int CheckDemoExDemo(void) { int result = false; int p; M_ChangeDemoExtendedFormat(); p = IsDemoPlayback(); if (!p) { p = IsDemoContinue(); } if (p) { char *demoname, *filename; filename = malloc(strlen(myargv[p + 1]) + 16); strcpy(filename, myargv[p + 1]); AddDefaultExtension(filename, ".lmp"); demoname = I_FindFile(filename, NULL); if (demoname) { result = G_ReadDemoFooter(demoname); free(demoname); } free(filename); } return result; }
//------------------------------------------------------------------------ CProjectile *CWeaponSystem::DoSpawnAmmo(IEntityClass *pAmmoType, bool isRemote, const SAmmoParams *pAmmoParams) { bool isServer=gEnv->bServer; bool isClient=gEnv->IsClient(); if(pAmmoParams->serverSpawn && (!isServer || IsDemoPlayback())) { if(!pAmmoParams->predictSpawn || isRemote) return 0; } SEntitySpawnParams spawnParams; spawnParams.pClass = pAmmoType; spawnParams.sName = "ammo"; spawnParams.nFlags = pAmmoParams->flags | ENTITY_FLAG_NO_PROXIMITY; // No proximity for this entity. IEntity *pEntity = gEnv->pEntitySystem->SpawnEntity(spawnParams); if(!pEntity) { GameWarning("Failed to spawn ammo '%s'! Entity creation failed...", pAmmoType->GetName()); return 0; } CProjectile *pProjectile = GetProjectile(pEntity->GetId()); if(pProjectile && !isServer && !isRemote && pAmmoParams->predictSpawn) pProjectile->GetGameObject()->RegisterAsPredicted(); return pProjectile; }
void e6y_InitCommandLine(void) { int p; if ((p = M_CheckParm("-skipsec")) && (p < myargc-1)) { float min, sec; if (sscanf(myargv[p+1], "%f:%f", &min, &sec) == 2) demo_skiptics = (int) ((60 * min + sec) * TICRATE); else if (sscanf(myargv[p+1], "%f", &sec) == 1) demo_skiptics = (int) (sec * TICRATE); } if ((IsDemoPlayback() || IsDemoContinue()) && (startmap > 1 || demo_skiptics)) G_SkipDemoStart(); if ((p = M_CheckParm("-avidemo")) && (p < myargc-1)) avi_shot_fname = myargv[p + 1]; stats_level = M_CheckParm("-levelstat"); // TAS-tracers InitTracers(); shorttics = movement_shorttics || M_CheckParm("-shorttics"); }
void e6y_InitCommandLine(void) { int p; if ((p = M_CheckParm("-skipsec")) && (p < myargc-1)) demo_skiptics = (int)(atof(myargv[p + 1]) * 35); if ((IsDemoPlayback() || IsDemoContinue()) && (startmap > 1 || demo_skiptics)) G_SkipDemoStart(); if ((p = M_CheckParm("-avidemo")) && (p < myargc-1)) avi_shot_fname = myargv[p + 1]; stats_level = M_CheckParm("-levelstat"); // TAS-tracers InitTracers(); shorttics = movement_shorttics || M_CheckParm("-shorttics"); // What hacked exe are we emulating? game_exe = EXE_NONE; if ((p = M_CheckParm("-exe")) && (p < myargc-1)) { if (!strcasecmp(myargv[p + 1], "chex") || !strcasecmp(myargv[p + 1], "chex.exe")) { game_exe = EXE_CHEX; } } }
void CVehicleClient::EnableActionMaps(IVehicleSeat* pSeat, bool enable) { assert(pSeat); // illegal to change action maps in demo playback - Lin if (!IsDemoPlayback() && pSeat) { IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager(); CRY_ASSERT(pActionMapMan); pActionMapMan->EnableActionMap("player", !enable); EntityId passengerID = pSeat->GetPassenger(); // now the general vehicle controls if (IActionMap* pActionMap = pActionMapMan->GetActionMap("vehicle_general")) { pActionMap->SetActionListener(enable ? passengerID : 0); pActionMapMan->EnableActionMap("vehicle_general", enable); } // todo: if necessary enable the vehicle-specific action map here // specific controls for this vehicle seat const char* actionMap = pSeat->GetActionMap(); if (actionMap && actionMap[0]) { if (IActionMap* pActionMap = pActionMapMan->GetActionMap(actionMap)) { pActionMap->SetActionListener(enable ? passengerID : 0); pActionMapMan->EnableActionMap(actionMap, enable); } } } }
void e6y_G_Compatibility(void) { deh_applyCompatibility(); if (IsDemoPlayback()) { int i, p; //"2.4.8.2" -> 0x02040802 if ((p = M_CheckParm("-emulate")) && (p < myargc - 1)) { unsigned int emulated_version = 0; int b[4], k = 1; memset(b, 0, sizeof(b)); sscanf(myargv[p + 1], "%d.%d.%d.%d", &b[0], &b[1], &b[2], &b[3]); for (i = 3; i >= 0; i--, k *= 256) { #ifdef RANGECHECK if (b[i] >= 256) I_Error("Wrong version number of package: %s", PACKAGE_VERSION); #endif emulated_version += b[i] * k; } for (i = 0; i < PC_MAX; i++) { prboom_comp[i].state = (emulated_version >= prboom_comp[i].minver && emulated_version < prboom_comp[i].maxver); } } for (i = 0; i < PC_MAX; i++) { if (M_CheckParm(prboom_comp[i].cmd)) prboom_comp[i].state = true; } } P_CrossSubsector = P_CrossSubsector_PrBoom; if (!prboom_comp[PC_FORCE_LXDOOM_DEMO_COMPATIBILITY].state) { if (demo_compatibility) P_CrossSubsector = P_CrossSubsector_Doom; switch (compatibility_level) { case boom_compatibility_compatibility: case boom_201_compatibility: case boom_202_compatibility: case mbf_compatibility: P_CrossSubsector = P_CrossSubsector_Boom; break; } } }
