#include "game.h" struct spawninfo { const extentity *e; float weight; }; extern float gatherspawninfos(dynent *d, int tag, vector &spawninfos); namespace game { vector bestplayers; vector bestteams; VARP(ragdoll, 0, 1, 1); VARP(ragdollmillis, 0, 10000, 300000); VARP(ragdollfade, 0, 1000, 300000); VARP(playermodel, 0, 0, 0); VARP(hidedead, 0, 0, 2); vector ragdolls; void saveragdoll(fpsent *d) { if(!d->ragdoll || !ragdollmillis || (!ragdollfade && lastmillis > d->lastpain + ragdollmillis)) return; fpsent *r = new fpsent(*d); r->lastupdate = ragdollfade && lastmillis > d->lastpain + max(ragdollmillis - ragdollfade, 0) ? lastmillis - max(ragdollmillis - ragdollfade, 0) : d->lastpain; r->edit = NULL; r->ai = NULL; r->attackchan = r->idlechan = -1; if(d==player1) r->playermodel = playermodel; ragdolls.add(r); d->ragdoll = NULL; } void clearragdolls() { ragdolls.deletecontents(); } void moveragdolls() { loopv(ragdolls) { fpsent *d = ragdolls[i]; if(lastmillis > d->lastupdate + ragdollmillis) { delete ragdolls.remove(i--); continue; } moveragdoll(d); } } static const playermodelinfo playermodels[1] = { { "mrfixit", "mrfixit/blue", "mrfixit/red", "mrfixit/hudguns", NULL, "mrfixit/horns", { "mrfixit/armor/blue", "mrfixit/armor/green", "mrfixit/armor/yellow" }, "mrfixit", "mrfixit_blue", "mrfixit_red", true }, }; const playermodelinfo *getplayermodelinfo(int n) { (void) n; return &playermodels[0]; } const playermodelinfo &getplayermodelinfo(fpsent *d) { const playermodelinfo *mdl = getplayermodelinfo(0); if(!mdl) mdl = getplayermodelinfo(playermodel); return *mdl; } void preloadplayermodel() { const playermodelinfo *mdl = getplayermodelinfo(0); if(m_teammode) { preloadmodel(mdl->blueteam); preloadmodel(mdl->redteam); } else preloadmodel(mdl->ffa); if(mdl->vwep) preloadmodel(mdl->vwep); if(mdl->quad) preloadmodel(mdl->quad); loopj(3) if(mdl->armour[j]) preloadmodel(mdl->armour[j]); } VAR(testquad, 0, 0, 1); VAR(testarmour, 0, 0, 1); VAR(testteam, 0, 0, 3); void renderplayer(fpsent *d, const playermodelinfo &mdl, int team, float fade, bool mainpass) { int lastaction = d->lastaction, hold = mdl.vwep || d->gunselect==GUN_PISTOL ? 0 : (ANIM_HOLD1+d->gunselect)|ANIM_LOOP, attack = ANIM_ATTACK1+d->gunselect, delay = mdl.vwep ? 300 : guns[d->gunselect].attackdelay+50; if(intermission && d->state!=CS_DEAD) { lastaction = 0; hold = attack = ANIM_LOSE|ANIM_LOOP; delay = 0; if(m_teammode ? bestteams.htfind(d->team)>=0 : bestplayers.find(d)>=0) hold = attack = ANIM_WIN|ANIM_LOOP; } else if(d->state==CS_ALIVE && d->lasttaunt && lastmillis-d->lasttaunt<1000 && lastmillis-d->lastaction>delay) { lastaction = d->lasttaunt; hold = attack = ANIM_TAUNT; delay = 1000; } modelattach a[5]; static const char * const vweps[] = {"vwep/fist", "vwep/shotg", "vwep/chaing", "vwep/rocket", "vwep/rifle", "vwep/gl", "vwep/pistol"}; int ai = 0; if((!mdl.vwep || d->gunselect!