerability(void)
|
|
{
|
|
return g_items & ITEM_INVULN ? true : false;
|
|
}
|
|
|
|
bool
|
|
player::HasEnviroSuit(void)
|
|
{
|
|
return g_items & ITEM_ENVIROSUIT ? true : false;
|
|
}
|
|
|
|
void
|
|
player::player(void)
|
|
{
|
|
anim_top = 0;
|
|
anim_top_time = 0;
|
|
anim_top_delay = 0;
|
|
anim_bottom = 0;
|
|
anim_bottom_time = 0;
|
|
ammo_shells = 0;
|
|
ammo_nails = 0;
|
|
ammo_rockets = 0;
|
|
ammo_cells = 0;
|
|
}
|