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input ) { m_newInterpolation |= (input.position != m_curInput.position) || (input.deltaMovement != m_curInput.deltaMovement); const bool wasSprinting = m_curInput.sprint; m_curInput = input; CHANGED_NETWORK_STATE(m_pPlayer, CPlayer::ASPECT_INPUT_CLIENT ); if(wasSprinting != input.sprint) { SInputEventData inputEventData( SInputEventData::EInputEvent_Sprint, m_pPlayer->GetEntityId(), CCryName("sprint"), input.sprint ? eAAM_OnPress : eAAM_OnRelease, 0.f ); m_pPlayer->StateMachineHandleEventMovement( SStateEventPlayerInput( &inputEventData ) ); } // not having these set seems to stop a remote avatars rotation being reflected m_curInput.aiming = true; m_curInput.allowStrafing = true; m_curInput.usinglookik = true; IAIActor* pAIActor = CastToIAIActorSafe(m_pPlayer->GetEntity()->GetAI()); if (pAIActor) pAIActor->GetState().bodystate=input.bodystate; CMovementRequest moveRequest; moveRequest.SetStance( (EStance)m_curInput.stance ); if(IsDemoPlayback()) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,atan2_tpl(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); moveRequest.SetAllowStrafing(input.allowStrafing); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 1) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f ); Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2)); pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f ); pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f ); } #endif }
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input ) { m_curInput = input; m_pPlayer->GetGameObject()->ChangedNetworkState( INPUT_ASPECT ); CMovementRequest moveRequest; moveRequest.SetStance( (EStance)m_curInput.stance ); if(IsDemoPlayback()) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asin(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } //else { moveRequest.SetLookTarget( m_pPlayer->GetEntity()->GetWorldPos() + 10.0f * m_curInput.lookDirection ); moveRequest.SetAimTarget(moveRequest.GetLookTarget()); } float pseudoSpeed = 0.0f; if (m_curInput.deltaMovement.len2() > 0.0f) { pseudoSpeed = m_pPlayer->CalculatePseudoSpeed(m_curInput.sprint); } moveRequest.SetPseudoSpeed(pseudoSpeed); moveRequest.SetAllowStrafing(true); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; moveRequest.SetLean(lean); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 1) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f ); Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2)); pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f ); pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f ); } }
//------------------------------------------------------------------------ void CRocket::HandleEvent(const SGameObjectEvent &event) { if (m_destroying) return; CProjectile::HandleEvent(event); if (!gEnv->bServer || IsDemoPlayback()) return; if (event.event == eGFE_OnCollision) { EventPhysCollision *pCollision = (EventPhysCollision *)event.ptr; if (m_safeExplosion>0.0f) { float dp2=(m_launchLoc-GetEntity()->GetWorldPos()).len2(); if (dp2<=m_safeExplosion*m_safeExplosion) return; } if(pCollision && pCollision->pEntity[0]->GetType()==PE_PARTICLE) { float bouncy, friction; uint pierceabilityMat; gEnv->pPhysicalWorld->GetSurfaceParameters(pCollision->idmat[1], bouncy, friction, pierceabilityMat); pe_params_particle params; if(pCollision->pEntity[0]->GetParams(¶ms)==0) SetDefaultParticleParams(¶ms); if((params.velocity>1.0f) && (pCollision->idmat[1] != CBullet::GetWaterMaterialId()) && (!pCollision->pEntity[1] || (pCollision->pEntity[1]->GetType() != PE_LIVING && pCollision->pEntity[1]->GetType() != PE_ARTICULATED))) { if(pierceabilityMat>params.iPierceability) return; } else if((pCollision->idmat[1] == CBullet::GetWaterMaterialId()) && m_skipWater) return; } IEntity* pTarget = pCollision->iForeignData[1]==PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision->pForeignData[1] : 0; Explode(true, true, pCollision->pt, pCollision->n, pCollision->vloc[0], pTarget?pTarget->GetId():0); } }