=GUN_FIST) && d->gunselect<=GUN_PISTOL) { int vanim = ANIM_VWEP_IDLE|ANIM_LOOP, vtime = 0; if(lastaction && d->lastattackgun==d->gunselect && lastmillis < lastaction + delay) { vanim = ANIM_VWEP_SHOOT; vtime = lastaction; } a[ai++] = modelattach("tag_weapon", mdl.vwep ? mdl.vwep : vweps[d->gunselect], vanim, vtime); } if(d->state==CS_ALIVE) { if((testquad || d->quadmillis) && mdl.quad) a[ai++] = modelattach("tag_powerup", mdl.quad, ANIM_POWERUP|ANIM_LOOP, 0); if(testarmour || d->armour) { int type = clamp(d->armourtype, (int)A_BLUE, (int)A_YELLOW); if(mdl.armour[type]) a[ai++] = modelattach("tag_shield", mdl.armour[type], ANIM_SHIELD|ANIM_LOOP, 0); } } if(mainpass) { d->muzzle = vec(-1, -1, -1); a[ai++] = modelattach("tag_muzzle", &d->muzzle); } const char *mdlname = mdl.ffa; switch(testteam ? testteam-1 : team) { case 1: mdlname = mdl.blueteam; break; case 2: mdlname = mdl.redteam; break; } renderclient(d, mdlname, a[0].tag ? a : NULL, hold, attack, delay, lastaction, intermission && d->state!=CS_DEAD ? 0 : d->lastpain, fade, ragdoll && mdl.ragdoll); } VARP(teamskins, 0, 0, 1); VARP(statusicons, 0, 1, 1); void renderstatusicons(fpsent *d, int team, float yoffset)///TODO { vec p = d->abovehead().madd(camup, yoffset); int icons = 0; const itemstat &boost = itemstats[I_BOOST-I_SHELLS]; if(statusicons && (d->state==CS_ALIVE || d->state==CS_LAGGED)) { if(d->quadmillis) icons++; if(d->maxhealth>100) icons += (min(d->maxhealth, boost.max) - 100 + boost.info-1) / boost.info; if(d->armour>0 && d->armourtype>=A_GREEN && !m_noitems) icons++; } if(icons) concatstring(d->info, " "); particle_text(p, d->info, PART_TEXT, 1, team ? (team==1 ? 0x6496FF : 0xFF4B19) : 0x1EC850, 2.0f, 0, icons); if(icons) { float tw, th; text_boundsf(d->info, tw, th); float offset = (tw - icons*th)/2; if(d->armour>0 && d->armourtype>=A_GREEN && !m_noitems) { int icon = itemstats[(d->armourtype==A_YELLOW ? I_YELLOWARMOUR : I_GREENARMOUR)-I_SHELLS].icon; particle_texticon(p, icon%4, icon/4, offset, PART_TEXT_ICON, 1, 0xFFFFFF, 2.0f); offset += th; } for(int i = 100; i < min(d->maxhealth, boost.max); i += boost.info) { particle_texticon(p, boost.icon%4, boost.icon/4, offset, PART_TEXT_ICON, 1, 0xFFFFFF, 2.0f); offset += th; } if(d->quadmillis) { int icon = itemstats[I_QUAD-I_SHELLS].icon; particle_texticon(p, icon%4, icon/4, offset, PART_TEXT_ICON, 1, 0xFFFFFF, 2.0f); offset += th; } } } VARP(statusbars, 0, 1, 2); FVARP(statusbarscale, 0, 1, 2); float renderstatusbars(fpsent *d, int team)///TODO { if(!statusbars || m_insta || (player1->state==CS_SPECTATOR ? statusbars <= 1 : team != 1) || (d->state!=CS_ALIVE && d->state!=CS_LAGGED)) return 0; vec p = d->abovehead().msub(camdir, 50/80.0f).msub(camup, 2.0f); float offset = 0; float scale = statusbarscale; if(d->armour > 0) { int limit = d->armourtype==A_YELLOW ? 200 : (d->armourtype==A_GREEN ? 100 : 50); int color = d->armourtype==A_YELLOW ? 0xFFC040 : (d->armourtype==A_GREEN ? 0x008C00 : 0x0B5899); float size = scale*sqrtf(max(d->armour, limit)/100.0f); float fill = float(d->armour)/limit; offset += size; particle_meter(vec(p).madd(camup, offset), fill, PART_METER, 1, color, 0, size); } int color = d->health<=25 ? 0xFF0000 : (d->health<=50 ? 0xFF8000 : (d->health<=100 ? 