//------------------------------------------------------------------------ CProjectile *CWeaponSystem::SpawnAmmo(IEntityClass* pAmmoType, bool isRemote) { TAmmoTypeParams::const_iterator it = m_ammoparams.find(pAmmoType); if (it == m_ammoparams.end()) { GameWarning("Failed to spawn ammo '%s'! Unknown class or entity class not registered...", pAmmoType?pAmmoType->GetName():""); return 0; } const SAmmoParams* pAmmoParams = it->second.params; if (!m_config.empty()) { std::map<string, const SAmmoParams *>::const_iterator cit=it->second.configurations.find(m_config); if (cit != it->second.configurations.end()) pAmmoParams=cit->second; else pAmmoParams=it->second.params; } bool isServer=gEnv->bServer; bool isClient=gEnv->bClient; if ( pAmmoParams->serverSpawn && (!isServer || IsDemoPlayback()) ) { if (!pAmmoParams->predictSpawn || isRemote) return 0; } SEntitySpawnParams spawnParams; spawnParams.pClass = pAmmoType; spawnParams.sName = "ammo"; spawnParams.nFlags = pAmmoParams->flags | ENTITY_FLAG_NO_PROXIMITY; // No proximity for this entity. IEntity *pEntity = gEnv->pEntitySystem->SpawnEntity(spawnParams); if (!pEntity) { GameWarning("Failed to spawn ammo '%s'! Entity creation failed...", pAmmoType->GetName()); return 0; } CProjectile *pProjectile = GetProjectile(pEntity->GetId()); if (pProjectile && !isServer && !isRemote && pAmmoParams->predictSpawn) pProjectile->GetGameObject()->RegisterAsPredicted(); return pProjectile; }
void e6y_InitCommandLine(void) { int p; if ((p = M_CheckParm("-skipsec")) && (p < myargc-1)) demo_skiptics = (int)(atof(myargv[p + 1]) * 35); if ((IsDemoPlayback() || IsDemoContinue()) && (startmap > 1 || demo_skiptics)) G_SkipDemoStart(); if ((p = M_CheckParm("-avidemo")) && (p < myargc-1)) avi_shot_fname = myargv[p + 1]; stats_level = M_CheckParm("-levelstat"); // TAS-tracers InitTracers(); shorttics = movement_shorttics || M_CheckParm("-shorttics"); }
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input ) { // PLAYERPREDICTION m_newInterpolation |= (input.position != m_curInput.position) || (input.deltaMovement != m_curInput.deltaMovement); m_curInput = input; CHANGED_NETWORK_STATE(m_pPlayer, IPlayerInput::INPUT_ASPECT ); // not having these set seems to stop a remote avatars rotation being reflected m_curInput.aiming = true; m_curInput.allowStrafing = true; m_curInput.usinglookik = true; // ~PLAYERPREDICTION IAIActor* pAIActor = CastToIAIActorSafe(m_pPlayer->GetEntity()->GetAI()); if (pAIActor) pAIActor->GetState().bodystate=input.bodystate; CMovementRequest moveRequest; moveRequest.SetStance( (EStance)m_curInput.stance ); if(IsDemoPlayback()) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } { if (m_curInput.usinglookik) moveRequest.SetLookTarget( m_pPlayer->GetEntity()->GetWorldPos() + 10.0f * m_curInput.lookDirection ); else moveRequest.ClearLookTarget(); if (m_curInput.aiming) moveRequest.SetAimTarget(moveRequest.GetLookTarget()); else moveRequest.ClearAimTarget(); } /* float pseudoSpeed = 0.0f; if (m_curInput.deltaMovement.len2() > 0.0f) { pseudoSpeed = m_pPlayer->CalculatePseudoSpeed(m_curInput.sprint); } */ // PLAYERPREDICTION moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); // ~PLAYERPREDICTION moveRequest.SetAllowStrafing(input.allowStrafing); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; moveRequest.SetLean(lean); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); IAnimationGraphState *pState=0; if (m_pPlayer->GetAnimatedCharacter()) pState=m_pPlayer->GetAnimatedCharacter()->GetAnimationGraphState(); // PLAYERPREDICTION if (pState) { pState->SetInput(m_pPlayer->m_inputAiming, m_curInput.aiming); pState->SetInput(m_pPlayer->m_inputUsingLookIK, m_curInput.usinglookik); } #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 1) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f ); Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2)); pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f ); pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f ); } #endif // ~PLAYERPREDICTION }