0x40FF80 : 0x40C0FF)); float size = scale*sqrtf(max(d->health, d->maxhealth)/100.0f); float fill = float(d->health)/d->maxhealth; offset += size; particle_meter(vec(p).madd(camup, offset), fill, PART_METER, 1, color, 0, size); return offset; } void rendergame(bool mainpass) { if(mainpass) ai::render(); if(intermission) { bestteams.shrink(0); bestplayers.shrink(0); if(m_teammode) getbestteams(bestteams); else getbestplayers(bestplayers); } startmodelbatches(); fpsent *exclude = isthirdperson() ? NULL : followingplayer(); loopv(players) { fpsent *d = players[i]; if(d == player1 || d->state==CS_SPECTATOR || d->state==CS_SPAWNING || d->lifesequence < 0 || d == exclude || (d->state==CS_DEAD && hidedead)) continue; int team = 0; if(teamskins || m_teammode) team = isteam(player1->team, d->team) ? 1 : 2; renderplayer(d, getplayermodelinfo(d), team, 1, mainpass); vec dir = vec(d->o).sub(camera1->o); float dist = dir.magnitude(); dir.div(dist); if(d->state!=CS_EDITING && raycube(camera1->o, dir, dist, 0) < dist) { d->info[0] = '\0'; continue; } copystring(d->info, colorname(d)); if(d->state!=CS_DEAD) { float offset = renderstatusbars(d, team); renderstatusicons(d, team, offset); } } loopv(ragdolls) { fpsent *d = ragdolls[i]; int team = 0; if(teamskins || m_teammode) team = isteam(player1->team, d->team) ? 1 : 2; float fade = 1.0f; if(ragdollmillis && ragdollfade) fade -= clamp(float(lastmillis - (d->lastupdate + max(ragdollmillis - ragdollfade, 0)))/min(ragdollmillis, ragdollfade), 0.0f, 1.0f); renderplayer(d, getplayermodelinfo(d), team, fade, mainpass); } if(isthirdperson() && !followingplayer() && (player1->state!=CS_DEAD || hidedead != 1)) renderplayer(player1, getplayermodelinfo(player1), teamskins || m_teammode ? 1 : 0, 1, mainpass); entities::renderentities(); renderbouncers(); renderprojectiles(); endmodelbatches(); } VARP(hudgun, 0, 1, 1); VARP(hudgunsway, 0, 1, 1); VARP(teamhudguns, 0, 1, 1); VARP(chainsawhudgun, 0, 1, 1); VAR(testhudgun, 0, 0, 1); FVAR(swaystep, 1, 35.0f, 100); FVAR(swayside, 0, 0.04f, 1); FVAR(swayup, -1, 0.05f, 1); float swayfade = 0, swayspeed = 0, swaydist = 0; vec swaydir(0, 0, 0); void swayhudgun(int curtime) { fpsent *d = hudplayer(); if(d->state != CS_SPECTATOR) { if(d->physstate >= PHYS_SLOPE) { swayspeed = min(sqrtf(d->vel.x*d->vel.x + d->vel.y*d->vel.y), d->maxspeed); swaydist += swayspeed*curtime/1000.0f; swaydist = fmod(swaydist, 2*swaystep); swayfade = 1; } else if(swayfade > 0) { swaydist += swayspeed*swayfade*curtime/1000.0f; swaydist = fmod(swaydist, 2*swaystep); swayfade -= 0.5f*(curtime*d->maxspeed)/(swaystep*1000.0f); } float k = pow(0.7f, curtime/10.0f); swaydir.mul(k); vec vel(d->vel); vel.add(d->falling); swaydir.add(vec(vel).mul((1-k)/(15*max(vel.magnitude(), d->maxspeed)))); } } struct hudent : dynent { hudent() { type = ENT_CAMERA; } } guninterp; SVARP(hudgunsdir, ""); void drawhudmodel(fpsent *d, int anim, float speed = 0, int base = 0) { if(d->gunselect>GUN_PISTOL) return; vec sway; vecfromyawpitch(d->yaw, 0, 0, 1, sway); float steps = swaydist/swaystep*M_PI; sway.mul(swayside*cosf(steps)); sway.z = swayup*(fabs(sinf(steps)) - 1); sway.add(swaydir).add(d->o); if(!hudgunsway) sway = d->o; #if 0 if(player1->state!