// //----------------------------------------------------------------------------------------------------------- // (MATT) Moved here from Scriptbind_AI when that was moved to the AI system {2008/02/15:15:23:16} int CScriptBind_Action::RegisterWithAI(IFunctionHandler *pH) { if (gEnv->bMultiplayer && !gEnv->bServer) return pH->EndFunction(); int type; ScriptHandle hdl; if (!pH->GetParams(hdl, type)) return pH->EndFunction(); EntityId entityID = (EntityId)hdl.n; IEntity *pEntity = gEnv->pEntitySystem->GetEntity(entityID); if(!pEntity) { GameWarning("RegisterWithAI: Tried to set register with AI nonExisting entity with id [%d]. ", entityID); return pH->EndFunction(); } // Apparently we can't assume that there is just one IGameObject to an entity, because we choose between (at least) Actor and Vehicle objects. // (MATT) Do we really need to check on the actor system here? {2008/02/15:18:38:34} IGameFramework *pGameFramework = gEnv->pGame->GetIGameFramework(); IVehicleSystem* pVSystem = pGameFramework->GetIVehicleSystem(); IActorSystem* pASystem = pGameFramework->GetIActorSystem(); if(!pASystem) { GameWarning("RegisterWithAI: no ActorSystem for %s.", pEntity->GetName()); return pH->EndFunction(); } AIObjectParams params(type, 0, entityID); bool autoDisable(true); // For most types, we need to parse the tables // For others we leave them blank switch (type) { case AIOBJECT_ACTOR: case AIOBJECT_2D_FLY: case AIOBJECT_BOAT: case AIOBJECT_CAR: case AIOBJECT_HELICOPTER: case AIOBJECT_INFECTED: case AIOBJECT_ALIENTICK: case AIOBJECT_HELICOPTERCRYSIS2: if(gEnv->pAISystem && ! gEnv->pAISystem->ParseTables(3, true, pH, params, autoDisable)) return pH->EndFunction(); default:; } // Most types check these, so just get them in advance IActor* pActor = pASystem->GetActor( pEntity->GetId() ); IVehicle* pVehicle = NULL; if( pVSystem ) pVehicle = pVSystem->GetVehicle( pEntity->GetId() ); // Set this if we've found something to create a proxy from IGameObject* pGameObject = NULL; switch(type) { case AIOBJECT_ACTOR: case AIOBJECT_2D_FLY: case AIOBJECT_INFECTED: case AIOBJECT_ALIENTICK: { // (MATT) The pActor/pVehicle test below - is it basically trying to distiguish between the two cases above? If so, separate them! {2008/02/15:19:38:08} if(!pActor) { GameWarning("RegisterWithAI: no Actor for %s.", pEntity->GetName()); return pH->EndFunction(); } pGameObject = pActor->GetGameObject(); } break; case AIOBJECT_BOAT: case AIOBJECT_CAR: { if(!pVehicle) { GameWarning("RegisterWithAI: no Vehicle for %s (Id %i).", pEntity->GetName(), pEntity->GetId()); return pH->EndFunction(); } pGameObject = pVehicle->GetGameObject(); } break; case AIOBJECT_HELICOPTER: case AIOBJECT_HELICOPTERCRYSIS2: { if(!pVehicle) { GameWarning("RegisterWithAI: no Vehicle for %s (Id %i).", pEntity->GetName(), pEntity->GetId()); return pH->EndFunction(); } pGameObject = pVehicle->GetGameObject(); params.m_moveAbility.b3DMove = true; } break; case AIOBJECT_PLAYER: { if(IsDemoPlayback()) return pH->EndFunction(); SmartScriptTable pTable; if (pH->GetParamCount() > 2) pH->GetParam(3,pTable); else return pH->EndFunction(); pGameObject = pActor->GetGameObject(); pTable->GetValue("groupid",params.m_sParamStruct.m_nGroup); const char* faction = 0; if (pTable->GetValue("esFaction", faction) && gEnv->pAISystem) { params.m_sParamStruct.factionID = gEnv->pAISystem->GetFactionMap().GetFactionID(faction); if (faction && *faction && (params.m_sParamStruct.factionID == IFactionMap::InvalidFactionID)) { GameWarning("Unknown faction '%s' being set...", faction); } } else { // Márcio: backwards compatibility int species = -1; if (!pTable->GetValue("eiSpecies", species)) pTable->GetValue("species", species); if (species > -1) params.m_sParamStruct.factionID = species; } pTable->GetValue("commrange",params.m_sParamStruct.m_fCommRange); //Luciano - added to use GROUPONLY signals SmartScriptTable pPerceptionTable; if(pTable->GetValue("Perception",pPerceptionTable)) { pPerceptionTable->GetValue( "sightrange", params.m_sParamStruct.m_PerceptionParams.sightRange); } } break; case AIOBJECT_SNDSUPRESSOR: { // (MATT) This doesn't need a proxy? {2008/02/15:19:45:58} SmartScriptTable pTable; // Properties table if (pH->GetParamCount() > 2) pH->GetParam(3,pTable); else return pH->EndFunction(); if (!pTable->GetValue("radius",params.m_moveAbility.pathRadius)) params.m_moveAbility.pathRadius = 10.f; break; } case AIOBJECT_WAYPOINT: break; /* // this block is commented out since params.m_sParamStruct is currently ignored in pEntity->RegisterInAISystem() // instead of setting the group id here, it will be set from the script right after registering default: // try to get groupid settings for anchors params.m_sParamStruct.m_nGroup = -1; params.m_sParamStruct.m_nSpecies = -1; { SmartScriptTable pTable; if ( pH->GetParamCount() > 2 ) pH->GetParam( 3, pTable ); if ( *pTable ) pTable->GetValue( "groupid", params.m_sParamStruct.m_nGroup ); } break; */ } // Remove any existing AI object pEntity->RegisterInAISystem(AIObjectParams(0)); // Register in AI to get a new AI object, deregistering the old one in the process pEntity->RegisterInAISystem(params); // (MATT) ? {2008/02/15:19:46:29} // AI object was not created (possibly AI System is disabled) if (IAIObject* aiObject = pEntity->GetAI()) { if(type==AIOBJECT_SNDSUPRESSOR) aiObject->SetRadius(params.m_moveAbility.pathRadius); else if(type>=AIANCHOR_FIRST) // if anchor - set radius { SmartScriptTable pTable; // Properties table if (pH->GetParamCount() > 2) pH->GetParam(3,pTable); else return pH->EndFunction(); float radius(0.f); pTable->GetValue("radius",radius); int groupId = -1; pTable->GetValue("groupid", groupId); aiObject->SetGroupId(groupId); aiObject->SetRadius(radius); } if (IAIActorProxy* proxy = aiObject->GetProxy()) proxy->UpdateMeAlways(!autoDisable); } return pH->EndFunction(); }
void CNetPlayerInput::UpdateMoveRequest() { CMovementRequest moveRequest; SMovementState moveState; m_pPlayer->GetMovementController()->GetMovementState(moveState); Quat worldRot = m_pPlayer->GetBaseQuat(); // m_pPlayer->GetEntity()->GetWorldRotation(); Vec3 deltaMovement = worldRot.GetInverted().GetNormalized() * m_curInput.deltaMovement; // absolutely ensure length is correct deltaMovement = deltaMovement.GetNormalizedSafe(ZERO) * m_curInput.deltaMovement.GetLength(); moveRequest.AddDeltaMovement( deltaMovement ); if( IsDemoPlayback() ) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } //else { //--- Vector slerp actually produces QNans if the vectors are exactly opposite, in that case snap to the target if (m_lookDir.Dot(m_curInput.lookDirection) < (float)-0.99f) { m_lookDir = m_curInput.lookDirection; } else { m_lookDir.SetSlerp(m_lookDir, m_curInput.lookDirection, g_pGameCVars->pl_netAimLerpFactor); } Vec3 distantTarget = moveState.eyePosition + 1000.0f * m_lookDir; Vec3 lookTarget = distantTarget; if (m_curInput.usinglookik) moveRequest.SetLookTarget( lookTarget ); else moveRequest.ClearLookTarget(); if (m_curInput.aiming) moveRequest.SetAimTarget( lookTarget ); else moveRequest.ClearAimTarget(); if (m_curInput.deltaMovement.GetLengthSquared() > sqr(0.02f)) // 0.2f is almost stopped moveRequest.SetBodyTarget( distantTarget ); else moveRequest.ClearBodyTarget(); } moveRequest.SetAllowStrafing(m_curInput.allowStrafing); if(m_pPlayer->IsPlayer()) moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); else moveRequest.SetPseudoSpeed(m_curInput.pseudoSpeed); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; if (fabsf(lean)>0.01f) moveRequest.SetLean(lean); else moveRequest.ClearLean(); moveRequest.SetStance( (EStance)m_curInput.stance ); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); if (m_curInput.sprint) m_pPlayer->m_actions |= ACTION_SPRINT; else m_pPlayer->m_actions &= ~ACTION_SPRINT; if (m_curInput.leanl) m_pPlayer->m_actions |= ACTION_LEANLEFT; else m_pPlayer->m_actions &= ~ACTION_LEANLEFT; if (m_curInput.leanr) m_pPlayer->m_actions |= ACTION_LEANRIGHT; else m_pPlayer->m_actions &= ~ACTION_LEANRIGHT; #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 2) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("update_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); Vec3 wp = m_pPlayer->GetEntity()->GetWorldPos(); wp.z += 2.0f; pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,0.3f), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,0.3f), 1.0f ); pPD->AddDirection( m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2), 1, m_curInput.deltaMovement, ColorF(1,0,0,0.3f), 1.0f ); } #endif //m_curInput.deltaMovement.zero(); }