=CS_DEAD && player1->quadmillis) { float t = 0.5f + 0.5f*sinf(2*M_PI*lastmillis/1000.0f); color.y = color.y*(1-t) + t; } #endif const playermodelinfo &mdl = getplayermodelinfo(d); defformatstring(gunname, "%s/%s", hudgunsdir[0] ? hudgunsdir : mdl.hudguns, guns[d->gunselect].file); if((m_teammode || teamskins) && teamhudguns) concatstring(gunname, d==player1 || isteam(d->team, player1->team) ? "/blue" : "/red"); else if(testteam > 1) concatstring(gunname, testteam==2 ? "/blue" : "/red"); modelattach a[2]; d->muzzle = vec(-1, -1, -1); a[0] = modelattach("tag_muzzle", &d->muzzle); dynent *interp = NULL; if(d->gunselect==GUN_FIST && chainsawhudgun) { anim |= ANIM_LOOP; base = 0; interp = &guninterp; } rendermodel(NULL, gunname, anim, sway, testhudgun ? 0 : d->yaw+90, testhudgun ? 0 : d->pitch, MDL_LIGHT|MDL_HUD, interp, a, base, (int)ceil(speed)); if(d->muzzle.x >= 0) d->muzzle = calcavatarpos(d->muzzle, 12); } void drawhudgun() { fpsent *d = hudplayer(); if(d->state==CS_SPECTATOR || d->state==CS_EDITING || !hudgun || editmode) { d->muzzle = player1->muzzle = vec(-1, -1, -1); return; } int rtime = guns[d->gunselect].attackdelay; if(d->lastaction && d->lastattackgun==d->gunselect && lastmillis-d->lastactionlastaction); } else { drawhudmodel(d, ANIM_GUN_IDLE|ANIM_LOOP); } } void renderavatar() { drawhudgun(); } void renderplayerpreview(int model, int team, int weap) { static fpsent *previewent = NULL; if(!previewent) { previewent = new fpsent; previewent->light.color = vec(1, 1, 1); previewent->light.dir = vec(0, -1, 2).normalize(); loopi(GUN_PISTOL-GUN_FIST) previewent->ammo[GUN_FIST+1+i] = 1; } float height = previewent->eyeheight + previewent->aboveeye, zrad = height/2; vec2 xyrad = vec2(previewent->xradius, previewent->yradius).max(height/4); previewent->o = calcmodelpreviewpos(vec(xyrad, zrad), previewent->yaw).addz(previewent->eyeheight - zrad); previewent->gunselect = clamp(weap, int(GUN_FIST), int(GUN_PISTOL)); previewent->light.millis = -1; const playermodelinfo *mdlinfo = getplayermodelinfo(model); if(!mdlinfo) return; renderplayer(previewent, *mdlinfo, team >= 0 && team <= 2 ? team : 0, 1, false); } vec hudgunorigin(int gun, const vec &from, const vec &to, fpsent *d) { if(d->muzzle.x >= 0) return d->muzzle; vec offset(from); if(d!=hudplayer() || isthirdperson()) { vec front, right; vecfromyawpitch(d->yaw, d->pitch, 1, 0, front); offset.add(front.mul(d->radius)); if(d->type!=ENT_AI) { offset.z += (d->aboveeye + d->eyeheight)*0.75f - d->eyeheight; vecfromyawpitch(d->yaw, 0, 0, -1, right); offset.add(right.mul(0.5f*d->radius)); offset.add(front); } return offset; } offset.add(vec(to).sub(from).normalize().mul(2)); if(hudgun) { offset.sub(vec(camup).mul(1.0f)); offset.add(vec(camright).mul(0.8f)); } else offset.sub(vec(camup).mul(0.8f)); return offset; } void preloadweapons() { const playermodelinfo &mdl = getplayermodelinfo(player1); loopi(NUMGUNS) { const char *file = guns[i].file; if(!file) continue; string fname; if((m_teammode || teamskins) && teamhudguns) { formatstring(fname, "%s/%s/blue", hudgunsdir[0] ? hudgunsdir : mdl.hudguns, file); preloadmodel(fname); } else { formatstring(fname, "%s/%s", hudgunsdir[0] ? hudgunsdir : mdl.hudguns, file); preloadmodel(fname); } formatstring(fname, "vwep/%s", file); preloadmodel(fname); } } void preloadsounds() { for(int i = S_JUMP; i <= S_HIT; i++) preloadsound(i); } void preload() { if(hudgun) preloadweapons(); preloadbouncers(); preloadplayermodel(); preloadsounds(); entities::preloadentities(); } }