void e6y_G_Compatibility(void) { extern int maxhealth; extern int max_soul; extern int mega_health; int comp_max = (compatibility_level == doom_12_compatibility ? 199 : 200); max_soul = (IsDehMaxSoul ? deh_max_soul : comp_max); mega_health = (IsDehMegaHealth ? deh_mega_health : comp_max); if (comp[comp_maxhealth]) { maxhealth = 100; maxhealthbonus = (IsDehMaxHealth ? deh_maxhealth : comp_max); } else { maxhealth = (IsDehMaxHealth ? deh_maxhealth : 100); maxhealthbonus = maxhealth * 2; } if (!DEH_mobjinfo_bits[MT_SKULL]) { if (compatibility_level == doom_12_compatibility) mobjinfo[MT_SKULL].flags |= (MF_COUNTKILL); else mobjinfo[MT_SKULL].flags &= ~(MF_COUNTKILL); } M_ChangeCompTranslucency(); if (IsDemoPlayback()) { int i, p; //"2.4.8.2" -> 0x02040802 if ((p = M_CheckParm("-emulate")) && (p < myargc - 1)) { unsigned int emulated_version = 0; int b[4], k = 1; memset(b, 0, sizeof(b)); sscanf(myargv[p + 1], "%d.%d.%d.%d", &b[0], &b[1], &b[2], &b[3]); for (i = 3; i >= 0; i--, k *= 256) { #ifdef RANGECHECK if (b[i] >= 256) I_Error("Wrong version number of package: %s", VERSION); #endif emulated_version += b[i] * k; } for (i = 0; i < PC_MAX; i++) { prboom_comp[i].state = (emulated_version >= prboom_comp[i].minver && emulated_version < prboom_comp[i].maxver); } } for (i = 0; i < PC_MAX; i++) { if (M_CheckParm(prboom_comp[i].cmd)) prboom_comp[i].state = true; } } use_wrong_fixeddiv = &(prboom_comp[PC_WRONG_FIXEDDIV].state); P_CrossSubsector = P_CrossSubsector_PrBoom; if (!prboom_comp[PC_FORCE_LXDOOM_DEMO_COMPATIBILITY].state) { if (demo_compatibility) P_CrossSubsector = P_CrossSubsector_Doom; switch (compatibility_level) { case boom_compatibility_compatibility: case boom_201_compatibility: case boom_202_compatibility: case mbf_compatibility: P_CrossSubsector = P_CrossSubsector_Boom; break; } } }
void CNetPlayerInput::UpdateMoveRequest() { CMovementRequest moveRequest; SMovementState moveState; m_pPlayer->GetMovementController()->GetMovementState(moveState); Quat worldRot = m_pPlayer->GetBaseQuat(); // m_pPlayer->GetEntity()->GetWorldRotation(); Vec3 deltaMovement = worldRot.GetInverted().GetNormalized() * m_curInput.deltaMovement; // absolutely ensure length is correct deltaMovement = deltaMovement.GetNormalizedSafe(ZERO) * m_curInput.deltaMovement.GetLength(); moveRequest.AddDeltaMovement( deltaMovement ); if( IsDemoPlayback() ) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asinf(localVDir.z),0,atan2_tpl(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } const float fNetAimLerpFactor = g_pGameCVars->pl_netAimLerpFactor; //Vector slerp produces artifacts here, using a per-component lerp instead Vec3 vCurrentRight = m_lookDir.cross(Vec3Constants<float>::fVec3_OneZ); Vec3 vCurrentProjected = -(vCurrentRight.cross(Vec3Constants<float>::fVec3_OneZ)); vCurrentRight.Normalize(); vCurrentProjected.Normalize(); Vec3 vNewRight = m_curInput.lookDirection.cross(Vec3Constants<float>::fVec3_OneZ); Vec3 vNewProjected = -(vNewRight.cross(Vec3Constants<float>::fVec3_OneZ)); vNewProjected.Normalize(); float fRotZDirDot = vNewProjected.dot(vCurrentRight); float fRotZDot = vNewProjected.dot(vCurrentProjected); float fRotZ = acos_tpl(fRotZDot); fRotZ = AngleWrap_PI(fRotZ); float fRotZFinal = -fsgnf(fRotZDirDot) * fRotZ * fNetAimLerpFactor; float fCurrentAngle = acos_tpl(Vec3Constants<float>::fVec3_OneZ.dot(m_lookDir)); float fNewAngle = acos_tpl(Vec3Constants<float>::fVec3_OneZ.dot(m_curInput.lookDirection)); float fRotXFinal = (fNewAngle - fCurrentAngle) * -fNetAimLerpFactor; //Rotate around X first, as we have already generated the right vector Vec3 vNewLookDir = m_lookDir.GetRotated(vCurrentRight, fRotXFinal); m_lookDir = vNewLookDir.GetRotated(Vec3Constants<float>::fVec3_OneZ, fRotZFinal); Vec3 distantTarget = moveState.eyePosition + 1000.0f * m_lookDir; Vec3 lookTarget = distantTarget; if (m_curInput.usinglookik) moveRequest.SetLookTarget( lookTarget ); else moveRequest.ClearLookTarget(); if (m_curInput.aiming) moveRequest.SetAimTarget( lookTarget ); else moveRequest.ClearAimTarget(); if (m_curInput.deltaMovement.GetLengthSquared() > sqr(0.02f)) // 0.2f is almost stopped moveRequest.SetBodyTarget( distantTarget ); else moveRequest.ClearBodyTarget(); moveRequest.SetAllowStrafing(m_curInput.allowStrafing); moveRequest.SetPseudoSpeed(CalculatePseudoSpeed()); moveRequest.SetStance( (EStance)m_curInput.stance ); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); if (m_curInput.sprint) m_pPlayer->m_actions |= ACTION_SPRINT; else m_pPlayer->m_actions &= ~ACTION_SPRINT; #if 0 if (m_pPlayer->m_netSetPosition) { SPredictedCharacterStates charStates; charStates.states[0].position = m_pPlayer->GetEntity()->GetPos(); charStates.states[0].orientation = m_pPlayer->GetEntity()->GetRotation(); charStates.states[0].deltatime = 0.0f; charStates.states[1].position = m_pPlayer->m_netCurrentLocation; charStates.states[1].orientation = m_pPlayer->GetEntity()->GetRotation(); charStates.states[1].deltatime = gEnv->pTimer->GetFrameTime(); charStates.states[2].position = m_pPlayer->m_netDesiredLocation; charStates.states[2].orientation = m_pPlayer->GetEntity()->GetRotation(); charStates.states[2].deltatime = m_pPlayer->m_netLerpTime; charStates.nStates = 3; moveRequest.SetPrediction(charStates); } #endif //0 #if !defined(_RELEASE) // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 2) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("update_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); Vec3 wp = m_pPlayer->GetEntity()->GetWorldPos(); wp.z += 2.0f; pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,0.3f), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,0.3f), 1.0f ); pPD->AddDirection( m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2), 1, m_curInput.deltaMovement, ColorF(1,0,0,0.3f), 1.0f ); } #endif //m_curInput.deltaMovement.zero(); }
void CAccessory::PickUp(EntityId pickerId, bool sound, bool select/* =true */, bool keepHistory/* =true */, const char *setup /*= NULL*/) { CActor *pActor=GetActor(pickerId); if (!pActor) return; TriggerRespawn(); GetEntity()->EnablePhysics(false); Physicalize(false, false); bool soundEnabled = IsSoundEnabled(); EnableSound(sound); SetViewMode(0); SetOwnerId(pickerId); CopyRenderFlags(GetOwner()); Hide(true); m_stats.dropped = false; m_stats.detached = false; m_stats.brandnew = false; IInventory *pInventory = pActor->GetInventory(); if (!pInventory) { GameWarning("Actor '%s' has no inventory, when trying to pickup '%s'!",pActor->GetEntity()->GetName(),GetEntity()->GetName()); return; } if (!pActor->IsPlayer() || pActor->IsClient() || gEnv->bMultiplayer) { bool hasAccessory = pInventory->HasAccessory(GetEntity()->GetClass()); bool hasAccessoryForThisWeapon = pInventory->HasAccessory(GetEntity()->GetClass()); if (!hasAccessoryForThisWeapon) pInventory->AddAccessory(GetEntity()->GetClass()); if (!hasAccessory) ProcessAccessoryAmmoCapacities(pInventory, true); if (!hasAccessoryForThisWeapon) ProcessAccessoryAmmo(pInventory); } OnPickedUp(pickerId, m_sharedparams->params.unique); if (select) { PlayAction(GetFragmentIds().pickedup); } EnableSound(soundEnabled); bool isLocalEntity = GetEntity()->GetFlags()&(ENTITY_FLAG_CLIENT_ONLY|ENTITY_FLAG_SERVER_ONLY) ? true : false; if (IsServer() && !IsDemoPlayback()) { if(!gEnv->bMultiplayer || isLocalEntity) RemoveEntity(); else if(g_pGame->GetGameRules()) g_pGame->GetGameRules()->ScheduleEntityRemoval(GetEntityId(),10.0f,false); //Give some time to the clients to pick the msg } if (IsServer()) { GetGameObject()->SetNetworkParent(pickerId); if (!isLocalEntity) { pActor->GetGameObject()->InvokeRMIWithDependentObject(CActor::ClPickUp(), CActor::PickItemParams(GetEntityId(), m_stats.selected, sound), eRMI_ToAllClients|eRMI_NoLocalCalls, GetEntityId()); } } }
void CAccessory::PickUp(EntityId pickerId, bool sound, bool select, bool keepHistory, const char *setup) { CActor *pActor=GetActor(pickerId); if (!pActor) return; if(!CheckAmmoRestrictions(pickerId)) { if (IsServer()) g_pGame->GetGameRules()->SendTextMessage(eTextMessageCenter, "@ammo_maxed_out", eRMI_ToClientChannel, pActor->GetChannelId(), (string("@")+GetEntity()->GetClass()->GetName()).c_str()); return; } TriggerRespawn(); GetEntity()->EnablePhysics(false); Physicalize(false, false); bool soundEnabled = IsSoundEnabled(); EnableSound(sound); SetViewMode(0); SetOwnerId(pickerId); CopyRenderFlags(GetOwner()); Hide(true); m_stats.dropped = false; m_stats.brandnew = false; IInventory *pInventory = pActor->GetInventory(); if (!pInventory) { GameWarning("Actor '%s' has no inventory, when trying to pickup '%s'!",pActor->GetEntity()->GetName(),GetEntity()->GetName()); return; } if(!pInventory->HasAccessory(GetEntity()->GetClass())) { pInventory->AddAccessory(GetEntity()->GetClass()); } OnPickedUp(pickerId, m_sharedparams->params.unique); PlayAction(g_pItemStrings->pickedup); EnableSound(soundEnabled); if (IsServer() && !IsDemoPlayback()) { if(!gEnv->bMultiplayer) RemoveEntity(); else if(g_pGame->GetGameRules()) g_pGame->GetGameRules()->ScheduleEntityRemoval(GetEntityId(),10.0f,false); //Give some time to the clients to pick the msg } if (IsServer()) { GetGameObject()->SetNetworkParent(pickerId); if ((GetEntity()->GetFlags()&(ENTITY_FLAG_CLIENT_ONLY|ENTITY_FLAG_SERVER_ONLY)) == 0) { pActor->GetGameObject()->InvokeRMIWithDependentObject(CActor::ClPickUp(), CActor::PickItemParams(GetEntityId(), m_stats.selected, sound), eRMI_ToAllClients|eRMI_NoLocalCalls, GetEntityId()); const char *displayName=GetDisplayName(); } } }
void CNetPlayerInput::PreUpdate() { IPhysicalEntity * pPhysEnt = m_pPlayer->GetEntity()->GetPhysics(); if (!pPhysEnt) return; CMovementRequest moveRequest; SMovementState moveState; m_pPlayer->GetMovementController()->GetMovementState(moveState); Quat worldRot = m_pPlayer->GetBaseQuat(); // m_pPlayer->GetEntity()->GetWorldRotation(); Vec3 deltaMovement = worldRot.GetInverted().GetNormalized() * m_curInput.deltaMovement; // absolutely ensure length is correct deltaMovement = deltaMovement.GetNormalizedSafe(ZERO) * m_curInput.deltaMovement.GetLength(); moveRequest.AddDeltaMovement( deltaMovement ); if( IsDemoPlayback() ) { Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection); Ang3 deltaAngles(asin(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y)); moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime()); } //else { Vec3 distantTarget = moveState.eyePosition + 1000.0f * m_curInput.lookDirection; Vec3 lookTarget = distantTarget; if (gEnv->bClient && m_pPlayer->GetGameObject()->IsProbablyVisible()) { // post-process aim direction ray_hit hit; static const int obj_types = ent_all; // ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_living; static const unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any; bool rayHitAny = 0 != gEnv->pPhysicalWorld->RayWorldIntersection( moveState.eyePosition, 150.0f * m_curInput.lookDirection, obj_types, flags, &hit, 1, pPhysEnt ); if (rayHitAny) { lookTarget = hit.pt; } static float proneDist = 1.0f; static float crouchDist = 0.6f; static float standDist = 0.3f; float dist = standDist; if(m_pPlayer->GetStance() == STANCE_CROUCH) dist = crouchDist; else if(m_pPlayer->GetStance() == STANCE_PRONE) dist = proneDist; if((lookTarget - moveState.eyePosition).GetLength2D() < dist) { Vec3 eyeToTarget2d = lookTarget - moveState.eyePosition; eyeToTarget2d.z = 0.0f; eyeToTarget2d.NormalizeSafe(); eyeToTarget2d *= dist; ray_hit newhit; bool rayHitAny = 0 != gEnv->pPhysicalWorld->RayWorldIntersection( moveState.eyePosition + eyeToTarget2d, 3 * Vec3(0,0,-1), obj_types, flags, &newhit, 1, pPhysEnt ); if (rayHitAny) { lookTarget = newhit.pt; } } // SNH: new approach. Make sure the aimTarget is at least 1.5m away, // if not, pick a point 1m down the vector instead. Vec3 dir = lookTarget - moveState.eyePosition; static float minDist = 1.5f; if(dir.GetLengthSquared() < minDist) { lookTarget = moveState.eyePosition + dir.GetNormalizedSafe(); } // draw eye pos for comparison //gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(moveState.eyePosition, 0.04f, ColorF(0.3f,0.2f,0.7f,1.0f)); } moveRequest.SetLookTarget( lookTarget ); moveRequest.SetAimTarget( lookTarget ); if (m_curInput.deltaMovement.GetLengthSquared() > sqr(0.2f)) // 0.2f is almost stopped moveRequest.SetBodyTarget( distantTarget ); else moveRequest.ClearBodyTarget(); } moveRequest.SetAllowStrafing(true); float pseudoSpeed = 0.0f; if (m_curInput.deltaMovement.len2() > 0.0f) { pseudoSpeed = m_pPlayer->CalculatePseudoSpeed(m_curInput.sprint); } moveRequest.SetPseudoSpeed(pseudoSpeed); float lean=0.0f; if (m_curInput.leanl) lean-=1.0f; if (m_curInput.leanr) lean+=1.0f; if (fabsf(lean)>0.01f) moveRequest.SetLean(lean); else moveRequest.ClearLean(); m_pPlayer->GetMovementController()->RequestMovement(moveRequest); if (m_curInput.sprint) m_pPlayer->m_actions |= ACTION_SPRINT; else m_pPlayer->m_actions &= ~ACTION_SPRINT; if (m_curInput.leanl) m_pPlayer->m_actions |= ACTION_LEANLEFT; else m_pPlayer->m_actions &= ~ACTION_LEANLEFT; if (m_curInput.leanr) m_pPlayer->m_actions |= ACTION_LEANRIGHT; else m_pPlayer->m_actions &= ~ACTION_LEANRIGHT; // debug.. if (g_pGameCVars->g_debugNetPlayerInput & 2) { IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug(); pPD->Begin( string("update_player_input_") + m_pPlayer->GetEntity()->GetName(), true ); Vec3 wp = m_pPlayer->GetEntity()->GetWorldPos(); wp.z += 2.0f; pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,0.3f), 1.0f ); // pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,0.3f), 1.0f ); pPD->AddDirection( m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2), 1, m_curInput.deltaMovement, ColorF(1,0,0,0.3f), 1.0f ); } //m_curInput.deltaMovement.zero(); }